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Special Lore Locations/Artifacts


squakhawk
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Special Lore Locations/Artifacts

This thread covers locations that are intertwined with other lore pieces & artifacts/special items that also get written into other lore pieces or independent. 

 

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Special Lore Locations

A special lore location is defined as an area in which a lore alters or otherwise modifies an area. This can be crucial for teaching or connection (Mana Obelisks, Paladin Chanceries, etc.), or simply alter the effects of the world around it (Such as a Voidal Tear). 

 

Special lore locations are unique to each lore and confer effects to each. When writing a lore location, keep in mind not only theme, but how it actually applies to the world. Often, mechanical implementations such as slowness, blindness, a change in the manner of movement or locks and so on, can be difficult if not outright impossible to put in.

 

The ST believe in a doctrine that there should be as little staff intervention as possible, and thus, almost all lore locations have minimal display/change outside of a region message. Let this be clear; The ST do not in any way recommend or encourage lore locations which block off, limit access to, or otherwise mechanically effect players within the region. These effects are difficult to enforce and cause much frustration for all parties involved. 

 

Lore Locations may utilize a local region, or they may not. In most instances, a Lore Location should be logged by an ST through /sreq signage, or otherwise be written in lore that it is not. A lore location can affect how characters may feel in a location, or change what they may perceive. In some instances, they may even take into account how magics or materials are affected within their range.

 

Take a read of Lore Structures and Environment Warping which gives a good idea of some things to consider. Please avoid having areas which are incurable or that require significant change to an area, as they may be frustrating to players and simply an area which is avoided.

 

Be cautious when writing Lore Locations, and take into account everything that may go into what goes under one. 

 

 


 

 

Lore Items/Artifacts

Lore Items/Artifacts are items that are written into lore. Whether they are something like the blight stones/aspect stones or a phylactery, these count as lore items. These are fine so long as they are tracked by MArts, or given the Significant Magical Item tag. They also need to be clearly laid out in the lore, else they will require MArts to ensure that we have the details of the items written down somewhere. These items should have mechanisms or guards in-lore to defend against them being held down by one player, or a small group of players, for a significant amount of time..

 

Lore items/Artifacts special to your lore do not have to be ultra-powerful or one of a kind. Take into thought something like a Golem Core, or a Naztherak Grimoire. These items are marked with the Significant Magical Item tag. This tag prevents one from placing this item within an Ender Chest. Be sure to include in your lore if an item/artifact is a Significant Magical Item.

 

An item or type of thing we strongly discourage is phylactery-type items. Often, these conjure minimal roleplay and simply encourage a player to hide it in an impossible space which really goes against the spirit of lore and roleplay. Done before, Shade Gems and Soul Trees were two types of items there were poorly done in the past. Shade Gems were pieces that granted the holder significant power, the ability to connect/disconnect shades, and additional resources to benefit them in and out of combat. Soul Trees as well have been difficult with such high-maintenance requirements from Story Team to keep them updated, allow players to interact with them, and inform players their trees have been broken, which has no affect on roleplay given the ease there is to just make a new phylactery, or to avoid other players late at night and make a new phylactery. Overall, we highly discourage any sort of phylactery mechanic in your lore.

 

Some items do not require physical representation, and simply exist for worldbuilding. An example is The Black Book from Rh’thorean Necromancy, which exists to grandfather in new necromancers to the magic, as a resource for the ST to use incase Necromancy were to die. These types of Artifacts are perfectly fine to implement, and are good for thematic and flavour of the piece. 

 

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