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Swgrclan

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. because this has already existed for the past 2 years and I'm not interested nor aware of any documentation the old nip culture has
  7. they're not called katanas you ******* blunch
  8. [ https://www.youtube.com/watch?v=1vqCbb-xr6w ] [ https://www.lordofthecraft.net/forums/topic/144122-the-godless-lodge-of-yulthar/?tab=comments#comment-1356070 ] [ https://www.lordofthecraft.net/forums/topic/139531-xionism-the-way-of-primeval-man/?tab=comments#comment-1317839 ] This is a basic set of guidelines and concepts surrounding how a player may take advantage of the recent event-driven first-generation migration of Yultharans; LoTC’s cultural counterpart to real-life Japanese. This guide will be frequently updated. Antiquity: The Yultharans are said to have descended from an Eastern peoples known as the Oyashima, who in modern day are known for having shattered an Eastern-Aeldinic society known as the Cathant. In ancient times, Oyashima migrants landed upon the southern shores of a land known as Athera, whereupon they migrated further east until they found themselves able to comfortably settle in a land of valleys they would come to coin as Yulthar. In their time of migrancy, the early Yultharan peoples were inspired by the many cultures they witnessed throughout Athera. Many aspects were adopted into their own ways, affecting aspects of their identity from architecture (a very “western” or Gothic style) to formalities to even weaponsmithing. What was once a people whose ways could have been considered graceful, if in a foreign way, were now anchored down by ideals of independence and sturdiness, for in the unknown land they settled there were no friends or allies they looked to. On an undated day, four entities known as Old Lords came upon the Yultharans, shrouded in darkness, and imparted unto them a scripture that dictated that they should question all things that comprise their world, for theirs was a world unrightfully reigned over by Gods. Dissent against the Gods, they say, and your mortality shall be truly realized. They departed upon this, and never again returned. Come many hundreds of years later, when the Abyss took shape to the west, the ancient scripture given to the Yultharans was fully realized as truth. In the time before the Abyss took shape, all manner of evils began to sprout from the dark corners of Yultharan territory; rising from the further, unseen east, the north, the south, the west. Beset on all sides, the Godless peoples were forced into a corner. Demons and unholy beasts, of which cannot truly be described as to exemplify their abhorrent variation, fell upon Yulthar in an effort to devour all humane peoples that dwelled there; but through equated ferocity and mortal fervor, they were driven back time and time again. The stalwart nation of Yulthar warred with Demons and beasts for decades-- throughout centuries onward. Their ways became ones forged by brutality, where all notions of peacefulness and ideals of reaching one’s satisfaction in life were replaced by an unkind, bitter dogma; kill all that which converge upon sacred Yulthar, or be killed. Latter-Day: These Demons and beasts, having set upon Yulthar so plentifully and for so long, forced them into such a vicious conflict that it wore down upon the isolated society in whole, and gradually forced it to fragment into many small, displaced and only loosely unified by their antideific ideals and their desire to exist in a world that would not have them. What was once the nation of Yulthar is now merely the Lodge of Yulthar, where a culture of beasthunting is maintained, and few men subscribe to lifestyles that deviate from training for one thing -- to utterly decimate all threats that rear their head in their native homeland. With the advent of the Abyss, the ancient keepers of Old Lord scriptures came together to form a Godless covenant headed by an essential pontiff, known as the Highvicar. Only one Highvicar has reigned over Yultharan beliefs, known only as Mezame; believed to have kept himself alive throughout centuries through secrets revealed in their coveted doctrines. It is through the Highvicar that some form of unity is retained throughout Yulthar, ensuring that men and women still fight their eternal enemies, the Demons and the beasts, for the sake of their own survival. Culture: The ways of the modern Yultharan are grim, unkind, xenophobic and hateful, for they believe their ills to have been perpetuated by the will of cowardly Gods, and that these very same Gods are the ones who control the world they live in. The Yultharan is violent, humorless, relentless and unbudging from beliefs they had been dredged in since childhood, though among these harsh adaptations, silver linings can be seen. An almost obsessive focus on honor is imprinted throughout Yultharan society, where it is consistently preached that if a man abandons notions of honor and integrity, then he may as well be as low as the creatures they have fended off for centuries; and the only regard that these creatures gained from Yultharans was the hateful edge of a sword. Anything considered artistic or broken off from the usual violence of Yultharan ways are nonetheless infused with their grim outlook on life in the end. Every musical note is dire, every painted depiction is unsettling, every formation of architecture is stoney and colorless. Even their language, which had deviated from Oyashiman dialects overtime, has become harsh and aggressive. In place of fantastical, fictitious stories are straightforward guides and tomes of knowledge on how to do everything one requires to survive in Yulthar to the point; manuals aplenty. Armor and weaponsmithing in Yulthar had become a prime subject of labor in their Demon hunting days, and had been influenced a great deal much like their architecture and other parts of their culture. For example -- the Oyashiman katana, which is a known Eastern blade, had been modified in its model and method of creation until what is known as a kurenza, or “cleanser”, had been conceived; a heavier, more sabre-like blade that lacks grace but makes up in its ability to match common weapons like longswords. The unique style of a kurenza is conveyed by its lack of a sharp tip; all focus is spent on ensuring the edge is as sharp as possible, as Yultharan swordsmiths idealized cleaving an enemy apart so they may perish from bloodloss or trauma rather than focusing on pinpoint, precise methodology in swordplay. The armor of Yultharans, though uncommon among the plentiful impoverished or “laboring caste”, focuses on tying sturdy, thin sheets of metal plating together over several vestments and garb while ensuring whole pieces of plate armor are utilized as scarcely as possible. However, on behalf of the majority of Yultharans being both empty-handed in wealth and raised up to kill anything that threatens their immediate vicinity, many of them take to fashioning improvised armor from the scraps they find in old battlefields or even around their own homesteads. This has instilled a common strategy among those tasked to be Demonhunters where they convey their brutality through sheer, ferocious speed and dexterity-- cutting apart their foe without giving them a chance to recover or recoup, without tiring themselves in the process. This has made demon hunting far more successful in their realm than in older times, where they had previously employed heavier armaments under the belief they would be protected from the might of beasts. They soon learned otherwise. OOC Guidelines: As this is a Japanese-oriented culture, Yultharan characters are free to use Japanese dialects in a tasteful fashion during RP, and may name themselves in a Japanese fashion, but it must be ensured that one does not portray their character as some cheery, distasteful otaku-centric anime character. The Yultharan are nothing short of vicious and unkind, and systematically root out all signs of weakness from their own people to ensure they do not fall into a state of degeneracy, and thus, cultural lethargy. It is preferable that Yultharan characters follow at least a very basic degree of Xionist belief. This does not suggest one subscribe to Xionism’s Dark Art centric set of beliefs, as in Yultharan culture magic is either vilified or regarded in a sacrosanct measure, where the latter only happens when the Highvicar and his followers achieve “miracles” with the obscure, dark ritualism they partake in. Current Events: [3/26/18] For the first time ever, the Lodge of Yulthar had been provoked by foreign mortal entities that did not consist of simple barbarian tribes or brigands alone. With the recent seasons having revealed a lower influx of invasive beasts to slay, a coalition of military might had been formed and contingencies of Yultharan warriors were assembled to march toward two specific locations: one in a land known as “Atlas”, where the Cursed Descendants settle, led by the infamous elite band of warriors known as the Seven Sons of the Red Sun, and another larger force toward a far more distant land -- Aeldin. It is unclear as to exactly why and how either lands had been subjects of provocation.
  9. 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/
  10. Essentially, yes. When there's a process in place where a character becomes x (with "x" being an example creature), but must make the conscious choice that they cannot return from being x nor shed the burdens brought by x, that both adds to a layer of x's theme and general foreplay precedent. To put it in layman's terms, if you take up something that you know is temporary or easily departed from, there is not as much of a serious weight to becoming x in the first place. If you take up something that you know is permanent and not easily departed from, then the true weight of being x actually settles. It becomes more of an aspect to roleplay and less of just a thing you can turn off an on and leave when the pressures high. Following the same line of logic here, that allows you as a leader of x to filter in worthwhile RPers without the risk of a constant in-and-out flux of players in your group -- and when the time comes, you don't need to prepare for some fancy ritual that takes time to prepare, you just kill them (as the Striga efficiently exemplify). These aspects to roleplay mean a lot to how a creature group can function as a serious collection of nonmundane individuals; all choices are final, and if you cross the rules of the group you make a careful choice to join, then you are due for elimination.
  11. I'm feeling like better examples in creature removal should be taken after, in the case of "deferalization". When you become a Striga, a Darkstalker, etcetera, there is no way out besides permanent death. By making the state of being of Lycanthropy something that can be taken away, it implies it's some kind of floaty blessing of a God, when the original lore was far from that. A curse is a curse, and curses are not taken away. Striga in particular were good with this because PK rules were reinforced by group operation; a Striga can only ever PK another Striga. I suggest adopting these harsher measures.
  12. @Harrison @mitto yo you guys want to come and test my new j/o crystal with me?

    1. Heero
    2. Harri

      Harri

      you didnt get invited shut up cuck boy LOL

       

    3. Heero

      Heero

      **** off lolichan

  13. losing gm to leaks is theft

    1. Guest

      Guest

      not like half the gm doesn’t leak anyway lol...

    2. lev

      lev

      6days until the countdown ends @Swgrclan

    3. Nathan_Barnett36
  14. We're arguing whether or not they have Soul Shadows, which they do- and a Soul Shadow cannot be a whole soul, because its either the false reformation of a soul that manifests within a body, or the fragments of a soul either left behind or created from someone's spirit experiencing the trauma of death. In the end, there is no difference in definition or function, even if origin differentiates.
  15. You may have had conversations with LMs, but they're also wrong, because I'm one of the two people that actually participated in developing what "Soul Shadow" means as a state of the spirit, alongside Zarsies. I'm not too keen on whatever new definition they slapped on to split it into a multi-fauceted label.
  16. The only actual difference between a Ghost and a Ghoul is that their Soul Shadow is housed within different vessels, not that their Soul Shadows are formulated differently. However they're made, they are what they are - they're shadows of the spirit and carry the same qualities.
  17. When I refer to Ghosts and Ghouls as being "second-rate, low-quality", I mostly refer that the quality of their existence low, not the quality of roleplay they're able to provide. The point of being a Ghost or Ghoul isn't to achieve some status of greater power (I say this in mind with having eventually come to disagree with the Ghoul-to-Lich process that plagues Necromancy as a magic right now) but to treat it as the bottom-rung type deal, and if you start stacking too many powers on top of it then it just bloats the creature issue even further and strips the scale of power that dark art derived creatures have set up. Also, Ghosts have Soul Shadows, same as Ghouls. A Soul Shadow isn't even able to manifest a supernatural connection in order to enable magic so what Ghosts have as it stands is far enough as it is.
  18. Whether or not a Ghoul can become x or y, they're still a Ghoul until they become whatever they intend to become. During their time as a Ghoul, they remain on equal measure with everyone else and do not gain any extra powers. Ghosts and Ghouls do have a relation in function, though, as they carry the same soul type and to ramp up a Ghost's powers more than they should be would suggest that giving Ghouls similar compensation is justified, which it shouldn't be, because both Ghosts and Ghouls only exist to become a character's second-rate, low-quality second chance at existing.
  19. Might be pushing it a bit with these ghost additions. They're probably deserved of all these abilities as ghouls are, whom of which have none.
  20. I am very angry! I am very angry

    about raiders! I hope they don't

    dunk on me with their carefree

    memeing and inarguable defense

    for their constant and unrelenting

    cancer! Don't do it! Don't meme me!

  21. Though your effort is commendable, I feel as though this only means to add onto the excess of what could be considered endgames for Druids (Soultrees, Ferals, Shapeshifting, Thuleanism), and that it perpetuates this bizarre conceptual trend where means of immortality or powers enabling a presence beyond the Cycle (that is to say, depart a Druid from naturality) are consistently and repeatedly granted by the Aspects and their detractors. I think what we have now is quite enough, really.
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