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E__V__O

Creative Wizard
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Everything posted by E__V__O

  1. Considering also, the High Elf playerbase that reside within Haelun’or are mostly in the European / GMT timezones with scattered amount through EST. Due to how the system of activity is programmed that although the population and activity has been growing steadily we’re going to be hit with a blockade of a mina requirement when in the culture of high elves we have no way to gain such besides extorting goods through other nations to sell as the culture we abide by doesn’t charge weekly or monthly mina taxes. It is obnoxious that now the playerbase as a whole has to resort to grinding to get a substantial amount of mina to get a charter / nation plot instead of role-playing. This would be if we hit nation-status-quota, which again is not in our favor. This is just an example of an issue. Another would be; Resource Pits. Why not keep them at a location with a portal to spawn? This creates an un-needed search and grind for materials when NATIONS are able to get 200x200 plots copied in. Third reason; What if current listed nations fall under nation-activity-quota from now to the map transfer? Nothing? Still eligible for nation-status? Fourth, you forgot to add in the teaser trailer in this newsletter.
  2. Quote

    Invention Lore – Halfling Explosives

     

    Well looks like I need to create lore for exploding halflings now. Thanks @FlamboyantNewEra

    1. 1_Language_1

      1_Language_1

      Make them smell like cupcakes and have confetti in their explosions

    2. Bluee

      Bluee

      This sounds like a wonderful idea.

  3. The Crystal Ecosystem. The Ecosystem crystal is a new device created within Haelun’or that can currently be found in Sutica, the enchantments bound would give the individual to conjure and study on it’s base sentience, these conjurations will have a few set modes and with the assistance of the vocal commands below you’ll be able to work out the crystals functions. The crystals are currently not within any nation, you’ll need to contact it’s creator Erebus Tartarus for interaction. These crystals are in Sutica. Helpful commands; Crystal Catalog – Showcases the catalog of creatures and plant-life. You can further ask the crystal to define any selection. This is how you select importing further data. Conjure [creature/plant name] [location] – This will conjure the object, you don’t need to specify location. Deconjure [creature/plant name] – This deconjures the creature / plant. Isolate [crystal/creature/plant name] – This will isolate all conjured creatures, or selected creature or plant from seeing you / the party. Halt [crystal/creature/plant name] – This will halt all conjured creatures, or selected creature or plant from moving. Roam [crystal/creature/plant name] – This will make all conjurations roam the designated area. Fight [crystal/creature/plant name] – This will either pit all conjurations or selected conjurations to fight each-other. Data [crystal/creature/plant name] – This will open an interface on every or individual conjured creatures/plants detailing information about them above them. Notes: A single crystal can house up-to six conjuration creatures at any given time, these can overlap by crystals in the same area. Conjurations, if died will remain until either eaten by another conjuration, deconjured or attempted dissection. You can only summon creatures listed in the data-base. This will be a documentation post on the Ecosystem Crystal Catalog on exactly what type of animals/creatures/plant-life can be conjured. For further details on the MArt on the crystal here is the accepted link to it: Creature List: All creatures related to real life. Exceptions include creatures heavier then 6,000kg. All Descendant Races (Human, Dwarf, Elves, Orcs) and sub-races within. Land: Atlantean Horse Kharajyr Hou-Zi Cave Cow Gy'waka Bird Lur Wolf Scaddernak Ker Wolf , Ker Wolf Lore Puxie Amber Wolf Basilisks Bokolo Braduk Rhino Caecus Duhnah Skhelll , Creature Index Dry Octapuss Flesh Worm Gravis Greymane Boar OwlBear , Creature Index Prairie Dulk Skull Hermit Spider Minotaur Arcanae Purgaman Borps Blorgons Uzg'ga'Rex Mana-Weave Bug Dion’Diraar Karin , Creature Index Air: Kestrel Adrallan Crane Alabaster Seabird Peagasus Pygmy Dragon Glaciat Vourukh Ambrosia Butterfly Sky Whale Ocean: Aquatic Dragon Hatchling Atlasian Cliffhanger Lubba Giant Crab Stone Crab Puvgump Fish Axolotyn Wonk Plant: Ihnsil Taliame Plant-life List: All Plant-life in real life. Wiki - Flora. Plant-life not registered: Cerridwen's Charm, Cerridwen's Curse, The Ro'ah Tree and Jokers Scum. Found on the Wiki. Territorial Ruggine Flower If you wish to submit new creatures or plant-life, in order to do so you’ll need to find one of the crystals to do so you need to find Erebus Tartarus. Once found simply touch and connect your mind up towards the data-base within and imprint any and all information related to the creature. If enough information is given the creature can then be conjured after the formatting period (Once accepted in comments). Thank you. - Erebus Tartarus.
  4. Will the denial reason for Ascended and Cleric (+soul tree rewrite) be updated anytime soon? It was denied on Wednesday and doesn’t have a reason yet despite one supposed to be edited in shortly...

    1. Show previous comments  4 more
    2. E__V__O

      E__V__O

      I mean Keefy... that that was the responds. Shouldn’t the correct one be “This is old lore, due to the other lore currently pending this one is denied”. Or better then what was given being “reasoning will be edited in shortly”.

    3. someome

      someome

      Sometimes we work within the time we have aloted. She was just cleaning up the section they were in is all, it’s fine.

    4. Farryn

      Farryn

      Heya! The first Ascended rewrite needed to be denied as a new rewrite that I posted was made. The reason why the first one was denied is basically because that was the base version that Jallentime wrote and it needed heavy editing but we couldn’t due to Lark uploading it then leaving. So we had to upload the now remastered rewrite. It should have been denied sooner but at least the LT did not forget it. The current one is now on pending and me and the members of the Ascended community are working on making the necessary edits that were given to us.

       

      Will admit, seeing the first rewrite denied actually caused some of us Ascended members to panic, thinking it was the lore I posted that got denied. However, we soon realised it wasn’t the current one but the old one. We got bamboozled.

       

      Also. RIP Clerical lore. Will be missed. 07

  5. *Erebus would place a slip within the collection box* Name((and username)): Erebus ((Jenny_Bobbs)) Giveaway item #1, #2 and #3": Blood Stone.
  6. If Geo’s lore gets accepted he has darkhallows.
  7. This was an interesting read and would make for a good roleplay post, though I'll have to say for lore it shouldn't be mainly for the reason I quoted. You cannot make an addition where it effectively removes necromancy from everyone for them to pick it back up if a necromancy rewrite is accepted 'suddenly'. Just keep it vague like the LT are promoting it. -1 to lore post, +1 to roleplay post.
  8. The only issue is that it has a constant growth cycle, from infancy to young adulthood it doesn't do much at all so I gave it the possibility to be played by players (similar to how druids rp wolves or necromancers with zombies), as if you require an ET/LT/Story Team all the time the creature wont get any action time mostly. That's why I've limited it to LT permission to first get the plant so players have to make sure to read the creature lore. I've limited it so that its larger forms are locked to these groups due to the destruction it can bring. Also if you want it locked to just staff teams that one staff member would have to constantly RP due to it having a unique personality towards its caretaker and not split as it will get with multiple players RPing it. When you sing in the creative cafe.
  9. .The Smiling Plant. https://vignette.wikia.nocookie.net/littleshop/images/5/50/Little-shop-of-horrors-original.jpg/revision/latest?cb=20111106173944 Habitat: Jungle Biome preferred due to the rich environment of creatures and thickness of trees to disguise itself, the Smiling plant can be accustomed to move however by force of intervention or by itself with stretching its roots out to drag itself along the ground. Size: https://i.gifer.com/IWW4.gif The size of this plant based creature would vary depending on its age in accordance to eight stages of life; infancy, youthful, childhood, adolescence, young adult, adulthood, elder, ancient. This is the full length including roots. Infancy: Six inches. Youthful: Two meters. Childhood: Four meters. Adolescence: Eight meters. Young Adult: Twelve meters. Adulthood: Sixteen meters. Elder: Twenty meters. Ancient: Thirty meters. The cycle of growth would be dependant on the plants food resource if it grows to the next stage or not, usually advancing only after the weight of the next stage has been consumed. The weight of the plant is depicted as follows; Infancy: 15 Pounds || 7 Kilograms. Youthful: 150 Pounds. || 70 Kilograms. Childhood: 500 Pounds. || 230 Kilograms. Adolescence: 2,000 Pounds. || 910 Kilograms. Young Adult: 8,000 Pounds. || 3,630 Kilograms. Adulthood: 24,000 Pounds. || 10,900 Kilograms. Elder: 90,000 Pounds. || 40,820 Kilograms. Ancient: 300,000 Pounds. || 136,100 Kilograms. Diet: https://i.imgur.com/KOl0RW8.gif The diet of this creature would be based on two factors, soil and food consumption. The rich soil within the jungle biome is what the Smiling plant would prefer however it isn’t uncommon for it to choose a different location based on its second resource being food density. The soil in the ground would give no enrichment to the plant for it to grow by itself, only to aid in sustaining energy with keeping it upright during the photosynthesis stage without much movement. The soil would act for the plant to regenerate, draining the enrichment from the earth to assist in regrowth from damage and a structural integrity if its at risk of being harmed or readying to strike an attack. The second resource would be its food consumption where the diet would consist of blood, relative fresh meat having a preference for descendents due to the great enrichment it can gain. The digestive system of the plant would be similar to other carnivorous plants with powerful acids to acidify flesh and even through flesh to it’s nutrients so that the plant may grow. The main reason descendents would be the prefered choice is through their souls being the most pure it is unknown why the Smiling plant would decide to pick this choice, it’ll will always pick the descendent over creature if nearby. Temperament: https://i.ytimg.com/vi/WFx7kfHnKg8/maxresdefault.jpg The temperament of the creature would be dependent on its current size and also the individuals around it. The creature by itself due to its hypnotic aura of likability would be able to station itself as a desired plant-life, due to this the plant would act in a presumably motionless behaviour especially in early life where it's most susceptible to death. The plant would continue this behavior and when it reaches the childhood stage of size the plant would develop the capabilities to speak, only increasing it’s hypnotic aura to voice able to convince those spoken to into performing unimaginable tasks such as murder with a grandeur promise in return. Once the plant grows past the adolescence stage where it’ll develop teeth capable to eat large chunks of flesh to go down to its digestive tract would the plant begin to get threatening and aggressive to those the Smiling plant deems a danger to its survival. Growing past the young adulthood stage the plant will begin to develop a self reliant tendency to eat without assistance able to consume individuals half its current size in one swallow, the vines the creature would develop would act as ligaments able to lift and bind themselves around targets. https://i.gifer.com/MgC7.gif As the plant grows to the size of elder to ancient will it produce little Smiling plant heads on the ends of its vine appendages. This would only increase the appeal to be extremely aggressive towards individuals around it able to wound and attack multiple people at once. As this size has been reached the previous hypnotic appeal would cease to exist from aura and voice, any individual under its influence would be able to see who the creature actually is forcing the plant to break free from it’s chaotic neutral stance and become fully chaotic and try to consume anyone nearby and around the area. Brief summary of the creature: https://dz7u9q3vpd4eo.cloudfront.net/wp-content/legacy/posts/59cdf25e-f0fc-49ad-beec-93b3ead9ce03.png The Smiling Plant would be one of the realms most dangerous plant-based creatures from early infancy to growing through adulthood due to the hypnotic aura and voice the plant naturally produces around them from what’ll be presumed as a scented pheromone release from the plant. The hypnotic aura the plant would produce would make it seem likable by the masses around it creating a welcomed greeting to those that meet its presence and want to assist it’s growth without much thought of error in the descendent that assists. Once the plant has reached its growth size of childhood stage it’ll finally be able to speak if it wishes too, the plants speech would become extremely hypnotic as it’s appetite would change to one of flesh able to compel the individual to commit murder to an individual they have the most grievances with to feed the plant. The Smiling Plant would develop teeth in their adolescence stage able to defend themselves through biting of a target if feeling threatened, while this isn’t the only defense the plant would have as it’ll also grow appendages thick vines which can be utilized like gross motor skills. While the Smiling Plant would continue to grow with food resource the plant skin would thicken as a result once defenses as teeth and vine appendages have developed fully, the resistance of the plant wall of cells with the assistance thanks to the druidic energy in the evolution of the Smiling plant would be resistant to some elements such as fire and small projectiles like arrows. Through the adulthood stage, the plant would begin to grow little plant heads upon the ends and sides of the vine appendages that’ll be able to speak alongside the plant and assist with defenses due to the teeth they’ll develop. The Elder and Ancient size of the plant would be something to gaze upon in terror. The plant having grown full resistance to evocated flames and heat based elements such as electricity, the hypnotizes of the Smiling Plant would no longer occur revealing the plant for who it is a murderous plantoid which leaves it to only want to consume with sass and a hunger that cannot be filled. Characteristics: https://media.tumblr.com/633798e61b0988f02d9514c136b4f418/tumblr_inline_mh19moXoiH1qegw8v.gif The smiling plants characteristics of behaviour especially in its early stages will be skewed depending on the person who took a claim to it, only showcasing a sense of ‘sentience’ at the childhood stage where it’ll begin to speak. After the plant presumably has got some information on its caretaker it’ll use that to influence with the assistance of its hypnotic voice to feed the smiling plant. The voice can compel those to murder though not specifically target someone, only influencing it upon them to act out on an individual they deem worthy of death. The plant will try to assist the caretaker with an illusion of grandeur that they’re getting what they dream through the voice and likability it’ll project from itself. Once the Smiling Plant has reached an optimal size that it believes it can be self-sufficient usually at reaching adulthood it’ll begin to break free of its confinements around and move freely. The plant would develop a behaviour that they’re self-reliant and able to gather food for themselves, while also optimal for reproduction through the release of the heads upon its apendagged vines will create a new spawn of Smiling Plant if released into the ground to grow. Origin: The origin of the plant-form is skewed though what can be known is through over-saturation of druidic magic created a mutation in a series of platforms to grow and compel over each-other until the dominant form was reproduced. The Smiling Plant. This form would have occurred over decades of evolution in a rapid speed as left unattended in a old druidic grove attuned with the energy, this was able to make the plant gain a base sense of intelligence to assist it in its growth able to take that on-board it’ll eventually adapt to the surroundings and finally move to a much greater habitat. The Jungle. Strengths: The Smiling Plant would have many strengths attached to it, through the stages of infancy till elder the plant would have an aura of likability around it, compelling creatures and descendents to not harm the plant-form but feed it without guilt. Once the plant has reached childhood status it’ll finally be able to speak if it wills it, through song or voice. The Smiling Plant would be able to utilize its hypnotic voice until the elder stage to convince individuals around it to perform malicious deeds such as murder to further its own growth with compelling the individuals with the illusion of grandeur. As the Smiling Plant continues to grow and reaches adolescence it’ll begin to grow sharpened and molar teeth, to grind and penetrate bones and flesh, finally able to eat decent sized chunks of flesh such as whole ligaments. During this stage the plant will also develop vine appendages to assist it in gross motor skills while developing some resistances to the elements and ranged weaponry. Reaching the young adulthood stage of size the Smiling Plant would only develop a stronger resistance to elements and ranged weaponry as it’s plant-wall structure thickens and bulks up preventing easy attacks. Adulthood status would the plant begin to grow heads upon the ends of the appendages and across them able to be dropped off for reproduction purposes or assistance with defence or offense gaining a behaviour of self-reliance and having a habit to freely move. The plant heads would be able to attack multiple targets. Elder status would be when the hostilities behavior fully develops not caring for any life around it, not even the caretaker. Full at strength and wishing to attack individuals the plant-form should be met with caution as at this stage despite it losing its hypnosis touch it’ll have strong appendages and a jaw that can tear through most metals. The Ancient size of the Smiling Plant would be a colossal size and able to fully level buildings and even cities if not taken down. An army requires to deal real damage to a creature of this size as no one man could stand up-to it. This plant-life would have upon young-adulthood 5,000 life-force. Weaknesses: If you have no sense of smell, the pheromone that plant releases for its hypnosis aura and voice wouldn’t affect you. If an individual is under threat of attack the pheromone won’t affect the individual ceasing any hypnotic control. The pheromone is more of an influence upon someone making it so the hypnotic trance won’t make the individual under it’s influence lash out to attack anyone. Druidism communion, a T4 druid would be able to calm the creature momentarily at adult stage, if elder or ancient requires a T5 druid to stun them to either pass-by or ready further attack. Necromancy life-drain. Draining the life from the plant. Evocated heat from either lightning to fire if T5 can take down the plant-life though it has some resistances. Evocated ice, slicing through the appendages. Melee sharp weapons, slicing through the appendages. Only able to consume one individual at a single time. The Smiling Plant might occasionally burst into song or the traditional antagonist monologue giving time to plan or attack. Alchemy: Through the digestive liquids of the plant if harvested successfully from Adulthood and above one can make an extremely potent potion of flesh/bone acidic decay similar to sodium hydroxide. This will have to be LT signed. If you get close to the plant to harvest their digestive fluids while it is alive it is due to you probably already dead and soaking in the digestive tract. This RP can only be done with an ET/LT/Story team member roleplaying the creature. The Pheromone can also be harvested at the Adulthood stage and above by trimming the leafs from the plant and diluting them into a liquid to then reverse the process of creating a hypnotic potion to assist in influencing targets who catch it’s scent, if consumed nothing will occur. LT Approval: To get the plant, yes. ET Player Creature: Yes and no. This creature can be roleplayed by a player until Elder Size Status. Where it requires an ET/LT/Story team member. Plant in Infancy stage: https://i.pinimg.com/736x/a0/a2/63/a0a2636013ff8f7f71ffbcd4381c6081--ivy-costume-little-shop-of-horrors.jpg https://www.modelzone.com/mangrasshopper/plog-content/images/model-kit-buildups/audrey-ii-protoype/audreyii7.jpg Plant in Youthful stage: https://i.pinimg.com/originals/89/ae/8f/89ae8f90e05e20211a3da9b5237c4124.png Plant in Adolescence stage: https://media.timeout.com/images/103540442/630/472/image.jpg Plant in Young Adult stage: https://www.homecinemachoice.com/images/styles/600_wide/public/little shop of horrors 01.jpg Plant in Adulthood stage: https://i.imgur.com/K5dFTId.gif Plant in Elder/Ancient stage:
  10. As a simple flavor of RP, this seems good. edit: Just a random thought, have you thought about having a special interaction to voidal base environmental energies? Such as void-nodes, mana water, ext. I think you could make them have some better interaction with these without pushing boundaries of making them “better then other mages”
  11. /stuck The sign linking to forums thing. Is all I have atm. Edit: Oh yeah include that players can do custom formatting in minecraft books, not a command but helpful!
  12. [!] A notice would be pinned to the notice boards within the wood elven kingdom, high Silver City, dark elf settlements and human bulletin boards. [!] “My name is Frederick Bobbs, I am a merchant owner within several settlements and looking for assistance in the creation of an enchantment. What I require is a conjurationist so that the idea may be created with some experimental designs and then finally the finished product. As a merchant I understand things don’t come free, which i’m willing to compensate for an experienced conjurationist to aid me in this endeavor. The payment for the finished and final product would be, 3,500 minae. If any master conjurationists would assist me in this transfiguration enchantment, you can send a bird be it of arcane or normal towards the aviary of the high elven order. Thank you. ~ Frederick Bobbs.” [ PM me on the forums or discord if you want to help: Jenny Bobbs#0001 ]
  13. I suggest looking into lore currently submitted/being reviewed for an understanding of length a full magic requires that goes into backstory and abilities. A magical feat is an artificially type magic that an individual or group can pick up / tied to if learnt. Such as golemancy. Since you have labeled this as a deity magic however it requires heavy detail to either write a full magic or feat. Have a look at the ascended rewrite for some ideas of length specifically for this reason. Also I've not looked into the deity, if you've created a new one you're required a lot... a lot of detail, backstory and why they're interfering with mortals. So I suggest getting in touch with the runesmithing community to try and get it worked in with them rather then creating a deity if that is the case. I believe josh3738#7772 on discord is the Lore Team member that deals with runesmithing. If I am mistaken he can point you to whom.
  14. This is very small, what you have is good just small. I do believe you'll have to write more to get a new magic accepted. Some things you should bring up; Ward of the translocator is essentially what a previous spell in a voidal feat arcane displacement did before it was reworked as if had some issues, if you're going to be bringing it back into this lore I suggest you make clear of a full description. How does one attune to the deity to create these stones? How are these stones created differently in accordance to runesmithing? Are the stones breakable? Is this a magical feat or full magic?
  15. I believe the lore team wont like/accept this piece as with holy magic they removed any type of tracking/detecting ability to find out someone is undead. Though, take that as you will. All abilities that have done it in the past are now removed.
    1. Show previous comments  1 more
    2. E__V__O

      E__V__O

       

      Might be good to update the link in this then under the title. 

    3. Fireheart

      Fireheart

      That details GM policies and since they’ve changed now I rather not confuse people or change the post. For future reference they are still in the same place, just a new post with new information!

    4. rukio

      rukio

      :clapped: Educated by fireheart!!!

  16. I guess the admins just gave you guys a rough date when it has to be done by
  17. I understand your concern, you did bring up a major point I forgot to address with plantlife to which i’ll include a new redline / reason in lore for it. The redline would be; This can create a unique area to role-play and also track down plant based necromancers. Although nothing can be done to prevent it however as they do contain some sort of /life-force/ it will prevent wheat farms used to drain from continuously.
  18. The way I constructed liches is they can be both a mage combatant and melee combatant. The main reason I did this was to remove the clutter of having two lichtypes which essentially do the same thing just one is a mage and one is a melee. I am not restricting anyone from turning individuals into a lich if they just want to be a melee creature. You can. This is what the LT requirement was for liches/darkstalkers. Though looking into; and I took this and instead of constructing a lich/darkstalker variant I moved them together, they can still be this ‘tank’ type creature with bonesmithed armor and iron weapons, or if they want to expend some life-force to equip stronger gear/weapons they can for a period of time. I am not preventing anyone from calling liches that just focus on melee darkstalkers, it is just in lore I decided to focus on making lichdom better as a whole and instead of separating putting them together. If this is a major concern to the LT or the community I can make two different variants, though I believe with what I have written should be enough. Edit: You can find the list of requirements the LT wished here: https://docs.google.com/document/d/1PG5eVnMjXYn-ubuZ2D7OSrFGLEO2oUlX8ifx9loxihY/edit
  19. I had the mana-type bar system in place so an individual can choose a number of necromancy spells to cast rather than limit it to a set number. This can be changed although I believe the system I have would better fit in role-play components of devising an easier understanding of necromancer limitations. (Look at massive beasts for example). I don’t believe the system is too complicated being it is capped and all spells listed have the life-force consumption listed. If this is seen as an issue the LT don’t want to continue with I am able to adapt the lore accordingly My previous replies and looking into the lich section should clarify why I removed darkstalkers and put some perks they had into liches. I am in no way racing Geoboy’s necromancy rewrite. This rewrite started in early November which i’ve been very vocal about in the necromancer rewrite chat and getting feedback for including through the forums. I’ve steadily wrote the rewrite and finally released it.
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