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Joe_Blackman

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Posts posted by Joe_Blackman

  1. Literally do what I did like a decade ago. Play a whiny character that wants magic and it'll come to you eventually, but do it good.

    Don't powergame or metagame, show you're capable of being fair within the range of what your character can do. Yes, there's an OOC factor to it, because we want to know if you're not a powergamer or someone that will go crazy with power and abuse the shit out of your magic the moment you get a crumb of it. Everyone and their mother knows the moment someone gets power, there's a likelihood that they'd do some unlikeable shit with it. So, remember, don't whine, it'll come to you, 6 months is sure as shit long, but time flies when you learn to enjoy other aspects of LoTC.

    Source: started as naive player who literally used a Dante from DMC skin with a character that was named after a DMC reference that later became Undead with enough character development and good sportsmanship

  2. 10 hours ago, Sky said:

    if undead arent antags could they be given the ascended treatment? allow players to bring their characters back with a less strong magic, with the title 'antagonist' not labeled on them, hrmmmm?

    3
     

    what this man said, please staff for the love of allah don't make undead be utterly distinctive because it's just gonna raise asinine expectations 

  3. 6 hours ago, Danny said:

     

    To clarify, antag needs to be based on a fear factor that stems from more than just 'Boo, cower mortals!' and I don't think anybody is suggesting any less. Any antagonist requires depth and events that develop a storyline but ones that are non-scripted and, with the exception of world-changing events, occur randomly during busy periods.

     

    The idea isn't a literal fear in the same way one would feel during a horror film, but rather an omnipresent threat of the potential for attack at any time - the idea that whilst walking in the wilderness, off the beaten track, said antagonist could appear and rip you a new one. But likewise, the idea is that if an antag was to lunch a random attack on a city, players have the opportunity to unite and face off against it - it's not as if it's to be quick events, rather ones that allow maximum player engagement from multiple areas.

     

    And indeed, whilst the antag should be insanely strong, players can defeat them in particular events by destroying the mobs they spawn, putting out fires they set, achieving an objective which pulls the antag away. This should only be achievable if the playerbase do unite and work together and if any player deems it fit to charge wildly, singlehandedly, at said antagonist in th hope of glory then frankly their cries of indignation at their death are well deserved. 

     

    The entire point of an antagonist is to provide these things and therefore failing to provide them is failing to offer an antagonist. 

     

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    This is reasonably sound tbh, I believe this can work, but for an Antagonist to really shine like how you described, it will seriously need better staff and players who will take up the role of an Antagonist. Given how the past two Antags performed, the potential Antag won't be surviving as good as the rest if it follows the same formula (I hope the staff will consider this greatly). Along with uniting players, it would be nice if the new Antagonist gained some sort of development along the way. I hope that the staff knows that, even if the Antag efficiently acted as a force to unite players alone, there's a chance that a considerable amount of players may end up dissatisfied if the upcoming Antagonist doesn't have intriguing elements to it; they oughta make sure it doesn't act as generic as Iblees did. If Iblees does come back, I'm seriously hoping the staff change up his chemistry for the greater good of his already trash reputation.

  4. 2 hours ago, Danny said:

     

    Preach it. New antag, new idea but still requires the fear-factor and spontaneity of the Undead - random roadside events and larger scale server wide ones also. Ever present threat, the risks encourage players into rp hubs, simple.

     

    100% random attacks, if playercount is an issue then you just need to work the major events at peak times and word spreads across server. 

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    Achieving a fear-factor (especially an OOC fear-factor) with antagonists is virtually impossible, no one wants to feel any sort of fear these days. Most want to feel empowered and be able to brag about their fictional character's achievements, only a select few will actually have their character cower in fear upon seeing something that can easily defeat them, be it literally or even figuratively. Most players will want to fight the big bad spook so that they can brag to their friends, be it IC or OC, about how large their junk is. What gives us a feeling of despair and fear, is something that we do not know of, but is only known as something too powerful for us to handle. To achieve this in LoTC would be completely wonderful, but sadly, as implied and stated before, it's virtually impossible. It will likely take less than a day or so for us to realise what this threat is, and how to defeat it, this in turn will remove the entirety of the 'fear-factor' since we will no longer be trepidatious of the unknown. Unfortunately, if we merely make it far too strong to defeat, we will be met with upset players because the fear-factor is nonexistent on an OOC level and the only emotion left for them to gain from something that's present, awfully powerful and not in their control, is anger. Most do not like losing, and evidently, not many see the development that can come from failure. Though it's not always their fault, sometimes they straight up die and lose all potential development they gained because of shitty antagonist antics. We can no longer emulate the feeling of discovery Aegis had, and most of the regulars are (jaded) vets now. Only a rare handful of newcomers might enjoy basic Antagonist RP. Random attacks won't work either, treat it like the 'natural disaster' stuff. It's arbitrary, can be seen as unfair to some, and others will feel as if they have been singled out and as a reuslt, they will complain with indignation. However, if these "100% random attacks" have something that can be built upon, then that is fine, great even.

    Indirectly speaking now, this 'we need to ensure players are scared' aim is flawed and broken at this point. We need an intrigue-factor, whatever new antagonist is being designed at the moment, must have depth this time instead of being a one-dimensional entity that only exists to say something along the lines of 'BOO! COWER MORTALS'. 

  5. 17 hours ago, Master Sage Delaselva said:

     

    I would agree with this if the server wasn't already grossly oversaturated with dark magic/creature lore. Right now we have:

     

    Strigae

    Ghouls

    Morghuuls

    Homunculi

    Dark Shamans

    Dreadknights

    Paleknights

    Wraiths

    Liches

    Darkstalkers

    Ghosts

    Gravens

    Frost Witches

    Sea Witches

    Mystics

    Necromancers

    Soul Puppeteers

    Fleshsmithed Minions

    Fi Mages

    Shades

    (Probably forgetting more)

     

    We do not, absolutely do not, need more lore for spooks or new types of spooks. There are too many different kinds as-is and if an Antag absolutely *must* be made the staff needs to utilize standing lore to do so.

    0
     
    3

    The quantity of spooks in LoTC has been brought up before, but only in regards to the quantity and nothing else. Yeah, it can appear bad if there's that much, but who is truly being affected? Most of those spooks don't really do much anyway, even if there is that much, I don't think it's affecting the server in any particular way. That, combined with the actual lack of spook activity, can give room for fitting in the first faction of spooks who actually have a deity this time. Yeah, you're right, it'll add more to the spook list, but at least there will be a unique spook this time around unlike the freelance spooks. Hell, I wouldn't even mind a few new anti-spooks either.

  6. 22 hours ago, Arkelos said:

    Originally I wasn't going to post, seeing as I have far more important matters to address then a lone LM Application against someone who has harassed me. However, the simple matter of shrugging off your ban as "that more recent thing." really irks me. I'm not posting this to throw shade, to throw anything, but if you're not going to tell the truth about it, than I will be leaving something here for people to see.


    https://www.lordofthecraft.net/forums/topic/152270-✓-tentoas-ban-appeal-administration/
     


    I wish you luck regardless. This isn't a +1 or -1. Your lorewriting ability is superb, but damn you have a temper.

    EDIT: I'm not posting any further as I'm busy today, and I don't want this escalating. I honestly mean that I am not here to start anything, but I feel people need to make an informed decision.

    2
     

    Maybe if he was applying for a GM, FM or anything of the like, then yeah your post would be more viable for criticism. However, a LM can still be able to evaluate and judge lore efficiently, even if they're momentarily sassy. That one temporarily heated matter between you and Tentoa happened a long time ago, I'm sure of it. That screenshot shouldn't exactly determine his ability to serve as an LM. Maybe if Tentoa was applying for GM or anything similar then it'd be more understandable for you to post something like that. As an LM, he wouldn't interact with the playerbase as much, he'd only be there to judge proposals for the server and see if said proposals are good enough to implemented within the server. 

    edit: never mind i'm a mong

  7. 1 hour ago, arockstar28 said:

    Over the past couple of days, I’ve pulled numerous nation leaders into a skype chat and gathered information about how they felt about the antagonist themes listed.  The topics we talked about concerning the top four listed on the previous Your View thread are listed here to encourage a careful choice for the next antagonist.  

     

    Ancient power/plague being released and activ ely harming the world/players.

    • Nation leaders liked the idea, and it's definitely something we're going to consider.

     

    The world turning against the players

    • Nation leaders still wanted the natural disasters to be triggered by something supernatural, and not instant world-ending events.

     

    Iblees and his Undead

    •  We've discussed it, I'm personally willing to do it but only if the playerbase really wants it, otherwise we might incorporate some sort of Iblees interaction. 

     

    Again, this is just for us to get an idea of what the community wants.  Just because something gets the most popular choice doesn't mean we'll 100% go for it.  Thanks for voting, happy RPing!

     

     

     

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    This is a bit of a poorly thought out proposal, but I think we shouldn't label any of these as 'antagonists'. Bring back Iblees and his squad, but don't provide them with the burden of 'Antagonist'. If I recall correctly, the Ascended were once dubbed as 'Protagonists' and as a result, they received a whole lot of flak right? But now that they're no longer referred to as such, their presence and expected performance are no longer being heavily criticised unlike before when they were labelled as 'Protagonists'. Do the same with Iblees and the Undead this time, don't put them on the pedestal of 'Antagonist', because then virtually everyone will be looking at them with harsh, judging eyes (as usual, as we've seen in the past). Just let Iblees low-key slide in, as just another evil dude but this time as a standard deity, not a grandiose special-snowflake deity. I seriously think it'll ease a lot of, if not, some of the tension and reputation already attached to Iblees. As said before, look at the Ascended. 

    Make Iblees and the Undead weaker even as to not encourage the generic boom-boom ****, perhaps adjust the Undead to the same level as Ascended. Don't let the nu-nu-Undead have a short-lived lifespan like most antagonists back then, try something different this time and allow Iblees to function as something a lot more distinctive than before. Bring them down to a level which allows more standard players to interact with them. Obviously, as we've seen numerous times, no one likes being BTFO'd by the Undead's retard-strong spells. So if Iblees and co. do return, please make sure senseless destruction and death just because is no longer the core objective. 

  8. In response the people who want a 'morally grey' and sympathetic antagonist, I understand where you're coming from, but that can only get you so far. With Antagonists, we shouldn't be gaining the urge to pat their backs, we should instead be looking to bring them down (or in some cases, side with them). We shouldn't formulate an Antagonist whose only goals and aims are ' ooga booga im evil just because', we should be creating an antagonist whose goals and aims are understandable, hard to criticise, and are overall intriguing. If we're bringing back Iblees, make Iblees more than just a two-dimensional entity hellbent on destruction. Give him some interesting depth that can keep the players engaged rather than threatened/fearful. Giving an antagonist a 'fear factor' will eventually grow stale to the point where this 'fear' will morph into hatred. When something is no longer able to be feared, it either ends up a bother or an eyesore. The Antagonists shouldn't be aiming to be scary or dreadful, they must aim to be engaging, they must be able to open room for character development. Killing and destruction without proper reason is a waste of time and does nothing, especially since people can just come back to life in LoTC. Antagonists should avoid being nothing but an obstacle to players, they should instead function as a stepping stone for the growth of characters and for the enjoyment of players.

    The staff need to select a potent leader who can comprehend player psychology and be able to appropriately select the players who are fit for the role of 'Antagonist'. During my time as an Undead, some of us didn't receive information about who was going to be Undead. Said Undead, as far as I knew, only carried out generic 'boom-boom' antics and generated a lot of player salt. Like how the others have voted, there was a severe lack of communication and leadership.

  9. I don't think we should have an unforeseen entity messing with the players and the world. If I recall correctly, this has taken place before and as a result (e.g. The Plague we had some few maps ago), we were left with a ton of salt from the players. The Plague hardly contributed to anything and merely functioned as an obstacle to the enjoyment the players wanted to gain. Plagues, natural disasters and the like hold no room for character development themselves, nor will it actually develop our characters in ways which we will desire. I can see some enjoying an antagonist which isn't ran by players, but I also see that a vast majority will end up disliking it over some time. The characters which they have dedicated a lot of time towards are only having their growth and development hindered by some plague which cannot be swayed with intriguing interaction, at best we will only be seeing a few Flavour-Of-The-Month-tier plague doctors who likely won't be as interesting as the other options that are available to function as antagonists. Let's not do this again. I really don't know who else remembers it, but the Plague which was utilised before generated a whole lotta rage. Again, I can see why others will adore plagues and natural disasters. They both serve as reminders of our characters' mortality and our mortality. It also shows how much the universe cares little for our circumstances, therefore this justifies that we must work together in order to combat this blight, this common enemy. Or alternatively, it may open up room for unexpected developments such as those in high power abruptly falling ill from the Plague (and perhaps dying, allowing for others to take advantage of that), or their settlement's fortifications may be affected greatly by natural disasters, allowing for more activities such as raids and ruination. It may actually instil fear within players and keep us constantly alert.

    However, if this truly is the case, then I believe not many will enjoy it as much as they think they will. We, as players engaging in this means of this fantasy-fulfillment, are selfish. Myself included. We will likely not want our growths put on hold due to some forgettable unfortunate circumstance which is dubbed as an 'Antagonist'. To expand, plagues and natural disasters have no mouth to speak, they don't have bodies which can be simply attacked, they cannot sway us in interesting ways, nor will they be able to sway us interesting ways. They lack emotion. They cannot form pacts, they cannot mentally manipulate, they cannot organise raids, they cannot create further developments among others or themselves. If it does breed further development, it will only worsen to the point where we, like I said similarly, will get salty as ****.

    Akin to theists who believe that anything unforeseen such as plagues, natural disasters and the like are the work of 'God', we as players will shift blame to the staff and ET if we feel as though we and/or others have been singled out by this unforeseen 'Antagonist'. They are ultimately not interesting, only threatening. The only thing that can be interesting is the mystery behind it, and even then that will die down, as a considerable chunk of people will realise that they may not have the power to defeat the menace that is an earthquake, or a flesh-eating virus without the help of some very experienced alchemist who can only be found in some distant location, whose player might not be on when you want them to.

    I only write this as a bit of an analysis and a forewarning to those who want things such as the world turning against them. From my experience, I've seen it happen before, it's not fun.

    I'm also a biased piece of ****, so I'll say go with Iblees and Undead as that's currently tied as of now as I type. However, they weren't so perfect either. They had their major flaws. Certain players kept being obnoxious, especially those associated with the 'Destruction sect'. They were just as bad as what I described in my previous paragraphs, they only existed to actually bring ruination and nothing else but that. There was no development from them, they only brought destruction to what others were working so hard towards. Iblees isn't ****, it's the one who holds the puppet strings attached to him. What we instead should be doing, is at least trying to mimic the endeavours of the 'Corruption sect'. They were fairly weak Undead who lacked the ability to curbstomp as hard as the rest, what they did do, however, was act behind the scenes and try to manipulate unsuspecting individuals. I operated as one of the Undead under the Corruption sect. By being a more verbal Undead who sought to share elaborated perspectives, encourage mild pacifist attitudes, and provide false hopes, I had managed to (somehow) form a pact of neutrality with the Druids and convince others that Iblees was actually a good Spook. In addition, others within the Corruption sect (if I recall correctly) had managed to take over a settlement with their limited abilities in destruction alone, without using boom-boom powers to bring ruination. These developments allowed for minimal player salt. Again, the Undead and Iblees' themselves aren't ****, it's the one who is leading them and playing as them. Next time, staff, try to locate those who are more fit for the job of playing an Antagonist whose reputation has hit the shitter lately. 

     

  10. 16 hours ago, Evocress said:

    I am a strong believer that once an server antagonist dies so does the magic. It scraps it and keeps parts opened for other people to take and use for future reference. This is the same here.

     

    Though it is a beautiful piece of writing this magic shouldn't be able to exist and so denied based on those reasoning's. Sorry Joe.

     
     
     
     
    2

    I concur. Personally, I don't know how such a magic would be dispensed among others and allow for extra lore-spells to be made, it really does come off as odd to me (especially since it's a magic granted from Iblees himself. I doubt he'd give his **** out like free candy). I personally believe that the magic should not cease alongside the antagonist, especially if it allows for development of one's character and development of many others' characters, spawning unique character interaction. Like how I had stated to Whymsical, the magic itself isn't the only thing that should be viewed, then exclusively judged. The magic (not the entirety of the lore, mind you) is mostly there to indicate that the presence of Iblees is displaying itself once again. I do appreciate that you have taken a liking to my writing, however.  

     

    Quote

    Let's see here.

     

    -We have clerical healing, except for spooks.

    -Conjuration, but it makes spooks.

    -Fire evocation, but spooky.

    -We have electrical evocation, but spooky.

    -Transfiguration, spook version.

     

    There's nothing unique whatsoever about this magic.

     

    I stand by my original statement. This lore is unoriginal, pointless and unnecessary.

     
     
     
     


    I will go into detail how 'originality' is overrated at this point in time, but that's another subject for another time. Oversimplifying things will of course, make them seem utterly akin to other magics which currently exist. While you are right about the magics of this lore being similar to other magics that currently exist within LoTC, you also happen to be incorrect about 'nothing unique' being present within this magic. If you were to read through the magics spells once again, you will be able to identify that the magics bear different properties from other magic spells that are currently implemented. The healing spell, for example, doesn't entirely heal every ailment inflicted upon a user of the dark arts, it also happens to leave repugnant scars upon their recently recovered wounds. Also, your 'conjuration, but it makes spooks' argument is also asinine since that argument can be applied to Second Generation Necromacy and other magics that exist in LoTC. Again, you are not incorrect about the magic being "'x' but spooky". However, the "spooky" adjective you had mentioned, makes everything different. The stated adjective grants every magic spell different properties, making them distinctive from other magic spells.


    Your "it's like 'x' but 'adjective'" argument can be applied to manifold magics that currently exist within LoTC anyway. Yes, every magic within this server is not original, however, different spells having different properties can bring forth different reactions from different characters, thus spawning the 'unique' things that you seek.

    Edit: Additionally, the spells are behind a deity too, while the spells aren't all too unique, there's a purpose behind their existence and because of this, the roleplay it will formulate will be distinctive. 

    A magic doesn't have to be 100% unique to be accepted. Besides, this magic is focused on both Aegis Undead magic, and Athera Undead magic. It's already indicated in the lore that it's not 'unique' anyway. These were 100% ripped from the original Undead lores, they were made weaker and sadly, as a result, somewhat less unique (or 'original', so to say) for the purpose of balance and enjoyability. 

    Does that make sense? I won't lie, I'm a bit tired as I type this, so I want to ensure that I got my point across to you as properly as possible. 

    edit: made edits to certain replies so they make more sense and I look less dumb

  11. 42 minutes ago, WhimWham said:

    This is every other magic in the server forced together with duct tape, thrown into a blender and stamped with a forged spook's seal of approval.

    This is beyond pointless.

     

    No thanks.

     
     

    fam what do you mean by "every other magic in the server forced together with duct tape, thrown into a blender..." have you seen the vanilla Undead Magic spell list (I guarantee you haven't since it was exclusive to Undead members)? I'm not trying to appear passive-aggressive. But, just consider, for a moment. This form of magic is quite different compared to other magics and their spells, if you were to partially disregard the summoning spells. Each spell sustains different properties from other spells in this server. Also, if the 'spells' alone are allowing you to determine its 'pointlessness', then I suggest you look more into the lore submission once again. There are other things of value aside from the power it holds.  

  12. 13 minutes ago, Parkins said:

    It's like necromancy if you mixed it with random **** from other magic. Sorry but I'm not a fan and don't see it adding anything we can't already see for the most part.

     
     

    Just to clarify, this magic is based on the first OG Necromancy, I was informed by manifold individuals that I must not name it "First Generation Necromancy" since it will bring about befuddlement. Thus,  I decided to refer to it as "Vocomancy" so no one would be confused. However, you aren't wrong, it does share similarities with necromancy. Additionally, this lore submission isn't for characters (who aid iblees) to go "grr arrghh im with Iblees fear me" it's more for the character development and the eccentric RP scenarios it can bring. Don't get me wrong, I can totally see why you wouldn't enjoy it, I'm just giving reason behind this lore and its purpose. Imo, I can see the implementation of this lore adding many things to RP  and to one's character development, but those explanations belong in PMs most likely. I'll gladly inform you with my ideas of what could take place within  RP, if you like. 

  13.  

    (Due to my previous lore submission being denied because of certain spells being "overpowered", I have decided to make very minor alterations to the spell list in order to see to it that this somewhat new lore submission is acceptable.


    PLEASE NOTE: This is literally First Generation Necromancy, but just under a different name. I had to name it 'Vocomancy' in order to prevent the confusion regarding Second Generation Necromancy and First Generation Necromancy. Hopefully, this will shed more understanding to the 'but it's like Necromancy' replies.) 

    The Nether's Boon

     

    It is known that the Dark Arts are seen as repulsive in the eyes of many. It causes some to writhe with hatred or spit at the surface by simply having a name of a grotesque magic be uttered into their ears. It breeds conflict if one were to publicly mention their support of it, a man who was once tranquil may even lose their sincere state of mind if they were to stand before a proponent of the Dark Arts. Even the most content among men will find their lust tempting them to tap into such prohibited practices. Shades, necromancers and those alike have all been tempted through either weak minded thoughts, pursuits of power, or reasons that they themselves don’t know.

     

    The Dark Arts were passed down from the loathed Iblees to mortal men, spreading from troubled minds to pure souls, evolving and advancing one step further when one generates an interdicted spell. With each passing year, magic from the minds of the ill grow stronger and newfangled arts sprawl from the minds of the great and the unhealthily curious. Yet, as the more fiendish side of the Descendant races continue to expand their wicked arts, some older arts tend to die. These old arts were buried among other arts void of practitioners. Even the eldest Art that had greatly influenced other taboo practices was a victim of this cycle. However, there do exist minds so curious, that they seek to traverse back to the source that sparked this domino effect, for reasons that may grant them fine power, additional wisdom, and prime knowledge.

    ------------------

     

    The Undead were a malignant group. They had utilised the great and substantial powers of their figurative father, Iblees. They brought twisted horrors into the mortal realm with little consideration of the consequences. Repercussions were null to them as long as they pleased the entity of the hand that fed them. Each Undead carried out individual tasks in an endeavour to please the Defiler. None, bar a certain few, had disappointed their leader.

     

    The Undead shared havoc with the Descendants when they were nearing the end of their reign, this led to the amounted peak of their conclusion. In a march towards the Druid’s Grove, the remaining Undead and The Deific Shadow tossed aside the druids that made themselves present in an attempt to defend their once pure terrain. With struggle and livid determination, the Undead managed to infiltrate the Father Tree. Within the grand organism, a manifested Iblees conjured the Axe of Krug into his midst and had it meet the body of Lillith Winterleaf. This divine instrument which met sinful hands, soon came into contact with the Aspect Stone. Once the distinctive weapon having connected with the special stone, the object promptly crumbled before the might of Iblees.

     

    Though the Undead did leave their mark of grotesque taint upon the Druid’s Grove, it came with the cost of their once admirable power. Fortunately for the descendants, what they knew as baleful agents of Iblees, all eroded back to their petty mortal forms. The loyal servants of the Betrayer had lost all memory of their ignoble drudgery. Though, two individuals were free from this downside -- two of Iblees’ highest soldiers. Joseph and the ***** Sprat had been gifted the boon of recalling vague occurrences during their unlife.

     

    Within the foundations of the soul of the accursed ex-Prophet, lay a very delicate correspondence to him and the infernal underworld known as the “Nether”. The frail Elf was quite oblivious to his relationship with the hellish plane, an indirect link to the infernal regions lurked in cryptic regions of Joseph’s knowledge. For weeks, Joseph had been riddled with despondency thanks to his peer’s death. In his state of dejection, he went to hiding in a location that was not known much to the public.

     

    In the noiseless vicinity, Joseph scratched at the walls of mystery for weeks in attempt to fathom what ghastly soot-stained his soul. Incoherent exasperation filled his mind. However, he eventually came to the realisation that such emotions were developing fissures in the highway that led him to his objective. He concluded that he must commit himself to days free of distraction emotions in order to dissect what clutched at the core of his being. Meditating, pondering and theorizing consumed most of his days -- Fortunately, his efforts bred results.

     

    This watery relationship he had with the Nether soon evolved into something viscous, something that held density but did not easily remain in Joseph’s grasp. Akin to an unannounced bolt of lightning, during his meditation, Joseph had witnessed a virtually indescribable region of the Nether. The murky, twisted environs that filled his eyesight were essentially unidentifiable. The diabolical and distorted landscape broadened Joseph’s cognitive horizons. The visions brought nostalgia to him, both longing and joy befell him. However, before he could completely relish in what his patience delivered, a boundless amount of memories flooded the entrance to his mind. The mass experiences that all occurred in a rapid succession within his mind was far too overwhelming for him to handle. Similar to a household being loaded with copious amounts water, some portions of those memories remained (despite being unwelcomed), while other portions were forced to exit the construction that was Joseph’s psyche. With this bizarre happening, he was quickly broken down into a comatose state.

     

    XTJj0VfYPYAXy7dB5O1-BT7TVpIOzkLKP_CKhyoyQr01IlC2qJlRc0ywY6DWvP9PSRld_nyuljZ2y4H87oJj5hTT1ztafkLdrg85m8FO3TJHXInk87_UbFosQwdtU9O0Gs37aX3z

     

    Unexpectedly, after regaining his sense of self, he had garnered the ability to fully recall his nefarious doings from his time as an Undead grunt, to a Zealot and finally to a short lived Prophet of Iblees. The isolated Elf was practically reborn in mind and soul, an ever-burning and eccentric sensation flickered in many areas of his form. Fiendish knowledge which was lost to him, found its way back to the ex-Undead. Despite his efforts, he still wasn’t satisfied due to the fact there existed no confirmation of the deity he still remained devout to being present.

     

    Regardless of discovering his newfound prowess, he was still concerned for the confirmation of Iblees being existent. He had wasted time wondering whether if his deity had been deceased or vanquished from his own realm; for he could comprehend a connection to the Nether, but not Iblees himself. Joseph was brought to a perplexed state, he wanted to serve what provided him a purpose. Yet, the alienated Elf was not sure if the Defiler would even approve of his actions of tampering with the Nether.

     

    With his concrete link to the hellish underworld, he tried to delve further into the ominous realm. His mind was beating about in its place as he continued to expand his eccentric endeavour. He desired to locate the whereabouts of his praised and fallen Daemon. But, with his limited connection, he was only able to pick on Iblees’ existence on a metaphysical level. Though, that was he assumed to be Iblees due to the immense and overwhelming clutch that held a vague yet wicked grip Joseph’s limited mind.

     

    Visibly, he couldn’t notice him. But on a level of abstract comprehension, he was capable of pinpointing his existence. And beyond the Defiler’s existence, Joseph gathered information of other entities that were inhabiting the Nether -- weaker, yet still sturdy beings. The grim vibe these underlings of the Nether set a familiar taste to Joseph’s buds of thought, their souls were stagnant in the the unholy grounds of the Nether, the nigh-spectral lifeforms were seemingly untampered with. After being worn and well aware of multiple existences in the Nether, he grew satisfied with this experience to take note of and promptly he cut his tether to the underworld.

     

    It was until the next day, the Elf was approached by another entity that was ethereal, it was far too familiar. No mistake was open to be made. There was something he had felt before, which had clutched at his mind, it bore the power to pluck away at the strings that held his mind together. However, this recognisable, antagonistic force did not do such things. Instead, it spoke. A misanthropic weight clung to these words which fell upon the Elf’s befuddled mind. The voice that resonated in his head was none other than the being which Joseph had proudly served.

     

    The voice, that resounded throughout Joseph’s mind held such an iron hand that it pinned down the  bewildered Elf in place. No external forces prevented Joseph from trying to move, it was merely the voice of malignant influence that weighed him down. The words that were spoken left acidic spittle of turpitude that seeped through the confines of Joseph’s mind, it instructed him to submit to this force. Be one with it. Accept it. Understand it.  Any form of resistance Joseph tried to put up was crushed by the words that carried such an unchallenged strength to them. Not only the words of great influence affect his mind, but it chipped away at the foundations of his soul. The soul of the man, who drowned in the abysmal waters of consternation, was being dislodged. Joseph no longer owned what made him ‘pure’, such an invaluable possession now belonged to The Defiler.


     

    The renewal of a forgotten art.

    This reformation of first generation necromancy has finally stepped foot into land for a second time. The unholy practices under the name of The Betrayer has spawned to offer wicked events in the mortal realm. The art, while considered an ungodly force from such a great being, does not leave its user without any harrowing consequences. While bearing the name “first generation necromancy”, one would expect it to carry a propensity for having more power than Second Generation Necromancy. However, that is not truly the case. Second Generation Necromancy and First Generation Necromancy may seem similar in some aspects, but the pair do share very different ways of functioning.

     

    The Summoning/Connection process.

    1. The Vocomancer summons taint from the Nether (through the proper channels) to open the Nexus.

     

    2. The Vocomancer then enters the domain of Iblees, utilising their link to Iblees as aid to garner their required tools from the Nether (essentially taint).

     

    3. After mustering enough taint required from The Betrayer, the Vocomancer then makes use of the The Betrayer’s boon  in order to bring forth something of their desire within their own power.

    4. The Vocomancer will then release whatever power they have manifested into the mortal realm, as a product of Iblees.

    5. Once the product of taint is released, the Vocomancer is free to do as they please with their spawn or creation. However, the user must bear in mind they do not have complete, direct control over their ethereal entities; for unlike SGN, the minions of Vocomancy are not a product of life force which is from the user’s self, but a product of the Nether -- a realm which is constructed by Iblees.

     


     

    Mechanics:

    The magic’s ability is to summon most products of taint from the underworld. Imagine the performance of Vocomancy as a blind person painting. The FG  Necromancer doesn’t understand what exactly they are doing or how, just as a blind person cannot see what they are painting and are unaware of what they are producing, however they know they are doing it and are given instructions on what to do. These instructions come from Iblees himself, functioning as a pseudo-canvas and Taint functions as the ‘paint’. When the user is done with their ‘painting’, they can finally bring it into their for all to see

     

    Additionally, a Vocomancer can prepare  rituals for Iblees’ gain. The source of the hand that feeds them cannot go unrewarded for what marvelous strength it provides. By arranging a ritual, an unfortunate soul can be sacrificed for Iblees’ benefit. A ritual can be prepped in any desired location of a Vocomancer. If an individual is slain as a result of the ritual process, then it is up to the player of the victim to decide whether their death is to be a PK or not. If a perma-kill occurs, then their soul is to successfully be set in the hands of Iblees.

    This magic consists of a blend of spells from the three branches of the Undead, the Devourer branch, the Obliterator branch and the Blighter branch. The user will be capable of spawning beings from the Underworld, make use of Iblees’ wrath in the form of bolts being hailed from the sky,  manipulate deathly miasma and flames from the Nether and soothe the wounds of others. Unlike before, this style of Vocomancy does not entirely focus on the utter, senseless destruction of the Descendants.  Because of this, there now exists only two branches: The Priests of Iblees and The Soldiers of Iblees.

     

    The Priests of Iblees are the ones that bear the potential to alter the opinions of those who originally loathed the Daemon thanks to their given prowess. They are mostly provided with the spells from the Undead’s Blighter branch. They are gifted with mending the wounds of those who are tainted, or fall under the definition of ‘tainted’. They are capable of manifesting miasma and summoning only a fair  amount of entities from the Nether. They are not fighters. Akin to the Blighter Branch, they only exist to wile others into finding trust and keeping trust in Iblees.

     

    The Soldiers of Iblees are those who possess formidable strength, they are examples of Iblees’ prowess. They may not be capable of swaying others into following Iblees so easily, unlike the Priests of Iblees, but with their strength alone they are able to give others a taste of what happens if one were to oppose Iblees. They are capable of summoning a fearful number of beings or a fearful being from the Nether. They are gifted with casting dreadful lightning from the sky and are able to produce vehement flames from the Nether which consume the life of opposers. Similar to the Obliterator branch and Devourer branch, they only exist to display Iblees’ power, fending off any who are seen as adversaries and protecting those who are seen as allies.





     

    Taint’ Mending (Exclusive to the Priests of Iblees):

    The Priests of Iblees are granted this altered and watered-down Blighter branch spell, which was originally used in order to keep the forces of Iblees alive. Now, such a spell exists to not only benefit Iblees' wounded acolytes, those who are 'tainted' as well can fall under the effects of this modified Blighter branch spell. Additionally, no agent of Iblees would be able to effectively convince others to follow the will of their overseer, without being able to display that their deity now has but a tinge of being capable of lending aid in the most efficient form. Individuals who are ‘tainted’ are the only ones who can mended by this spell. In order for a Priest to execute this spell, they must make contact or be extremely close to making contact with the being of ‘taint’ they wish to aid.

     

    A viscous liquid that resembles the ichor of Iblees will be formulated from a Priest’s hand, if the ichor meets the desired target of the Priest, then the rich ‘blood’ of Iblees will alter its form to match the original lost body parts of the victim that bears 'taint'. If a hand of a tainted being were to be lost, then the ichor of Iblees will function in a sentient manner once it comes into contact with the severed hand. The liquid will try to imitate what the lost limb once was, it will firstly assume the shape of the lost portions of the hand in its liquid form, then it will begin to alter its substance to resemble that of flesh. This will require the priest to continue producing more of Iblees' ichor until the hand has fully recovered. If a tainted individual were to be harmed by Holy Fire, then consuming the ichor will be most suited, as it is taint given form. The victim of lost taint will not be promptly rejuvenated, but the speed at which they recover their taint will be heightened.

     


    Additionally, ruptured interal organs cannot be mended by this spell, poison and other deadly toxins cannot be removed the system of a tainted being and mental impairments cannot be repaired. Those healed will be left with slightly grotesque welts and minor bruises that will recover over time, this indicates that Iblees is not the one to be especially relied on for aiding those incompetent enough to end up hurt and all those that are lent his aid will also experience his affliction.

     


    However, much like oil meeting water, the ichor will simply run off the body of an injured victim who is free of 'taint', refusing to blend with the pure being. An example of those who fit the definition of ‘taint’ goes as follows:

     

    Wraiths

    Dread Knights

    Wights

    Those who have certain noteworthy intent that may appease The Betrayer

    Necromancers

    Ghouls


    (Please note, this is merely an example of what kinds of individuals can be mended. Those who actually bear any form of actual taint, can fall under the effect of this spell.)

     

    At tier 1, a Priest of Iblees will only be capable of healing extremely minor cuts. Up to tier 5, a Priest will be capable of recovering a lost hand.

     

    Nether Spawns (Usable by both sects):  

    Nether spawns are beastly fiends which reside within the Nether. They are very frequently abnormal or misshapen creatures, never the same as the last and, unlike any other summoning magic, cannot be controlled. Nether spawns are quite literally Taint given form. They are ravenous, unruly, and mad monstrosities that raze and ravage. But just as the other effects of Vocomancy, they do not harm those which are tainted or that which is comprised of Taint just as it does not harm them. They are blind to their summoner and spawned brethren, only seeing them as other products of the Nether. They do not outright harm their ‘allies’ but are definitely not ones to be careful either. Their eldritch bodies are their weapons and what which isn’t corrupted by Taint is their target. Novices who decide to spawn horrific entities from the Nether will only be able to bring forth something as insignificant as an inchworm or insect, unlike a novice Second Generation Necromancer, who can raise something larger such as a dead rat. (A 'tier 5' Vocomancer user can summon a maximum of 4-6 humanoid beings or one large abomination of flesh from the Nether, whereas a 'tier 5' SGN user can raise 12 humanoid beings. A Vocomancer user can summon beings on a whim, whereas a SGN user will have to kill the living to actually garner 12 corpses. This is why a Vocomancer can summon less than a SGN user, for the sake of fairness.)


     

    Additionally, much like a Conjuration user summoning a Primordial, both Priests and Soldiers of Iblees can bring forth creatures that bear properties of the Nether. A standard summon of a creature from the Nether might be maintaining decayed flesh and nothing more. However, advanced acolytes of Iblees can go further than just mere flesh sustaining their creatures. They can be capable of having their summons bear 'flesh' of any compatible material from the Nether (this excludes lava though, for it is far too powerful for a summoner to bring forth into the mortal plane). This will of course, be more of a demanding spell for Iblees' acolytes. For example, beings of netherrack can be set ablaze by any fire present that makes contact with their skin, though due to the properties of netherrack, the creatures made of this hellish material are bound to be more fragile than their flesh ridden counterparts. Beings that bear the properties of soulsand become harder to slay, yet their destructive prowess is not as intimidating as beings of netherrack or actual creatures of flesh.

     

    It is worth noting that Priests of Iblees can only summon a maximum of 4 humanoid entities from the Nether, while Soldiers of Iblees can summon a maximum of 6 (The larger the body, the smaller the number. The smaller the body, the higher the number). The numbers become lessened if they were to produce organisms that hold properties of the Nether's materials.

     


    The cast time of this spell is akin to the time it takes for a conjuration user to summon an entity from the Void, roughly 3-6 emotes will be required for a satisfactory spell attempt.


     

    Nether’s Flame (Exclusive to the Soldiers of Iblees)

    Similar to that of a pyromancer, the flames created from the sheer hatred of Iblees alone are channelled towards the user. It is up to the user to decide where they redirect this embodiment of The Defiler’s loathing towards. The flames that are spawned from Iblees act in a way which can be considered Holy Fire’s polar opposite. Instead of seeking to eviscerate taint like its counterpart, the flames from the Nether ignore such things and instead aim to use its own tainted properties in order to devour the lifeforce of a victim’s body. The flames will persist until its target is utterly void of lifeforce. It can only ‘burn’ organic matter, which causes decay and emits a substance akin to smoke due to the evisceration of lifeforce. Once it comes into contact with nonorganic material, nothing occurs. The 'oxygen' of Iblees' hellfire is life, nonorganic material does not provide that, therefore the flames are most likely bound to ignore inanimate objects and/or vanish if it does not meet its 'oxygen'.

     


    Depending on the limb the flames have taken a liking to consuming the life force from, the skin is likely to blacken to the point where it resembles an ebony black pigment. The afflicted limb may be rendered briefly disabled if the victim were to survive a continued assault of the hellfire, for the life force from the victim has been forcibly eviscerated. However, due to Iblees being weakened, the flames function differently from how they once they did. The flames from the underworld are no longer vehement as they once were, now they burn away the life force of entities with a weaker force and no longer spread like wildfire, they cannot challenge the likes of Holy fire, and it is far easier for an individual affected by the flames to pass the ebony fire to another entity (be it fauna or flora), in order to avoid further damage. Additionally, Healing from Clerics/Paladins/Ascended etc... can undo the damage.

     

    The cast time for this spell is similar to that of a Fire Evocation spell. Roughly 3-5 emotes are needed for a satisfactory spell execution.

     

    Iblees’ Lightning (Exclusive to the Soldiers of Iblees)

    Bolts come down from a baleful sky once an agent of Iblees makes use of this spell. When a Soldier of Iblees calls forth for the clouds to gather, the once uncontaminated sky becomes populated with a mass of opaque, ebony clouds. Compared to the rest of the tools at a Necromancer’s disposal, this spell is fairly simple. If successful, a small array of bolts will descend towards the surface they are directed to, leaving behind a mark that indicates the ire of The Betrayer. Due to the Defiler himself having lost a portion of his destructive potential, he is no longer able to direct his grim lightning towards the flesh of Descendants exclusively. They are now naturally attracted to the likes other fauna, much like how natural lightning is attracted to the likes of metal. For example, casting this spell while in the centre of a forest will make it difficult to actually strike a single, desired target, especially if one's target is a Descendant who happens to be within said forest.
     

    3-5 emotes will be required to execute a satisfactory spell.

     

    Miasma (Exclusive to the Priests of Iblees):

    Miasma is a thick, cloudy haze of lime green and black mists. Its foggy consistency makes it nearly opaque, the miasma acts like a harming smokescreen and therefore cannot be controlled, only directed. It is mostly fatal when inhaled, but can also be damaging if it makes contact with skin. It of course, saps life force, the rate at which it consumes life force is determined by how much miasma is coating the victim. It varies from being nearly useless to causing its victim to simply be uncomfortable at ‘tier 1’. Though, with more practice over time, the cloud of miasma will be capable of causing immense pain, minor paralysis, and bleaches the skin and scars with causing ulcers and blisters. (This will not be as powerful as Undead Miasma, it will be akin to a necromancer’s drain, without any benefit to user. It travels at a steady, moderate speed; it can be considered somewhat sluggish. It is not fast nor too slow. It can only reach a maximum of roughly 3-3.5 metres)

     


    This spell should be treated much like a Necromancer's drain. 3-5 emotes will be required to execute a miasma spell properly.

     

    Soul displacement (Usable by both sects):

    Through aptly manipulating taint and the link to the nether, a user becomes capable of generating a ritual to further Iblees’ goal and his prowess. This will require the aid of other Vocomancers that are also adequate in performing this spell. If enough space is present, the user will be formulating a crooked shape of abnormal proportions with an outline bearing a lime-green pigment tainted with hues of ebony black. The area surrounded by the peculiar shape will, over time, have its appearance be distorted to represent the likes of the Nether. Sand and its delicate texture will turn to malformed soul sand, wood will have its appearance altered to look much like obsidian, dirt and grass will have its aspects degraded to netherrack and so forth. It is much like tearing a vicinity of the Nether itself into the mortal realm, the specific vicinity is a place where only Iblees can act. If someone, a sacrifice, were placed within this corrupting shape, their souls will be ripped from their being by The Defiler himself, soon relocating itself in the hands of Iblees. If Iblees does not obtain a sacrifice within a certain period of time, the Vocomancer is at risk of having their connection with Iblees severed.


    OOC consent is required before such acts are carried out. The victim must be comatose/immobile.


    Approximately 7-12 emotes will be required to make a satisfactory execution of this spell.

     

    Sever (Usable by both sects):  Severing is the act of a master Vocomancer severing the connection of a Vocomancer to the The Betrayer. In a similar act of Shade magic, only a skilled tutor may disconnect ineffective soldiers of Iblees. Through the approval of The Betrayer himself, the experienced Vocomancer is capable of disconnecting those who prove to not aid anyone.

     


    Roughly 4-7 emotes will be required in order to execute this spell.

     

    A Vocomancer's (expected) endgame:

     

    A Vocomancer must adhere to Iblees’ code of conduct. He is the one supplying them with his power in the end and therefore as a cult to an aengudaemon they must serve their master with the intent to achieve his goal for him. Ater Caelum is Iblees’ end goal, meaning Vocomancers are merely pawns for Iblees to fulfill his goals. One who betrays the efforts of Iblees will be an marked an enemy, be it a Vocomancer user, a cleric, or an everyday commoner, they will perish under the name of Iblees. In addition, a Vocomancer must seek to provide Iblees with another power so that they can achieve their forms they once had when the Defiler was truly formidabble (this does not mean that Iblees is required to reach antag-power levels again)



     

    Note: This is a deity magic, of Iblees, properties of Undead magic (first generation necromancy) exist within proper reason.

    Drawbacks
    - Vocomancers will lose their previously acquired magics after progressing two tiers into their magic. 

    - Much like other dark arts, Vocomancers are prone to being eviscerated by the likes of Holy magic. However, due to Vocomancy being powered by Iblees himself - the personification of taint - they will suffer and experience much greater pain, especially more than a Shade normally would, when coming into contact with Holy magic. Vocomancers may even become paralyzed after a few seconds of exposure to Holy fire.

    - Vocomancy is bound to render the user more fragile than most magics that currently exist, since they are sustaining power given to them by a dreadful deity whose magic is nothing but taint. This may fuel the lusts for Vocomancers wanting to obtain their (previous) skeletal form, in order to no longer bear with the issues of maintaining their weakly mortal flesh.

     

    Red Lines - As it is known, taint does not affect tainted beings. This means that Nether spawns and spells alike will not harm tainted entities such as Wraiths, Dread Knights, Shades, etc... However, Nether spawns can be commanded directly by their summoners to harm specific individuals.

     

    - Exceeding the limit and/or size of nether spawns is powergaming, even if it were to occur in-character, the user will most likely be under a mass of stress.

    - Vocomancers are tainted  (extremely tained, even), they must react properly when coming into contact with holy magic. The player of a Vocomancer mustn't treat Holy Fire lightly, since it will eat away at their tainted being as if it were nothing.

    - The one rule that applies to all magic also applies to this magic, if someone were to significantly interrupt a Vocomancer during the preparation of their spell, then the manifestation of their spell will come to an abrupt end.

     

     


     

    Ater Caelum - Iblees’ Endgoal

    "This is the name for Iblees’ end game goal. “Ultimate Goal: Iblees wants to overthrow the Aenguls and Daemons. He wants to corrupt, rule over, and bend them to his will. The mortals are just in the way. Iblees wants to become the Arch-Soul, the Prime God over the Archdaemons and Archaenguls. Essentially he wants to become the Creator and all powerful by making all the Archaenguls and Archdaemons underneath him. Iblees believes it's what the gods do; they want to be stronger than the rest around them so they can be safe above others. Divine survivability. And as Archdaemon of Ruin, this appeals to his desire for ruination. To dissolve the established order (or lack therein) of aengudaemons with their own will and their own purpose. Iblees would degrade this and bring them all under himself. But, note, Iblees is the ‘villain’ of our tale and is likely to never succeed in this goal, albeit it is possible should we wish for some form of lore-wipe where numerous things disappear or change. This being his take on the truth, Iblees wants to become the Creator / Arch-Soul / Prime God to ensure his own success but the implications of that are far from what most other aengudaemons believe, thus their frequent opposing standing. Should this come to be and all the Aenguls and Daemons are under Iblees, there would be no cataclysm or apocalypse for all existence. He doesn’t want the death of everyone and thing, he wants power to have his way, and his way once in that position would be rather peaceful. There’d be no inter-deity squabbles, no fighting divine factions. He’d probably leave the mortal beings alone entirely, likely moving away to make his own mortals with his own interpretation. Iblees intends on achieving the throne by persuading fellow deities, beginning with relatively smaller ones he can manage to turn alone, via corruption."


     

    Iblees would sit down with them one-on-one and have a lengthy discussion.

     


    "This discussion would be over the matters of how their kind always have a struggle amongst one another that leads to chaos and damage; Iblees means to make one final fight to end them all to instill everlasting order (truly primal chaos, Iblees would just be a bullying superpower) among the gods (if he is to keep them to begin with. Iblees may want to wipe the slate clean than have to deal with those who once opposed him) by any means necessary..." "Corruption is used in the sense that they are turning to Iblees’ side and we are the ones (mortals too) who paint Iblees as evil and vile. As for those who utterly oppose Iblees and say that they will never join his cause, they will meet enslavement or eternal banishment.”

     

    (Source: Old Vocomancy lore)

     

  14. 9 hours ago, Sky said:

    Would this magic be able to be utilized by the undead of Athera whom didn't die, and were left to wander the world without meaning?

    They won't be able to learn it on a whim, especially without guidance, no. However, they are able to be taught the magic. 

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