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  2. GrimBeard

    From Ruination [FRP]

    Galaharian League The sounds of celebration are heard throughout the entire Capital. Batista’s landing is packed to the brim with people. Merchants from various countries intermingled with the sea folk, all rather drunk. After a grand wedding, The Duke and his circle had headed north. There they had spent the year valiantly defending Galahar from the Wolf folk. Giovinco was angered, at the waste of it all. He had sent word to his Fey friends of the wood. Their advice had left a bitter drought to swallow. However when the Duke came back, he learned his Duchess was with child. His first true heir, it was a massive occasion. To take his wives mind away from troubling news in Hilmedhi, he throws grand balls and plays for her. – *Under the Duke’s reluctant orders, wooding operations in the Green Throat cease. Isolated communities are abandoned, the population condensing into more defensible locations away from the woods. The army will still patrol the abandoned land, but they will leave it for nature to take back. Near the Green Throat city of Ovest, more men arrive. The League’s land gate to the uncharted west, it was a vital hub. There as well some Chiefs from a fallen Westfal are settled, as a formal Vassal state to the League. They will be left to their own devices, and act as a tributary state to the City of Ovest, to supplement the League’s Western city. In other news a resurgence of Galaharian finance is ascending. Trade partners were lining up, Galahar being a friend to all. Guilds are furiously scrambling for the contracts to build Ports and Guild Houses in their own domains. Clerks in the thousands descend on ware houses and ships, taking inventory. Soon enough Galahar’s colony will be a city in it’s own right as well. In more martial news Galahar’s very own ship is about to be completed. Dubbed a ‘Nuncio’ class, it was bigger, and better, then the average Carrack. It was a mobile tribute to the Deep One. A ship designed to travel long and far, and to bring trade to even the most remote lands. A storm ship, with weapons and cargo aplenty. Strapped to either side were two coastal skiffs, armed boats in their own right. The ship will enter production next year, in tandem with the Duke’s heir being born. A marvelous omen! **A band of Adventurers finally get approval to go back and explore the seemingly abandoned city. On it’s own island, it is hard to reach. So they set out when the sea is calmest, with a small navy. The Adventure Band will scour the City. Financial Actions 42.5k Income Completing Carrack/Nuncio Research -10k Building Trading Company -7k Building Port in Eastern City -15k Settling refugee Westfal denizens in a settlement near Ovest as a tributary state. Allocated funds and slaves. -5k Building a Settlement -5k Population; Slaves for Westfal Recruiting 2 Units of Light Inf/1 Unit of Light Archers -3k +2.5 Treasury Mod Actions *Withdrawing from Green Throat frontier. **Returning to POI (2 Galleys, 1 Cog, 2 Units of men)
  3. If any skinners have any skins on pmc that can be used in an updated skin archive please message me on discord:

    @ivory#8860

  4. Today
  5. Praetor

    From Ruination [FRP]

    1504 News filters around those inhabitants of the far east. The Bloated Throats are on the move, slaughtering every single village they come across, and feeding on the corpses, some say! What is clear, is that they have seized the mouth of the Maw and hold it fast in their grimy hands. With the fall of Westfal, many survivors, unwilling to live under the hegemony of the Bourdelean Empire, fleet to the seas, or south, running into the welcoming lands of the Men of Aülem. The Galaharian league The defense against the wolves works, to some extent. But the villages remain, and the wolves know the land, and know their prey. If nothing else, the damage is mitigated for this year, as they only attack in quite isolated villages and do not strike out against the armed forces of Galahar. Research, construction and training, it all goes well, carried by the burgeoning industrial might of the League. The Eadni Civilization All construction projects go well as farms flourish, manufactories rise under the heavy hammer of craftsmen and gold tumbles into the new guilds. The Mongerellians tentatively accept the envoys from the Eadni, though they seem a tad guarded by their close neighbor. On the other hand, the envoy sent to the Bloated Throats is never heard from again. Either he died on the way there, or he was killed by those people. Point of Interest: Lake Midwe. No one knows exactly what this lake is. All that they know is that those who cross is seem to experience something while upon its water, and once their crossing is finished, they have become shaken by madness, their minds purged of who they once were, left as shaken husks muttering nonsense words in an incomprehensible language. The lake seems to continually project mirages upon its surface and its center is not visible at all, hidden behind...well, nothing. Upon the shores of this lake are the ruins of an old city, known as Midwe itself. There is little left but the grandiose ruins, though many items of gold and other jewels still remain. It seems as if it has been spared from looting over the centuries. (+3000 gold next turn). The Kingdom of Bulgar And so a new settlement rises, in the shadow of the Old Wall. It is surrounded by open fields, stretching all the way until they are abruptly interrupted by the Roots of the World. As a new settlement rises, so does a new city, a thriving place, full of life and energy. The Order The pursuit of knowledge thus begins within the order. A rare thing indeed, in this fledgling world. The Kingdom of Numeria Osmalt seems to be an incredibly resilient stone, capable of resisting the blows of most pickaxes and stubbornly refusing to be shaped by masons and sculptors alike. One can only wonder how some of the wonders of the ancient world were successfully shaped. But the first chip has been made, and what a remarkable chip it is. One thing is certain, Osmalt must be the most resilient material known to Numeria. It is tough work, dangerous work. The Roots of the World are unforgiving in their nature, and nature is unforgiving in its weather. Even in summer, the toil proves to be fatal for many, and back breaking for others. By the end of the year, some limited progress has been made in establishing some groundwork for future work, in the lower altitudes. No doubt, many of the workers dread the future years, in the bitter cold, hacking away at ice and stone. But a man must provide for his family, in the end. Surya M O R E F A R M S. The settlement is safely established. Flat open fields of lush grass and fertile soil surround it, and a gentle river runs along its edge, throwing itself into the Esman Sea. An idyllic picture, no doubt. To the south, a mountain of truly titanic proportions rears up from the ground, throwing a shadow on the land around it. Its tremendous flanks are covered partially in green, but even from the new settlement one can witness the sun reflecting like gold upon its snow capped top. The Duchy of Ulyadir More buildings are erected within these cold, frozen lands. The Kingdom of Five It cannot be said that the health of the people has always been the primary concern of the Kingdom of Five. Yet, here the King stands, giving away his own hard-earned money to the plebe. They do appreciate it, and though some lords take their fair share of the money, the streets do seem a little cleaner, and the rivers a little less muddy. Some of the citizens of Five are even capable of scrubbing a little of that dirt off their grubby bodies. An improvement to be sure. (+0.25% growth just for this next turn) https://cdna.artstation.com/p/assets/images/images/009/827/028/large/romain-jouandeau-concept-test-suckerpunch-v08.jpg?1521091283 The Auldhauan Hierarchy of Melda The Hierarchy may have reached too far too fast. With a single cog to their name, supplying even two overseas holdings already becomes a struggle. The settlement aimed for the vaguely mapped Ismuth to the west of the Kingdom of Five turns into a simple scouting operation as the ship must return or let their other holdings wither, and no real colony can be established. As brief as it is, they only have time to find the ruined walls of a city, and what seems like a large, thoroughly clogged canal cutting through these ruins. To the south, the Free City of Lem simply refuses them access when they arrive later in the year, only allowing them to trade within the port, but not venture up river. It seems that such a minor bribe will do little to affect the thriving city, especially if the tradeoff is giving up their upriver control. When the explorers arrive upon the island of Werren, they find...nothing. A handful of villages who have no idea why someone may come to their land, and an empty, barren, rocky island. It seems as if the Free Cities have also had enough of the preachers. Lem, Cinolek and Eslem completely eject them, as they begin to realize that they are not simply there to establish a small church. Only the city of Risme (westernmost) allows them to stay, apparently they simply do not care about the missionaries. The Patrons of the Free Cities make it explicitly clear that while they are not as religiously zealotic as the Kingdom of Karel, such attempts to convert their population will be met with further consequences if they continue. The Republic of Danwent Twins, not a single child. Twins with eyes as green as the back of a leaf after a spring rain. With skin the color of rich earth, strong and hardy at birth and already quite tall. Perhaps the Elder Soul answered such a plea after all. As the settlers expand their holdings, they come across an interesting crop, growing wildly within the fields to the south of the river. Tall, golden wheat that grows easily and quickly, resilient as extremely nutritious, it requires much less land for a great amount of yield, leading to a surplus of food in the North, and surrounding areas to these new fields. (Rare Good Acquired: Moranese Wheat. +0.25% growth per turn.) And so excavations do continue. The Kingdom of Fyr-Darrick The army begins its long march. The Empire of Bourdeleaux The land to the west is rugged, even more so than the hinterlands near the Barrier. Mountains rear up on every side and valleys are divided by tall, craggy hills. Perhaps the vista is beautiful to some, in its full, primal splendor, a land where man struggles to live in this day and age. Nonetheless, some villages do still exist, poor little hamlets that live off their goats and scrape a living off the specks of dirt that gather upon the stones. One thing does grab the interest of all settlers, however… Point of Interest discovered: The Grey Keep. - An ancient fortress rises upon a hill with the most commanding view of the surrounding area. With the river on one side and the mountains only a few dozen kilometers on the other, it has the potential to effectively control the entire valley. Wide and relatively flat, its pale stone seems to have survived the centuries easily enough, though many parts are now in ruin. In some places, a talon-like mark has been emblazoned into the stone. (Fortress for 60% off) Faced with conversation and pacification, a lot of the Westfal population simply goes along with it. Those who resist are either forcefully pacified by Elfred and his men, or flee to the lands of Aülem, or by sea. (+2000G this turn, spoils of war.) (+100.000 population) What a feast it is, as the people of Bourdeleaux rejoice at their first great conquest. The Commonwealth of Ruhn The Passans seem to be a loose confederation of villages and small towns scattered around the windblown land between the Hungry Sea and Revar’s Gulf. For the most part, they are not particularly wealthy, but they do make up for it in determination and grit, as their lives are definitely not easy upon this sparse land. All in all though, they seem amiable enough and while some of the towns do not agree to trade their meagre goods, others do, and all in all, both sides come out the better for it. Of note among the Passans, is their southernmost town, Paguard. No richer than the others, its people are hardened and tough, with good equipment and an extremely well trained military force. They act, according to the other towns, as guardians against the Darkness. The Kassedenian Guard arrives in Ruhn. The Kingdom of Helmedhi The mountains around the new settlement are, for the most part, quite similar to their southern brothers, both in richness of minerals as well as in wealth of jungle terrain. But no minerals of exceptional value are found. However, prospecting for a good tunnelway does go well, and the expert diggers within the Kingdom quite easily set up the first openings and find potential pathways through previously existing caves.
  6. Sky

    The odds against the minority

    I have raided quite a lot on my time here and quite honestly it is without a doubt the most boring, and anti-roleplay thing we have on the server. Sure you get the odd one or two that adds to roleplay and pushes some sort of narrative but it is undeniable that the vast majority simply happen, people wait for it to be done or join in to defend and then after return to whatever they were doing as if absolutely nothing happened. So until that changes I see absolutely no problem with the rule disallowing raiders inappropriate ways into settlements just to disrupt it for an hour and most before returning to their regular roleplay.
  7. StarGazzer

    BLAsylum

    Changed Status to Denied
  8. StarGazzer

    BLAsylum

    Your application has been The 24 hours is up, however you may reapply immediately. Please make the above changes before you do so
  9. Hey, Can anyone tell me how to write a character info sheet after an accepted apply? LMK by messaging me if possible. Thanks a ton!

     

  10. Omolon

    World Lore -- Arcas Tectonic Plates

    Pretty good. I see no problem with this. +1.
  11. Emenzi

    Union of the Falcon and Hammerhead

    Leopold looks at the invitation and goes to scratch his patchy beard “Nikolas will see..” he mutters “Oh and I best find myself a tailor to make father proud!” he’d exclaim before running off towards the Markev city square in search of a tailor
  12. Mavromino

    World Lore -- Arcas Tectonic Plates

    I took history instead of geography but I'll still +1
  13. Ivoryyy_

    Union of the Falcon and Hammerhead

    Amalie Ruthern sits upon a chair in her courtyard, the woman smiling softly as a courier boy delivered her the invitation ”Oh, how wonderful for them. I will do my best to attend, weddings are always such joyous occasions” She muses in reply to the boy, sending him off with a wave of her hand as she pens the date and time down for reference.
  14. Aeldrin

    7.0 - Item Conversion Thread

    Username: Aeldrin Screenshot of the item: https://gyazo.com/8fb10ec586ffd693c8c9677804983171 How you got it: Received as loot from Malgonious as part of his Nightlands Eventline, for driving the antagonists off from their fortification. Username: Aeldrin Screenshot of the item: https://gyazo.com/f745a3b406f09afb8ea799c391a8143c How you got it: The druidic staff of my character’s deceased wife, Archdruidess Arahaelth Aureon Tundrak, given to him upon her death. Username: Aeldrin Screenshot of the item: https://gyazo.com/c7589b050a42ab1cd2d8a30aa55f5573 How you got it: The flower crown of my character’s deceased wife, Archdruidess Arahaelth Aureon Tundrak, given to him upon her death. Username: Aeldrin Screenshot of the item: https://gyazo.com/300a99872e35cb38b8ce6cfe752188ef How you got it: A short but significant note from my character’s deceased wife, Grand Princess Arahaelth Tundrak, given to him upon her death. Username: Aeldrin Screenshot of the item: https://gyazo.com/e394715108f525489dde25a9ed0a8c64 How you got it: The wedding ring of my character’s deceased wife, Grand Princess Arahaelth Tundrak, given to him upon her death. Username: Aeldrin Screenshot of the item: https://gyazo.com/f00543e92962299b85c3666adf7c8b22 How you got it: A dreamcatcher fashioned for my character by his late wife, Grand Princess Arahaelth Tundrak, given to him upon her death. Username: Aeldrin Screenshot of the item: https://gyazo.com/b5602d8cc175711bac75848c6737833e How you got it: The scale of a wyvern, received by my character in the aftermath of a wyvern attack upon Fenn. Username: Aeldrin Screenshot of the item: https://gyazo.com/c850bcc5122d2284d019ab30a56b5b10 How you got it: A spear fashioned by my character that he has carried with him for ages, and which is of great significance to him. Username: Aeldrin Screenshot of the item: https://gyazo.com/d839e3e7827e5e39ac6ffceb40e2dd72 How you got it: A blade given as a gift to my character by a visiting Orc. Username: Aeldrin Screenshot of the item: https://gyazo.com/d9a0eb4d2b7c7df039e224f9291bec8c How you got it: Alchemist’s fire, given to my character as a gift from an alchemist for self-defense. Username: Aeldrin Screenshot of the item: https://gyazo.com/3fa128296e10b43bc31ec3a2f21470bc How you got it: A Snow Elven spear from the Vaeyl Wars, given to my character as a gift by an Ivae’fenn soldier. Username: Aeldrin Screenshot of the item: https://gyazo.com/e685630db58991ec0c0099856384cddd How you got it: A lantern given as a gift to my character from a visiting worshiper of Yeu. Username: Aeldrin Screenshot of the item: https://gyazo.com/4b68578e8e9951129892a71da34a6009 How you got it: A vileblood poison, given to my character as a gift from a visiting alchemist. Username: Aeldrin Screenshot of the item: https://gyazo.com/25f412d6100abc3d1ab617e3e6894922 How you got it: A Fennic blade, given to my character as a gift by the renowned Fennic blacksmith Aymer Annungilben.
  15. D3F4LT

    Healing by the will of Anbella

    Oi t'ink ye smas'ed yer 'ead to a giant bolder in yer sewer'old. T'e 'ealing place is OUTSIDE Kal'Azgaryum so please curb your bulls'oite and continue wit' yer own buisness in yer sewers beneat' t'e cultural place of 'Olm.
  16. NotEvilAtAll

    World Lore -- Arcas Tectonic Plates

    Yes. +1
  17. ItsMyWorld66

    7.0 - Item Conversion Thread

    I wasn’t sure if all of these items would get accepted, so for safetys sake I’ll just post them here for conversion! Username: Kitsunenokage66 Please and thank you ❤️
  18. Gaius Marius

    In measured hundredweight and penny pound

    A man rode on a horse blacker than a moonless night whose gait shuddered under the weight of its rider. The rider kept his gaze straight, hardly paying mind to passerby whether they hailed him fondly or shot him the dirtiest look. Upon his saddle rested a cobbled mess of shrouds spread neatly across a flat object wide enough to cover a man's chest and tapered at one end that protruded over the horse's hindquarters. On one of his lonely nights riding towards the capital, he passed an encampment a couple of feet from the road. Therein, he found a couple of men fondling a lonesome woman while passing a horn filled with liquor. The rider noticed their temporary shelter upon hearing the distressed wailing of the woman being molested and brought his horse to trot closer. "Och, who must you be coming up to us stranger," one of the campers hiccuped with a look of strained frustration. The rider gave him a cold look while resting a hand on his sword the length and width of which appeared larger than a common falchion or short sword. The group of campers, three in total, began patting away at the ground as if they left similar weapons close at hand. "Who are you?" At last, one of the men found a large knife in hand and pushed the woman aside and stood. The rider sternly looked down from his mount and glared at the knife. The rider slipped a coin out of his pocket and flicked it towards the campers and motioned for the woman to come to him. "Will you partake of that last offered cup", the rider eyed the camper with the drinking horn in hand, "Or disappear into the potter's ground?" With the last sentence, the rider unsheathed his zweihander and turned the blade flat and placed it across his right shoulder. The campers looked at each other, confused, and passed the drinking horn around and returned to drinking. The rider turned and continued back onto the road and towards the capital. He brushed aside one of the shrouds and rubbed the hidden shield's edge where a black cross lain painted on a white wooden and brass boss.
  19. Keefy

    World Lore -- Arcas Tectonic Plates

    Where’s @Lark he’ll nut
  20. Sneaky2

    From Ruination [FRP]

    Kingdom of Hildemhi Population: 2,180,000 Income: 22,000 Gold (1,000 Upkeep) With the growing expanse of the Kingdom’s reach, food was becoming in short supply. Throck set out sets of the jungle next to the river to be cleared out for farm land. (4 Farms) (20,000 Gold) With the new settlement founded, a group is sent out towards the mountain range to prospect it for minerals, and begin the base planning for a mountain tunnelway. (2,000 Gold)
  21. Chromie

    The odds against the minority

    Sorry, throughout this map I dont know how frequently you get raided or raid but raid ladders do nothing against hangovers. Defenders creativity consist of adding a hang over and 2 gates with 5 Lwc iron doors. I also challenge you to raid a popular settlement using raid ladders and rolls for buttons. Please give proof after that it was successful. And hiring somebody does nothing because you rply need no reason to take away somebodies keys so settlement owners metagame. Defenders hardly do any work to defend except for maybe belvitz since the only place they could hide before was the tavern.
  22. Tha_Mystery_Man

    Conjuration guide with amendments. [Magic Lore]

    What is even the point of having conjurations if I can’t conjure a mosquito to give someone AIDS?
  23. EtherealPvP

    World Lore -- Arcas Tectonic Plates

    I wholeheartedly agree and will stand behind this post +1
  24. Conjuration Guide with Clarifications I am making this based on the fact that conjuration itself needs some clarification for what is and isn’t allowed. Recently, when exploring the possibilities of what can be done with the magic, I found a lot of things that were unexplained and need defining. Some of the stuff in here is considered an addition to the lore, and that is why I chose to submit it in a lore submission. Introduction First we must understand conjuration. Conjuration is the art of using a combination of mana, the void, and one's own memory to summon ‘life’ from the void. Life itself can be anything from a simple rose, to a bear, to elementals made of fire. Firstly a mage must learn to connect to the void, as is essential for all voidal magic. This process takes anywhere from a few days to weeks. Once the mage has learned to connect to the void, they must then spend much of their time studying the anatomy of anything they wish to summon. Conjuration is one of the least practiced arts, but also one of the most consuming of all the evocations. Beginning When first starting out, a conjurationist student should follow the guide of their teacher. The most common method of teaching conjuration is a more scientific view of things. This involves searching for a simple animal and dissecting them. Plants at this point are also just as easy, considering their often simple composition and need of less mana to sustain. In the start of conjuring, there is often what are called failed conjures. Failed Conjuration Failed conjuration is when a conjurer attempts to create, summon, or use a creature and the conjuration fails. In the beginning, this happens often, mainly in the first two stages of conjuration. Failed creation is when the mage themself forgets some aspect of the creature, and the mana disassembles in the void before it is even summoned. This is what happens most often, as a result of being understudied. The second thing that can happen is a failure in summoning the creature to the world. This is done by mana, and if the mage was to run out of mana while still summoning the creature or life, then the mana from the creature burns off rapidly and disappears. Lastly is failure of use, and this is when the creator has summoned the creature from the void, and gives it a command that it could not fulfill. An example of this is trying to force a bear to fly, and once done the animal’s mana itself will begin to fight the spell, confusing it much like a ward. Soon after the creature turns on itself due to the impossible order, the creature will disperse. Studying Studying is often approached by taking a scientific look at all life; this however is not for those who are squeamish. To conjure a creature, one must have near absolute knowledge on such creature. This includes finding, capturing, killing, and dissecting the creature or plant. This is one of the hardest points in a conjurationists time, as it is a rather brutal process. Once studied to the fullest extent, knowing each and every part of the animal and how it functions, stingers, organs, et cetera, can one begin to summon organisms. For Hybrid animals, the person must have studied both animals together in exact and absolute detail. For plants, this is mainly about knowing the composition of the internals and the ‘skin’ or surface of the plants structure. Another thing to factor into the summoning of plants is if the plant carries any special qualities. Summoning For the few practitioners of the art, the steps to summoning is a process that each person has their own form of art placed onto. Of course with all voidal magics, the conjurer must start by connecting to the void. Once this is done the mage uses mana to create the life within the void, and often this is the longest part of the whole process. The next part, actually summoning an organism, is where many mages place their own twist on things. Some like to bring the creature to life piece by piece - first the organs, then the bones, followed by muscle, fat, flesh, and fur. Others many go by gathering the wisps of mana that make up the animal, and having said whips fly around the animal to create its whole form. It's even possible to have a one way portal from the void itself open, only to let the creature crawl out of it. Some of the most simple mages simply have the plant or animal appear from nowhere. Redlines: Any aesthetic form of summoning does not give an advantage to the mage, or the animal. It's all purely aesthetic and to add to the roleplay. The mage must, as with all evocation, know every detail of what they are summoning. Control and Dematerialization Once summoned, the animal will follow the direction of the conjurationist to as exact or vague detail of the caster. Having a direct link between the summoner and conjuration means that the conjuration will follow the directions of the conjurer These can be said or assumed details. Once the creature has lived its ‘life’, it shall dissipate once more. This happens often if the creature is to a point where it cannot continue, or if the mage runs out of mana. Any reasons that normally take place, such as loss of mana, concentration, etc will take effect the same way too. Again, much like summoning, the caster often puts their own spin on it. Such as the animal reverse constructing, in the exact opposite manner as they had been summoned. Redlines: Same as summoning, it’s aesthetic. Normal stuff for voidal magic applies, such as loss of concentration, or exhaustion. Types of Conjuration Conjuration has many ways it can be applied, from the use of plants, to the summoning of hybrid oddball creatures. Morphon This is the most common type of summoning, it involves using a single type of animal, and summoning it. This ranges from the smallest ants, to any creature the size of a bear. Redlines: Any creature summoned that has venom, or toxins may use their toxins and venoms as they normally would. For example, a fire ant being able to use their stingers to inject venom. The effects of the venom or toxins will only stay as long as the animal is summoned. Perennial Perennial summoning is when a conjurer summons plant-life, such as vines, moss, specific plants such as tippen’s root, or any other kind of plant. It is rare to see a conjurer use this form of conjuration, however it has many different uses. Redlines: Any plant summoned cannot be refined May only summon one type of plant at a time The summoned plant will have any effects that come with it naturally ex: Tippen’s root if split could be used to slow bleeding, but only as long as the conjurationist kept focus. This does not mean you can go about and have an endless supply of tippens. Hybrid When a mage delves into the most studious part of conjuration, it becomes possible for the conjurer to bring from the void a creature that is a combination of two creatures. This is combining traits of two animals to create a new one. Such as a snake with wings. Redlines: A summoned hybrid may accomplish things that often would defy physics, however only slightly. An example would be a large snake able to fly with large bird wings, which wouldn’t work normally. However, this does not justify making a decaf-pegasus of sorts, as that uses the magic within the creature itself to fly. Primordial For the most experienced mages who have learned to harness more than just the power of life, and have decided to take up an evocation as well. By combining these two a person can summon a pseudo-creature with conjuration and an element. Redlines: Lightning evocation is the only evocation that cannot create a primordial for obvious reasons. Tier Progression Tier One: Tier one is the starting of a conjurer's adventure. They will begin by learning how to study animals and the complex process of summoning. This is most often where artistic imprints on summoning and de-manifestation will be decided. At this stage summoning plant matter is the easiest, but most often will be hard to do anything with, as it is limited. Smallest ants may be able to be summoned near the end of this tier. Tier Two: At this stage a conjurer may be able to summon something the size of a mouse without too much tax, but nothing larger than a small dog, or the size of an average cat. Tier Three: This stage is often where mages will begin experimenting with hybrids of small sizes. They can also summon two creatures at the same time (Not exceeding maximum when combined.), but nothing larger than the size of a wolf in total. Tier Four: At this stage the mage can summon a max of 3 creatures, and when they are combined they can be no larger than the average human male. Medium sized hybrids are allowed and they can begin on summoning primordials. Tier Five: The last tier of a conjurer’s adventure, at this stage they may summon large hybrids, and summon up to 5 creatures. Nothing larger than a bear may be summoned at the time of reaching this tier. Primordials come without as much strain. They can hold summoned creatures for some time, without too much fatigue. Goin forwards they are able to summon organisms about +1% larger per elven week of study and continued use. E.g.after knowing the art for 1 year (52 weeks) they can summon 52 x 1 + 100 which comes out to be 152%. So about one and a half bears size is their maximum. Magic-wide redlines: May not summon any creature bigger than a bear Cannot summon anymore than 5 creature total. For each additional creature you divide the maximum size by how many creatures are summoned. EX: Summoning three animals would be Size of bear / 3 Give me any feedback in the comments below! with the formatting too I’m awful
  25. Zastro

    World Lore -- Arcas Tectonic Plates

    As someone with a college introductory course in Geography under his belt, I approve and +1 this post. Please add it! 😄
  26. I wrote this when 7.0 was first announced and sent it to some world developers to see what they thought. I don’t expect this to be reviewed by the lore team, but rather intended this post as a bit of food for thought for the playerbase. Enjoy! Introduction Earthquakes, tsunamis, volcanic eruptions, and other tectonic-caused natural disasters don’t just occur. They are influenced by (often delicate) geographical processes, just as the subvergence of one tectonic plate beneath another over thousands of years. When the stress of that built up pressure finally breaks, the energy released is felt on land as an ‘earthquake’. I believe having solid geographic lore will add flavour to the world by not only explaining the presence of mountain ranges and volcanic activity, but also provide the Event Team with a basis when running events based around natural disaster. 1: Tectonic Plates For this proposal, I drew a rough plan for tectonic plate placement based on the map released in the 7.0 announcement. As can be seen above, the major mountain ranges occur on a plate boundary. This classifies them as “fold mountains”, formed by tectonic plates pushing against each other and folding the land above them. An area of volcanic activity in the southwestern corner of the map occurs on the boundary between the Desert and Western plate, where the crust is weakest. This allows magma to be pushed upwards in convection currents and break the surface, forming an active volcano. Plate boundaries that occur in the ocean, such as the boundary between the Eastern and Continental plate, would likely have oceanic trenches (subvergence zones). This could provide some interesting roleplay and event possibilities, especially considering 1.13 is the ocean update. New sea creatures and monsters could be discovered in these trenches, as well as the possibility of offshore earthquake sources, which in turn form tsunamis. 2: Mountains (Orogeny) Areas marked in white are “fold mountains”, as explained in (1). Those marked in yellow seem as though they would be “block mountains”, while the little island on the Archipelagic Plate shows characteristics of a “plateau mountain”. Block mountains occur when a weak section of the earth’s crust fractures and material is thrust upwards, characterising mountain ranges with a steep front side and sloped back side. These occur in the middle of tectonic plates as opposed to on plate boundaries. Plateau mountains are formed in the same way, but gain their distinct, flat-topped shape through erosion over time. While it may not be important event-wise to explain how the mountain ranges of 7.0 were formed, I believe it adds flavour and would enable in-character geologists to have a basis for research and pursuits of knowledge. 3: Diamonds! (Metamorphism) In order to form, diamonds require immense pressure and heat. They are then stored in areas called “diamond stability zones”, within the earth’s mantle. Deep source volcanic eruptions tear out pieces of the mantle and deliver them to the surface (creating something known as “kimberlite pipes”), with diamonds included in the rock. This is how diamonds can be found close to the surface and extracted in open cast diamond mines. These diamond stability zones can only be found in the mantle beneath the stable centres of tectonic plates, meaning that areas found on plate boundaries do not tend to be diamond rich. This would enable those on the lore and event team to place diamond-rich areas in realistic areas of the map, perhaps for player excavation. The same could be said for thanhium; putting deposits for player discovery in the centre of tectonic plates, so that one event of an earthquake will not interfere with another event of thanhium excavation, as the ore is unlikely to be found at a plate boundary where earthquakes occur. 4: Volcanoes and Geothermal Activity There is only one visible volcanic area on the map, that being the volcano on the aforementioned Western/Desert plate boundary. Were there to be any underwater volcanoes, the whole system could interact similar to the Pacific Ring of Fire, which is where most earthquakes and volcanic eruptions occur. Having clear, defined plate boundaries would assist the Lore and Event team in making sure they are all on the same page when it comes to under and over water volcanic eruptions. Geothermal activity that would be able to be acted upon by the Event Team include mainly hot springs and geysers. They typically occur on plate boundaries-- yet another reason why having defined boundaries would give the team a basis on how to characterise different environments on the map. Conclusion This is a very brief proposal to gauge interest in having some defined geography for 7.0. I believe a large reason why ET haven’t run many natural disaster type events during Atlas (or had large monsters/creatures cause natural disasters) may simply be because there is little defined world lore that would be able to back up their claim of a tsunami, earthquake, or volcanic eruption. This would give those members a springboard to work off of without getting in the way of other events!
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