Medieval & Fantasy Minecraft Roleplaying

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[HollowCrafting]

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Scardrac

Felsummer
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HollowCrafting is a plugin designed by Lannis from the ground up that vastly improves the way people play characters with skills and professions that pertain to crafting. HollowCrafting introduces new materials, flora, and fauna into the setting for people to discover and interact with throughout their time on Hollowworld. By creating a HollowCard, any character can begin their journey within crafting while managing their own progress - to highly tangible results that are soon easily seen. It is important that players maintain and utilize their character’s HollowCard as it holds all progress. HollowCards may be swapped between without worry allowing one Minecraft account to hold multiple characters’ progressions throughout crafting.

The HollowCrafting project as a whole has been designed from the ground up to be modular: What you read today is only the tip of the iceberg for what is planned. More specializations, materials, and crafts are already on the horizon.

The crafting menu is accessed by right clicking on a workstation block with the correct crafting tool in hand, which is a lored item given by the command /crafting tool. This opens a trader menu which shows all recipes of the relevant type that can be made with what’s currently in the player’s inventory.

Current Crafting Stations:

  • Smithing: Furnaces and Anvils
  • Carving: Fletching table
  • Tailoring: Loom
  • Repairing: Grindstone
The current professions available are:

-Smithing-
Spec: Bladesmith
Spec: Armorsmith
Spec: Ornamentalist (formerly Goldsmith)

-Carving-
Spec: Bowyer
Spec: Shipwright
Spec: Siege Engineer

-Tailory-
Spec: Weaving
Spec: Tanning

Crafting is often done in stages, with each stage combining at most two ingredients to form a component to be used in the next stage. Completing a final product puts the character on a cooldown that prevents them from crafting another final product until it has finished, and grants them an amount of experience proportional to the cooldown and quality of ingredient used.

Players can add a custom name and lore text to a finished item by right clicking a block with it to receive a journal; text on the first page will become the name, and the text on the second page will be the lore text. This allows the recipes to remain fairly generalized, with the details of a specific craft filled in by the player. Only the creator may customize and complete the craft.

Progression:

All crafting skills have 5 ranks: Novice, Apprentice, Journeyman, Expert, and Master. Material rarity (on a scale of 0 to 4) and the rank required to use that material directly correspond. Players gain experience by crafting full items of the relevant type. Experience requirements for each rank are estimated based on a player regularly crafting items using the best available material, and it should take around one year to advance from novice to master.

Upon reaching ‘Journeyman’ in any branch, the player can select a specialization to access advanced recipes and continue progressing in that branch. Specializations give access to more recipes and materials for the crafting type. A character can have at most two specializations, but can otherwise advance to a journeyman level in any other branch. These specializations allow the character to begin utilizing stronger materials and for the creation of more intricate crafts as they continue on their path to master.

When a character reaches the rank of Master within their branch, once every three months they are able to create a Masterwork. Masterworks, when using the right materials, unlock untapped potential in the form of new abilities that are missing in a lesser Craftsman’s hands. A Masterwork can also be used on items lacking such potential in order to craft the greatest mundane possibility for said item.
 
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Scardrac

Felsummer
- |[ GEOLOGY ]| -

METALS, ROCK & ORE

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.
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.
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
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.
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.
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.
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 force impacting the metal. Except for being hit by extremes (Gods, Figments, massive creatures), knockbacks are reduced to 3 block maximum and impacts like armoured kicks, punches and headbutts or weaker will no longer cause broken bones, concussions or loss of consciousness through plate armour or shields. 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 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.
Rarity: 3
Masterwork Effect:
Once masterworked the Machanite permanently has a slight vibration to it, with its patterns seemingly shifting whenever you look away and back again. Vibrations and kinetic energies are mostly absorbed by now, reducing knockbacks of the non-extreme variety to 1 block. Nothing short of a weighed weapon (like a mace or halfswording with a sword) will cause broken bones, concussions or loss of consciousness through plate armour or shields of masterworked Machanite. These crafts can additionally be repaired by subjecting them to certain levels of vibrations. Surface damage like scratches, small dents and rust can be undone by subjecting the craft to mild vibrations/kinetic force (e.g. cart, ship or waterwheel) for a full day. Extreme damage (but not cleaved in two) can be undone by subjecting the crafts to extreme vibrations/kinetic forces (e.g. speeding cart on a bumpy road, ship in a storm, a rapid) for a full day.

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.
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 finding themselves within 4 blocks of it, causing goosebumps and raising arm hairs even if the Blessed is unaware of its presence. If a Blessed of Tier 4 or lower comes into contact (even if armoured) with Starblood, they find themselves unable to cast their Divine Spells for two combat rounds (equivalent to 10 seconds out of combat) after contact has ended. For this duration, the skin and veins 3 inches surrounding the area touched by Starblood take on a grey and blue hue respectively. Restraining a Blessed of Tier 4 or lower with manacles and a collar made from Starblood results in the inability to use any Divine spells or Passive.​
Rarity: 3
Masterwork Effect:
The sense of unease is extended to a 5 block radius. Contact will prevent even the Exalted from casting for 2 combat turns (10 seconds out of combat), while any lower ranking Blessed finds themselves unable to do so for 4 combat turns (20 seconds out of combat). If an Exalted is restrained with both a Masterworked collar and set of manacles, they must roll a D20. If they roll below 10, they find themselves unable to use their Divine spells or Passive for that day. Any Blessed of T4 or lower automatically find themselves unable to use their Divine spells and Passive when restrained in this manner.​
Mechanics Clarification:
After one minute of manacles and collar being put on the Blessed, they find they cannot use their SP to cast spells. Any Divine Word sent to this individual is received by the target accompanied by static sounds. These messages cannot be replied to by the restrained individual, while the caster is aware that the connection is being tampered with. The individual in manacles weakens, feeling nauseated and sickened. They cannot use active effects of their passives (such as knowing what way is North, turning things into gold or wine, being 50lbs heavier at will, etc.). For all intents and purposes they are of the same strength as if they were not Blessed at all. Addition: If these manacles/collars are kept on for a duration of one OOC week or more, the Blessed will find that they will be in the same state (minus the nausea and sickness) for three more days after they have been freed.

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 finding themselves within 4 blocks of Volatile Obsidian experiences a sense of unease, accompanied by goosebumps. If a Mage of Adept rank or lower comes into contact range with Volatile Obsidian, they find themselves unable to cast Arcane Spells for two combat rounds (equivalent to 10 seconds out of combat) after contact has ended. This effect occurs even through armour and clothing, causing the veins within 3 inches of the point of contact to glow purple for the duration of contact. If manacles and collars are fashioned with Volatile Obsidian studs, Mages of Adept rank or lower will be unable to use Arcane spells or Knacks while restrained in this manner.
Rarity: 3
Masterwork Effect:
The radius of unease is extended to a radius of 5 blocks. Coming into contact with a Masterworked Volatile Obsidian craft will prevent even a Master tier Mage from casting for 2 combat turns (10 seconds out of combat). Any lower ranking Mages finds themselves unable to do so for 4 combat turns (20 seconds out of combat). If a Mage of Master rank is restrained with a set consisting of Masterworked Volatile Obsidian studded manacles and collar, they must roll a D20. If they roll below 10, they find themselves unable to use Arcane spells or Knacks for that day. Any Mage of Adept rank or lower automatically find themselves unable to use their Arcane spells and Knacks when restrained in this manner.​
Mechanics Clarification:
After one minute of the Mage being restrained with the manacles and collar, they find themselves unable to use their SP. The restrained Mage can not cast Arcane spells or have them cast upon them. Spells that require the target to be within the same plane of existence would function as if they are not. The restrained Mage feels weaker; nauseated and sickened. They are unable to use active effects of their Knacks (cannot conjure ice/fire for Thermal, detecting injuries for Vitae, etc.). Any physical effects (scales, rocky skin, etc.) are not undone. For all intents and purposes beyond the aesthetic/physical, they would be the same as anyone not of the Arcane. Addition: If the manacles and collar are kept on for a duration of one OOC week or more, the Mage will find that for the next three days after being freed they will be in the same state including the nausea and sickness.

VIRIDESCENCE
Source/Location: Alloy of Machanite and Immortal Dust.
Description: Birthed from strange magics through the forging process of the vastly-strange metal Machanite, and the unknown nature of Immortal Dust. This alloy manifests as a glowing, green glass. Crafts can always be found just in reach of its creator, who can call upon their craft to aid them when it is needed most, even after it has lost or destroyed, by a means most aptly described as teleportation. Despite its lack of flexibility, Viridescence is still an extremely strong material, shattering only under the most abusive pressure a mortal can give it.
Rarity: 4
Masterwork Effect:
When a Viridescent craft is called upon into the hand of their beholder, a bright flash of emerald light bright enough to momentarily blind, even during the day, accompanies the weapon.
Credits to: Scardrac, Cap, Cranium, and Sizzix for the initial write-ups. Jazzper for the rewriting with assistance from Lore and Machanite ideas from TheDeester.
 
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Scardrac

Felsummer
- |[ FLORA ]| -

ALOE

Source/Location: Arid southern deserts.​
Description: Aloe Vera is a stemless or very short-stemmed plant growing to about a meter tall. The leaves are thick and fleshy, and green to grey-green in color.​
The thick Aloe Vera gel inside the leaves of aloe plants have long been used to heal burns and cleanse wounds.​
Rarity: 0​

ATFAX
Source/Location: Found commonly in dense, temperate forests.​
Description: A thick, coarse grass. Weavers can form thick jackets from this material. After this material dries during the crafting process, it exudes a strong odor, only describable as wild, a mixture of most scents found in untouched nature. Wearers of this material are able to easily hide from beasts and creatures that rely heavily on scent to hunt or warn themselves of potential predators or prey. Creatures who rely exclusively on scent are oblivious to wearers of this material. Smarter creatures tend to associate this scent with something unnatural, thus this material is not a perfect defense against them. Burning this material increases the potency of the smell, often burnt in households like incense, for a wonderful smell of nature.​
Rarity: 2​

CHOKEVINE
Source/Location: Forests and Woodlands.
Description: A grey and unassuming vine found often growing over trees, it is called a Chokevine because of the intense pressure it applies to tree trunks. Often, Chokevine alone will cause dead trees to remain standing far after they should have fallen. These vines are extremely thick and sturdy, requiring both hands just to bend a single vine. These vines are heavily fibrous, causing saws to catch on the fibres and slow cutting.
Traits/Abilities: Chokevine's fibres can be harvested and weaved together. Chokevine clothing is flexible normally, but when force is applied over a large area against such clothing, the weaved fibres become rigid and solid along their length, making the clothing excellent at protecting against blunt force, as the clothing becomes rigid, applying the force over a larger area of the body.
Rarity: 2

BISTORT
Source/Location: Grasslands, farmland, and woodlands.
Description: It has a thick, twisted rootstock. The foliage is normally basal with a few smaller leaves produced near the lower end of the flowering stems. The leaves are usually hairless; the basal ones are longish-oval with long winged stalks and rounded or heart-shaped bases; the upper ones are few and are triangular, tapered and stalkless. Bistort is a powerful anti-coagulant.​
Rarity: 0​

BLACK BRYONY
Source/Location: Grasslands, farmland, and woodlands.​
Description: The Black Bryony is a climbing vine that produces shiny, red berries. The tendrils of this plant are covered in glossy, heart shaped foliage, and the petals of its flowers are yellow in color. Despite it’s toxic nature the Black Bryony can be used to create medicine. If taken by mouth the root can be used to induce vomiting. If applied to the skin it can be used to treat bruises, torn muscles, and sprains. When taking in an improper quantity it causes severe inflammation of the digestive and respiratory systems.​
Rarity: 0​

BLOODVINE
Source/Location: Swamps and marshes across the continent.​
Description: A thicker vine that grows in swamps or similarly humid environments, it grows in a deep red colour with the leaves tapering off into a green hue. Perhaps disturbingly if the vine is cut into, it oozes a deep red liquid that has the consistency of blood. The sap of the vine appears like and tastes like blood, and may be consumed by Vyres to somewhat sate their need for sustenance. Two to four bloodvine a week sates the Vyre, but does not yield the feeling of euphoria and causes feelings of lethargy and weakness. It can also be applied like a salve to an injured wound, making the wound heal at a moderately faster rate. Excessive consumption makes the veins throughout the body become gradually more on view, and the skin paler.​
Rarity: 1​
BROOKLIME
Source/Location: Wet margins of brooks, streams and ditches, and also in very damp soil.​
Description: Brooklime has large, rounded leaves, and thick, juicy stems that are both creeping and upright. Its blue flowers are borne on the stems in pairs and are very small.​
The juice of the brooklime plant is used for reducing urine output; and for treating constipation, liver complaints, severe diarrhea, lung infection, and bleeding gums.​
Rarity: 0​

CAT’S CLAW
Source/Location: Jungle and tropical areas of heavy rainfall.​
Description: A long growing vine with shiny, green foliage and soft yellow petals. The vine is dotted in thick thorns that hang and resemble claws.​
The inner bark of the Cat’s Claw contains medicinal compounds. When taken by mouth the root has anti-inflammatory properties.​
Rarity: 0​

CHICKWEED
Source/Location: Colder climates of evergreen forests. Meadows.​
Description: The Chickweed plants grow on long, slender stalks. Plants are sparsely hairy, with hairs in a line along the stem. The leaves are oval and opposite, the lower ones with stalks. Flowers are white and small with very deeply lobed petals. The leaves and stems of this plant can be made into an ointment to treat burns and minor cuts.​
Rarity: 0​

DOG’S MERCURY
Source/Location: Grown at the base of woodland trees.​
Description: Dog's Mercury has spear-shaped, toothed, fresh green leaves carried on upright stems. It produces a foul and rotten smell, and bears clusters of small, greenish flowers in spring. The Dog’s Mercury plant is very poisonous when consumed by mouth. The plant causes digestive distress, and depending on the amount can cause the victim to fall into an unresponsive state.​
Rarity: 0​

GARDEN SAGE
Source/Location: Often grown in gardens and woodlands.​
Description: The sage is an evergreen shrub with woody stems, grayish leaves, and bluish flowers. When the leaves are boiled for a tea the product has a medicinal quality of calming a sore throat.​
Rarity: 0​

GLAESWYRT
Source/Location: Common in temperate grasslands and forests. Grows in sunlight.​
Description: A plant resembling the sandwort to which it is closely related. Unlike that of the sandwort, the Glaeswyrt flower’s petals are so thin as to be almost translucent, and take on a dull blue colouration. The translucency of the flower is the source of the plant’s name, meaning ‘glasswort’ in contemporary Common. When consumed, the flower of the Glaeswyrt plant causes minor seizure and paralysis of the muscles in the extremities. When boiled and combined other ingredients, the effect of the paralysis can be amplified tenfold. Consuming large quantities of the Glaeswyrt flower in a single time will have the same effect, and consuming an extreme amount will stop the heart or cause permanent damage to the brain. The average dosage of Glaeswyrt paralysis poison will only cause temporary seizure of one’s muscles for up to a minute, with a person having to consume several vials before it becomes fatal. The stems can be steamed or boiled and eaten as a source of nutrition, but will cause minor paralysis of the muscles if not cooked.​
Blurbs
Rarity: 1​

GREAT BURNET
Source/Location: Freshwater and wetlands.​
Description: A tall plant, Great Burnet has oval, crimson flower heads that appear on long, green stalks, giving them the look of lollipops. The divided leaves have oval leaflets. The crimson flower heads of this plant have coagulating properties and have been used to stop the bleeding of wounds.​
Rarity: 1​

HONEYFLOWER
Source/Location: Temperate regions across the continent.​
Description: With bright green leaves and flowers, and small golden berries, this plant appears to be a variant of the strawberry plant with some small but distinct differences. The small berries that grow are a sort of translucent, soft shell holding an amber liquid that has the same shade as honey, and these small berries can be consumed safely. The berries have an addictive quality to them, a sickly sweet nectar that makes one feel overly energetic and active but within the hour feels twice as exhausted as they might’ve been. Excessive consumption of these berries has been known to make an individual reliant on them, enough that they shake and suffer from severe headaches when they do not regularly eat them. The leaves of the plant however can be brewed into a sweet tea or pulped into a soothing salve that has minor infection fighting qualities.​
A particular practice has arisen around the Honeyflower berry. Very lightly cutting the outer skin of the berry and packing it in storing salts for over a week will see the berry become hard and crumbly, like a light, golden sugar candy. The energetic and exhaustive properties of Honeyflower berries are nearly doubled when treated this way.​
Rarity: 1​

LAVENDER
Source/Location: Rocky, gravely plains.​
Description: Lavenders are small evergreen shrubs with gray-green linear leaves. The purple flowers are sparsely arranged on spikes at the tips of long bare stalks and produce small nut like fruits. The Lavender plant is well known for its relaxing qualities, becoming a popular sleep aid. The plant is also useful in treating burns, as well as cleansing small cuts, and ulcers of the skin and mouth.​
Rarity: 1​
LIVEWOOD
Source/Location: Temperate grasslands, midlands and deciduous forests. Also known to grow around coastal regions.
Description: Hollow, stemmed plants with distinct and raised nodes, with round and truncated leaves. They’re often likened to bamboo, but however are unrelated. They also have a reddish tinge, similar to rhubarb. This plant is not harmful or toxic, however is incredibly resilient and durable. It can reach up to four metres tall in bloom, however is often stifled to small plants in pathways. The flowers are white, and produced in erect racemes. The stem is thick, and very durable.
Traits/Abilities: This plant is able to grow in poor conditions, and starve other plants of their nutrients, becoming dominant. Most interestingly however, is their ability to quite literally upturn buildings given enough time. It has a very large and thick mesh of rhizomes and roots, providing it proper foundation. Alongside this, its stem is similar to bark, allowing momentous strength. If in the right place, this can easily upturn and collapse a wall, flooring, brick foundations, pathways within a matter of months.

MOTHER’S EMBRACE
Source/Location: Temperate regions across the continent.​
Description: A special flower of legend, said to be hand-cultivated by Shalherana herself. These plants are always found as a lone bush of many white flowers and herbaceous stems, sprouting from the ground, rarely reaching over two feet in height. Foresters have come to the conclusion that this plant is a sign of a healthy forest, and thriving ecosystem. As a result, superstitions have arisen around the attempted cultivation and harvesting of Mother's Embrace. It is said that those who pluck it doom their homes to a rotten harvest. Those that do plunder this precious plant can harvest the plant fibers in its stems, gaining the opportunity to create clothing from its supple material. The plant fibers, even after being processed, seem to care for their wearer, seeming to heal ailments to the best of its ability. If the flesh is pierced through the craft, the plant-like fibres burrow into the wound, stopping bleeding and easing pain. No matter how damaged, crafts seem to come back together. The material is always sterile, and disinfects fresh wounds, keeping them from infection. Tailors can make bandages out of this material.​
A total of three individual wounds can be treated by any single craft of Mother's Embrace. New wounds will not be treated, and the other wounds must have the burrowing plant fibers removed from the wound if a new one is to be treated by the same craft, which can cause bleeding to resume if treated incorrectly.​
Rarity: 4​
Masterwork Effect:​
Clothing or bandages made from Mother's Embrace additionally pull mundane poisons and toxins from the body. Objects lodged into the body (if pierced through Mother's Embrace) are pulled from the wound if force is not presently applied to the object, and bleeding is halted nigh immediately afterwards. Severed limbs, if Mother's Embrace is wrapped tightly around the severance, can re-attach the limb to the body at the cost of the craft, as it wilts and dies, sacrificing itself to save their wearer from their loss. The limb must not have been severed for more than an in-character hour. Mother's Embrace can likewise save an individual from a deeply cut throat in a similar manner, the craft sacrificing itself and becoming inert to save its wearer from certain death.​

PASSIONFLOWER
Source/Location: Arid mountain ranges.​
Description: Passionflower is a climbing vine with unique tendril-like floral structures. Their flowers can be found in many different varieties of flowers. The leaves and roots of this plant contain powerful sedative and anti-anxiety qualities.​
Rarity: 0​

PEPPERMINT
Source/Location: Wet margins of brooks, streams and ditches, and also in very damp soil.​
Description: Peppermint has square stems, stalked, smooth, dark green leaves, and blunt oblong clusters of pinkish lavender flowers. While Peppermint is widely used as a flavoring, when brewed into a tea or reduced to the oils the plant has many medicinal properties. It is used for sore throats, as well as used to soothe stomach conditions.​
Rarity: 1​

ROSEMARY
Source/Location: The plant is hardy, growing in grasslands.​
Description: A woody, low growing herb. It has fragrant, needle-like leaves with white, pink, purple, and blue flowers. The plant has medicinal qualities to soothe the digestive system, as well as its qualities as a herb in food.​
Rarity: 0​

TURMERIC
Source/Location: Areas with heavy rainfall.​
Description: The Turmeric plant reaches about one meter in height, and bears long simple leaves. The leaves emerge in a branching pattern from the older parts of the plant. The small yellow-orange flowers, are produced from the top most leaves. The underground stems are used as a condiment, a textile dye, and medically as an aromatic stimulant. The stems have also been long used for its anti-inflammatory properties.​
Rarity: 0​

WHITE SNAKEROOT
Source/Location: The flowering plant is found in rocky soil, in forests and beside streams and rivers.​
Description: The White Snakeroot is a multi-branched flowering plant with smooth stems and fibrous roots. The flowerheads are organized in loose, terminal, flat-topped clusters. The flowers point upward and are clear white and tuftlike in their nature. The leafy appendages at the base of each flowerhead are broad and green in color. When White Snakeroot is consumed by livestock they can produce a milk that is tainted with the poisonous qualities of the plant. They create a sickness in whoever drinks the liquid. The milk poisoning can result in a condition that is marked by weakness, vomiting, and constipation and can be fatal.​
Rarity: 0

WINTERGREEN
Source/Location: The shade of forests.​
Description: The aromatic plant grows across the ground with soft green leaves. They produce round, red berries which have a mint like flavoring. When the berries and leaves are brewed into a tea they can be used to alleviate aches, pains, sore throats and rheumatic symptoms.​
Rarity: 0​

WITCH HAZEL
Source/Location: Temperate woodlands.​
Description: The Witch Hazel is a short shrub with long woody stems, prickled with oval shaped yellow leaves. Their small blooms come in colors of orange, yellow, pink, red, and purple.The leaves and bark of this plant have anti hemorrhagic qualities.​
Rarity: 0​

FUNGI

BESPECKLED GENTLEMAN

Source/Location: Warm, humid environments across the continent.​
Description: A beige mushroom with red spots. Used in healing poultices, Bespeckled Gentleman is ground up into a paste which soothes skin rashes.​
Rarity: 0​

BUTTON MUSHROOM
Source/Location: Warm, humid environments in moderate woodlands.​
Description: It is a white conical mushroom, with a single black dot at the top. Causes shortness of breath, if consumed in too large of quantity it can induce a heart attack.​
Rarity: 0​

DEATHSUIT
Source/Location: Warm, humid environments in deep woodlands.​
Description: A beige mushroom with red spots and black dots Consumed in any form, Deathsuit leads to complete organ failure and death within twenty-four hours.​
Rarity: 0​

FAERIESHROOM
Source/Location: Warm, humid environments in moderate woodlands.​
Description: Tends to be found growing in circular patches, inexplicably. It is white with red dots. Consumption results in chills and shivering, an inexplicable sense of being cold.​
Rarity: 0​

SPOTTED ELF
Source/Location: Warm, humid environments in the south of the continent.​
Description: A mushroom that is light orange with white spots. When consumed, results in blurred vision and - if over consumed - blindness.​
Rarity: 0​

TOADSTOOL
Source/Location: Warm, humid environments across the continent.​
Description: Beige, short, and squat mushroom with no other color. If consumed raw, causes indigestion.​
Rarity: 0​

TREES

ARCHBLOSSOM TREE
Source/Location: Event only.​
Description: From the remnant powers of Archon's demise grows a tree unlike any other. Raw energies visible pulse through its teal roots. It stands tall, with long limbs covered in pure white leaves, leaves that resemble an angel's feather, but symmetrical, like a leaf. This particular tree is found at Archon's fall, just west of the Sisterhood of Shalherana's holy grove. Pilgrims and travelers often stop at the Archblossom Tree, testing the purity of their soul. Leaves will drop specifically for those good of heart in the eyes of Archon, by testing their soul against his remnant powers. Those good of morals, who are free of sin, and who are empathetic find that leaves fall for them, clattering to the earth below. Archblossom featherleaves are as strong as steel for those worthy, but as light as a feather, unless they are forcibly plucked from the tree, causing whatever was cut off to crumble and decay. These featherleaves can be woven together into a coat of plates, or a light, armored cloak. Those with the purest hearts are rarely gifted an archblossom limb, pulsing with a gentle teal light, even after being plucked from the tree. Touching the limb brings vigor to its wielder, bringing hope to their hearts, and filling them with determination. As long as the wielder lives, their grasp on the wood will never loosen. This effect does not occur if the user does not have a soul.​
Rarity: 4​
Masterwork Effects:​
[Archblossom Leaf]​
[Archblossom Wood, Bow/Crossbow] Wisps of light seep from the grain of the wood. They coalesce into a clear shape, a circle by the holding hand, a formation of latent magics that acts as a 'sight' for the bow. This circle magnifies vision (2x), allowing for incredibly accurate shots. Does not work if the user does not have a soul.​
EASTLANDER CHESTNUT TREE
Source/Location: The eastern quarter of the continent.​
Description: It resembles a chestnut tree, growing tall with green leaves and outstretching branches, and producing its fruit in the form of a chestnut.​
Traits/Abilities: When consumed raw, any element of the tree is a mild poison, causing nausea.​
Rarity:​

EIZHOLZ
Source/Location: The frozen, bitter North.​
Description: The Eizholz is a spectacularly resilient tree of ice solely found in the coldest corners of the North. It bears no leaves and has deep reaching roots that pierce the icy mountains and wastelands, and its bark and trunk can be harvested for their supernatural properties. The “branches” of the tree grow in ways that resemble jagged stone and ice, and are an icy blue when living and healthy. They dull and become grey when harvested, but are still achingly cold to touch with bare hands. Minimal gathering is possible on the surface, as the majority of the tree’s usable wood is within the roots - an event is required for gathering in bulk. Almost impossible to gather under regular circumstances, the root tips of the Eizholz, buried deep within icy mountains, are additionally a rare and sought after crafting element. The wood cannot heat up, burn or melt by any natural means and is also extremely durable. A craft made of Eizholz returns to shape if it retains most of its structural integrity (e.g. the craft is not split in two, shattered or similar) and is placed in an ice bath overnight. The unique fibers of the wood seal together due to the water, which is left incredibly chilled after the craft has been repaired.​

Eizholz is a heavy wood in comparison to other natural woods. Arrows benefit from the weight and durability the wood provides as arrow shafts; it is comparable to icy stone in terms of durability. Its sap can be mixed into weapon oil to allow mundane materials to survive better in bitter cold scenarios, additionally. The sap can also be applied to skin directly, functioning as a powerful coolant that turns a warm summer day into a breezy autumn morning.​
Rarity: 3​
Masterwork Effects:​
[Bow/Crossbow/Scorpio/Ballistae limbs] A cloud of mist permanently coats the weapon. When fully drawn and used to loose a projectile that does not hold any properties of heat, a thin layer of solid ice coats the projectile. This layer of ice adds to its weight and mass by roughly 3lbs for a crossbow bolt, 5lbs for an arrow, and 7lbs for scorpio and ballista bolts. When the projectile strikes or sinks into its target, the ice splinters and bursts like an ice cube dropped in boiling water. This mildly expands wounds.​

EIZHOLZ ROOT TIPS
Source/Location: Event only.​
Description: A mystical object from the Eizholz tree. Found deep underground in minimal quantities, this root tip can be harvested and crafted into narrow arrowheads, and rarely, large enough to craft small blades. Harboring similar qualities as the Eizholz wood, this wood instead remains dangerously cold to the touch, and is more like stone in composition. Flesh will freeze and become frostbitten within mere seconds of physical contact with the material. Crafts must be designed to protect the user from this dangerous chill.​
Like Eizholz wood, the root tips are extremely resilient, but not indestructible. If the craft is not completely destroyed or severed in any way, it can be chilled in an ice bath to repair itself. Though the Root Tips can repair themselves within seconds.​
Rarity: 4​
Masterwork Effect: Eizholz Root Tips harden even further, and are comparable to steel in their strength and rigidity.​

IRRUT
Source/Location: Blighted land.​
Description: A horrendous product of unnatural alteration with wildlife. A medium-sized tree, composed entirely of spiraling, muscle-like tissue. The branches can be harvested and pressed into shape.​
Once the wood is ‘cured’ into its shape, it becomes extremely flexible. However, intense force is needed to bend or pull the wood, and the wood will violently pull back into its cured shape when force is applied to it. Bow and crossbow limbs benefit tremendously, creating bows with incredible force behind their projectiles. (Multiply the draw weight of standard non-irrut bows, crossbows, scorpios, or ballistae by 1.25. That value equals the draw weight of the item. Irrut wood pulls back into shape with more force than it was pulled back with. Multiply the force of a non-irrut projectile by 1.35. This value equals the force of the projectile when shot from an irrut item.)​
Rarity: 3​
Masterwork Effect:​
[Bow/Crossbow/Scorpio/Ballistae limbs] Irrut wood becomes even more 'lean', further increasing the power viable for the weapon. (Multiply the draw weight of standard non-irrut bows, crossbows, scorpios, or ballistae by 1.35. That value equals the draw weight of the item. Irrut wood pulls back into shape with more force than it was pulled back with. Multiply the force of a non-irrut projectile by 1.5. This value equals the force of the projectile when shot from an irrut item.)​

MIRRORWOOD
Source/Location: Rarely found in mountains and stone outcrops across the continent.​
Description: A small tree seemingly made of silver, sprouting from rough cracks in stones. Its wood harbors a clean, reflective sheen. Despite being named a tree, this plant is composed mostly of long, dense, growing fibres of a bright silvery make. These fibres create a brilliant continuing spiral up the trunk of the plant. They are extremely strong, flexible like string, and can be woven into clothing, or bowstring. The fibres dull only slightly when the plant is harvested, if it is harvested. Rare and coveted, it is often used as a decoration by nobles in small pots about their home, as the Mirrorwood seems able to survive without much direct care.​
Plants that spend most of their time in the sunlight, and are treated with intense care, will grow, over time, producing thin streams of silver fibres that can be plucked and harvested. Only the narrowest of weaponry can pierce woven clothing, such as bodkin arrows, rapiers, estocs, and other weapons of similar make. Mirrorwood clothing is comparable to butted steel chaimmail.​
A Mirrorwood tree can be corrupted by piercing the flesh of the plant with a shard of Volatile Obsidian, which is a costly process yielding a unique material. The volatile nature assaults the mystical fibres of the plant, calcifying them in entropic darkness. These fibres are as black as Musou Black, and those crafty enough in tailoring can make use of these threads for unique crafts. Though one would be lucky to have enough to craft a mask, let alone a full cloak, crafts made from Darkthread shroud the wearer in a perfect blackness that is impossible to detect in the dark. Additionally, Darkthread crafts circling ones head seem to block Arcane spells aimed to infiltrate the mind or soul of the wearer. Furthermore, due to its dark nature, those shrouded by a cloak of this coveted material can blend in almost completely in dark conditions. Corrupted Mirrorwood is softer than pure Mirrorwood, most like mundane silk in texture and strength.​
Rarity: 3​
[Masterwork Effects]​
[Mirrorwood] With an increased thread count, masterworked Mirrorwood clothing becomes comparable to riveted refined steel chainmail.​
[Corrupted Mirrorwood] With a higher thread count, Corrupted Mirrorwood does not lose its protective capabilities, comparable to non-masterwork pure Mirrorwood.​

PRICKLY ASH
Source/Location: Temperate woodlands across the continent.​
Description: The bark of the Prickly Ash has many short spines, protecting it from animals from sharpening their claws by gouging into the bark. Its roots, allowed to steep in alcohol, produce a strong disinfectant.​
Rarity: 2
TARWOOD
Source/Location: The Ashlands.​
Description: Birthed from the lifeless stones and molten pits of the Ashlands by the eccentric entity known as Strange. This wood is dense and has dark, rough bark. The tree imitates death, appearing to be a lifeless and brittle lifeless tree. Beyond the bark, the wood is even darker, and is rich in a dark, inky ‘sap’ that stains the wood. Tarwood is incredibly resistant to flame, but is likewise incredibly conductive to heat. The wood itself will reach hot temperatures, hot enough to burn flesh, before it sets aflame and crumbles.​
Rarity: 3​

Credits to: Scardrac, Cap, Cranium, and Sizzix for various materials. Jazzper for the rewriting with assistance from Lore
 
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Scardrac

Felsummer
HollowCrafting is nearly upon us: We are still in the works to updating the config files with our updated content, but here is the writing for the materials you have been gathering. Here is some important information you should know when reading this post.

1!: This list does not include the vast amount of bestiary edits and inclusions that will bring to life the leatherworking specialization, bringing incentives to hunting your favorite creatures. The bestiary additions will be edited within the next couple of days, with an update on the changelog for what is edited.
2!: Despite not having the updated files in-game just yet, you are no longer kept back from using the materials you have gathered in-game through the node-hunting system.
3!: Masterwork functions are in the game, currently, but the thread does not hold the list of masterwork effects. This will also come in the next few days. Our grandfathered masters will be able to still make Masterworked items as soon as they are able to: It will just take a couple of days for them to show up: The plugin function is not reliant on the forum text, here.
4!: Please ask questions if you have any! There is a lot of information here, and there may have been a typo that we overlooked that throws off someone's entire perspective. There is a lore Q&A down below.
5!: remember the post above: the rule for requiring hollowcrafting items to use them in-character is not yet in place. this will come at a later date when grandfathering is complete.
 
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Jazzper

Hi [Unsuspecting Comment], I'm Jazzper
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Jasper151627237
Jasper151627237
Mechanics Clarification - Starblood & Volatile Obsidian
This information is to be learned through In Character experimentation, but will be made public here to avoid an influx of the same experiments.
Although the premise for both effects is similar, there are some differences.

Starblood
After one minute of manacles and collar being put on the Blessed, they find they cannot use their SP to cast spells. Any Divine Word sent to this individual is received by the target accompanied by static sounds. These messages cannot be replied to by the restrained individual, while the caster is aware that the connection is being tampered with. The individual in manacles weakens, feeling nauseated and sickened. They cannot use active effects of their passives (such as knowing what way is North, turning things into gold or wine, being 50lbs heavier at will, etc.). For all intents and purposes they are of the same strength as if they were not Blessed at all. Addition: If these manacles/collars are kept on for a duration of one OOC week or more, the Blessed will find that they will be in the same state (minus the nausea and sickness) for three more days after they have been freed.

Volatile Obsidian
After one minute of the Mage being restrained with the manacles and collar, they find themselves unable to use their SP. The restrained Mage can not cast Arcane spells or have them cast upon them. Spells that require the target to be within the same plane of existence would function as if they are not. The restrained Mage feels weaker; nauseated and sickened. They are unable to use active effects of their Knacks (cannot conjure ice/fire for Thermal, detecting injuries for Vitae, etc.). Any physical effects (scales, rocky skin, etc.) are not undone. For all intents and purposes beyond the aesthetic/physical, they would be the same as anyone not of the Arcane. Addition: If the manacles and collar are kept on for a duration of one OOC week or more, the Mage will find that for the next three days after being freed they will be in the same state including the nausea and sickness.
 
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