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Wizzar

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  1. Wizzar

    PACT OF METAL

    PACT OF METAL The ritual swallowed the orc in darkness. Darkness was replaced by a lustrous, steel room. His feet pressed against the cold plates of the floor. Before he moved to explore his surroundings, liquid metal poured from the ceiling, twisting and forcing itself into the shaman, casting him as a chrome statue. A figure emerged from the mirror-like surface, a jagged monolith of steel. It glided forward toward the encased orc. Carving into the statue with knife-like digits, the orc was granted vision, hearing, and the ability to speak. “Shatraug ob ghaamp , amat kramp-lat skaat?” (Witch of Stone, why do you come?) “Gothûrz frûm ob golnauk, skaat- izg u golm lat izubu grish agh izubu dulug” (Powerful spirit of steel, I come to offer you my blood and my weapon) “Ghung lat shulg- âdh- ghaamp, amat shulg-kaan-izg lat?” (If you would leave earth, why would I trust you?) "Dhurz nargzab- izg a maaz bot agh u nar kul-ob the gûg" Because I want a better world and to not to be of the past. The spirit considered the offer in silence. “Larg, draaghzûr, agh bhadûr narmok golnauk agh golnauk bhadûrs lat. Broshan.” (Create, destroy, and change for steel and steel will change you. Welcome) It spread its massive arms and continued forward. The spirit walking directly into the orc, enveloping him in darkness once more. The orc awakes before his cauldron.
  2. Unfreeze shamanism. 

    1. Show previous comments  4 more
    2. Wizzar

      Wizzar

      At some point, you need to trust the community. With this logic, we promote a form of lore gatekeeping, wherein only ST can contribute. I understand the concern but I think the implications of a 3+ year freeze with no ST plan in sight is unjustified and excessive.

    3. Panashea

      Panashea

      apologies if it sounds like i distrust the community to write things, I am completely fine with people trying to submit things and suggest lore ideas (Creative Writing is a great place to dry run this like Pallo does) the issue is when LT are forced to slog through giant lore submissions that they have no involvement with or a true understanding

    4. Wizzar

      Wizzar

      It was definitely a lot of shamanism lore posts lol 

  3. We should not allow mods to have any friends - it is the only way to ensure fair deliberation of conflict. 

    1. DrFong

      DrFong

      I don't think that will be a problem. Heyy-ooooo!

  4. The reformatting of shamanism looks great but seems like a waste of time/energy when the magics should be rewritten in their entirety.

     

    On that note, hasn’t the freeze on shamanism lasted too long at this point? 

    1. Show previous comments  4 more
    2. Ardory

      Ardory

      We can’t rewrite the magic at all. Only LT can amend it much to my dismay. Shamanism is not going to be fixed any time soon, and as I understand it LT don’t want another spam rewrite era that got it frozen in the first place.

       

      Shamanism is inherently broken and the spirts need a complete rework on how they function rather than Flam era silliness.

    3. Wizzar

      Wizzar

      It is clear that Shamanism is broken and requires a rework. This is what led to the spam rewrite era. 

       

      But let us make one thing clear - Shamanism CAN be fixed and a rework is completely within the realm of possibility. 

      What I think is problematic is that (other than Panashea and maybe 1-2 others - but really just Panashea) ST do not care about Shamanism, or at least they do not care enough to put effort into fixing it. We have all seen the ST's ability to write beautiful, creative lore pieces that involves multiple staff contributions. 

       

      I was once told that the responsibility of an ST member transcends that communities those they are a part of - unfortunately this does not seem to be the case, especially when looking at Shamanism.

      The Shamanism freeze lasting this long reeks of ST apathy towards the magic and simple laziness. 

    4. Pallodium

      Pallodium

      the reformatting was a PASSION PROJECT of my own to make the lore more readable and wasn't the allotment of actual ST resources and took only about 1-2 hours in total for all of that

       

      for actual takes on shamanism defer to pana and astro, im just here to make stuff look nice and remains legible

  5. Hi - yes. While introduced as optional, these niche aesthetic identifiers may be interpreted as defining characteristics of each subtype (if implemented). Elven subtypes have incredible variation within different nations and cultures. For example, the cave eyes or the star spots may not make sense for how certain groups interpret their Mali'Ker. I worry that these changes may direct or narrow the creativity that individuals pursue in developing their interpretation on a subtype/culture or may result in additional requests for changes that allow individuals of these subtypes to have their desired aesthetics implemented. As it stands, wood elves already have many ways to obtain animalistic attributes or pigmented skin. Similarly, there are ways for elves to roleplay sun spots or unnatural looking eyes. Adding it part of the inherent race attributes may actually impair the RP significance and meaning of these characteristics. In addition, using current methods allows any an elf from any subtype to pursue unique avenues of RP without feeling that their aesthetic is already largely decided. All this being said, I do think the changes are fun and cool.
  6. I think these are fun, however, I worry that codifying these types of features will only serve to narrow our interpretation of each subtype. These types of modifications are available through IRP systems already and may be better kept to such.
  7. Somewhere far beneath the mountains of Ghorazad, the Hûn ob Grish draws his steel wrought of haruspexy, pressing it into a palm to draw blessed crimson. The shaman offers his bloodied hand to the Morukh of Throqugrish, staining it with a holy illustration. "Da Heartbeat beckons us to wagh. Grish will flow but even such strong currents will nub wash away da dishonor da shara have assumed in der march into da darkness" Ghuun'Akaal twists his form, bending slightly to retrieve two bowls. One filled with herbs gathered from across these new lands and the other filled with the slaughter of recent hunts. Both are placed upon the altar. "Vrasubatlat Grishûrz shara agh mi throqu latz tû agh grish" The face of the uruk contorts into that of monstrosity, fang and claws ripping through his flesh to protrude from his form as he releases a gutteral hum, his form rocking back and forth as he prepares both mind and body for WAGH.
  8. I think this is a necessary change. It is comically more difficult than any other end game CA and archliches are really just skeleton necros. Not to mention that it puts pressure on ST to make events that include dragon bones or at least sends covens of necros to their DMs asking for such. In my opinion, the Blood of a Hag and Black Phylactery Dust should also be removed and changed for something else. Instead, make it simpler and add a long cooldown for those who participate.
  9. OOC MC Name: krunos10 Discord: krunos10 Timezone: EST IN-CHARACTER What is your name?: Khavoth Why seek membership to the Mages Guild?: To both spread and advance my knowledge of the void. What arts, if any, do you currently practice?: Air, Fire, and Translocation. What position do you desire to attain upon acceptance?: Adeptus Majoris. When should you be contacted for an interview? I am flexible but it depends on my travels, I advise sending a bird.
  10. Hi - I have been a shaman in the orc community for years now and I think it does need to be completely rewritten and rethought. With over 50 spirits, categorized into immortals, ancestral, and elemental, shamanism is overloaded with nuisance and flavor, and shamanism tries to do it all, and in doing so, ends up providing a bunch of useless spells and effects that most people do not want to touch. The magic needs to be simplified. Yes - buried within shamanism are some useful spells (not many) but to access them a shamanism has to call upon very specific spirits that they likely have no RP connection to. For example, Neizdark and Ogrol have somewhat useful spells, but if I am a shaman who does not have any RP reason to worship these spirits OR it just defies the aesthetic of the shaman, it feels awkward that every combat I'm calling upon these spirits. Otherwise, the current spell lists are overloaded with nonsense and spells that most people won't bother touching. Shamanism also tries to be too much. The main forms of shamanism include Farseers, Witch Doctors, Lutaman, and Animists. Again, this speaks towards the fact that Shamanism tries to be too much and shamans have grown too attached with this repeated model. I'd argue that this bloat in shamanism has not only impacted the magic, but has impacted orcish culture negatively as well. Shamans should be someone rare in orcish society and should be spiritual leaders. Nowadays, it seems the goal for most orcs is to pick up shamanism one way or another, and everyone has a strong, if not absolute belief on how spiritualism works and on which spirits they should follow. Players follow immortals, elemental, and ancestral spirits, dividing the belief system so thin that nobody follows the same deities anymore in orcish society, or at least its difficult to find like-minded orcs. Animism, for example, was designed as a ritualistic magic, except finding a group of animists all dedicated to a single cause is rare and I've yet to see a group of animists use the magic to its full potential. Shamanism needs to not just be rewritten, it needs to be reimagined. We do not need to change the lore of the spirits, but change the mechanics and purpose of shamanism as a magic. The different categories of spirits can exist without shamans having to have access to absolutely everything in some free from, non-specific way. In fact, free from spiritual worship is likely better RP'd without any magical components. I've seen great spirit encounters from non-shamans smoking cactus by a fire. Once we start trying to add magic to cover everything, it ends up either doing a very poor job at that, or hindering what could have been if the magic didn't exist at all.
  11. HONOR IN BLOOD WHO ARE THE AKAAL? The result of the union of three clans - Izig, Ram, and Mog, Clan Akaal is the culmination of centuries of orcish culture, history, and spiritualism stemming from the ancient lands of Mor’Ghuun. Clan Izig, a clan cursed to never see the light of the Stargush’Stroh, dedicated themselves to spreading Krug’s influence as penance. These urukim revered the story of the descendants of Krug, believing that hardship and suffering is what elevated one's soul. Clan Ram embraced orcish savagery and bloodlust. Those of Ram worshipped the spirit Leyd and dominated their enemies with unmatched ferocity. Clan Mog championed Orcish Xionism, putting aside the worship of the immortals to focus on the capabilities and prowess of the urukim alone. The goblins and orcs of Mog wielded their deception as a blade, using tricks and deception to shape the world in their influence. While each of these three clans had distinct identities, they held one truth in common - the descendants of Krug must take precedents over all else. That the blood, bone, and flesh of the urukim is paramount. That whether one worshiped one immortal spirit over another, or any immortal spirits at all, it must all be in service to a greater cause - the legacy and preservation of the legacy of Krug. And so, united in this cause, the three leaders of Izig, Mog, and Ram came together and formed Akaal (meaning “Of Light”). At the center of Akaal is a struggle for balance, enduring the suffering of their brethren whilst remaining in the light to ascend to the Stargush. The primary duties of Akaal are to enlighten, protect, and purge. Akaal enlightens the urukim through its shamans, ilzhonals, haruspexes, and rukas, ensuring the lessons of Krug are taught and understood. Akaal protects the urukim with blood, bone, and the elements, calling upon elements of the material plane to ensure the preservation of its people. Akaal purge the darkspawn from this domain, following the footsteps and achievements of Krug who defeated Iblees against all odds. The Akaal are well-known and recognized for their feats against the evils that challenge their very existence. HIERARCHY OF AKAAL KUKAAL OB IZIG - KUKAAL OB RAM - KUKAAL OB MOG Akaal is led by three leaders called Kukaals. Each Kukaal represents one of Izig, Ram, or Mog. The first Kukaals were represented by Skaatchnak’Izig, Krothuul’Ram, and Ixula’Mog. Kukaals share in the governance of Akaal, however, each typically devised their own purpose and goals with overlap common as they seek to further the will of Krug. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ THREE PATHS OF AKAAL Traditionally, Akaal purposefully avoided structure to encourage every uruk to have autonomy in their spiritual and mortal journeys. In recent years, the elders of Akaal seek to refine their blood, guiding more toward the light. . Like the three Kukaal, three sects of Akaal have developed, shaped by the blending of culture and ideals of Izig, Ram, and Mog. These sects include the Maukaal, the Fauthkaal, and the Thrakaal are explained in further detail below. MAUKAAL - WARRIORS OF LIGHT - Led by the Fakhthal, the Maukaal represent the merging of Ram and Izig. These warriors of Akaal embrace a controlled brutality and are often those who are on the front lines of any conflict. Within the Maukaal, it is common to become champions of Leyd, the spirit of Dominance and Strength, like the Rams of old. The Fakhthal leads the Maukaal into battle, ensuring that the warriors of Akaal fight with honor and to please the Ancestors. THRAKAAL - LIGHTBRINGERS - Led by the Hûn ob Grish, the Thrakaal represent the merging of Izig and Mog. These Akaal focus on haruspexy and the Grizhizubu, the orcish blood faith. Together, the Thrakaal are tasked with spreading the blood faith through ritual and the erection of Morukhs within the Horde and outside the Horde. The Hûn ob Grish is charged with guiding the Thrakaal and organizing their influence. In addition to their individual spiritual beliefs, most Thrakaal follow Throqugrish, the Heartbeat. FAUTHKAAL - HIDDEN LIGHT - Led by the Zûrlaam, the Fauthkaal represent the merging of Mog and Ram. These Akaal are tasked with the darker aspects of mortality and spiritualism, investigating and learning about darkspawn. It is not uncommon for the Zûrlaam to use the Fauthkaal as a network of dangerous scions to achieve the Akaal goal of purging the lands of evil. However, to defeat the dark, the Fauthkaal are often tempted by its power. Thus, the Zûrlaam holds the important duty of ensuring that its Fauthkaal remain faithful to Krug and his descendants. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ HOW TO JOIN? Akaal is looking for new members! For years, Akaal has existed as one of the most popular clans and is led by a bunch of older orc players who love to teach orcish culture and spiritualism. There are many opportunities to rise within the clan and experience unique RP that is not found anywhere else on the server. Whether you want to make a descendant of Izig, Ram, or Mog, or join on any orc, we welcome you! To join - you can join our discord ----> https://discord.gg/fdQP9FKg (alternatively, feel free to reach out to me on discord @krunos10)
  12. Great work! Perhaps my only concern would be the ease at which the Elevation ritual can be conducted. While 3 sacrifices and 3 necromancers appears sufficient enough on paper, I'd imagine that these numbers can be rounded up quite easily, especially since the sacrifices aren't actually killed in the process. I believe becoming Paramount or Lich-Draugar should be a stretch goal and an endgame for these undead spawn. Therefore, I'd recommend another restriction to that effect. Perhaps, the necromancers involved in the ritual can only create 1 Paramount or Lich-Draugar a month OR the sacrifices involved in the ritual can only be used in a single ritual without PKing (that was covens can't just use their living members on repeat for these types of rituals).
  13. The self-proclaimed Wizard King cracks his knuckles before making his way to the Empire of Man.
  14. Looking to play a HOMUNCULI with BLADE ARM so I can be a marvel superhero. 

    1. Frisket

      Frisket

      dm me on discord: teawithFrisket

      If not messege me on the forumns!

    2. salamanderfantasy

      salamanderfantasy

      u play a homunculus with a blade arm to be a superhero. i play a homunculus with a blade arm to be a sentient swiss army knife.

  15. An Adunian Ranger treads through the frozen hills of the North, the flurry of snow pressing against his pale features. He rests against a solitary tree, its gnarled trunk a testament to its resilience, his green hues floating towards the endless, vast sea of white under that dark crimson sky. With a deep breath, he pivots his form, turning toward a new direction, a desire to return to the people whom his grandparents had told great tales.
  16. Skin: - Armor Skin [4] Bid: - $15 Discord: - Krunos IGN: - Krunos10
  17. A crimson-eyed Azulyte reads over the invitation, his lips curling into a smile as he'd prepare a letter to the Voidal Lich.
  18. I fear the consequence of consequences. People are HEAVILY invested into their personas, perhaps to a concerning degree. However, this is often a symptom of the server's systems and mechanics. It feels bad to lose a persona who just worked half a year to master a certain magic or achieve a certain goal. IN MY EXPERIENCE, I've observed that people who PK on first death are those that make CRP nearly unbearable. They are motivated to min/max, powergame, and metagame strengths and weaknesses in order to avoid the death of their persona. It is almost like they are playing a hardcore MMORPG wherein they go "tryhard" mode to try and achieve as much as possible with a persona before "dying". IN MY EXPERIENCE, I've observed that those who play MAs or CAs with built-in revive mechanics are those who are the most pleasant to CRP with. It is these individuals who have "nothing to lose", and therefore, are okay sacrificing a WIN to further their opponent's story. It is MY PREDICTION that INCREASING the CONSEQUENCES of DYING will only serve to make powergaming/metagaming/min-maxing MORE common. Unless the progression of the server is modified, I disagree with attempts to introduce more PK scenarios.
  19. Ugzak'Ugluk scurries into the Beastslayer's Den, placing his sack of possessions onto the ground "Yub, yub... diz will do for now" he bobs his head, the bronze goblin grabbing a rag as he'd begin to clean the Ugluk blarg "Zomeone haz got to do it" he mutters "Bezidez, diz will keep mi away from choppin' da sharah agh twiggiez fer a bit" he cackles
  20. What MA, FA, or CA would you like to see added to the server and why?

    1. Show previous comments  15 more
    2. Xarkly

      Xarkly

      vampire CA

    3. Dyl

      Dyl

      Devil fruits 

    4. Animael

      Animael

      A good vampire writeup; the current ones are laughable. I pray to encounter a vampire icly so I have something to punch. Make them strong and scary so I can be afraid

  21. Ugzak'Ugluk focuses on his craft, wooden chips sprawled across those plains "It ahm tik" the goblin mutters, carefully forcing his chisel back to the soon-to-be spear "Aevos zhall gruk da Bull"
  22. Multiclassing should have more drawbacks. In my opinion, five slots of magic is far too high to begin with. Though, still +1.
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