Dashed Expectations

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PostPosted: Sun Jul 14, 2013 2:46 am 
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Location: :33 < MY SHIPS ARE PURRFECT, PAWLESS, WITHOUT P33R
i kind of want that to become apparent over the course of the rp


in fact, we may get to it sooner rather than later.

you ninny.


hopefully right at the end of this island bit, or right afterwards.

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PostPosted: Sun Jul 14, 2013 2:56 am 
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YO FALCON
WHAT'S UP WITH THIS JERRY FELLOW AND HIS MAGIC DRINKS?? HE SOME KIND OF FAILURE ALCHEMIST OR SOMETHING???


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PostPosted: Sun Jul 14, 2013 5:13 am 
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To understand how Jerry's magic brewin' works, we first have to understand a few things about trolls.

They are very skilled craftsmen. If you somehow got a troll to work for your ship, you can bet their work load will be high in quality.

Another thing you have to know about trolls is that, unlike the other beast races, they are both involved and uninvolved to the human race. Like most beast races, they are highly secretive and rarely see non-trolls appear in their culture save for some special events. However, as stated before, they are highly adept in their craftsmanship, which makes trolls highly sought after for being part of a crew even though they are, by definition, a subspecies. Humans will look the other way when it comes to the troll race simply due to the fact that they are cheaper, they don't complain, and they are insanely gifted in their specialization.
This is, of course, not always the case. They face the same persecution as the other beast races which sometimes includes being shunned out of communities, and they are collared by the church many times, as well. However, due to their willingness to work for cheap and no qualms with the affairs of humies, the trolls tend to be one of the least-collared beast races.

One last thing to know about trolls is that they enjoy beer. A lot. Brewing is considered one of their highest cultural professions. The brew they make is more akin to religious consumption than the brew a human or other beast makes, due to connections with Y'manzo, one of their deities. Long story short, he loved beer, so the trolls love beer. That's the founding of their religion.

Brewing in the troll culture is only partly alchemical. They utilize beer for pleasure, as most cultures. However, they also use it for medicine. "Fer da fever dat ails ya, we gonna ales ya." The beer is actually highly potent in both aspects, allowing for both excellent healing power as well as the ability to get drunk off your ass. It's actually rather close to alchemy in the medical aspect. It just has the added benefit of pleasure as well.

This makes troll culture incredibly laid back, which is kind of a weird combination to their insane work ethic.

...

Okay, so they like beer, they work hard to do !#%$, and they're more open to humie relations than most beasts. How does all of that fit in for Jerdinjin, good ol' Jerry? WELL. I'll just come out and say it: Jerry's a Mage. Specifically, he trains as a pyromancer and a spectremancer. Obviously, a pyromancer is someone who can use fire magic. However, a spectremancer is a mage who has learned how to manipulate the soul and has mastered spirit magic. By manipulating the soul, they manipulate the will and consciousness of that person. This usually comes in the form of high-level mind control or even soul extraction.

So how does he do it?

Some magic requires ingredients. That's where his brewing comes in. After many years of training in the art of becoming a true brewmaster, a position of honor in the culture, Jerry developed many brews for his magic. They combine the warm and pleasant experience of a fine brew with the ingredients needed for his spells, in a way that makes the latter almost indistinguishable. This allows him unique abilities such as fire-breathing when he drinks an ale on his person.
The most infamous brew of them all is the Serpent Sarsaparilla. You see, for trolls, their magic tends to reference animals in certain ways. With this in mind, Jerry named the drink with reference to the hydra, due to his magic being represented with many snake heads being thrown from his body. Most soul manipulation magic requires some sort of reference of the person like a strand of hair, so by drinking the Serpent Sarsaparilla, the individual is essentially doing the hard work for him.

In most cases, the brew's effects wear off and the user is unaware of being controlled or what occurred since. Of course, that isn't always the case, as you can see with Ken.

SO
TL;DR -- When you drink some brews from Jerry, you drink what he needs for his spectremancer powers. Brewing in the troll culture is like alchemy for humans, but not entirely. Jerry can breathe fire when he drinks one brew.

Also, they only have the accent because Yokuba and I enjoy it so much.

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PostPosted: Mon Aug 05, 2013 5:18 pm 
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For the record: I'm out of the RP until further notice and Elby has control of my character, Alicia, until then.

Though, you probably already knew that.

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PostPosted: Mon Feb 03, 2014 7:05 pm 
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Yo, what up with this artifacting shiz?

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PostPosted: Mon Feb 03, 2014 7:51 pm 
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hey mecha whats with beasts why do some of them look like animals but then suddenly humans???? whats the deal with that!

question 100% copyright me


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PostPosted: Wed Feb 05, 2014 10:15 am 
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Alright so, artifacting. In the most simple manner, artifacting is basically a way more complicated enchanting process. The beginning stages of becoming an artifacter dissolve to three simple steps:

1.) Get a Mage's Blessing

A Mage's Blessing is another type of great work, much like a Philosopher's Stone is for an Alchemist. The product of many years of study, the Mage's Blessing is a potion containing several thousand magical spells mixed into a single potion. The spells are written on scrolls and the scrolls are put into a special concoction, which literally boils the words off of the pages. A single batch of Mage's Blessing can make up to 100 vials, but it can also only produce 1. Just depends on the magic user, and the potion. Because of the amount of time and resources that go into making a Mage's Potion, and because the potion itself takes 5 years to finish cooking, the price tends to be astronomically high, sometimes ranging in the millions.

The blessing, when you drink it, allows the body to apply magical effects to any words written. of course, you have to want to apply magic, it doesn't happen by accident(most of the time).

2.) Collect the necessary supplies

In order to properly begin collecting magical words, you need to have the proper equipment. The very first, and most expensive, piece of kit you need is the Artifacter's table. The table is crafted with Magic-proof or Magic-resistant base, by a magic-resistant person. Usually a dragon of some form. After the table is finished, it needs to have an enchantment placed on it. This process is incredibly difficult, and it takes a special potion to allow the table to have one spell soak in. The enchantment usually protects against any accidental writing off of the scroll.

The next item would be one of the most important in an Artifacter's kit, their quill. A standard quill will work, but an enchanted quill can help pull words out of their mind to speed up the process. After the "Infinity" word is found, an Artifacter can make the Quill never run out of ink, or even need an ink well.

Scrolls are very important as well, to store all the words. Of course, a good Artifacter can remember exactly what word corresponds to what magical power. But, every now and then having a scroll for reference is useful. Also, the scroll is necessary for any beginning Artifacter so she/he can learn the words.

Gloves are a handy tool, but not necessary if they are careful. Protects against ink spilling onto their hands, or in a worst case scenario, a clumsy Artifacter could write on their own hand, which could prove to be disastrous.

3.) Begin collecting magic Words and Phrases

Magic words and Phrases are everyday words that the Artifacter's own mind has imbued with a magical power. It is different for each Artifacter, and it can even been in a different language. The words can be simple but have complex meaning. An example would be Love="Protection", or Toast="Cold". It can be completely random, there is no way to know what word will be assigned to what, of anything.

The reason that Artifacting is considered the most powerful of all magics is its versatility. An Artifacter is much more dangerous than any wizard or alchemist. Let's say, a wizard casts a spell. You can see the spell being cast, and unless the wizard is extremely powerful, they can only cast once every few minutes, and only one spell at a time. An artifacter isn't limited like this at all. They could find a word for "Fire" and another for "Ball" and then write each of these on their glove fingertips.

That's ten fireballs cast every time they wish it.

Of course, it isn't that simple. They cast the fireballs, but what's to stop the fire from catching the rest of the glove? They would need "Protection" "Fire" under the "Fire" "Ball" words. And you have to realize, finding these words can take years of research. Not only that, but the word has to fit on the glove. What if the Artifacter's word for fire was "deinstitutionalization"? That would be hard to fit on a glove finger if the other word for ball was "Internationalization".

Let's put another example on the board. Why is Artifacting so much more useful than Enchanting? Typically, an Enchantment can only enhance an item. Making a stick as hard as steel, for example. An Artifacter could make the stick steel, and then also make it turn into a sword if need be, or maybe also when it touches water it creates a bubble that the user can control to brave the depths.

Simply put, Artifacting is more useful, but much less practiced because of how hard it is to master. Becoming a master Artifacter is nearly impossible.

Nearly.

----------------------------

Beasts ALL have two/ish forms. Technically, they can have a sort of middle form that is half beast, half humanoid. Yes, this means that Hope has the ability to turn into a massive Tiger wolf thing. Beasts retain all of their intellect in their beast form, but they are more feral, and tend to be more violent.

Some Beasts refuse to go into their humanoid form. Some of them refuse to use their beast form. It's just a personal preference.

it's actually not that big of a thing, but i guess if hope ever becomes tiger hope it wont be a big surprise etc

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PostPosted: Sun Feb 09, 2014 5:29 am 
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Here's a crappy family tree off the top of my head.


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PostPosted: Mon Feb 10, 2014 2:32 am 
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Falcon, what's up with this Philosopher's Stone non-sense? What can they do?

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PostPosted: Mon Feb 10, 2014 4:19 am 
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Philosopher's Stones are pretty damn valuable. Since it's been a while, I'll link the first mention of the stone here.

To specify, an alchemist sometimes utilizes special utility stones, usually classified as Alchemy Stones, in case they require specific ingredients and lack the space to hold them or the ingredients have the chance to spoil. For example, say wheat is a valuable ingredient in this world that can be used for health potions, but you can't hold a lot of wheat in one bag. An experienced alchemist can essentially put the essence of that large bundle of wheat into a stone. The stone acts as though it were actually a bundle of wheat. This is basically the magical component of alchemy rearing its head. Ingredients put into the stone can even be enhanced for more quality.

It's very risky to use the stone for some ingredients, however. If it's rare, it's usually complicated and has a chance to fail. Theoretically, if a Dragon's Tongue was needed for a potion, that's obviously going to be a very rare commodity these days, and it may not be researched properly due to documents lost in time or beast-related agreements. If you somehow acquired that tongue, why would you risk the chance of a stone backfiring just to have a more powerful reagent?

Stones also have another flaw in that, once the power of the stone is lost, it is done. The stone becomes useless. There are very specific stone types that can be used for alchemy stones, and can only be turned into an alchemy stone by those with the knowledge and magical intelligence to do so. Though a magic-user could use the basic stones for their magical components, it's usually not worth the time investment. Plus, instead of holding a bunch of packets of...I dunno, dust for example, you're instead holding quite a few rocks. Could be more of a detriment.

So, naturally, stone use is fairly low-key due to anti-magic laws. I'm assuming the church would require specific trade licenses in order to allow them in a guild-sanctioned alchemist's tool set, or they may outright forbid them. That's not the point of this long-winded post.

The Philosopher's Stone began as a philosophical alchemist's visualization of perfection. The Great Work is a detailed pilgrimage of sort for spiritual enlightenment. Once an alchemist takes the path towards this stone, they must go through mental anguish and years of study in order to find spiritual enlightenment. It's the only way they can comprehend the ingredients used to create the stone. As noted, the stone requires ingredients of pure melanosis (blackening), pure leucosis (whitening), pure xanthosis (yellowing), and pure iosis (reddening/purpling). There are very few ingredients in the world that actually match the purity needed for the process, and if you don't do it correctly, you risk wasting the very rare ingredient. It normally takes decades to develop the actual stone, and if you mess up one single step, you have the potential to waste many years of your life. A very long part of the journey is creating four perfect alchemy stones that you would put the ingredient essences in. As noted before, not only do you risk ruining the ingredient, but the stone used as well. It's a very harrowing process that may actually take some trial and error.

So John was granted some stones that make that trial and error a sure thing if he gets the ingredients and the process correct. It'll cut it down to a few years, but it's not going to be easy for him. Thankfully you won't have to drudge through crazier John for a while.

Off-hand, the stone can be various colors, as shown in the RP thus far. It's said that there's a chance for a Philosopher's Stone to be the color of purity, or white, but there hasn't been a stone yet that has been that color. Other colors are around, however, such as red, yellow, green, blue, purple, etc.

As for the stone's capabilities, it's got a few major advantages. The first one is that the stone can act as almost any ingredient at near-perfect purity as long as the alchemist is aware of the ingredient's potential. If John knew that a dragon's tongue can be used to create a fire resistance potion, he can will the stone to act as such.
Obviously, he has to know about the ingredient itself before he can use it. If there was a flower that has been extinct for centuries that can be used to form a potion to raise the dead, it won't do John any good considering he doesn't know what the ingredient is in detail. Even if he has the sheet of paper in front of him that details to the letter what the ingredient is to its most basic components, he would not be able to recreate it through the stone. It would require seeing it first-hand and examining it in his own way. It's not clear why this is, but research into these stones haven't been fruitful.

Another big advantage is that the stone increases the potency of potions that it creates. This may be due to the purity of the ingredient or even the alchemist's inherit skill, but any potion created with the Philosopher's Stone is insanely high-quality. It even increases when the stone is used with the main ingredients instead of being a substitute for it. If John uses the stone for his healing potion and uses the usual ingredients, these potions will be insanely powerful. It will also allow him to charge top-dollar, so he can get a luxury chocolate fountain in his inn.

It also works as a catalyst for spell-casting and can be used for natural reagent substitutes as well. If a spell requires a rare reagent, the stone can act as it, allowing the stone user to cast that spell with minimal effort. This requires a true understanding of the reagent at hand, so more advanced materials (especially otherworldly) may require extended amounts of time to understand it.
Enchanting-alchemists and Artifacter-alchemists have not appeared yet due to the huge time constraints of both angles. Remember, despite how easy John's getting his stone, it's still a very, very rare thing to find a stone unless the supplies are essentially given to the alchemist. I would most likely call it a safe assumption that any sort of use the stone has for both are very limited, but it's up to the caster's level of experience really.

However, the largest benefit by far is the stone's seemingly unlimited use. You do not add ingredients to the stone after the fact, so the inner workings of the stone is essentially an ever-present essence of free-form magic. It changes to an ingredient, and changes back when it's done. There seems to be no end to the stone's power, unlike the conventional alchemy stone. Naturally, this may not be the case and a mortal alchemist has never actually pushed the limit before.

It seems unlimited in the eyes of a fledgling alchemist, at least.

There are a few other big components to the stone that may come up later. Turn iron to gold, ultimate knowledge, the path to eternal youth and immortality, that sort of thing. A Philosopher's Stone may even have a mind of its own, or it may be an extension of the alchemist. It's rare to see the possibilities, since the stone is usually acquired at the end of a person's life span, and immortals are famously quiet about such things.

For John, though, the creation of the stone is not the destination-a perceived end of a Magnum Opus-but only the start of an even greater journey. After all, a tool like the Philosopher's Stone in the hands of someone like John is a recipe for...something.

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PostPosted: Tue Feb 11, 2014 11:50 pm 
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Okay so if you guys want we can have fake day names and look I made a list you just have to approve it

Solday = Sunday (Sun)
Merday = Monday (Ocean)
Umanaday = Tuesday (Human)
Vixday = Wednesday ("Gene")
Kemoday = Thursday (Beast)
Feresday = Friday (Brother (Mecha))
Shimaiday = Saturday (Sister (Mi) / Island)



Good bad please help I suck at this hnnng

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PostPosted: Tue Feb 11, 2014 11:53 pm 
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the worst days

get your fine ass out of my forum

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PostPosted: Thu Mar 27, 2014 12:19 am 
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Question: If John and his ship were struggling to get by with only two people, how are they able to sustain two more people and a bovine?

Answer:

---

Alright, guys, I got a little inquiry for before the timeskip. Have we ever finalized what the characters look like before we skip however many years?

I may have a follow-up to this.

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