Deep within the Jungles of some forgotten Realm lives a large Tower, Spiraling and shooting to the Stars...Deep within this Tower is a Frantic Bespectacled Human. He has brown Robes on him and a large Book on the Table Before Him. Turning around he notices his fellow Makers of Lore.
Ah, Uh...Hello There! Welcome to the Tower of Lore!...Heh. Shall we begin your initiation? Or should we get to the Making of Lore!
The Tower Shines brightly as it appears in another Dimension entirely! This is a Tower of Lore, Where all creators of Lore come to gather.
Hello! I'm TheSecondLoreMaker! Formerly known as Djrowee! I have shifted my Form to fit my...Preferred Likings!
This is a home and Safe Haven for all those who make and love lore! We are completely Neutral, Meaning we don't partake in Wars or Alliances. Yes we may trade tomes and such for more supplies But we will never partake in anything that may make us Bias.
Now, Is this a RP Thread? Well- Yes and No. It is perfectly allowed to RP in the thread specifically at the Tower, which spans a WOPPING 2,546ft Into the Sky.
At its Heart this is a Thread made for conversing lore and creating Lore.
You Know what the Rules are!
No Arguing may accelerate to Harsh Comments, We all have separate Opinions...Get used to it. Though I will not tolerate harsh Comments of any Category.
No Comments about Race, Sexuality, Religion, or Politics.
Have Fun, Don't just sit there and do nothing!
Oh, The Second thing is that for all those out their who rule or are in different Cults or Guilds...It's Fine! I allow you to still join and be in your cult, as long as you stay neutral and don't attempt to be Bias.
RANKS
High Seer: TheSecondLoreMaker (ME)
The Owner and creator of the Tower, they are in charge of Passing all lore's to be brought into worlds.
Prime Secretary: Nothic2SeeHere_
The Second in Command to the High Seer.
High Councilor(s): Baalzeboop
These are better known as the Advisor and Lore Editors, Any lore that wishes to be made into a world or person must be checked and edited by them.
*Tricky question, there are so many! I’m a big fan of Earthsea, and everything Le Guin, so I’ll go with that.*
This is sweet. Are we allowed to share lore we’ve written, receive feedback and whatnot? Cause it’d be really neat to have something similar to the Guild of Homebrew, but for lore.
Ah, I see the point of this thread now. My favorite book series is, weirdly enough, not a book series. It's a multi-book collection of the works of Zdzislaw Beksinski.
Rollback Post to RevisionRollBack
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
So I'm working on an old world of mine and I decided to work on a magic system for it. I got a tiny bit done, and I want to get some feedback before I decide what's good and what should be dropped.
I decided magic would have two main themes: Exploitation and Corruption.
Exploitation here means that your magic comes from nature, but does not add back to it in most cases. Burn, chew, melt, chop, and grind your way through magical plants and animals to cast your spells. Even worse, magic is reliable and doesn't rely on mortal thoughts in most cases, so you can literally automate the process of casting these spells.
Corruption here means that magic is transmutative in nature. Magic doesn't belong in this world, and so it warps everything to its own desires. All magic comes from a Demon of some sort, a being from worlds past. All the gods of this world are these sorts of Demons, and they each have their own magic. Fortunately, there are very few of them.
Spells are typically held in spellcards, which are thick little artifacts that are designed with a specific spell in mind. The most common ones are Flywax and Sacred Steel spellcards, the steel ones being more outright powerful due to the precise machining and meticulous research that goes into them, while the wax ones are for more flexible in their abilities and can be made on the fly by a skilled spellcrafter.
The Divine Light, the creator of the industrious humans and the indomitable angels, brings its own orderly, scientific magic to the field. Very limited in scope and ability, Light spells are essentially just machines that rely on systems outside of mortal understanding. It is heresy to create a new spell without the approval of the church, and even worse to create a construct or magic item, especially if it is not made out of Sacred Steel from the Light itself. Nature has no place in the halls of the Church. You use the right scriptures, the right metal, and the right incantations, or you are executed.
Crie, the bringer of night and creator of the spirit world, brings a sort of artistry to magic. After losing the love of his life to the Light, he chose to finally use the magic of his own fallen world: warping. Warping does nothing on its own, but can take on a corruptive shape when mixed with the Light's artificery. Natural beings can be corrupted by the Darkblight, and their remains and byproducts can be used in magical constructions. The most popular of these substances to be used is Flywax, which comes from honey flies, a fly that functions as a sort of carnivorous, parasitic bee. Ambergris, fat, bones, and other materials are also often used, but none of them are more common than Flywax.
Rollback Post to RevisionRollBack
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
So I'm working on an old world of mine and I decided to work on a magic system for it. I got a tiny bit done, and I want to get some feedback before I decide what's good and what should be dropped.
I decided magic would have two main themes: Exploitation and Corruption.
Exploitation here means that your magic comes from nature, but does not add back to it in most cases. Burn, chew, melt, chop, and grind your way through magical plants and animals to cast your spells. Even worse, magic is reliable and doesn't rely on mortal thoughts in most cases, so you can literally automate the process of casting these spells.
Corruption here means that magic is transmutative in nature. Magic doesn't belong in this world, and so it warps everything to its own desires. All magic comes from a Demon of some sort, a being from worlds past. All the gods of this world are these sorts of Demons, and they each have their own magic. Fortunately, there are very few of them.
Spells are typically held in spellcards, which are thick little artifacts that are designed with a specific spell in mind. The most common ones are Flywax and Sacred Steel spellcards, the steel ones being more outright powerful due to the precise machining and meticulous research that goes into them, while the wax ones are for more flexible in their abilities and can be made on the fly by a skilled spellcrafter.
The Divine Light, the creator of the industrious humans and the indomitable angels, brings its own orderly, scientific magic to the field. Very limited in scope and ability, Light spells are essentially just machines that rely on systems outside of mortal understanding. It is heresy to create a new spell without the approval of the church, and even worse to create a construct or magic item, especially if it is not made out of Sacred Steel from the Light itself. Nature has no place in the halls of the Church. You use the right scriptures, the right metal, and the right incantations, or you are executed.
Crie, the bringer of night and creator of the spirit world, brings a sort of artistry to magic. After losing the love of his life to the Light, he chose to finally use the magic of his own fallen world: warping. Warping does nothing on its own, but can take on a corruptive shape when mixed with the Light's artificery. Natural beings can be corrupted by the Darkblight, and their remains and byproducts can be used in magical constructions. The most popular of these substances to be used is Flywax, which comes from honey flies, a fly that functions as a sort of carnivorous, parasitic bee. Ambergris, fat, bones, and other materials are also often used, but none of them are more common than Flywax.
Super super epic, also, the exploitation paragraph is very interesting, never thought of something like that before. Automated magic opens so many potential doors
Rollback Post to RevisionRollBack
⌜╔═════════════The Board══════════════╗⌝
...and started me on my way into my next chapter in life...
So I'm working on an old world of mine and I decided to work on a magic system for it. I got a tiny bit done, and I want to get some feedback before I decide what's good and what should be dropped.
I decided magic would have two main themes: Exploitation and Corruption.
Exploitation here means that your magic comes from nature, but does not add back to it in most cases. Burn, chew, melt, chop, and grind your way through magical plants and animals to cast your spells. Even worse, magic is reliable and doesn't rely on mortal thoughts in most cases, so you can literally automate the process of casting these spells.
Corruption here means that magic is transmutative in nature. Magic doesn't belong in this world, and so it warps everything to its own desires. All magic comes from a Demon of some sort, a being from worlds past. All the gods of this world are these sorts of Demons, and they each have their own magic. Fortunately, there are very few of them.
Spells are typically held in spellcards, which are thick little artifacts that are designed with a specific spell in mind. The most common ones are Flywax and Sacred Steel spellcards, the steel ones being more outright powerful due to the precise machining and meticulous research that goes into them, while the wax ones are for more flexible in their abilities and can be made on the fly by a skilled spellcrafter.
The Divine Light, the creator of the industrious humans and the indomitable angels, brings its own orderly, scientific magic to the field. Very limited in scope and ability, Light spells are essentially just machines that rely on systems outside of mortal understanding. It is heresy to create a new spell without the approval of the church, and even worse to create a construct or magic item, especially if it is not made out of Sacred Steel from the Light itself. Nature has no place in the halls of the Church. You use the right scriptures, the right metal, and the right incantations, or you are executed.
Crie, the bringer of night and creator of the spirit world, brings a sort of artistry to magic. After losing the love of his life to the Light, he chose to finally use the magic of his own fallen world: warping. Warping does nothing on its own, but can take on a corruptive shape when mixed with the Light's artificery. Natural beings can be corrupted by the Darkblight, and their remains and byproducts can be used in magical constructions. The most popular of these substances to be used is Flywax, which comes from honey flies, a fly that functions as a sort of carnivorous, parasitic bee. Ambergris, fat, bones, and other materials are also often used, but none of them are more common than Flywax.
Super super epic, also, the exploitation paragraph is very interesting, never thought of something like that before. Automated magic opens so many potential doors
By the way, those spellcards?
You can put them into machines.
Arcane punched card computers.
Rollback Post to RevisionRollBack
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
If magic was automatic, then I bet there wouldn’t be much of a need for people to hire others to build things or work in their factories.
for some reason, I think its really cool to think about how one change to our world could affect how everything works. Like if it was always raining constantly on earth, then there would be constant flooding and plants would have evolved to deal with that.
So I'm working on an old world of mine and I decided to work on a magic system for it. I got a tiny bit done, and I want to get some feedback before I decide what's good and what should be dropped.
I decided magic would have two main themes: Exploitation and Corruption.
Exploitation here means that your magic comes from nature, but does not add back to it in most cases. Burn, chew, melt, chop, and grind your way through magical plants and animals to cast your spells. Even worse, magic is reliable and doesn't rely on mortal thoughts in most cases, so you can literally automate the process of casting these spells.
Corruption here means that magic is transmutative in nature. Magic doesn't belong in this world, and so it warps everything to its own desires. All magic comes from a Demon of some sort, a being from worlds past. All the gods of this world are these sorts of Demons, and they each have their own magic. Fortunately, there are very few of them.
Spells are typically held in spellcards, which are thick little artifacts that are designed with a specific spell in mind. The most common ones are Flywax and Sacred Steel spellcards, the steel ones being more outright powerful due to the precise machining and meticulous research that goes into them, while the wax ones are for more flexible in their abilities and can be made on the fly by a skilled spellcrafter.
The Divine Light, the creator of the industrious humans and the indomitable angels, brings its own orderly, scientific magic to the field. Very limited in scope and ability, Light spells are essentially just machines that rely on systems outside of mortal understanding. It is heresy to create a new spell without the approval of the church, and even worse to create a construct or magic item, especially if it is not made out of Sacred Steel from the Light itself. Nature has no place in the halls of the Church. You use the right scriptures, the right metal, and the right incantations, or you are executed.
Crie, the bringer of night and creator of the spirit world, brings a sort of artistry to magic. After losing the love of his life to the Light, he chose to finally use the magic of his own fallen world: warping. Warping does nothing on its own, but can take on a corruptive shape when mixed with the Light's artificery. Natural beings can be corrupted by the Darkblight, and their remains and byproducts can be used in magical constructions. The most popular of these substances to be used is Flywax, which comes from honey flies, a fly that functions as a sort of carnivorous, parasitic bee. Ambergris, fat, bones, and other materials are also often used, but none of them are more common than Flywax.
Super super epic, also, the exploitation paragraph is very interesting, never thought of something like that before. Automated magic opens so many potential doors
Could you tell me what you liked about it specifically? I'm perfectly cool if the answer is "not right now" or "no."
Rollback Post to RevisionRollBack
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
So I'm working on an old world of mine and I decided to work on a magic system for it. I got a tiny bit done, and I want to get some feedback before I decide what's good and what should be dropped.
I decided magic would have two main themes: Exploitation and Corruption.
Exploitation here means that your magic comes from nature, but does not add back to it in most cases. Burn, chew, melt, chop, and grind your way through magical plants and animals to cast your spells. Even worse, magic is reliable and doesn't rely on mortal thoughts in most cases, so you can literally automate the process of casting these spells.
Corruption here means that magic is transmutative in nature. Magic doesn't belong in this world, and so it warps everything to its own desires. All magic comes from a Demon of some sort, a being from worlds past. All the gods of this world are these sorts of Demons, and they each have their own magic. Fortunately, there are very few of them.
Spells are typically held in spellcards, which are thick little artifacts that are designed with a specific spell in mind. The most common ones are Flywax and Sacred Steel spellcards, the steel ones being more outright powerful due to the precise machining and meticulous research that goes into them, while the wax ones are for more flexible in their abilities and can be made on the fly by a skilled spellcrafter.
The Divine Light, the creator of the industrious humans and the indomitable angels, brings its own orderly, scientific magic to the field. Very limited in scope and ability, Light spells are essentially just machines that rely on systems outside of mortal understanding. It is heresy to create a new spell without the approval of the church, and even worse to create a construct or magic item, especially if it is not made out of Sacred Steel from the Light itself. Nature has no place in the halls of the Church. You use the right scriptures, the right metal, and the right incantations, or you are executed.
Crie, the bringer of night and creator of the spirit world, brings a sort of artistry to magic. After losing the love of his life to the Light, he chose to finally use the magic of his own fallen world: warping. Warping does nothing on its own, but can take on a corruptive shape when mixed with the Light's artificery. Natural beings can be corrupted by the Darkblight, and their remains and byproducts can be used in magical constructions. The most popular of these substances to be used is Flywax, which comes from honey flies, a fly that functions as a sort of carnivorous, parasitic bee. Ambergris, fat, bones, and other materials are also often used, but none of them are more common than Flywax.
Super super epic, also, the exploitation paragraph is very interesting, never thought of something like that before. Automated magic opens so many potential doors
Could you tell me what you liked about it specifically? I'm perfectly cool if the answer is "not right now" or "no."
Maybe, let's see... just that, the thought in the back of your mind that while you consume all of this magic, it's not unlimited. AND that since it doesn't require thought, you could have robots or somethin even just casting spells. It's fun
Rollback Post to RevisionRollBack
⌜╔═════════════The Board══════════════╗⌝
...and started me on my way into my next chapter in life...
Worked on the system a little bit more, but still not 100% on it:
There are two major types of magic: Stable and Turbulent.
Stable magic is usually practiced by amateurs and machines. It's simple, reliable, and cheap. A gun is likely to use stable magic, as is a magic shield. Practitioners of stable magic are typically tinkers, getting things to work and preforming minor magical feats.
Turbulent magic is... weird. It's primarily used by actual spellcasters, and involves lots of destruction, typically burning or eating something unusual for a desired effect. These unusual trinkets, called talismans, are by definition impossible to make by machine reliably. If it were able to be made reliably, it would cease to be a talisman. A bullet, for example, might be a magical item, but not a talisman.
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Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
The court of night and magic is currently ruled by Queen Sarastra, with the disgraced and exiled moonlit king waiting for a chance to take power again, and that time is soon.
but if Queen Sarastra dies, then that means that the moonlit king will cease to be the king of the court of night and magic, as Sarastra is the monarch, not him. The current line of succession for the throne is the black prince of Corremel, then his sister Revich the seer, then the black princes’ son, and then finally if all of those are dead, then the moonlit king will likely hold the throne, already having been an influential Duke in the court before he married Sarastra, and then the next contenders would be King Reynard of the Court of Mice and Ravens, and Countess Phylomara of the court of midnight teeth. And if the moonlit king maintained the position and had an heir, it would go to them.
the court of night and magic is a court in a setting I’m running for a campaign, and I just kinda wanted to share some stuff that I made for it. All the characters are part of the Ebon Tides setting, but i made the whole royal succession stuff.
For my players in Oak, Road, and Stone, this doesn’t contain any secret spoilers, all of this would be relatively common knowledge.
Seafaring Faction Lore(for the world of Lubridium)
Note on the Allies and Enemies Rankings
The Allies and Enemies ranking refers to that particular faction’s view on other respective factions. A score of 1-3 is hostile, 4-6 is neutral, and 7-10 is friendly. Any factions that have ranked each other with scores of eight or higher are considered officially allied, and will never interfere in each other’s affairs without good reason. The Empire is not included on this list due to its nearly nonexistent naval presence, but it’s still marked in the Allies and Enemies section due to its importance in international affairs.
The Notched Blades
Strong stern, sturdy steel. The Notched Blades are twelve loosely connected factions of disputable legitimacy that frequently prowl the waters to the east. A member of the Notched Blades must demonstrate loyalty to the crew and themselves, and must prove their worth in a sparring match with their Captain. Winning the match isn’t necessary to join — it’s more a test of one’s mettle than anything else.
Unlike many Lubridian factions, the Notched Blades do operate under a set of moral guidelines; they prey only on ships close to shore and take prisoners whenever possible. Although most of the Notched Blades’ ranks are composed of former corsairs, the leadership of Captain Nathaniel Cairn has given them a new purpose — to destroy the Queen and her Empire, piece by piece.
Symbol: A skeletal hand holding a torch, whose flames represent the fires of rebellion. The hand represents the Captain’s guiding hand through the dark, an egotistical nod to his own leadership.
The Captain’s former ship, the Silver Ghost, was sunk to the Hudson’s Bay Company two cycles ago. He now commands the BloodyBarnacle, seeking recruits for his fight against the Empire.
The Shield Federation
Small in size, mighty in spirit. The Shield Federation is a coalition of gnome privateers called Shieldings dedicated to the maintenance of order as dictated by the highest bidder. They operate under three guiding principles: efficiency, brutality, and discretion. They strike out of nowhere, sinking ships and taking no prisoners. They backstab and steal without hesitation, and expect no quarter from their opposition. To make an enemy of the Shield Federation is an easy feat with severe repercussions — the gnomes are known for their grudges. The Shield Federation is known for, among other things, their use of gunpowder in combat and their penchant for wearing jewelry and acquiring tattoos.
Allies and Enemies: 8/10 Empire, 5/10 Notched Blades, 7/10 Spider Guild, 3/10 United Merchant Conglomerate, 2/10 Scarsails
Symbol: A ring and coin falling into a gilded chalice. The ring symbolizes diplomacy, the coin bribery, and the goblet poison — the Shield Federation’s three prime tools.
Shieldings are permitted to pursue their bounties and settle grievances when need be, but an order from a commander always supersedes personal vendettas. The Shield Federation uses sending stones to communicate over long distances, and each ship has a basin filled with them to ensure constant contact within the faction. They are among the most organized factions to operate in Lubridium, second only to the United Merchant Conglomerate in terms of sheer consistency.
The Scarsails
The drums struck, the battle begun. The Scarsails are pirates, plain and simple. Exiled from various nations across the world, tossed from their homelands for reasons political and personal, outcasts in every sense of the word. The majority of them come from the island of Achutoryn, forced to flee for their lives after daring to speak out against their tyrannical queen. The Scarsails are on good terms with the Notched Blades due to their mutual enemies in the Empire and United Merchant Conglomerate.
Allies and Enemies: Notched Blades 9/10, Shield Federation 1/10, Spider Guild 2/10, Empire 1/10, United Merchant Conglomerate 1/10.
Symbol: The skull of a minotaur with one horn sheared off. The broken horn symbolizes their origins, and the other symbolizes their future.
The Scarsails have a deep-seated animosity towards the Shieldings and Spider Guild, due in part to their predisposition to trickery. They also hate the Empire and UMC because of their attempts to regulate “pirate affairs.” Unlike the Notched Blades, the Scarsails have no issues with sacking and sinking innocent ships, and likewise have an inherent tendency to betrayal. The Scarsails have a semi-unique command over aquatic monsters such as dragon turtles and aboleths, and the creatures are commonly found trailing fleets of Scarsail ships. To hunt these creatures is considered deeply offensive, even if the Scarsails themselves aren't present during the killing.
United Merchant Conglomerate
The bag comes first. The United Merchant Conglomerate is a globally notorious alliance of merchants and bankers based in Western Europe. Among its ranks are numerous universally hated companies including the East India Company, Hudson’s Bay Company, and Royal African Company. The UMC is oftentimes referred to as the true power behind the Empire, due in part to its constant naval presence and its regular participation in Imperial affairs. The “big 3” corporations also act as the de-facto governments in their respective regions: The East India Company in Eastern Asia, the Hudson’s Bay Company in the New World, and the Royal African Company in Africa and Terra Australis.
Symbol: Various logos and insignias are displayed on UMC banners. Occasionally, the faction will represent itself as a whole with a design featuring two hands shaking — one human, and one rotting and skeletal.
The United Merchant Conglomerate is always willing to negotiate, and even their worst enemies can be redeemed at the right price. However, deals with them are generally severely one-sided. Most of the Empire’s direct interaction with the world comes through the UMC; it is in every regard superior to the Empire in terms of organization for the purposes of conquest and forcing submission.
The Spider Guild
Every step a new best. The Spider Guild is a collective of inventors and explorers dedicated to the obtainment of knowledge and secrets. Their inventions are in equal measures numerous and impactful; they are by all accounts the most advanced of any faction and have spearheaded a global renaissance of science and culture among the peoples of Europe and Asia. Among their countless failed experiments and defunct inventions are scores of hidden gems such as the creation of the steam-powered engine and the utilization of now-popularized gunpowder in cannons. The Spider Guild is led by an elusive figure known only to her followers as the Spider Queen; the existence of a “Spider King” is speculated but remains unconfirmed thus far. Joining the Spider Guild is no simple tryout — it’s a process that can take years, requiring one to display all the traits valued by the guild with a special emphasis on free thought and creativity.
Allies and Enemies: Notched Blades 6/10, Shield Federation 7/10, Scarsails 2/10, Empire 6/10, United Merchant Conglomerate 7/10
Symbol: A spider reclining on a wheel, representing ingenuity and adaptability.
The Spider Guild is highly thought of among most every faction due to their respectable neutrality and their singleminded focus on the progression of science and higher thinking. The Spider Guild makes frequent use of magic in everyday life and routinely hires mages to assist them in the testing of new inventions.
Wildcard Factions
Interactions with these factions can go any way. While they’re not necessarily hostile by default, a wildcard faction is usually volatile in the extreme. They operate on their terms and rarely form alliances with other organizations.
Tortuga Bandits — pirates that live in a symbiotic relationship with an ancient dragon turtle, using its back to carry their operatives. The Tortuga Bandits delight in feeding the turtle captured crew members from the ships they attack.
Flamekeepers — renegade Spider Guild members that have trapped a powerful fire elemental belowdecks and use its steam energy to power their engine. The water boils wherever the ship goes, concealing its approach in a cloud of smog. This faction split off from the Spider Guild after the Spider Queen stopped the project due to her ethical considerations on using a living creature for energy.
My fanfiction faction (it doesn't work at all with the existing lore, I know, that's why it's fanfiction):
The Darkest Kitchen
Hunger is eternal. Originally a branch of the Hudson's Bay Company, The Darkest Kitchen was an occult research and development department that split off due to a desire for freedom and also a not-insignificant amount of rapid-onset insanity. They are barely even a faction, united almost solely by their refusal to accept that anything in this mutable world has anything sacred or of value beyond experience. They are cunning artisans and artists, with many a dark, surrealist magician amongst them, all trying to attain ascension through the arts. In the meantime, they create incredible art pieces and masterfully crafted meals, spells, and devices.
Allies and Enemies: Wildcard
Symbol: A large Tabanidae fly, representing motivation, persistence, abundance, and transformation, as well as their original field of research. The style changes with each individual cult, but it is always the same species: the rare Honey Fly.
The Darkest Kitchen has somehow always held the philosophy that violence should be a last resort due to the amount of goods that could be damaged by cannon fire. They nearly always attempt to take the coward's option, using their large, well-crafted cargo ships to get out of danger quickly. They usually don't care about the morality of the faction they are dealing with as long as they can get the upper hand.
Rollback Post to RevisionRollBack
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
That’s sick, Baalze! I’d love to make it canon and add it to the list (crediting you of course) if you’d willing.
And it’s fine if things don’t seem like they work well in the existing lore. I’m more concerned about the existing lore feeling old and stagnant. Diversity of ideas is much preferred, regardless of how wild they may be.
That’s sick, Baalze! I’d love to make it canon and add it to the list (crediting you of course) if you’d willing.
And it’s fine if things don’t seem like they work well in the existing lore. I’m more concerned about the existing lore feeling old and stagnant. Diversity of ideas is much preferred, regardless of how wild they may be.
Oh, absolutely! Feel free to incorporate any idea I send to you, my man!
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Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
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Deep within the Jungles of some forgotten Realm lives a large Tower, Spiraling and shooting to the Stars...Deep within this Tower is a Frantic Bespectacled Human. He has brown Robes on him and a large Book on the Table Before Him. Turning around he notices his fellow Makers of Lore.
Ah, Uh...Hello There! Welcome to the Tower of Lore!...Heh. Shall we begin your initiation? Or should we get to the Making of Lore!
The Tower Shines brightly as it appears in another Dimension entirely! This is a Tower of Lore, Where all creators of Lore come to gather.
Hello! I'm TheSecondLoreMaker! Formerly known as Djrowee! I have shifted my Form to fit my...Preferred Likings!
This is a home and Safe Haven for all those who make and love lore! We are completely Neutral, Meaning we don't partake in Wars or Alliances. Yes we may trade tomes and such for more supplies But we will never partake in anything that may make us Bias.
Now, Is this a RP Thread? Well- Yes and No. It is perfectly allowed to RP in the thread specifically at the Tower, which spans a WOPPING 2,546ft Into the Sky.
At its Heart this is a Thread made for conversing lore and creating Lore.
You Know what the Rules are!
No Arguing may accelerate to Harsh Comments, We all have separate Opinions...Get used to it. Though I will not tolerate harsh Comments of any Category.
No Comments about Race, Sexuality, Religion, or Politics.
Have Fun, Don't just sit there and do nothing!
Oh, The Second thing is that for all those out their who rule or are in different Cults or Guilds...It's Fine! I allow you to still join and be in your cult, as long as you stay neutral and don't attempt to be Bias.
RANKS
High Seer: TheSecondLoreMaker (ME)
The Owner and creator of the Tower, they are in charge of Passing all lore's to be brought into worlds.
Prime Secretary: Nothic2SeeHere_
The Second in Command to the High Seer.
High Councilor(s): Baalzeboop
These are better known as the Advisor and Lore Editors, Any lore that wishes to be made into a world or person must be checked and edited by them.
Senior Scholar(s): TheFriendlyArchfey, Yondor_The_Fantastic
These are Scholars who had advanced to the Next Level of Lore Making.
Scholar(s): WoodsGirl0402
These are brand new Lore makers or Lore Makers who wish to create.
Respond with your Favorite Book Series if you read the Rules.
Lore, Lore, and More! That's what I'm about!
PM me if you wish for some lore on a person or place!
Looks cool!
favorite book is probably Wings of Fire or Percy Jackson, maybe the Menagerie or school for good and evil. the inheritance cycle is good too.
*Tricky question, there are so many! I’m a big fan of Earthsea, and everything Le Guin, so I’ll go with that.*
This is sweet. Are we allowed to share lore we’ve written, receive feedback and whatnot? Cause it’d be really neat to have something similar to the Guild of Homebrew, but for lore.
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
So uhh
lore!
I just had an idea based off a pointy hat video. He made hags that feed off of love, happiness, ambition, and fear.
so what about one that feeds off of guilt?
Ah, I see the point of this thread now. My favorite book series is, weirdly enough, not a book series. It's a multi-book collection of the works of Zdzislaw Beksinski.
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
I like lore, but I’m not sure how much I have to contribute to this thread. My favorite book series is Percy Jackson (just read Chalice of the Gods).
I also really liked Wizard of Earthsea, but I couldn’t really get into the other books in the series.
I really like D&D, especially Ravenloft, Exandria and the Upside Down from Stranger Things. My pronouns are she/they (genderfae).
So I'm working on an old world of mine and I decided to work on a magic system for it. I got a tiny bit done, and I want to get some feedback before I decide what's good and what should be dropped.
I decided magic would have two main themes: Exploitation and Corruption.
Exploitation here means that your magic comes from nature, but does not add back to it in most cases. Burn, chew, melt, chop, and grind your way through magical plants and animals to cast your spells. Even worse, magic is reliable and doesn't rely on mortal thoughts in most cases, so you can literally automate the process of casting these spells.
Corruption here means that magic is transmutative in nature. Magic doesn't belong in this world, and so it warps everything to its own desires. All magic comes from a Demon of some sort, a being from worlds past. All the gods of this world are these sorts of Demons, and they each have their own magic. Fortunately, there are very few of them.
Spells are typically held in spellcards, which are thick little artifacts that are designed with a specific spell in mind. The most common ones are Flywax and Sacred Steel spellcards, the steel ones being more outright powerful due to the precise machining and meticulous research that goes into them, while the wax ones are for more flexible in their abilities and can be made on the fly by a skilled spellcrafter.
The Divine Light, the creator of the industrious humans and the indomitable angels, brings its own orderly, scientific magic to the field. Very limited in scope and ability, Light spells are essentially just machines that rely on systems outside of mortal understanding. It is heresy to create a new spell without the approval of the church, and even worse to create a construct or magic item, especially if it is not made out of Sacred Steel from the Light itself. Nature has no place in the halls of the Church. You use the right scriptures, the right metal, and the right incantations, or you are executed.
Crie, the bringer of night and creator of the spirit world, brings a sort of artistry to magic. After losing the love of his life to the Light, he chose to finally use the magic of his own fallen world: warping. Warping does nothing on its own, but can take on a corruptive shape when mixed with the Light's artificery. Natural beings can be corrupted by the Darkblight, and their remains and byproducts can be used in magical constructions. The most popular of these substances to be used is Flywax, which comes from honey flies, a fly that functions as a sort of carnivorous, parasitic bee. Ambergris, fat, bones, and other materials are also often used, but none of them are more common than Flywax.
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Super super epic, also, the exploitation paragraph is very interesting, never thought of something like that before. Automated magic opens so many potential doors
⌜╔═════════════ The Board ══════════════╗⌝
...and started me on my way into my next chapter in life...
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By the way, those spellcards?
You can put them into machines.
Arcane punched card computers.
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
If magic was automatic, then I bet there wouldn’t be much of a need for people to hire others to build things or work in their factories.
for some reason, I think its really cool to think about how one change to our world could affect how everything works. Like if it was always raining constantly on earth, then there would be constant flooding and plants would have evolved to deal with that.
Could you tell me what you liked about it specifically? I'm perfectly cool if the answer is "not right now" or "no."
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Maybe, let's see... just that, the thought in the back of your mind that while you consume all of this magic, it's not unlimited. AND that since it doesn't require thought, you could have robots or somethin even just casting spells. It's fun
⌜╔═════════════ The Board ══════════════╗⌝
...and started me on my way into my next chapter in life...
⌞╚════════════ Extended Signature ════════════╝⌟
Worked on the system a little bit more, but still not 100% on it:
There are two major types of magic: Stable and Turbulent.
Stable magic is usually practiced by amateurs and machines. It's simple, reliable, and cheap. A gun is likely to use stable magic, as is a magic shield. Practitioners of stable magic are typically tinkers, getting things to work and preforming minor magical feats.
Turbulent magic is... weird. It's primarily used by actual spellcasters, and involves lots of destruction, typically burning or eating something unusual for a desired effect. These unusual trinkets, called talismans, are by definition impossible to make by machine reliably. If it were able to be made reliably, it would cease to be a talisman. A bullet, for example, might be a magical item, but not a talisman.
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Alright, that’s going in the quote thread! lol!
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
the throne of the court and night and magic
The court of night and magic is currently ruled by Queen Sarastra, with the disgraced and exiled moonlit king waiting for a chance to take power again, and that time is soon.
but if Queen Sarastra dies, then that means that the moonlit king will cease to be the king of the court of night and magic, as Sarastra is the monarch, not him. The current line of succession for the throne is the black prince of Corremel, then his sister Revich the seer, then the black princes’ son, and then finally if all of those are dead, then the moonlit king will likely hold the throne, already having been an influential Duke in the court before he married Sarastra, and then the next contenders would be King Reynard of the Court of Mice and Ravens, and Countess Phylomara of the court of midnight teeth. And if the moonlit king maintained the position and had an heir, it would go to them.
the court of night and magic is a court in a setting I’m running for a campaign, and I just kinda wanted to share some stuff that I made for it. All the characters are part of the Ebon Tides setting, but i made the whole royal succession stuff.
For my players in Oak, Road, and Stone, this doesn’t contain any secret spoilers, all of this would be relatively common knowledge.
Seafaring Faction Lore (for the world of Lubridium)
Note on the Allies and Enemies Rankings
The Allies and Enemies ranking refers to that particular faction’s view on other respective factions. A score of 1-3 is hostile, 4-6 is neutral, and 7-10 is friendly. Any factions that have ranked each other with scores of eight or higher are considered officially allied, and will never interfere in each other’s affairs without good reason. The Empire is not included on this list due to its nearly nonexistent naval presence, but it’s still marked in the Allies and Enemies section due to its importance in international affairs.
The Notched Blades
Strong stern, sturdy steel. The Notched Blades are twelve loosely connected factions of disputable legitimacy that frequently prowl the waters to the east. A member of the Notched Blades must demonstrate loyalty to the crew and themselves, and must prove their worth in a sparring match with their Captain. Winning the match isn’t necessary to join — it’s more a test of one’s mettle than anything else.
Unlike many Lubridian factions, the Notched Blades do operate under a set of moral guidelines; they prey only on ships close to shore and take prisoners whenever possible. Although most of the Notched Blades’ ranks are composed of former corsairs, the leadership of Captain Nathaniel Cairn has given them a new purpose — to destroy the Queen and her Empire, piece by piece.
Allies & Enemies: 1/10 Empire, 4/10 Shield Federation, 9/10 Spider Guild, 2//10 United Merchant Conglomerate, 8/10 Scarsails
Symbol: A skeletal hand holding a torch, whose flames represent the fires of rebellion. The hand represents the Captain’s guiding hand through the dark, an egotistical nod to his own leadership.
The Captain’s former ship, the Silver Ghost, was sunk to the Hudson’s Bay Company two cycles ago. He now commands the Bloody Barnacle, seeking recruits for his fight against the Empire.
The Shield Federation
Small in size, mighty in spirit. The Shield Federation is a coalition of gnome privateers called Shieldings dedicated to the maintenance of order as dictated by the highest bidder. They operate under three guiding principles: efficiency, brutality, and discretion. They strike out of nowhere, sinking ships and taking no prisoners. They backstab and steal without hesitation, and expect no quarter from their opposition. To make an enemy of the Shield Federation is an easy feat with severe repercussions — the gnomes are known for their grudges. The Shield Federation is known for, among other things, their use of gunpowder in combat and their penchant for wearing jewelry and acquiring tattoos.
Allies and Enemies: 8/10 Empire, 5/10 Notched Blades, 7/10 Spider Guild, 3/10 United Merchant Conglomerate, 2/10 Scarsails
Symbol: A ring and coin falling into a gilded chalice. The ring symbolizes diplomacy, the coin bribery, and the goblet poison — the Shield Federation’s three prime tools.
Shieldings are permitted to pursue their bounties and settle grievances when need be, but an order from a commander always supersedes personal vendettas. The Shield Federation uses sending stones to communicate over long distances, and each ship has a basin filled with them to ensure constant contact within the faction. They are among the most organized factions to operate in Lubridium, second only to the United Merchant Conglomerate in terms of sheer consistency.
The Scarsails
The drums struck, the battle begun. The Scarsails are pirates, plain and simple. Exiled from various nations across the world, tossed from their homelands for reasons political and personal, outcasts in every sense of the word. The majority of them come from the island of Achutoryn, forced to flee for their lives after daring to speak out against their tyrannical queen. The Scarsails are on good terms with the Notched Blades due to their mutual enemies in the Empire and United Merchant Conglomerate.
Allies and Enemies: Notched Blades 9/10, Shield Federation 1/10, Spider Guild 2/10, Empire 1/10, United Merchant Conglomerate 1/10.
Symbol: The skull of a minotaur with one horn sheared off. The broken horn symbolizes their origins, and the other symbolizes their future.
The Scarsails have a deep-seated animosity towards the Shieldings and Spider Guild, due in part to their predisposition to trickery. They also hate the Empire and UMC because of their attempts to regulate “pirate affairs.” Unlike the Notched Blades, the Scarsails have no issues with sacking and sinking innocent ships, and likewise have an inherent tendency to betrayal. The Scarsails have a semi-unique command over aquatic monsters such as dragon turtles and aboleths, and the creatures are commonly found trailing fleets of Scarsail ships. To hunt these creatures is considered deeply offensive, even if the Scarsails themselves aren't present during the killing.
United Merchant Conglomerate
The bag comes first. The United Merchant Conglomerate is a globally notorious alliance of merchants and bankers based in Western Europe. Among its ranks are numerous universally hated companies including the East India Company, Hudson’s Bay Company, and Royal African Company. The UMC is oftentimes referred to as the true power behind the Empire, due in part to its constant naval presence and its regular participation in Imperial affairs. The “big 3” corporations also act as the de-facto governments in their respective regions: The East India Company in Eastern Asia, the Hudson’s Bay Company in the New World, and the Royal African Company in Africa and Terra Australis.
Allies and Enemies: Notched Blades 3/10, Shield Federation 5/10, Spider Guild 5/10, Empire 9/10, Scarsails 4/10
Symbol: Various logos and insignias are displayed on UMC banners. Occasionally, the faction will represent itself as a whole with a design featuring two hands shaking — one human, and one rotting and skeletal.
The United Merchant Conglomerate is always willing to negotiate, and even their worst enemies can be redeemed at the right price. However, deals with them are generally severely one-sided. Most of the Empire’s direct interaction with the world comes through the UMC; it is in every regard superior to the Empire in terms of organization for the purposes of conquest and forcing submission.
The Spider Guild
Every step a new best. The Spider Guild is a collective of inventors and explorers dedicated to the obtainment of knowledge and secrets. Their inventions are in equal measures numerous and impactful; they are by all accounts the most advanced of any faction and have spearheaded a global renaissance of science and culture among the peoples of Europe and Asia. Among their countless failed experiments and defunct inventions are scores of hidden gems such as the creation of the steam-powered engine and the utilization of now-popularized gunpowder in cannons. The Spider Guild is led by an elusive figure known only to her followers as the Spider Queen; the existence of a “Spider King” is speculated but remains unconfirmed thus far. Joining the Spider Guild is no simple tryout — it’s a process that can take years, requiring one to display all the traits valued by the guild with a special emphasis on free thought and creativity.
Allies and Enemies: Notched Blades 6/10, Shield Federation 7/10, Scarsails 2/10, Empire 6/10, United Merchant Conglomerate 7/10
Symbol: A spider reclining on a wheel, representing ingenuity and adaptability.
The Spider Guild is highly thought of among most every faction due to their respectable neutrality and their singleminded focus on the progression of science and higher thinking. The Spider Guild makes frequent use of magic in everyday life and routinely hires mages to assist them in the testing of new inventions.
Wildcard Factions
Interactions with these factions can go any way. While they’re not necessarily hostile by default, a wildcard faction is usually volatile in the extreme. They operate on their terms and rarely form alliances with other organizations.
Thoughts?
(Thank you Yon for wildcard faction ideas!)
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
That is awesome and I want to make my own faction now, regardless of how impractical it would be.
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
My fanfiction faction (it doesn't work at all with the existing lore, I know, that's why it's fanfiction):
The Darkest Kitchen
Hunger is eternal. Originally a branch of the Hudson's Bay Company, The Darkest Kitchen was an occult research and development department that split off due to a desire for freedom and also a not-insignificant amount of rapid-onset insanity. They are barely even a faction, united almost solely by their refusal to accept that anything in this mutable world has anything sacred or of value beyond experience. They are cunning artisans and artists, with many a dark, surrealist magician amongst them, all trying to attain ascension through the arts. In the meantime, they create incredible art pieces and masterfully crafted meals, spells, and devices.
Allies and Enemies: Wildcard
Symbol: A large Tabanidae fly, representing motivation, persistence, abundance, and transformation, as well as their original field of research. The style changes with each individual cult, but it is always the same species: the rare Honey Fly.
The Darkest Kitchen has somehow always held the philosophy that violence should be a last resort due to the amount of goods that could be damaged by cannon fire. They nearly always attempt to take the coward's option, using their large, well-crafted cargo ships to get out of danger quickly. They usually don't care about the morality of the faction they are dealing with as long as they can get the upper hand.
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
That’s sick, Baalze! I’d love to make it canon and add it to the list (crediting you of course) if you’d willing.
And it’s fine if things don’t seem like they work well in the existing lore. I’m more concerned about the existing lore feeling old and stagnant. Diversity of ideas is much preferred, regardless of how wild they may be.
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
Oh, absolutely! Feel free to incorporate any idea I send to you, my man!
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.