Medieval & Fantasy Minecraft Roleplaying

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[Harvest] Geology

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Geology

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ABYSSAL SILVER ALLOY

Description: A type of silver alloy that can be smelted by the most skilled smiths, something often having to be sifted through with the proper tools or process to be able to create. The unique quality about this silver is that it is always cold to the touch and that it slowly moulds those in its proximity to the same feelings of despair and abyssal emptiness that would occur if one remained in a land full of despair for too long.​
Rarity: 3

BLOODED SILVER
Source/Location: Found rarely in the grassy wilds.
Description: Blooded Silver manifests in the world as lone, silver feathers sunk into the ground. Little is known regarding the origins of these lifelike silver feathers, for there is no known creature that has its like within their plumage. Like mundane silver, Blooded Silver melts easily. Unlike mundane silver, Blooded Silver is reflective enough to give a nearly perfect image of yourself and has the strength of refined steel. It is further blessed with abilities that hinder the undead and cursed creatures of Altera. Be it spirits, undead, vyres or garulfs, Blooded Silver is capable of cutting them. Once it has inflicted a wound of one such creature, the wound takes on a silvery shade and does not heal until thoroughly cleaned. This metal is faintly magnetic.
Rarity: 3
Masterwork Effect: Feather-like patterns can be seen throughout the immaculate surface of the silver. When an undead or cursed creature comes within six blocks of masterworked Blooded Silver, these patterns take on a green hue. When used to inflict a wound upon one such creature, the wound takes on a silvery shade with green feather-like patterns visible upon it. The wound does not heal until thoroughly cleaned, and the target finds themselves unable to use their abilities for 4 combat turns (20 seconds out of combat).

EARKSTONE
Source/Location: The central swamp of the continent.
Description: A very light and porous stone that can be melted into certain molds, or carved into shape. Its pores, in combination with its lightness, allow crafts to float in water. Surprisingly durable, but hard to forge in large quantities, as the melting point of the stone is rather high, and requires a very hot kiln to melt into shape. Smaller items can be carved without forging, and the excess can be used as diminished returns to forge into something else. Found uncommonly in swamps. It is not magnetic.
Used primarily by Earthspawn for tools and weapons that do not sink in the muddy waters of the swamps. Due to the lightness, they often use thick and heavy blades to add some weight to their tools, and take advantage of their strength. These tools work as a good alternative to standard metal ones, able to withstand the labor somewhat better, although these tools can often be seen as crude. Finer edges tend to dull faster, so blunt and heavy weaponry are better investments for this useful material. Can feasibly make boat hulls with enough investment, allowing traversal through perhaps more dangerous waters (or maybe lava, with other required materials.
Rarity: 2
EMBER STEEL ALLOY

Description: The fallen figment Strange took the burning embers from the lavalands to the north, and with it created a new steel to armour the army of sentient creatures from the Hellscape. It is this steel, limited in number to the creatures that once wore it, that holds unique properties even when smelted and reforged. It was then lost to the world. But grand skill smiths have carefully attempted to mimic the craft, thus creating a new alloy.​
No matter how many times it is smelted and repurposed, lines of red like veins arc across the surface. Infernal runes unknown to most mortals find themselves marked in places randomly, and the veins of red emit occasional wisps of smoke but hold no heat. If worn for long enough, the individual may find that every once in a while they’ll find an item on their person has changed somehow, like a stray button having turned another colour, or they have a singular hair strand turned gold. Occasionally they see something is out of place, or strange, like an unexplained feather or upturned cup. This is up to the player, but do not be excessive - This is only for flavour and should not be used to give yourself things like buttons of diamond or some rare gemstone unless a DM approves it prior.​
For all intents and purposes this metal is comparable to high grade steel and should be considered as such in matters of blacksmithing and wear.​
Rarity: 3

GLIMMERSTEEL
Source/Location: Continent wide
Description: Glimmersteel is a near translucent metal of extraordinary repute. Laced with near invisible strands of Immortal Diamond shards, Glimmersteel has a signature glimmering shine that gives it its' name. These shards of Immortal Diamond make the metal impossibly sharp and extremely abrasive- the stroke of a bare hand will leave it stained in blood. Wounds inflicted with a Glimmersteel blade are considered some of the most challenging to heal by even the most accomplished surgeons. It has no magnetic properties.
Rarity: 3
Masterwork Effects:
[Weapon] The nigh impossible to see shards of Immortal Diamond within the steel align perfectly along the edges of the weapon much like a saw. The cutting capabilities of the weapon are increased, digging deeper and causing greater wounds than before. These shards strike their target before the steel that suspends them, increasing the longevity of the weapon.
[Armor] The nigh impossible to see shards of Immortal Diamond within the steel stand perfectly outwards along the outer face of the steel. The natural abrasive capabilities of the steel are enhanced so much that hair-like spikes become visible on the armor, jutting outwards a couple millimeters. Oncoming blows strike the indestructible shards within, increasing the armor's longevity. Whatever strikes the armor often catches and halts its movement, becoming stuck, until it is violently pulled off.
HELLMETAL
Source/Location: The Ashlands or the Nether​
Description: A type of metal originating in the hellscape of the Nether, this rare ore was commonly used by the forces of Grief and has since become a rarity to be found naturally. Ingots of a dark black are rumored to still exist for those who may find the long lost ruins and keeps once home to her forces, and they have several traits to be considered.​
Nether iron is always black in color, and whilst it can be smelted and used to craft armor and weaponry as any common iron would, it's noticeably denser and retains heat for a long time. It is always warm to the touch, and to impact it streaks of orange embers linger like bruises upon skin, fading within a few days. It's hot, heavy, and cumbersome to wear around, though by some product of magic or the environment it instead keeps the wearer at a comfortable temperature when worn in the Nether. Hellmetal is faintly magnetic. It is a reliable option for armor, and additionally grants chain equivalent protection against fire.​
Rarity: 2​
IRZIS-FYR
Source/Location: Continent-wide
Description: Iris-Fyr, or ‘fire iron’, is a metal that is hot to the touch even in its raw, impure state. It provides a challenge for smiths of all levels of skill, as it can be refined into purer, hotter states, as a smith progresses in their profession. Iris-Fyr can be forged into a spectrum of scaling purities, ranging from a dirty bronze that scalds flesh with discomfort, with a strength of iron, to a red-hot gold, with the strength of high-carbon steel. Weapons hold the ferocity of fire behind their strikes, but a perpetually hot steel can be utilized in creative ways. It was originally processed by the Dwarves, who at their prime had the most efficient forges in the land. They dubbed it 'Irzis-Fyr', for the unending heat that surges within it. It is not magnetic, however, nor can mages draw its heat/energy as if it were a flame.
In order to achieve higher levels of purity, an exponentially increasing amount of coal and Irzis-Fyr is required to reach the intense heats required to forge this steel, making high-quality Irzis-Fyr costly on coal and Irzis-Fyr ore.
An apprentice smith can make an Irzis-Fyr ingot. Impure Irzis-Fyr weapons take on a reddish copper shine. The metal is perpetually uncomfortably hot to the touch. It resembles iron in strength and rigidity.
An Expert can make a Refined Irzis-Fyr ingot. Refined Irzis-Fyr weapons take on a pale golden shine. The metal perpetually holds the heat of a small fire, burning flesh that comes in contact with it for more than a few seconds. At this stage, items and tools must be crafted in order to protect the user from burning. Improper materials will burn, such as mundane wood. The metal resembles steel in strength and rigidity.
In-game text:
Rarity: 1, 3
Masterwork Effect:
The purity of Irzis-Fyr has been pushed to its ultimate limit, becoming 'Pure Irzis-Fyr'. A gentle, red glow brings life to the otherwise lightless steel, and its temperature has risen. Stronger than before, a 'Pure Irzis-Fyr' craft is comparable to refined steel in strength and rigity. Its heat is comparable to a red hot strip of steel, fresh off of the coals of a forge. Striking 'Pure Irzis-Fyr' with enough force creates a brief shower of sparks, and the surface of the metal briefly brightens, but the temperature remains at its constant.
MACHANITE
Source/Location: Commonly found in the extreme north, and to lesser degrees in the tundra.
Description: Machanite is a rare olive coloured metal that is generally found as fist-sized chunks that contain inconsistent and geologically impossible patterns. Crafts made from Machanite retain their seemingly random patterns and absorb part of vibrations and kinetic energies, somewhat lessening any blunt force impacting the metal. Although absorbing kinetic energies makes Machanite difficult to work into shape, the use of high temperatures renders it workable enough for a skilled smith. Machanite is relatively soft, does not hold an edge and is extremely difficult to create small or intricate shapes with. As such, it is best suited for plates of armour, shields, hilts and other such items. It is also faintly magnetic. Machanite plate provides a brigandine equivalent save against most physical damage, with a +2 bonus against blunt damage.​
Rarity: 3​
Masterwork Effect:​
Masterworked crafts seem almost alive, their patterns seemingly shifting whenever you look away and back again. It is even further effective against blunt damage, with a total bonus of +3.​

MISTSTONE
Source/Location: Beneath Eizholz trees.
Description: A very heavy, dense, coarse stone. Found in crags of stone and ice, and most commonly at the bases of an Eizholz tree, is this pale, bluish stone. Enchanted by the bitter chill of the North, this stone is chilly to the touch. A faint mist clouds the stone. Due to its density, it can be carved and chiseled into fine shapes, but it is impractically heavy, only the heaviest of weapons such as hammers and maces should be feasibly made. However, the stone is valued for its chilling properties. Due to its density, resilience, and coarseness, wise smiths will use Miststone whetstones to further sharpen their blades, without the potential warping the heat from a normal grindstone might offer. Those of strong stature can make use of its weight and durability. Arrowheads can additionally be crafted, though they are often heavier than other materials, requiring a heavier shaft to balance the arrowhead out. Miststone is not as cold compared to Eizholz, but is easier to obtain in bulk, and easier to work. It has no magnetic properties.
Rarity: 2

STARBLOOD
Source/Location: Anywhere a comet has fallen from the sky.
Description: A rare, matte dark blue steel-like metal harvested from pale porous rocks found within small meteorites. These Starblood meteorites are only observed falling from the sky during full moons and solar eclipses. Crafts made of this material instill a sense of unease in any Blessed within 4 blocks of it, causing goosebumps and raising arm hairs even if the Blessed is unaware of its presence. Blessed that make contact with Starblood, even through armor, are unable to cast spells or use their passives until they have been out of contact with it for two rounds. For this duration, the skin and veins 3 inches surrounding the area touched by Starblood take on a grey and blue hue respectively. It has no magnetic properties.​
Rarity: 3
Masterwork Effect:
The duration of the nullification effect on Blessed extends to four rounds.​


VOLATILE OBSIDIAN
Source/Location: In the northern lava pits.
Description: Between layers of mundane volcanic glass lie these unnatural shards of Volatile Obsidian. Unlike regular obsidian, these volatile shards contain striking veins of a glowing violet colour. It behaves like a stone that can be worked into shape by skilled carvers. Any mage within 4 blocks of Volatile Obsidian experiences a sense of unease, accompanied by goosebumps. Mages that make contact with Volatile Obsidian, even through armor, are unable to cast spells until they have been out of contact with it for two rounds. For this duration, the veins within 3 inches of the point of contact to glow purple. It is not magnetic.
Rarity: 3
Masterwork Effect:
The duration of the nullification effect on mages extends to four rounds​

VIRIDESCENCE
Source/Location: Alloy of Machanite and Immortal Dust.
Description: An alloy of Machanite and the mysterious Immortal Dust, Viridescence is a dark green metal that shimmers with a faint white glow that accentuates its unique twist patterns. When struck against other metals it pressures and grinds against the target metal, causing abrasions as it emits sparks of olive and white embers. Viridescence is a strong but heavy metal, bending and snapping only under the more abusive pressures a mortal can give it. It exhibits a rare phenomenon that crafts forged of the same ingot at the same time are drawn to each other; when Viridescence is crafted into a wearable object from the same ingot as the initial craft, the two objects form a bond. When wearing the paired item, the wielder may summon a Viridescence weapon to near-immediately fly into their waiting hand so long as they're within 5 blocks of it and there's an uninterrupted direct path for it to fly through. This material is also faintly magnetic.​
A wielder must attune to both the weapon and its paired accessory by holding them for a reasonable amount of time, to be familiar with the metals after its forging. Only crafts of gauntlets, rings, or other arm crafts will work as a paired item, and either this or the weapon can be summoned if in possession of its twin. There can only be one paired item per weapon, and it can't be changed.​
It must be the blade or similar striking surface of the weapon, as well as a shield, that is made out of Viridescence for this effect to work; hilts or gems made of Viridescence do not impart any effect to the main weapon.
Rarity: 4
Masterwork Effect:
The summoning effect can be used from any distance and it will materialize in their hand in a distorted warp of dark olive, teleporting into place. This process takes one combat round, and invariably works even if the summoned craft is hidden, taken, lost, or locked away.​
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COPPER (Metal)
Description: Copper is the same as standard Earth Copper. There have been claims of its discovery around a few mines in the New World. It is by no means bountiful if found in nature, but is much easier to smelt and form than other Metals- hence why it tends to be sought after. Copper does not hold enchantments well, nor is it magnetic. Due to the standard Timelock set by the Immortal Kings of past, keep its use within the setting of the server.

Rarity: 0​
GOLD (Metal)
Description: Gold exists in a heavier, but more stable, isotope than on Earth. Consequently, the disproportionate number of neutrons in the metal cations in the sea of delocalized electrons means that Alteran Gold does not bond well to itself. It is the strongest, but simultaneously the most fragile, hence while gold armour may protect the most effectively against damage, it also degrades the fastest. Gold holds enchantments reasonably well, though is not magnetic.​
Rarity: 3​

GLOWSTONE EMBER
Source Location: The Ashlands or near the heat of the Nether​
Description: A rough crystal rock that emanates a bright white light within its golden form. This glow spreads through the stone and shines outwards. When a large enough chunk of these stone embers are melded together, they begin illuminating the area in a warm glow, within the scope of a torchlight. It holds a hint of warmth.​
Rarity: 1​

IRON (Metal)
Description: Alteran Iron is the same as standard Earth Iron, but it is found in higher concentrations in Altera. Iron holds enchantments well, and is magnetic.​
Rarity: 0​

LODESTONE
Source Location: Around most locations​
Description: A grey chunk of metal with rough silver and white, chalky ripples. The metal is generally light in weight and is magnetic. When a delicate craftsman can refine and cut the metal, they’ll be able to tinker a decently made compass that will usually point northwards. Out of range of the continent, it may vary, depending which polar field is closest.​
Rarity: 2​

PLATINUM (Metal)
Description: A silvery white metal that was until recently generally deemed an impurity not worth the effort of refining. Its high melting point, high density and inability to hold an edge make it difficult to handle and undesirable for weapons, tools or armour. It is through its rarity that it is occasionally seen as a status symbol such as gold, with jewelry and ornate weapons, tools or armour fashioned from or with it. It is not magnetic.​
Rarity: 3​


QUARTZ CRYSTAL
Source Location: Around plain, rocky mountainscapes or the Nether​
Description: A pure white and translucent crystal of quartz found in chunks deep within mountainscapes and around sand shores. Within the stones, one can see cracks in likeness of a snow blizzard. But once it’s refined, cut and polished, a clear gem can form and become a core tool for unique lens crafts, or as glass.​
Rarity: 1​
SEA PEARL
Source Location: Near Beaches and Islands​
Description: A hardened palm-sized pearl with teal-blue colors that swirl around the outer shell. These pearls are extremely rare and can be scavenged around the outer beaches and seasides. Once held, it can sparkle lightly against any light source.​
Rarity: 3​

SIREN'S TEAR
Source Location: Near Beaches and Islands​
Description: These crystal, translucent cyan teardrops emit a cold glow from within its shards. They can be found within coral reefs and many are found within sea-stones. On rare occasions, the waves carry them and they can be foraged around beach sides. Fishermen compare their shape to the sorrow of the long gone Syrien, as legend says they once existed. The story says that at night, they can still be heard weeping from the ocean. And upon the next day, the tears can be found to those that seek them. When a decent amount of these crystals are set together, they illuminate the area in a cool glow, within the scope of a torchlight.​
Rarity: 3​

STEEL (Alloy)
Description: Alteran Steel is the same as standard Earth Steel, but of low quality due to the poorer technology and understanding of forging technique. Steel holds enchantments slightly worse than Iron. It is magnetic.​

Credits to: Faelin for basic metals. Scardrac, Cap, Cranium, Sizzix and Lore for the initial write-ups. Jazzper for the rewriting with assistance from Lore and Machanite ideas from TheDeester. Elz for hellmetal/nether iron Solus for viridisence edits and new minerals/crystals
 
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