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Xerxes_XIII 2

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Everything posted by Xerxes_XIII 2

  1. A guy walks into a bar. He promptly leaves as everyone begins throwing chairs and crap. MFW

  2. How to avoid frustration with the plugins: Don't expect them to work for the first few days.

  3. Oh god, the nostalgia from this old LOTC trailer.

    1. cmack1028

      cmack1028

      Oh yeah? What about this -

    2. Supah

      Supah

      How ironic seeing the dwarf defending the high elf.

    3. Lathros
  4. Generic and unneeded complaint about the server's downtime!

    1. Supah

      Supah

      It's totally needed.

    2. HuskyPuppy

      HuskyPuppy

      go away benji, u suk m8.

  5. The goal of the idea was to make it as wide-spread as possible, not limiting it to any particular playerbase. By the nature of it involving Shamanism it would involve the orcs no matter what; be that in the event character seeking advice from other shamans, or simply mingling with the Orcs as would be his nature. As Lago said, Shamanism is the orcish magic. Where one is, so too must be the other. As far as the use of shamanism by an uninformed ET member, that does of course pose some issues. I, to be entirely honest, hadn't thought of it. However I do think that it could be relatively easily fixed by requiring the ET member chosen to play this shaman character to be taught OOCly of it's workings. Perhaps the shaman may even bring along others of his discipline to assist in these pseudo-exorcisms; providing both roleplay for the other shamans and by extension the orcs, and giving a safety net of someone more experienced who is able to correct any potential mistakes.
  6. All very valid points, thank you for the feedback ^.^ In more specific regards... I agree of course that it's the orcish magic, I could perhaps have worded my statement better. What I meant was that it is possible for other races to learn Shamanismm whereas no race other than dwarves even has the capability to learn Runesmithing. As far as I'm aware, at least. In regards to the random spawning of a trained orcish shaman, I'd recommend you speak with Heero in regards to that. The concept was for Heero's event Shaman character to have taught the one mentioned in this idea. I believe he had some lore regarding how his character came to be, and lore regarding a blank period of time in which the character could have taught another. Not, of course, that I don't see the potential issues with that idea in itself. Anyway, thank you fellers for posting your thoughts on the idea.
  7. I say haunting using the term rather loosely. The Shaman wouldn't look into anything he didn't deem as being some sort of ancestral spirit. I'm not entirely clear on the lore for them, but my impression is that Tentoa tends to play elementals/spirits/atronachs of that origin; demi-spirits of the ancestors, something like that. This is more of a rough draft than anything anyway, if the community enjoys the idea then I will flesh it out further, clarify this kind of stuff. ^^
  8. Among long reeds and sulphuric fog stands an elf. He wears simple garbs of red and white, which flow and move with every gust of air. Mushrooms, moss, and mold of all sorts covers the ground at his feet, and he kneels to slowly run his lithe fingers over the flora; seeking the presence of the spirits within. With a dull stare originating from pure white eyes, the elf’s gaze shifts to one of the many hanging vines as he rises. He grasps it in one hand, tugging upon it idly as his gaze casts backwards. Behind him is a group of others; mostly humans, but a few orcs intermingled with them; curious of the elf’s abilities. In a voice that is both heavily accented, yet so soft that if it weren’t carried by the gust of stagnant air they could not hear it, he speaks “Dah spihrut is cloze…” Moving with a distinct grace, the elf uses the vine in his hand to steady himself as he moves to a different spot of ground in the swampland, eyes flicking this way and that to seek the spirit that he has heard rumor of. His gaze settles upon a point in the south, where only the keenest of eyes could detect the twisting of nearby flora towards a central point. “It eez… Huhr…” he mumbles, advancing forwards with the group following behind. Once the elf and his companions had drawn close enough, he would stop and place a hand to a tree at his right, long nails digging into the bark. “Bregthar, mi callz upon latz. Keep diz spihrut within uhr reech, suh daht wi may return eht to dah Starguzh.” his voice echos gently as a creature begins to rise from the mud at it’s feet. A miniature shur’dru of earth and stone stands before the elf after a few short moments, eyes of pure obsidian observing him with a wise stare. The elf gives a grunt towards the spirit in thanks. Speaking again as he kneels to set a hand to the murky water at his feet, the elf’s voice echoes once more “Aqathro… Latz rize tu help latz kin. Keep dah spihrut in uhr reech, und keep eht sayfe…” The elf watches as the water ripples and writhes, rising to his feet. As before, a form begins to rise, though this time from the water. A fish of iridescent blue forms, seeming to swim upwards through the air and gaze at the elf who, once again, gives a grunt of thanks. “Rulg.” he utters, to which the spirits respond by simply sinking back into the ground and water. “...Did they just leave?” asks the nervous voice of a human in the elf’s company, to which the elf responds simply, “Dey hav hurd uz.” and moves forth. Under the elf’s feet, mud would rise; creating a pathway towards the unseen entity within the swamp. He approaches, and draws a vial of a dark black liquid from a pouch upon his hip. As the group approached, the entity lingering in the swamp would come into view. Mud would rise in a sphere around the now visible form of the air spirit, which twists around to face the approaching people with a sound similar to that of a sigh. The mud closes in around it, the spirits working together to trap their demi-kin so that the shaman may work. The elf stops in front of a small opening in the sphere before him, gazing idly towards the entity, “Dis nub dah plaze fur latz. Tuu clozed, tuu stihll.” he utters. His company of humans and orcs gather near the opening, knowing that their job is to halt the spirit if something goes awry, which he knows from experience... Something will. With a hand extended, the elf holds the vial of liquid, voice echoing louder and with more authority now, “Latz wihll gu tu dah Starguzh, whur latz belung.” At this, the spirit emits a buzzing shriek of anger, sounding much as wind through reeds. This is the shriek which has earned the creature it’s name, and brought it to the odd elven shaman’s attention. The being charges the elf, it’s shriek sounding again. The elf would respond with distinct calm, crushing the vial within his hand and throwing the incredibly light fluid towards the oncoming creature. This mixture becomes trapped in the current of air that is the being’s form, staining it with a black haze to make it visible, “Gehd eet.” speaks the elf to those behind him as the spirit rockets itself off into the swamplands; shrieking all the way. “Noizeh.” he mutters as the people charge after it, “Nu wundahr dat dey cahll eet dah Bansheh uhf dis zwamp.” -END- So I was recently asked to create an event concept and get community feedback on it. After a fair bit of debate as to whether I wished to post this or not, I’ve decided to do so. Regarding the Controversy of an Elven Shaman Now then, about this event series. The basic idea is that ET actors and builders will all work together at their leisure to create areas in the world that do more than simply provide an aesthetic. In this example, the concept is that an event team actor has been roleplaying as an air spirit in this swamp, shrieking like a banshee and terrorizing a nearby settlement. To explain where the elf comes in; you can think of him as an exorcist. He has been tasked by the orcish shaman who taught him (An event character of HeeroZero) to seek out spirits in the mortal realm who are causing mischief, and return them to the ancestors. He keeps a close watch for rumors of haunted areas or unusual entities, and will hunt down those which he believes to be spirits gone awry. He would gather willing participants; likely from whatever settlement is being bothered, and venture with them to find the source of this rumor. The events could range from PVE, to something akin to hide-and-seek. It all depends on the spirit that has been tracked down, and how it will interact with those who’ve found it. The goal of the event series as a whole is to bring events to more isolated groups, to enrich the atmosphere of the realm of LotC, and to bring one of my favorite styles of events into LotC; monster hunting, of sorts.
  9. RIP, Tentoa.

    1. Show previous comments  3 more
    2. Xerxes_XIII 2

      Xerxes_XIII 2

      mama rhia mama rhia mama rhia let him go.

    3. Heero

      Heero

      In the words of Cracker, "Don't worry. If you get spooked, I got plenty of alts."

    4. comanderbly^

      comanderbly^

      real smart to say you're gonna alt!

  10. When the servers go to sleep, the forums wake up to play. This playing quickly degrades into people throwing eggs at eachother.

  11. Guys, help me decide! http://goo.gl/9WkFHo

    1. DISCOLIQUID

      DISCOLIQUID

      wat.

      You cannot simply 'decide' that your character is Ascended, Necromancer, Shade, or Druid. All of these paths are difficult to achieve, though being a Druid can be done in 1-2 weeks. All of these character options have some form of powerful magic in them. Why not roleplay a Farmer, or a Soldier? If you don't want to do that, then just create a character, don't create a wizard. LotC is a RP server, not a server with a class selection screen.

    2. monkeypoacher

      monkeypoacher

      normal person is not an option?!??!!?!

  12. You go right ahead! If you can turn this lore into something implementable, then by all means do so.
  13. Wow, I'm a bit surprised I overlooked so much when I originally wrote this. Only real correction I have was that the comment on hugging someone whilst burning to death was more of a kamikaze idea, sacrificing the puppet to do it. I'll look into changing the lore, but odds are I won't bother since I don't particularly want to use this magic myself anymore.
  14. It was compared a lot due to the name, but in practice the two are completely different. Arcane Puppetry is essentially a very specialized mix of: Golemancy Transmogrification Telekinesis
  15. This is some lore I wrote a long time ago, and whilst I received a lot of positive feedback, it was never formally accepted or denied. Figured I'd post it once again. Note that it is in it's original form, and I've not edited a single word. Depending on how this version is received I may revise it in the future. Disclaimer: Check the First 2 comments before comparing it to Soul Puppetry. They are nothing alike! I give permission to anyone who wants to rework this lore to do so, as long as I'm credited for the original concept. This lore will not be revised by me any time soon. The fabled puppeteer is comparable to a golemancer, necromancer, conjurer, or any other minion-related magic user. However, to me a puppet master has always seemed the most foreboding, the most delicate and the most fascinating. And rightly so, as really what could hope to be more effective at instilling an emotion within you, than a puppet? They are sewn and carved to act, to amuse, their forms designed and twisted with the sole purpose of creating a reaction. Creatures of manipulation. ~Functions of Arcane Puppetry~ Arcane Puppetry seems rather similar to necromancy, conjuration, or golemancy. Although it functions as a combination of telekinesis and alteration. Allow me to break it down. In order to begin, you first need a puppet. This puppet must be made of wood, and wood only (aside from joints and such), and its size must depend upon your level of skill. Lets look at this from the POV of a tier 5 Arcane Puppeteer Specializing in Combat. I think a demonstration will be the simplest way to explain. -The Arcane Puppeteer slings his puppet from his back, his lips curling into a smile as the ebony-crafted doll flops to the ground. The man takes a deep breath as his fingers splay, threads of a shimmering, semi-translucent element or energy snapping into existence between his fingertips and the Puppet’s many joints. His fingers move in expertly precise, quick motions. The puppet jolts to its feet, standing 5 feet tall, as it seems to slouch slightly. The puppet raises a hand, the stump of wood at the end of its arm shifting and contorting to take the form of a hand, new threads stringing from the nearest original connection to attach to each of its fingers. Its hands flex, each finger moving individually, before it makes two fists. The Puppeteer gives a quiet huff, making a wide and fluid motion with his arms and fingers as the Puppet twists around to face him… and bows, its carved eyes shifting to be more expressive, glowing faintly. “Good, you’ll do.” mutters the Puppeteer, smiling at his creation. With little warning he flicks his hands, fingers moving in a blur as the Puppet suddenly takes off, charging towards the ruins of a nearby church at an alarming speed. As it runs, its hand morphs, taking on a more resistant structure as the steel from its elbow joint dribbles down, coating its fist and coming to a point. Its hand collides with the wall in a loud crash, obliterating the stone with ease. The wall crumbles, toppling atop the puppet and burying it. Its Master smiles, giving another flick of his fingers as the puppet stands, bricks falling all around its scraped and battered form. It stomps out of the stone, the imperfections in its form sealing over, cracks and scraped gone in moments. The Puppeteer pants softly, letting his hands fall as the strings fade and the puppet collapses at his feet, all modifications previously made (Its hands, etc.) returning to their regular state.- Now, a Manipulative Puppeteer at tier 5. -The Puppeteer gives a soft smile, his 5’9” puppet laying on the ground before him. He splays his fingers as strings of shimmering mana snap into existence between him and his puppet. The Puppet stands, swaying slightly as he balances its plain birch wood form. The Puppeteer makes minute, almost unnoticeable motions with his hands and fingers as the creature seems to breath, moving very faintly from side to side. Its posture shifts to mimic that of a normal human’s, and slowly its blank wooden form shifts and contorts, detailed facial features morphing into existence on its face, and the wood on its surface shifting in color and texture to mimic skin. After a few moments, a flawless representation of a human man stands before the puppeteer, who tilts his head as hair grows from its head. Once complete, the puppet walks to a nearby chest and opens it with its newly formed hands, dressings itself in a plain black, concealing garb. The Puppeteer seats himself on his floor, closing his eyes and letting his consciousness shift, hands twitching and moving faintly. “Perfect.” comes a voice from the puppet, its mouth moving flawlessly in time with this. It turns, and walks out of the home.- What the puppeteer has done here is established a connection between himself and the Puppet, which is powered singularly by his mana. No soul, nothing but pure mana. The threads are the visualization of that connection. As you can see, at tier 5 the puppet is very powerful and very capable, however do note that in that scenario a small puppet was being used, meaning that modifications to its form are easier, it may move faster, and regenerate faster, but cannot hit quite as hard as a larger one. ~Specializations~ Puppetry is unique in that there are two forms of it within the same magic. The first, and the one demonstrated in the example above, is combat puppetry. The second however, and the one that I would personally use, is manipulative puppetry. Allow me to explain both. Combat Puppetry: This specialization focuses on strength, speed, and power. Manipulations done to the puppet through this are crude and effective. They move fast, hit hard, and take unreasonable amounts of punishment. However, that’s mostly all they can do. This is the path of those who seek power and control, and is therefor not the true path of a Puppeteer. Manipulative Puppetry: This specialization is much more geared towards utility. The puppets that these Puppeteers control are not very useful for fighting, they aren’t fast nor strong. However, a unique ability given to those who choose to specialize in this type of puppetry is that they may hear, see, and smell what their creation does. They are also able to make much much more detailed edits to their puppets, able to make them look almost entirely human- aside from the fact that they’re made of wood (concealing clothes are a necessity). Lastly, manipulative puppeteers do not need to see their puppet to control it. This is the true path of the Puppeteer. ~Tiers~ 1 The Hobbiest: At tier one, after establishing a basic connection to the void, an Arcane Puppeteer may create a link with a puppet no more than half a pound in weight, and establishing this link may take upwards of half an hour. The puppeteer will be able to manipulate this puppet to walk, turn, and sit, but no more complicated actions may be done. The puppet must also stay within 3 feet of the caster. Nearing the end of this tier, they may be able to make their puppet run, or bow. No manipulation of its form is even remotely possible. They are also limited to human-shaped puppets. 2 The Dedicated Learner: The puppeteer is now capable of manipulating slightly larger puppets, to a greater extent. They may utilize puppets that weight up to 6kg pounds. They are not able to do very minor manipulation of the puppet’s form such as changing of its facial expression. No creation of limbs or even the changing of a limb is possible. They are now slightly more adept at connecting to their doll, it taking only 10 minutes now, and they are able to easily make their puppet run, walk, or punch. No complex actions such as dancing, kicking, fast turning, or any real fighting is feasible. They may now begin to specialize in their chosen path. 3 The Specialist Type A, Combat: A puppeteer who has newly chosen the path of combat is now able to manipulate any puppet under 35 kg. They have gained enough skill to manipulate their puppet’s form in combat, able to make crude changes quickly in a combat situation. No detailed work can be done under pressure, however. They are also now able to manipulate their puppet within a range of 35 feet. They experience a breakthrough at the end of tier 2, allowing them to make their puppet move faster, and hit harder. May now control 2 puppets. 3 the Specialist Type B, Manipulation: A puppeteer who has chosen the art of Manipulation as their specialty, will experience a slight breakthrough at the end of tier 2, where in they gain the ability to see, hear, and speak via their puppet. Note that all of these are muted, their voice sounding hollow and fake when coming from their creation, their hearing being about ½ the normal, and their sight being slightly worse than average, and in black and white. They may manipulate any puppet under 25 kg, but have found a particular aptitude with human puppets, gaining better control over their actions to make them seem almost human. Detailed manipulation of their puppets comes much easier than it does to a combat specialist, and they can make these changes quickly and somewhat easily. They no longer have to see their puppet to control it. 4 The Offensive Puppeteer: Now able to make detailed changes to their creation under pressure, the Offensive Puppeteer has gained enough mastery for their puppet to be quite able in a battle, it is reasonable for them to be able to take on 2 fully armored knights, or 5 lightly armored bandits. they may now manipulate a puppet that is up to 70kg. in weight. Their puppet merely needs to be in sight for it to be manipulated. The Puppeteer themselves is now able to take a small amount of punishment without losing concentration. May now control 3 puppets. 4 The Manipulative Puppeteer: Their control of the Puppet has risen to a point where they are able to simulate breathing, and other unconscious human motions. Their sight is now in color, hearing is the same as normal, and voices sound more human. Not perfect however. Expressions can now be manipulated. Their puppet must weigh only up to 60kg. 5 Puppet Warfare Master: May use any puppet up to 250kg in weight, and is able now to manipulate the non-wooden parts of their creation, using metal in joints to create temporary armor, etc. Their Puppet is able to move strikingly fast, hit incredibly hard, and recover from injuries quickly. The Puppeteer is now able to take considerable punishment before losing concentration. A tier 5 Puppet Warfare Master can take on many opponents. May now control 4 puppets. 5 Puppet Acting Superstar: The epitome of perfection. A puppeteer of this tier and specialty can flawlessly manipulate even the smallest, most detailed of actions on their puppet, can hear, see, smell, and feel if they so choose, all that their puppet can with average sensitivity. Their voice when spoken from the Puppet sounds natural. They are able to make incredibly detailed edits to their puppets, such as creating entirely human seeming expressions. They gain the ability to change the shade of their puppet’s wood, and texture it to appear like skin. The puppet is now fully capable of seeming entirely human. They must weigh no more than 150kg. ~The Culminating Achievement~ This is a gift granted only to the most experienced of Manipulative Puppeteers. Only after reaching tier 5, and utilizing the same puppet for 4 elven weeks, may it be done. This ritual is essentially the ending point for a Manipulative Puppeteer, the point where they have reached absolute mastery of their art, and needless to say, if attempted before one is ready, death is imminent. Firstly, meditation. As the Puppeteer has done countless times before, they must connect to their puppet. However, this time they must pour as much of their mana, of their consciousness itself into their creation, their companion. 36 hours must pass, and at no point may they lose concentration, lest the ritual fail. Once this time has passed, the Puppeteer may feel as if they have become the Puppet itself, but not yet… The ritual is nearly complete, but the hard part is yet to come. The final step in this ritual… Is to destroy their mortal form. Servant must destroy Master, and the roles must be reversed. In an act that is both agonizing, horrifying, and indescribably difficult, they must have their Puppet execute their own mortal form. If this is completed successfully, and if the puppet is not destroyed before the process has ended, the culmination of their lifetime’s work is complete. As their soul begins to leave their corpse, it will be entangled in the invisible strings of their mana, dragged with the current into the puppet, and sealed there. Perfection has been reached, and the Puppet Master has become the Puppet. Notes for the Puppet Form ~Weaknesses / Strengths~ Weaknesses for Combat Puppeteers -Cannot make their puppets seem at all human. -Must be able to see their puppets, or at least have an understanding of their positioning. if blinded they lose their connection. -The Puppets are obviously flammable. -Puppets cannot do any particularly detailed tasks. -Have smaller mana pools than Manipulative Puppeteers. -All puppeteers need to be able to make their own puppets. -May only manipulate one puppet at a time. Strengths for Combat Puppeteers -Their Puppets are very resilient, and can recover from damage quickly. -Their puppets can do risky things that they cannot. Such as lighting themselves on fire and hugging someone until they burn to death. -Their puppets are overall quite strong, this varying depending on the size of the puppet. -They have an easier time keeping concentration under pressure. -Puppets are disposable. -May use up to 4, puppets (at tier 5), but reaction time and strength of each puppet halves for each addition. Weaknesses for Manipulative Puppeteers -Can easily be broken from their concentration at all tiers by being interrupted. -Cannot use their Puppets to fight very effectively, a tier 5 having possibly the ability to take on 1 fully armored knight. Perhaps 3 bandits. -Puppets are less resilient, cannot regenerate as fast. -Puppet if human can be no taller than the Puppeteer. -Even a tier 5 puppeteer cannot change the fact that if touched, the Puppet feels very rigid and wooden, no matter how much detailing and coloring is done to the outer wood. -Still flammable. Strengths for Manipulative Puppeteers -Puppets can seem quite human. Tier 5 seeming flawlessly so. -Are able to hear, see, and smell (feel at tier 5) that which the puppet does. -Puppets are incredibly versatile. Able to do very very complex motions at higher tiers, and can be used effectively for espionage and other such acts. -Puppets are disposable. -Are able to reach the Culminating Achievement. ~Red Lines / Limitations~ No puppet master can edit the form of ANYTHING OTHER THAN THEIR PUPPET. This technique can only be used on puppets that are made of mostly wood (Metal being allowed for joints.) You CANNOT control a stone puppet. (Note: Elderwood is also not a viable option.) Puppets can be sculpted, not expanded. You may not create more mass than is already there, but you are able to remove mass or repurpose it. Learning to control any non-humanoid puppet is the equivalent of learning to move in a new body. This being more literal for Manipulative Puppeteers. You cannot make your puppets fly, even if they take the form of a bird, as wood is heavy and not particularly aerodynamic. TO DO: -Edits according to Community Feedback.
  16. Finished the basics for most of my Magic Lore, feedback is appreciated! http://www.lordofthecraft.net/topic/98831-arcane-puppetry-wip/

  17. OOC: IGN: Xerxes_XIII Skype Name: doctor_lyle Any reports or revokes: Never had one. Never will. IC (written as a letter): Roleplaying Name: Haruki Ishikawa Race: Easterner, as my Father would say. Or Elf. Your choice. Age: Thirty-seven. (Answer these from your character’s perspective, not your OOC answer.) What do you believe the responsibilities of a Cleric are? - One would assume that it is quite obvious. Protect the innocent and the weak, heal those who are unjustly injured, provide guidance to those who need it. Ambitions as a Cleric/Reason for joining? - I simply wish to help those around me. So much tragedy surrounds us... I fear sometimes that many will become lost in the bleakness of this world, become blind to the happiness and wonder that surrounds them; conscious only of the dark. I wish to, through the will and righteousness of the Creator and his blessed servants, act against the darkness and corruption of this world and show those who have become lost the light of Him.
  18. Possibly one of the best drum&bass songs I've heard. http://www.youtube.com/watch?v=ALNvkXPgA9g

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