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High_On_Math

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    TheTruthIsOutThere#5784
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    TheBeagle

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    Female
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    Wouldn't you like to know?
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    sci fi and fantasy, math + science, animals, art, swimming

Character Profile

  • Character Name
    Luthriel | Lucillia Calith | Wahaj Hemoss
  • Character Race
    Half elf | High elf (in both ways) | Human

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  1. A wretched hag, a fe-orc who once was the Surgeon General of the Pontifical States, coughed up a wad of phlegm onto the floor as she read the missive, nodding along and humming with interest. All over her green skin grew infected cysts and pustules, "Ahhhhh, a very good ztudy," she murmured, "bub da zample zize could have been larger. Ov courze the average healer izz going to be motivated by empathy. Zzuch iz very good and helpvul. Bub in addition to thizz, one muzzt be motivated by zzomething elzze to be a truly great healer. One muzzt be motivated by hatred vor death, hatred vor zuvvering, hatred vor Ibleezz. And greatnezz iz achieved when one . . . deveatz thezze things, not the leazzzt ov which izz Horenz Curze." She chuckled to herself, bringing a horrible hand that looked almost AI-generated up to rub her right eye (which was pointing in a completely opposite direction than her left one). With a sigh, she nodded in agreement with herself, "yezz, yezz, right, yup, yezz, while purity iz a lovely thing, one muzzt be willing to forego it in order to create a higher vorm of healing."
  2. Greetings, hunters of Aevos! My name is Karlos Floop, a naturalist studying the flora and fauna of the Emberglade region in the southwest. This year, I’ve noticed an abnormal increase in the population of gyr vultures. Our area went through a bit of a drought the past few years, resulting in lots of animals dying, leaving a lot of carrion for the vultures. This resulted in a population boom. But this year, there is simply not enough carrion available for these birds, and they are becoming a nuisance to farms, where they threaten to attack small or elderly animals. The region needs your help to keep their population under control! I’ll be offering a bounty of 20 minas per vulture head as an incentive. OOC information: Possible rewards Custom skins for wearables made from hunted creatures Player-signed items representing loot from hunted creatures only found in player events IRP lore knowledge about the history of the Emberglade Tamed non-crp animals represented by (fast) horses Small amounts of minas Size 1-10 players. Each hunting session will last a maximum of 2 hours, with the possibility of returning for other sessions. Soft-PK clause To prevent people from spamming the event for animal loot (Not just a hunting event!) Sessions start June 7th. DM the_truth_is_out_there on Discord or TheBeagle in-game to schedule a hunt!
  3. Somebody hunched over a table started sneezing. A paranoid visage crossed over her face. "They nub like technologiez and progrezz, juzt want 'art'. Bub art iz uzelezz, and progrezz iz our deztiny!"
  4. Luci'siol Belrose Spire 5, Vortice Reached by bird or by mailbox A highly paranoid amateur redstone engineer and archeologist passionate about identifying threats and brainstorming defensive and proactive solutions. Looking to further develop engineering skills through designing underground bunkers and new redstone technologies. Education: N/A Previous Employment: N/A Personal Projects: * Created a catalogue of archeological discovers on Aevos * Member of NGS, leads tours to archeological sites * Created a blueprint for a secret redstone door for my house (still haven't gathered the materials to build it) Skills: * Contagious paranoia Recommendations may be provided upon request Will work for addictive substances
  5. Just putting this out there because I cant stop thinking about it! . . . Chop Suey has the perfect lyrics for Ex Paladins right now, and Toxicity has the perfect lyrics for Azdrazi! Here you go create another fable, you wanted to Grab a brush and put a little make-up, you wanted to Hide the scars to fade away the shake-up, you wanted to Why'd you leave the keys upon the table? You wanted to I don't think you trust In my self-righteous suicide I cry when angels deserve to die In my self-righteous suicide I cry when angels deserve to die Father (father) Father (father) Father (father) Father (father) Father, into your hands I commend my spirit Father, into your hands Why have you forsaken me? In your eyes forsaken me In your thoughts forsaken me In your heart forsaken me, oh Trust in my self-righteous suicide I cry when angels deserve to die In my self-righteous suicide I cry when angels deserve to die You, what do you own, the world? How do you own disorder? Now, somewhere between the sacred silence Sacred silence and sleep Somewhere, between the sacred silence and sleep Disorder, disorder, disorder When I became the Sun, I shone life into the man's hearts When I became the Sun, I shone life into the man's hearts
  6. Someone out there thinks, "It would be quite fun to investigate this 'wheel' in memory of the mechpriests. It could be dangerous, however. I should bring my dear friend, an uruk-turned-inferi, along! For he is truly the greatest warrior I have seen!"
  7. An alchemist read the work with glee as she was reminded of a friend clad in red robes who spoke like a machine. She wished she could have sooner been inducted into the cult of the mechpriests, to become a vessel for their knowledge and to carry on their message. But now, it was too late. So, she saved the work, intending to ponder it deeply in remembrance, and resolving to further her education.
  8. "Wait . . . Wait now, this dwed must know that the uruks love trees now? Perhaps he is parodying us. . . " The elfess shrugged as she shut the gates to a polis that had been long vacant, though she smiled as she looked upon the signs of fresh life stirring within. "Does ne matter."
  9. A yellow-haired elfess raised her eyebrows, grinning. "This is good! . . . I think. K a e t h u l. I think that's the city that had an impure culture!" She rushed to show the announcement to her granduncle.
  10. "I thought the Uruks hated Freygoth, and sought to burn her forests and kill her children and transform the world into one of smog?" The elfess was deeply confused, "Though, I sympathize with the poor animals who deserve respect, and for the magnificent flora of our continent. I feel we need a balance." She'd cover her mouth, "I wonder who this demon named bal'ance is. There shall be no compromise made with Infernal beings, unless they have a tragic backstory and need a hug and we can fix them through the power of positive thinking!"
  11. An elfess sits alone in her alchemy lab, crafting a potion while humming. "I wonder where our Techno priests have gone, whether the Haenseni Industrial Revolution's embers have been fully put out, and why I have heard nothing of the Hyperwar. Truly, the gear and the coal and the steam shall save mankind of petty labor, and reorient its mind towards higher things of progress and of smog. It is only a matter of time. How much time . . . depends on the mechanical priests."
  12. Catalogue of Archeological Discoveries on Aevos By Lucilia Calith Table of Contents: Introduction Totems and Standing Stones Jungle Sacrificial Cult Canonist Sites Aquatic Sites Generic Descendent Sites Miscellaneous Introduction Since the mass immigration from Almaris to Aevos, explorers have discovered that our continent is covered in the ruins of past civilizations. Often, these ruins are hiding in plain site. It can be easy to walk past an old house or an abandoned mine and to assume that it was built by Almaris immigrants. However, the disturbing truth is that at least 6 distinct civilizations lived on here before us, and that something caused each one of them to fall, leaving Aevos almost empty. That there were few indigenous peoples and no large settlements should not be taken as a blessing for us immigrants, but rather as an omen; just as we were driven out of Almaris, we may yet be driven out of Aevos, leaving the continent empty once again. Totems and Standing Stones Haelun'or's Fort - Off the coast of Haelun'or, a fort built upon a small, rocky island stands tall amongst the waves. While it appears to have been built in modern times, it was discovered during my initial explorations of the continent. This would indicate that it was either built around the time Almaris immigrated to Aevos. However, the fort's black and grey checkered flags do not resemble those of any known Almarisian group, and Haelun'or was not aware of its construction. Had an Almarisian group built a fort on the coast of Haelun'or, one would expect corresponding political tensions. Thus, I conclude that a group inhabited the southern coast of Aevos just prior to the Almarisian exodus. The fort's sea-level room holds a fireplace and chairs, as well as a cell for holding individuals. This may not indicate the presence of a violent conflict on Aevos, however, since the Group likely practiced descendent sacrifice. Individuals may have been taken captive for no other purpose than sacrifice. While initial explorations did not reveal any supernatural presences, many saint's weeks ago, a curse was discovered to have been placed over this sea-level room. It has since been purged. Whoever placed the curse likely identified this site as holding some sort of importance, and thus it's recommended that mainstream descendent society ought to investigate this site further to determine if it may hold any utility. A staircase leads to the second level, upon which a totem has been built. Several skulls were found on the staircase leading up to the totem, and a skull was also found displayed in front of the totem. These skulls, coupled with the totem, indicate a sacrificial cult. A glass container was also found nearby. Inside the towers of the fort, beds, an office area, and a laboratory were found. A large vat containing a green substance was found in the laboratory. Beneath the fort, underwater, lies a cave containing an emerald pillar. There also appears to be a wood structure, a skull, and a pile of what would have been hay, indicating that the room used to not be filled with water. It's possible that this emerald pillar contains some magical properties that resulted in its underground storage and the subsequent cursing of the land directly above it. Vikela's Fort - Near present-day Vikela lay a crater-like formation which has now been demolished for new construction. The crater itself was filled with water and had a rock protruding out of it, forming a small island. Furthermore, the crater was surrounded by a seemingly natural rock wall. The site showed signs of both recent and ancient habitation. The ancient builders were likely from the same time-period as the builders of the large pyramid nearby (see Jungle Sacrificial Cult). Campfires, chests, beds, and torches were found inside the crater, while a crumbling stone archway was found outside. A cage, large enough to hold a descendant, hung from a thick branch above the crater. A totem was located on the island. Unfortunately, I lack notes describing this, but I think I recall a skull being on the island as well. Regardless, the proximity of the totem to the cage indicated that sacrifices may have been made there. A bridge connected the entrance to the crater to the island, and it appeared that the island had once been connected by another bridge to a cave dug into the wall opposite the entrance. Inside this cave lay a prominently displayed coffin. Again, I lack notes describing this, but I recall a hidden passageway in the place, which required the pressing of a hidden lever to enter. Among the wood structures found at the site were chairs, a swing, and a cross. Whether the cross was a modified Canonist Lorraine cross, another totem, a mount for corpses, or something else is unknown. Perhaps most intriguing was the swing, since it demonstrated that the inhabitants had the capacity for both whimsy and leisure as well as sacrifice and death. Nevaehlen Ruins - Nevaehlen made its original home on Aevos in the ruins of a pre-Almaris immigration civilization. The ruins, built mostly out of wood, lie just to the west of the jungle temple. There are many watchtowers, which are often connected by walkways as shown in the illustration below. Unfortunately, I am unable to confirm exactly which buildings were built by Nevaehlen and which were built by the original inhabitants. However, it is clear that the towers and walkways were part of the original structure. The homes and other buildings within the ruins follow a similar architectural style, and thus may be original, or may be built by Nevaehlen to “fit in” with their surroundings. One thing is clear, however: there are several sites inside the ruins that do not resemble the original architecture and yet seem to be part of the ruins. Below is depicted three white and blue standing stones found on the south side of the city. They have been chiseled to form twisting shapes. Beside are three wood pillars. The stones and pillars have been placed so as to outline a semi-circle. On the north side of the city is another site containing pillars placed to form a semi-circle. These pillars are made out of regular stone - something not found in the rest of the ruins. They are clearly very old, and they do not seem to have supported anything. Throughout the area are pillars reminiscent of directional signs. However, these “sign posts” mostly seem to lack any information or guidance, and instead seem to be placed at random places in the city. On one sign post found outside the city, there is writing, but it is undecipherable, either written in another language or weathered and lost to time. Lastly, similarly to the crater near the Temple, a totem was found in these ruins as well. However, this totem appeared to have faces on it. It is unknown for now whether or not Neveahlen or the original inhabitants built it. Balian Standing Stones - Near Balian, a circle of standing stones or pillars can be found. Small spots of dried blood dot the ground, and wood seems to jut out of some of the rocks. The surrounding area is filled with rocks and boulders, home to an abnormal number of cobwebs. Several blue lanterns are placed throughout the seemingly ancient site, indicating that some force or group still keeps the site maintained. This structure is just east of the carnage-filled caves described under Balian Caves in the Jungle Sacrificial Cult section. Jungle Sacrificial Cult Camps - The remains of several old camps have been discovered, scattered throughout Aevos' southern jungle. These camps typically contain the remains of brown fabric, likely used to form a tent, barrels, the remains of camp fires, and skeletal remains. Often skulls are impaled on sticks surrounding the camps, while full skeletons can be found scattered across the ground. That the remains are so close to the tents indicates that the individuals were killed suddenly, without the opportunity to flee. The tents seem to be the same age, so whatever happened to the tent-dwellers happened not only suddenly, but across the entire jungle simultaneously. One anomalous camp seems to be more fortified. It boasts a gate, with an impaled head on the outside. The site is surrounded by a wooden wall, and contains skeletons inside, as well. Analysis of the skeletons has determined that they are likely goblins. Predominantly displayed inside the fort is a strange black, orb-like object. Altars and displayed bones - Also scattered throughout the jungle are collections of impaled skeletons, many of which have fallen off their poles and are now buried in the forest floor. Altars, too, can be found throughout the jungle. These altars are smaller, roughly 2-3 meters high and 5 meters long, and are made of stone. Skulls are displayed atop them. Recently, an altar near old Nevaehlen was discovered with small spots of blood on the ground, indicating that someone has recently attempted to use the altars. Temple - Near Vikela, an enormous pyramid stands within a large body of water. Trees grow within it, demonstrating its age. The temple seems to have not just been weathered by time; wooden structures have been built over the temple, possibly covering damaged areas which could have provided entrance into the structure. The room at the top of the pyramid contains black doors surrounded by blue rocks. These doors have yet to be opened! Four symbols have been carved into the four corners at the top of the pyramid. Given its position in the heart of the jungle, surrounded by the various camps and altars, one would expect it to have been built by the same group. It is made of a similar stone as the various altars, and, furthermore, signs of ritual sacrifice have been found nearby. The main evidence for death ritualism at the temple is the remains of 2 small boats on the shore of the Temple Lake, each containing skeletal remains. Sacrificial victims may have been killed, placed in these boats, and set adrift towards the temple. Balian Caves - On a cliff face near Balian, I recently discovered a hanging cage, very similar to the one mentioned in the jungle fort (see Totems). It seems to be more recent, given the quantity of dried blood still visible beneath it. However, this cliff face is home to an older site as well. Many small caves litter the side of the cliff, and inside of them were countless dead bodies. However, recently, the caves seem to have been cleared out and re-purposed for modern cultic activities. It seems a cathedral has been built into the side of the cliff, possibly obstructing some caves. These caves are just west of the Balian Standing Stones described under Totems and Standing Stones. That new symbols have been carved into the large temple, blood (unable to discern its age) has been found near an altar, a previously undiscovered hanging cage has been found, the caves have been cleaned out and are now used for some cultic activities, and that lit lanterns are present in this standing stone formation indicates that some entities are engaging with the religion of the original inhabitants of the jungles. Canonist Sites Aqueducts - Prominently featured in front of the city of Whitespire is a crumbling aqueduct. While it is too damaged to be used, it still covers a large stretch of land, demonstrating its constructors’ architectural skills. To my knowledge, the aqueduct was not built by Almarisians, since it was already in ruins during my initial explorations of the continent. Graves - Clues as to who built the aqueduct can be found just outside the north side of Whitespire. Two tombs, both ancient, lie roughly 50 meters apart, with entrances almost directly across from each other. While one entrance is relatively hidden within the side of a hill, the other is prominently displayed. The east tomb’s entrance boasts a pentagonal facade made of stone, with short projections protruding outwards from each vertex. The west tomb is a small cave containing a bed with a crowned skull next to it. Across from the bed is a coffin. Throughout the cave are pots, one of which depicted a bow. The east tomb is also a small cave, and it contained a clear grave, at the head of which is a Lorraine cross. Candles and pots similar to those found in the west tomb are placed throughout. The NGS has identified the western grave as belonging to Alwyn of Aaun, son of Horen II. Labyrinth - On top of the cliff to the west of Whitespire, a crumbling tower has stood the test of time, now home to only a flock of ravens. Outside is a stone cross, and, inside, a statue of Godwin looking over an entrance to a labyrinth. Just above the entrance to the maze is a heavily weathered inscription: D M US NO T R R X AA N GODW N HO EN N Frantzisko Cardinal Albarosa extrapolated a possible original version: DOMINUS NOSTER REX AAUN GODWIN HORENSON An NGS expedition was given a compass by the indigenous people known as the Godwini. This compass led them east rather than north, bringing them to this labyrinth. Inside the labyrinth, the expedition discovered keys that lead to the coffins found in the nearby graves. For more information, read "Warren of Crown and Compass | NGS Expedition Report". Aaun Mine - On the west side of the river flowing between Aaun and Petra, an old mine can be found. Within, one can see the traces of a gold-like substance in its walls. It's unclear how old the mine is, and whether it was here originally or created by Almarisian immigrants or their descendants. Fort Ailmere - At the foot of one of the tallest mountains in the far north lies a long-abandoned fort. All buildings were constructed from wood rather than stone, indicating that the site was a young town or fort rather than a long-standing city. The fort was likely Canonist, since a cross was discovered atop one of the towers. Leading up from the town is a path marked by black banners. As one traverses the path, they pass by two small dens containing different banners, ones marked with a white mountain and a red sun. Also in the dens are skulls which have been painted down the center with a stripe of blood. Atop the mountain is an continuous, extreme blizzard preventing any further exploration. It's possible a supernatural force is maintaining this blizzard. Whatever happened to the inhabitants of the fort was likely related to this cultic activity. Dunfarthing Ruins - Dunfarthing is built within more recent ruins. Large stone walls complete with look-out towers and gates guard the remains of a small town. A large fort with an enclosed dock containing a sunken ship can be found at the northern end of the town. Towards the south, several more sunken ships can be found on the shoreline. Also on the shore are the ruins of old homes and shop stalls. An impressive crypt lies at the heart of the town, boasting a distinctive golden image. Inside, on the upper level, a sort of shrine can be found. The same sort of gold material covers the wall, and in front of it lies a lectern. In a dungeon discovered beneath the ruins, two books were found. One read: And worry not, children of GOD, for his realm is the most peaceful. GOD is with us, [unreadable shifting text] will defend us the Lord is here. And we are to meet it. the water calls to us. [unreadable shifting text] save the Harrenites [!] blank page it hurts And the other merely read, "save us, save us" repeatedly. The dungeon appeared to contain an upside-down cross as well. It is this site that leads me to believe the rest of the city was Canonist, and that something involving the water nearby lead to the fall of the city. This would make sense in light of the many shipwrecks on the city's shore. One of the crypts discovered in Dunfarthing Aquatic Sites Fish Statues - At the southern end of the valley, a large statue of a fish-man protrudes out of the water. It holds a broken spear made of stone and iron and heavily rusted. The single eye left seems to seep living grime. A similar statue can be found directly across from this one, at the other end of the valley. It’s as though the two statues represent two entities in conflict with one another, though the same civilization seems to have built both. Giant Statue - South of the eastern fish statue is a gigantic submerged statue of a wild-eyed and white-bearded man holding a trident. The statue seems to be completely made of stone, except for its eyes, which seem to glow. Such a figure is reminiscent of the giant figure buried in the sands of Almaris. Underwater city - A stunning underwater monument can be found on the other side of the continent, in the waters off the coast of Amathine. Beautiful quartz pillars and arches surround the site, and, in the center lies a statue of a humanoid person with long green hair. They seem to be sitting in a meditative position. The Catherine - This ship is found off the coast of Haelun’or. It’s name, “The Catherine”, is human in origin and is a common name in Canonist cultures, though it’s not exclusive to Canonism. The ship seems to be about as old as the ones off the coast of Dunfarthing. The only site nearby is the fort described in Totems and Standing Stones. Generic Descendent Sites Numendil's Ruins - In the forests surrounding Numedil, lie several small, crumbled stone structures, likely the ruins of old homes. While individuals and creatures have now made their homes within them, originally, the homes contained no corpses or artifacts. Additionally, a stone archway adorns the road leading to Numendil, and a now-collapsed mine is built into the hillside. Dunfarthing Valley Ruins - Just south of Dunfarthing lies a valley littered with extensive but very aged ruins. While structures are sparse, and it’s impossible to piece together exactly what the complex originally looked like, some structures reach up to 20 meters tall. The wide area that the ruins cover and their height indicates that whatever city, fort, or other complex lay here was massive. These ruins are in a significantly worse condition than those in Dunfarthing, indicating that the civilization was either much older or much more thouroughly destroyed. It's interesting to note that these ruins lie directly between the two fish statues mentioned under Aquatic Sites. Dark Forest Fort - A beautifully built yet now dilapidated stone fortress can be found just North of the dark forest surrounding Nor’Asath. Boasting several very tall towers and delicate archways, it may not seem like a military structure. However, an old cannon can be found on the western-most walkway. Haense Tree Fort - Riding westwards towards Haense along the main road, if you decide to turn off the road and travel northwards, you will quickly discover a dead tree encircled by stone walls. Within the walls are the remains of a couple of small rooms or towers. Recently, someone encircled the site with corpses. The tree must have held some sort of significance, not only due to the structure built around it, but also since it is the only tree in the area. To learn about another significant tree on our continent, see the description of the Memory Tree under Miscellaneous. Haense Lake Tower - Also near Haense, to the north and along the shore of the large lake, lies a ruined stone tower connected to a wooden hut. With no other archeological sites in its vicinity, the purpose of this tower is currently unknown. Northern Lake Cave - On the side of a mountain overlooking the northern end of the lake, there is a large cave containing what seems to be a portion of a doorway or a pillar. No other sites were discovered in its vicinity. Urguan Tower - The remains of a massive tower are in Urguan’s territory. There was nothing interesting found inside or nearby; only the walls of the tower remain. Buried Treasure - Nevaehlen has now made its home in the ruins of old Celian’or. North of Nevaehlen’s new home, atop a similar island, a small site containing a black archway and rubble was found. A golden material was protruding out of the ground. Now, it appears a group has excavated the area and built a campsite on top of the ruins. Fortunately, however, they have not destroyed the entire site. Although I do not know the identity of the group, I would like to commend them for not destroying the ruins, but rather building a temporary structure on top of them. All excavations, whether for knowledge or profit, should prioritize the safety of the archeological sites they operate within. This site is likely cultic in nature, since it was so small and contained such special materials. It’s hard to imagine what practical, mundane service such a structure could provide. Interestingly, a similar combination of dark stone and gold is displayed in the crypt of Dunfarthing (described under the “Generic Descendent” section). It is used as a decoration to the front of the crypt as well as a decoration for a shrine within. Furthermore, the mine discovered in Aaun contains remnants of a similar gold-substance. A connection between these sites is hard to demonstrate, but it may present a worthwhile investigation. Spectral Oasis - Recently, I was told that the lake next to Numendil is haunted by ghosts. The water is apparently dangerous to drink and to swim in. It has been haunted since we arrived on this continent, indicating a mass death event in the desert. Southwestern Swamp - In the southwestern corner of our continent, a marsh is filled with spectres that seem to only come out at night. They dance amongst the swamp, seemingly at ease. It is rumored that if one falls asleep in the swamp, they will not wake up. Dead Forest - A portion of the forest near Nor'asath was decaying and seemingly burnt upon initial exploration of the continent. This destruction was not caused by the Lich who has now built his fortress in the area, since the area was dead long before he settled it. The area is in close proximity to the swamp. Miscellaneous Fae Island - An abandoned site featuring a ring of water can be found on a tropical island off the coast of Balian. Blue pillars litter the area. The central circle of land is surrounded by a pool of water, sourced from a waterfall. A skull was found sitting on the table. The remains of a stone arch stand at the entrance to the ring, and a wooden bridge crosses over the area surrounding the waterfall. The homes and dead trees in the background are new developments made by the descendants of Almaris. Memory Tree - This incredibly large tree in the lands of Petra, behind Hokmat, seems completely unlike any other tree in the area. The lake within which the tree grows is filled with water which, when drunk, will cause the consumer to remember long since forgotten things. Dragon's Skeleton - The skeleton of a dragon was found at the far western edge of Aevos’ southern desert. While the wings are hardly visible, the small patches of bone directly to the side of the ribcage were likely wing bones. The skull shape, size, vertebrae, tail, and limbs all appear dragon-like, and while it’s possible the creature was just a giant, wingless lizard, it seems more likely that it was a dragon. This catalogue is not necessarily complete. Sites deemed inconsequential or not fully investigated have been omitted. If you know of a site that was not mentioned in the catalogue, please send me a bird (Lucilia Calith). I may publish an updated catalogue in the future, as having a complete catalogue is important to me. I will give you full credit for your discovery and, if you would like, you may write the entry for your discovery and be listed as an author.
  13. I just got Kloning. ;-; Please don't shelve it! It's not just a way to cheaply get out of being killed irp. It can let humans bypass their otherwise early deaths, and that's the primary reason I've gotten it. I'd be OK if we changed the lore to make it a bit more costly to die, however. Maybe double the herbs to make the clones? If you die you lose memory of how you died, like monk revival, but you could still know you died somehow and recognize your body and be able to ask others for information about how you died. Or maybe you remember how you died, but you get an intense fear for 2 ooc months of whoever caused you to die, resulting in you not messing around with the people who killed you and providing an incentive to kill your opponents. I think it would be really fun if whenever you died and your soul enters a new Klone, your new body looks nothing like your old body and you get a new personality, like Dr. Who. You keep your memories and main goals and relationships, but you could go from being a kind elderly woman who bakes cupcakes to being an edgy constantly angry goth girl. It will feel like you as a person are dying, and the only thing that remains are the core goals in your life. ----------------------- IDK maybe we can ask Jentos how he feels about this, but after angho killed my char several months ago, I shelved her for a month or two and almost quit playing LOTC. I monk revived, and have since refused to interact with Azdrazi, to the point of not even making cold potions when asked irply because I felt it would be unfair to the Azdrazi who should get a benefit from killing an enemy alchemist. Sure it's not ideal and it "makes death feel cheap". But TBH, I have died a ton and still freak out every time. "My character is a joke and I am oocly a moron and nobody will ever want to rp with me again because all of my rp will be a joke . . . " (I stopped taking my meds ok?) All this to say, I am trying to take death seriously. ----------------------- Finally, monk revival is way worse than cloning. Ppl die and monk revive and then die again and monk revive . . . And people will continue doing so after you've shelved cloning. I recall introducing my brother to the server. He played a mass murderer (in his first week on the server, he snuck into the Orenian palace and killed children). He popularized shooting random people with a crossbow from rooftops. This guy died like every other day, and just monk revived and walked the streets happily oblivious to the fact he was executed. TBF he didn't take his character too seriously and it was more dark humor, but still, these kinds of antics affect the server more than cloning.
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