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Swgrclan

Old Fart
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About Swgrclan

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    It's just right.

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  1. Swgrclan

    Valley of The Dolls [Story #2]

    whole continent's literally a frozen, poisonous waste half-submerged into an antediluvian nightmare thoughtform realm, with an incomprehensible amount of reality-shattering eldritch horrors milling about and the people who were responsible for their materialization having been reduced to frozen, powdered bone dust theres no survivors in tahn and everyone who goes there dies
  2. Swgrclan

    [Dark Arts] [MA] Skylez1

    approved **** off you pop
  3. Swgrclan

    [CA]Wraithlord

    Trials completed, resultant from a PK sacrifice (Rella101). Second Wraithlord so far.
  4. Swgrclan

    The Tribalistic Roots of Ghanyah

    "I cannot believe a bunch of bingbong uhuru tribals got into my fort! That's wack," boggles the boss of Outerhaven
  5. "The Elfenkind, and many other tribes alike theirs, are addled with a hex that brings them back from death time and time again; from this, the Lycans gain benefit. It is something we will no doubt encounter in the hunt to come," remarked the boss of Outerhaven.
  6. Swgrclan

    [FA] [SA] Haddock

    Soiled it.
  7. Swgrclan

    Thulean Feat Update

    It's pretty pathetic that everyone clings to babying character protection rules that have evidently eviscerated efforts to produce genuine and consistent roleplay through LoTC's lifetime, and that nearly seven years after LoTC had sprung into existence, people are still obsessed with themselves to such a degree that they would rather ruin everyone else's fun in order to satiate their own poisonous, stubborn effort to free their characters of all consequence. You know what's also pathetic is that I'm pinned down by people who don't even know what they're talking about in the first place, and instead of getting a grip and understanding that I actually was only incentivized to hurry up and produce this update after being lazy about it for two years (looks like two years of no ****-ups can be blamed for that) they instead misconstrue this as a personal attack. Someone's poor decisions had given me the idea that yeah, I should get around to posting this, but they are not the source of it. Me not having written these rules into the lore in the first place are the source of it.
  8. Swgrclan

    Thulean Feat Update

    If killing someone solved the issue of their involvement in something worked, then I don't think this - or any moderation-oriented lore - would be necessary. Unfortunately, we have to take these steps in order to preserve something easily gained because of an immunity to death. If permanent death is the great equalizer, and there is a deliberate lack of enforcement in it, then it throws a lot of things out of wack. I would rather not lay down and have two years of effort slapped around and hijacked. A good way to convey the issue in the situation would be this: I play a Druid. Maybe one day, this Druid gains interest in shapeshifting. Shapeshifting is a rare thing to see among Druids, and is afforded a degree of secrecy based on consistent IC actions to covet it. I proceed to become involved in the right channels to work my way towards gaining Shapeshifting-- and then someone who oversees who get it IC comes and kills my character. However, I do not allow my character to die, and even moreso remain involved in the situation that had led to my character being able to progress toward getting Shapeshifting. Everything the individual trying to keep me from Shapeshifting does is futile, as without the incentive to PK, I'm able to learn Shapeshifting through another source and completely abandon the more respectable route of PKing my character, thus allowing the consistency in the roleplay to flourish. A lot of my insistence for PKing here is mostly based on personal belief, but even then, the situation here wouldn't have spun out of control if Torkoal had stayed away from the Thulean deal all-together, and understood the idea that to persist in any roleplay ultimately connected to the one who killed her character to prevent her involvement was disrespectful, inconsistent, inconsequential and blatantly disregarding of the roleplay itself.
  9. Swgrclan

    Thulean Feat Update

    I'm not digging your high horse, big guy. No, recent events surrounding Thuleanism in general had only incentivized me to get around to writing this -- because when you're presented with a situation where certain individuals cannot actually be stopped in weaving themselves into the group that exists to preserve the subject in question (Thuleanism), to the point where even murdering them is ineffective (redundant monk rules), having something like Thuleanism being loose and free doesn't go so well because conventional means to keep it as secret and coveted as it has been the past three years don't even work in the first place. So rather than letting the risk of Thuleanism being turned into, as I stated, a pass-around-magic equivalent, I'm suggesting these relatively forgiving terms to prevent that. Mitto is someone who would be receiving the means to moderate the Feat, this is not just something I'll be touting around myself. I think I made it pretty clear what kind of people I want handling Thuleanism, Torkoal, and it's not people who cling to babying revival rules so that they can continue to make an effort to join into the thing they were killed to keep them out of IC in the first place. When I told you that PKing your character would have been a better route to take than doing what you have been, I also mentioned in regards to our event-related squabbling that you could attend everything resultant of Quillian's sacrifice on another character -- and that's the very same thing you could have done instead of sticking to your guns and casting consistency to the wind in order to get something you wanted. If another character of yours eventually became involved with the group controlling this method, and they didn't **** up that time around, then the situation would not be as unpleasant as it is.
  10. Swgrclan

    Thulean Feat Update

    First of all, it's not a magic -- it's two magics being used together, but only brought into a more detailed fold as to ensure that there's an identity surrounding the combination of Druidism and Blood Magic. Considering the context of its very origin, those who were entrusted with it, and what parameters are needed in the first place to learn it, of course its numbers are low; they have been low, intentionally, because it has been a set of abilities consistently moderated and controlled purely through trust on an IC basis. Am I obligated to spread this to 15 different people for the sake of spreading it? Of course not. Have I ever planned to keep it confined to a handful of people? No, but it's remained that way because the group controlling it has been explicitly selective and careful in the proceedings in teaching new people. I even had formed a nice following of around five people, but because of in character events and a general preoccupation with real life they were not able to be brought into the fold. I'm not sure what context you're presenting in saying it's "squandered", but it's probably the worst time to have suggested that, because Thuleanism has just been used to kickstart an eventline that has the potential to bring about a great deal of roleplay, and that roleplay preceding the start of this story arc had all been conducted with the use of Thuleanism. I do not owe anyone, especially people who don't know what they're talking about, access to something thats gained through roleplay alone. Bending to some kind of arbitrary idea where something rare must absolutely have a consistent and plentiful is spineless and would lead to the same problems that this proposal intends to fix in the first place, especially since it's not even a magic in the first place.
  11. Swgrclan

    Thulean Feat Update

    Basis Thuleanism’s original lore [https://www.lordofthecraft.net/forums/topic/153194-%E2%9C%93-thulean-druidism-the-fury-in-nature/?tab=comments#comment-1447104] was written without defined teaching guidelines and moderation methods, so in order to prevent an uncontrollable situation from sprouting up where the method becomes something like a “pass-around magic” and where the undefined teaching parameters make way for either intentional or unintentional abuse, a set of potential rules will be presented here while being split into the sections “Teaching” and “Moderation”. Teaching In order for a Thulean to teach another Druid Thuleanism, they must first be at least T4 in both Blood Magic and Druidism, and the student must be at least T3 in both Blood Magic and Druidism. Thuleanism will be defined as a magical feat which is applied for after reaching these parameters. Moderation The Thulean Feat is able to be forcibly removed from a Druid who had been approved for its use if the disconnector in question is T5 in both Blood Magic and Druidism. This is not a ritual or process that requires a dedicated lesson from a teacher, but rather an automatic attribute gained upon reached T5 in both magical fields while being approved for the Feat. Upon being banished from Thuleanism’s use, there is a time gap of 3 IRL months before it can be relearned through another Thulean and approved as an application. Revocation of Thuleanism demands a Blood Magic oriented ritual that can be roleplayed up to the conductor’s discretion. The subject must be either forcibly bound into the ritual circle or knocked unconscious throughout the entire procedure. Until further notice, this is all that appears necessary.
  12. Swgrclan

    [✗] [Event Proposal] Blight Upon Nature

    Could you PM me your Discord, please?
  13. hello there you saucy minx 

    1. Ilikefooddude

      Ilikefooddude

      I want in on whatever this is

    2. Swgrclan

      Swgrclan

      it might turn into a throwdown because i aint no crooked boy

  14. Swgrclan

    The Order of Xion

    The Order of Xion i; Premise ii; Doctrine (ii/a: "Unae Secta", ii/b: "Relictus Moribus", ii/c: "Extraemus Decretum", ii/d: "Exitium ab Obscenis", ii/e: "Unitas inter Mortalae") iii; Hierarchy (iii/a: "Praesidium", iii/b: "Quod multus Legio") iv; Duties (iv/a: "In ira Deorum", iv/b: "Ut in Consortio") v; Allegiance (v/a: "Et pactum Xion") vi; Methodology (vi/a: "Ars Imperatoria", vi/b: “Pax Postremus”) I; Premise The Order of Xion is the officiated military force of the Way of Primeval Man, assembled under the ideology's "Judges of Xion", whom are responsible for ensuring that Xionism's laws are followed by those who walk the path throughout the land. As the military hands of Xionism, those who serve in the ranks of the Order must have a stringent loyalty to the Way and an unfaltering grasp on obediance so that the warmachine known as the First Legion may function and serve the interests of Xionism without deter. II; Doctrine The Order of Xion, as the ordained guardians of Xionism, Xionists and all things bound to the Godless Way, follows a specific set of doctrines that impact the way the Legions compose themselves both inside and outside the battlefield. Upon taking the oath to become apart of the First Legion of the Order of Xion, one is given a scripture that defines the ideological and moral conduct they must henceforth assume, without hesitation. ii/a: Unae Secta "The One Way." Those who serve the Order of Xion shall be ordained as proper-standing members of Xionism, where each member is given a Book of Xion so that they may familiarize themselves with the ideology's viewpoints, laws, worldly interpretations, and convictions. One cannot be apart of the Order and lack affiliation with Xionism. ii/b: Relictus Moribus "Abandoned Morality." Based on the Book of Xion's disregard for modern societal considerations and generalized morality, soldiers serving the Order of Xion are trained and conditioned to loosen their hold on any moral beliefs that may be deemed deterrences to the line of work that soldiers of the Legions must face. In a world where men shield their barbarism with veils of faith and gifts from Gods, those that are Godless must relinquish all mental weaknesses that would prevent them from committing acts necessary to the resolution of the world's long-standing problems. In the eyes of the devoted Xionist, morality does not intrude in one’s duties; there are only defined rights and wrongs which must be regarded appropriately in this world. ii/c: Extraemus Decretum "Last Judgement." The laws of Xionism allow for no room for interpretation that would allow opposing factors to escape the dictations of the Order and the Judges of Xion. The Xionist dictate decrees many things; that the fellowships of Aengudaemons must be destroyed, that mankind must shed their degeneracies of all kinds, whether physical, spiritual, magical, or moral, that the Gods must be cast from this world, and many more. A soldier of the Order of Xion will not question these laws; they will not question any orders that obey these laws. Should a member of the First Legion find himself ordered to strap his own brother to a cross in the circumstance that they are Maleficar (servants of Gods) or Agents of the Old Dark (chaotic or uncontrollable practitioners or servants of Dark Arts), they shall do so knowing there is no other way to redeem them -- for it is not their place to determine that. ii/d: Exitium ab Obscenis "Destruction of Degeneracy." Though the invasive race of Gods known as Aengudaemons and other relative deities, such as Spirits, may be granted the mantle of insurmountable blame for the destructive sins that burden this world, there are those beyond the ilk of Light that commit crimes against the Common Good by misusing the Dark Arts through acts of twisted barbarism and corruption that even precede all notions of perceived moral wrongdoing. Those that utilize the Dark Arts in order to drag our world into a state of manifested purgatory and long-lived struggle shall be broken over the knee of the Order of Xion, for the Old Lords did not usher the first Dark Art into existence for the purpose of havoc; they did so that they may fight against that which threatened the very earth we walk. The Agents of the Old Dark, and all degenerate practices and abuses that stem from them, shall be rid of this world. ii/e; Unitas inter Mortalae "Uniformity among Men." There is a sickness that has taken the hold of the minds of mortal folk; divisions and mistrust run rampart throughout all cultures, where they poise themselves against all neighbors in the belief that they are their enemies based on their petty ideological or theological differences. In Xionism, no man is different from one-another based on the ancient principle that they were originally meant to exist as one united species fated to rule over this earth, our world. Mortalkind has long since plunged headfirst into an age of chaos where every king rules his own tribe, easily manipulated by the Daemonic curses that were lashed upon us. Within the Order of Xion, there are no differences among men; every soldier inducted into the Order, every squabbling tribe conquered by the Order, every king brought down from their incessant height of tyranny are stripped of their identity and brought into the uniform fray of Xionism, and then bound to the Order's doctrines to keep them in line. III; Hierarchy As a military force, the Order of Xion strives to ensure their soldiers are conditioned to face any adversary that rears their head. Based on this model, the Order is occupied firstmost by what is known as the First Legion, and then followed by taskforces that follow this numerical pattern that are designed with the intent to adapt to a force that the First Legion struggles to combat. iii/a: Praesidium "The Military." The Praesidium is the term applied to what comprises the First Legion's hierarchy, or its ordained rank and file. A relatively simple system of hierarchy is contained within the Praesidium, where one attains higher status within the First Legion by dediated and noteworthy service, as well as the revelation of remarkable aspects such as strategic genius or unmatched skill in battle. These ranks are what comprise the First Legion's Praesidium: Legate -- He who commands all of the First Legion, and answers only to the Judges of Xion. The Legate, or Legatus, acts as commander and is given the authority to dictate the movements of all levels of command below him after having proven themselves enough to rise through the ranks and achieve such a title. The rank of Legate is an honor not so easily gained, however, as one bound to the Order of Xion must display their utmost loyalty to all aspects of the Order and its ideology, the Way of Primeval Man; a path that demands one cleanse themselves of all moral deterrences, of all physical weaknesses, of all mental corruptions, and of all notions of degeneracy. Centuraeon -- Unlike the singular Legatus, the Centuraeon are the First Legion's equivalents to honored captains, and may be selected by the Legate or the Judges of Xion based on exemplary fulfillment of duties and strategic roundedness against Xion's enemies. Centuraeon may be given charge of specific contuberniums, or uniform collections of Order soldiers that are used as occupying forces or led into battles. Xionist Proeliator -- The Proeliator are the officiated soldiers of the First Legion and are trained to meet any necessary combatant roles, such as basic infantry, ranged combatants or bowmen, cavalry, as well as other minor auxiliary, so that they may adapt under any conditions they may possibly face. They are led and assembled under contuberniums, or minor-legions led by Centuraeons, commanded entirely by the ordained Legate, and answer to the Judges above even the honored Legatus. As the primary protectors of the Temple of Xion, they are expected to endure the harsh conditions of the everwinter-bound South, and are equipped with the means to adapt to threats both within and beyond such a landscape. Their unique silver armor is modeled after the fallen Deviradaen Lordsguard, and they are draped with a black cloak to signify their standing. The common gear carried by a Proeliator consists of a steel-headed spear or a bundle of light throwing-spears, a longsword, a kite or pavise shield and rations, of which they may supplement through hunting for edible flora and fauna that are nearby their designated encampment. iii/b: Quod multus Legio “The Many Legions.” Alongside the First Legion are assigned to march several specialized, multi-numeral taskforces known as Outerlegions which are intended to assume strategic gaps in the First Legion borne of a proven incapacity to adapt to the threat they face. The Second Legion, for example, may be assembled under the premise that the First Legion may experience an overwhelming threat based on being overrun, and so they march to assist their brothers as a force composed of veteran Centuraeon and Proeliator warriors. A Third Legion may be assembled to engage a hypernatural threat, such as a band of chaotic magi with unmatchable arcane capacity, thus incentivizing the squadron to specialize in antimagical methods to take them down, and so on. Theoretically there may be many legions beyond the first, as long as there are worthy men to occupy them. IV; Duties Aside from basic tasks that an affiliate of the Order may be sent upon, such as the collection of resources, patrols or other militaristic practices, there are a set of duties that Proeliator and Centuraen must tend to alike. It is those who lead them that determine the path they will take in order to achieve glory through the duties the assume. iv/a: In ira Deorum “Rage against Gods.” As charged by the doctrines of Xionism, many Spiritual, Aengudaemonic and False Gods are accused of sins committed against the fragmented race of Man, and thus it is the responsibility of the Order to ensure that deific influence across the lands occupied by descendants are cleansed and forcibly broken in sway, lest their corruptions continue to blight the world we walk. All those who kneel before the Gods, and those that support the servantry of the Gods, shall either fall under the righteous fist of the Order or be given mercy in light of their truthful surrendur, in which their sinful identities shall be stripped from them and cast into the fray of eternal obscurity via Pax Postremus. iv/b: Ut in Consortio “Order among the Fellowship.” While the Order is tasked with acting as the primary weapon with which invasive Gods are struck away with, they are also entrusted with the duty to ensure all lands dominated by Xionist Pax Postremus are kept safe, in order, and law-abiding. In this case, many Proeliator may be chosen to guard claimed cities and fortifications so that the soldiers fighting abroad have homes to return to. Ut in Consortio also refers to the Xionist obligations to see that the Dark Art communities retain an orderly composition in the lands occupied by the descendants, meaning the day that a coven goes mad and seeks to rampage across the world is the day the Order of Xion shall seek them and forcibly return them to their place. V; Allegiance An integral part of the Order is the allegiance and foremost loyalty of all who vow to serve it. Documentations and conditioning is designed to ensure that every soldier, every captain, and every commander’s best interests are of Xion and all who follow the Way of Xion, lest the dissentious be lashed for disobedience or cast from the Order as one named as Dissolute. v/a; Et pactum Xion “The Covenant of Xion.” Every man who seeks to join the Order of Xion must forge the sacred Covenant, which is a vow of lifelong loyalty to the Order and to Xionism itself. Repurposed from older times, the vow’s recitals were once uttered by inductees of the Deviradaen chapter of the Xionist Lordsguard, who were charged with guarding the long-since-lost royalty. “Ash and soot from forsaken past, Has made our anger burn; Mortalkind shall stand steadfast Where broken Men shall learn. Lightless souls afeared again, Where Gods and Men shall clash; Xion’s time now is when, The Gods shall choke on ash.” To recite this sacrosanct oath means to bind both the body and the spirit to the cause of the Order; and thus, unless cast out and named Dissolute, one cannot take leave from their duty. To intend betrayal against Order is to intend betrayal against the Old Lords themselves, and thus shall be responded with strict and practiced execution. When one assumes an honored role, such as Centuraeon or Legate, they must recite the godless vows a second time, finally binding their fate to the Order, whereupon betrayal may result in execution and permanent death via being set on fire, and thrown into the Abyss. (PK clause mandatory for Centuraen and Legates.) VI; Methodology The methods utilized by the Order of Xion are stringent, exact, and absolute; they regard each foe without bias and set upon all of them the same degrees of fury so that none may be spared more than others. vi/a: Ars Imperatoria “Stratagem.” The Order’s application of the process of Ars Imperatoria is less of a set of strategies with which may be applied to opposing forces on the field, but rather a procedure in which applied strategies are analyzed for gaps and weaknesses, and then adapted in light of a battle’s given outcome. This ensures the Order does not remain dredged in the same training routines, in the same drills, in the same regiments for all time, but rather evolves overtime to suit the necessary requirements to succeed in equal or undermatched odds. In the same vein, the adoption of a victorious enemy combatant’s methods is viable under the circumstances that the given strategy is not an affront to Xionist ideology or practices. vi/b: Pax Postremus “Final Peace.” If Unitas inter Mortalae acts as the model with which unity is forged, then Pax Postremus is the means by which mortal uniformity is achieved. By conquering another collection of peoples, an enemy, a tribute, or an opposing nation, they are given the choice to either accept Pax Postremus or perish; whereupon accepting these terms their identity and sovereign or independant status are officially stripped of them and discarded, where they are then absorbed into Xionist culture singularity. Pax Postremus may be acted upon in many ways, such as fervently wiping a conquered force’s very annals from the texts of history through bookburnings and the execution of scholars. ~:;:~ Induction To gain the attention of the Order of Xion, one must complete the following application, seal it with black wax, and then relay a carrier-crow directly south and toward the Ice Wall. The Order will adhere the flighted messenger and take heed to the message, if the conditions are met. What is thy birthname? To whom art thou loyal to? What is thy past? What is thy skill? Doth thee follow the Way of Xion? Do the Gods have a place in this world? What must be feared? It is recommended that all players interested in joining the Order of Xion first study the guild’s source material: https://www.lordofthecraft.net/forums/topic/139531-xionism-the-way-of-primeval-man/
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