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Gladuos

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Everything posted by Gladuos

  1. Velulaei Elillera watches in horror from behind closed gates as her own people are mercilessly slaughtered for some reason she does not know. The 'Aheral, forced to enter the Dominion, tip-toes around the entrails of her fellow thill. A disturbed sadness can only grow in her heart as she is then suspected as a potential raider, being a Mali'Aheral herself. Despite her good deeds as a cleric of the Adherents, it mattered not.
  2. You can't taint land with thulean druidism afaik.
  3. Nah, inherent connection is still there when exhausted but is pretty much useless since there's no energy to make use of. Put shortly, no the burn on contact fails to work if tired.
  4. Pst since it seems basically like all this would accomplish is a new method of tainting lands, consider my idea I posted earlier? Bless.
  5. It'd be pretty awesome if you added a little more to this piece to separate it from Necromancy blight (with unique aesthetics). Maybe you can also mutate animals to appear malformed and become malicious entities. Perhaps not with any more power than they originally had, just more aggressive and spooky as hell looking! @Smaw
  6. This is cool and all but I think you should come up with a different name than "dark druids". That's something that already exists in the form of druids truly protecting the balance by the views of the Aspects albeit with questionable morals (Thuleanism being an example of these druids). This is legit harming the balance due to being deceived by a servant of the deity of deception. They're actually more like unintentional draoi, so you ought to just change the name to avoid confusing this with groups that already exist IRP. Otherwise, I've not read it all yet, but it looks pretty cool so far!
  7. Debatable. This is no more interference than Tahariae giving his blessings as it is. Considering they're still mortal fleshy beings, aren't inherently heightened in power, and still have access to their normal forms.
  8. This guy is pretty emo but in a hardcore way. Neat.
  9. Ya'll fell for drfate's shitpost. So here's me also falling for it. Also nah, it's deceiving. This lore doesn't actually have a lot but repeats a ton of the same paragraphs for EVERY. SINGLE. SPELL. FOCUS ON PRAYER TO TAHARIAE AND WILL FOR LIGHT TO ENTER TARGET WHILE YOU IMAGINE THE THING HEALING BLAH BLAH BLAH repeated 400 times. Each spell isn't a unique ability but the same ability described with slightly different functioning. I.E. healing bruises, healing cuts, healing muscles, healing bones when it could've all been simplified as one technique of healing that gets stronger over time. Not to mention there are entire sections just about history and rules a cleric must follow instead of mechanics or "more spells". Silly silly man. EDIT: Also yes don't take Suticans as the baseline examples. What you described has never been possible by-lore and was Kary literally just powergaming. Smh
  10. Not sure if you meant 'experienced' the multiple times you said experimented or not. Also saint years is IRL years so 40 of those may be well beyond the server's longevity. Otherwise seems good to me.
  11. God have mercy he's making me comment at 4am . . . JK, good job Fury. As slow as any rewrite appears to be happening, it's nice to see a consolidation of current canon which is (slightly) more concise. Maybe learn from our predecessors and don't use so many spoilers though, they'll be broken easily. +1
  12. The dark elven race created by a highschool-tier meek romance, by GOD.
  13. Thanks for giving some alternatives. I'll change it to sanctified form when I get home from work. As for paragons being a dwarven thing - paragon is just a word meaning a person with preeminent qualities, a role model. If you wish to distinguish them, these are Paragons of Tahariae/Purity.
  14. Oh don't worry, I definitely wrote in several traits that are good for fighting undead and that sets them apart from regular people (aesthetics count for doing that!), but I'm not going to make them objectively better than normal clerics. The OPness of certain predecessors are a big reason for their failings in the past. As for the other guy. It's not all cosmetics, maybe read more than the comments. This has affects, but it's more for RP's sake than being some dumb powerhouse fantasy. Sorry for that, ghoulydude.
  15. Foremost about aesthetics and RP flavor, but it still gives some abilities alongside their weaknesses. It can be a fun thing a cleric is rewarded with for dedicating into the RP wholly. As much as it'd be neat every cleric gets this, it probably shouldn't just spread like wildfire (nor be kept in a small group - hence no cap).
  16. Summary of Edits for the LT: Paragons of Purity [Archangel by Lorenz Basuki] -A cleric of Tahariae prepped for battle against the impure while in her sanctified form. ~~~ Suffering plagues the Descendants. It rends their flesh with claw, tooth, and taint. The most innocent and pure wither in the presence of the Darkness. Tahariae, in His glory, decides otherwise. With the gifting of a boon, His children are given resolve in the face of utmost adversity. ~~~ Paragons: Paragons are clerical servants of Tahariae who have been given the ability to enter another state of being. Through a widening of their connection to Tahariae, a set of newer boons are added to a cleric’s skillset. While this may be true, their powers do not necessarily increase in potency and the cleric is still left as mortal as when they began life’s journey. The god of Purity, as much as he wishes for the suffering of this world to end, would not wish to create utterly unnatural and prolonged lives in his servants - only add to their tools to defeat the Darkness. In a similar fashion as when first connected to become a cleric, Tahariae or a Paragon sends their light into the prospective being’s soul so they may alter their connection with Tahariae. The difference in this connection is that it becomes perpetually open without the need of concentration, allowing holy aengulic light to course through the new Paragon’s body at all times. This gives a number of effects which will be outlined below. A cleric made into a Paragon this way may opt to enter this state where their connection is always opened, or narrow it again to be similar to a regular cleric’s. They will have two separate forms depending on the state of their connection - as when it’s fully opened the holy light will have various effects on their physical appearance. When it’s more narrowed like a regular cleric’s, they will be exactly as any other holy servant of Tahariae, physically or magically. ~~~ [Dwarf Cleric by TentaclesandTeeth] -A Paragon while in natural form, invoking the power of Tahariae. ~~~ Abilities: Through deep and focused meditation, a Paragon may will for their connection to alter between its two new states: widened or narrowed. While narrowed they're in their natural form; the Paragon identical to any other mortal cleric in almost every way. When widened they enter into what is known as their sanctified form. This will give them a few extra abilities not normally possessed by a cleric as well as a couple weaknesses. As such, a cleric must be wary with what form they choose as they cannot shift so easily, taking roughly 5-10 emotes while outside of combat and impossible to do while in conflict. The holy power while in this sanctified state resonates within their physical body and starts to enact change to their flesh, causing aengulic mutations to gradually sprout into existence. These changes are almost always entirely aesthetic, offering no true advantage to the Paragon other than the charisma of appearing as an aengul might. This could allow non-functioning wings to grow from their back that lets them hover at best, or cause their eyes to take on a holy glow that remains at all times. Their skin might change to the tint of their light’s color, or they could emit some light from their body that forms into the appearance of a halo (always too dim to be useful). So long as it doesn’t offer true value in capabilities and appears holy, it is a possible mutation. Not all Paragons have to look exactly the same, but those are the precedent options for physical change. Should a Paragon narrow their connection again, these physical changes revert back to their natural bodily look. A Paragon has a perpetual connection to Tahariae while in sanctified form, causing light to always course through their body. Alongside the physical changes, they also no longer need to spend time forging their connection or praying to Tahariae to begin casting. This might scratch off one emote from clerical casting, but otherwise gives no type of advantage save for that one. The light coursing through a Paragon’s sanctified body also numbs much of their pain if they ever become physically wounded. It doesn’t stop any of the bleeding or damage from being done, it only soothes the Paragon from the sensation of injury, allowing them to continue their mission or heal themselves without as much strain. The last relevant ability afforded to a Paragon while in sanctified form is what occurs when Dark magics or taints contact with their light-infused bodies. Due to the light inside their bodies, Paragons have protection from most forms of impure powers making direct contact with them. This is more of a defensive shield as it only prevents things such as necromancy drains, or soul puppetry for example, from targetting the Paragon rather than being able to burn a dark creature on contact. The holy light is just not potent enough to burn impurities in such an aggressive manner as that. At most, dark creatures would feel a mild discomfort while touching a Paragon. It should also be mentioned that any of the passive abilities possessed by a Paragon still drains from their personal pool of power. If they are ever to over-rely on it to the point that it exhausts them, the abilities cease to function and they merely retain sanctified appearance without the boons of having light coursing through their body until they recover from the strain. They can still keep their inherent connection though, even if it might be useless without any energy. ~~~ [Redemption of the Fallen Angel by DreadJim] -A Paragon laid low with fatigue and injury, the last of his power simmering by his feet. ~~~ Weaknesses: Primarily Paragons can be wounded just like any other creature. They are made of flesh and bone, able to be crushed or rended with the same resistance as a descendant counterpart. They can bleed out and be poisoned, their organs can fail and they can lose consciousness. Tahariae wished for his Paragons to not be too far off from descendant-kind so they would not be unnatural lifeforms, allowing them to always understand the plight of Man. They still need to eat, breathe, drink and sleep to stay adequately living just as anyone else. Whatever kills a regular man could likely also kill a Paragon unless countered by one of their aforementioned abilities or an ability afforded by clericism. Although being a cleric and Paragon gives a resistance to most forms of dark magic, there is one antithesis they must fear. The strength of the abyss acts as a direct counter-measure to their radiant existence, causing immense physical pain to their body should it be used against them. The abyss and light battle vehemently within a Paragon’s sanctified body, causing them to burn as though subjected to acid. They can feel this too as though nullifying their passive pain numbing ability. Should a practitioner of strength of the abyss persist in attacking a Paragon with their magic, the cleric will eventually die and dissolve away as it eats at their very being. However, abyss seeds are far less corrosive, causing a Paragon's sanctified form physical weakness for the entire time while stood within the radius. They become half as strong and two times slower, moving lethargically in speed. Iconoclasm is likewise a powerful ability to be used against a Paragon, though nowhere near as violent. Should a Paragon while in sanctified form be subjected to an iconoclast’s mists, they will gradually feel themselves weaken. After prolonged contact of up to 5 emotes within the mists, the Paragon will become entirely paralyzed and incapable of moving until released from the mists. A Paragon becomes entirely infertile while in sanctified form - male or female. Though they can bear children while in natural form, shifting to their holy state will kill their child. Unfortunately, the power of Tahariae's light was not meant to course through infantile bodies in an uncontrolled manner such as this. Finally, a Paragon's sanctified form has one final weakness in the shape of mundane darkness. When a Paragon finds itself in complete natural darkness, or light with a brightness dimmer than one torch, it will begin facing adverse effects. Immediately after entering a space without light, the Paragon's holy light will wane in potency as though reliant on its typical radiant ambience. All of the sanctified-specific abilities will become so weak that they no longer work in any significant fashion. They start being able to feel pain again, the connection to Tahariae becomes as slow as a regular cleric's, and they find themselves no longer warded against dark energies. In this way, a Paragon is most powerful while in the light of day as opposed to its antithesis of night. Should a person ever wish to fight a Paragon on more equal footing, removing them from any relevant light sources would be a good start. ~~~ [Celestial Forest by Kanizo] -The luminous avatar of Tahariae. Forever watchful. Forever judging. Forever guiding. ~~~ Behavioral Changes: If a cleric remains in sanctified form for too long, they may begin to feel changes in their mental state. This isn’t necessarily a bad thing as it acts almost like light-therapy, causing the cleric to linger their thoughts on more peaceful and happy things. Diseases of the mind start to flake away if they were there in the first place, causing the Paragon to embody more of what Tahariae wants out of the mortal realm. They become more placid, if at least towards those that are not impure in their deity’s eyes. When in the presence of the impure, the light inside their form bubbles and writhes, causing an intense natural anger to gradually over-come them. This isn’t an active possession of rage like the bloodlust of orcs, but can cause a Paragon to be easier to lash out against the impure. They may find themselves lingering on negative feelings against undead, ghosts, demons, or anything of those categories. The natural wrath of Tahariae’s light eases their mind in that direction just as much as its benevolent tendencies do for anything else not impure. This may not be an instant change, but can happen over the course of months to years being a Paragon. This can be avoided more easily if the cleric chooses to remain in their natural form far more than the sanctified one. This doesn’t give a radial understanding of what is or isn’t impure either - the Paragon merely reacts this way with the knowledge of impurity. Reasoning: With the lack of a lot of holy creatures on this server, I felt there was a bit of a vacuum waiting to be filled. Mainly the only form left on the holy side I can think of is Ascended which are elevated from the get-go. And no, I don’t consider Druids a holy-type group. Deific yes, but not holy. The clerics haven’t had something like this in a very long time, so I thought I’d give it a try. I wanted to write this without it being a blatant power creep, something which gives as much weakness as it does benefits. A magic transformation should always be about enhancing roleplay, something that a person should aspire to because they’re fully dedicated to the type of roleplay they’re in rather than just for the power. I wanted this to mainly be about aesthetics, things that’ll give interesting flavors without really having to be hugely overpowered. I made them not have immortality or resurrection powers because I feel that’s extremely over-done on this server at this point - not to mention needlessly adding to power. Though this still gives some abilities, I hope I accomplished that vision. Regardless, thank you for reading! Redlines: -Requires a CA to become a Paragon, taught by an already-existing Paragon with a TA. Must also be T4 in both war clericism and priest healing to be eligible. -A Paragon must learn how to create other Paragons from an existing teacher, necessitating a TA. This means you can’t create other Paragons just by being one. -Takes time to enter or exit sanctified form. 5-10 emotes while outside of combat only. -Paragons are not immortal or ageless. Likewise they can die physically just as easily as any other descendant unless stopped by some ability. Cutting, crushing, suffocating, poisoning, etcetera may all work. -Paragons require the same things to live as the descendant races. They must breathe, eat, drink, and sleep. -A Paragon in natural form is identical to before they became one. They have no extra abilities when like this - although none of the weaknesses either. -Physical alterations in sanctified form are entirely aesthetic. One cannot fly or glide with their feathery wings, but hovering is fine. If glowing, it must be an inconsequential light - not even as bright as a torch. -Their intimate connection will at best scratch off one emote from casting, and won't be any faster compared to a normal cleric when already connected. -The casting of a Paragon is not more potent than a non-Paragon. A T5 war cleric Paragon has just as much power as a normal T5 war cleric, for example. -Sanctified form has pain numbing, but is not immune to it. Should their muscles begin to fail or their brain starts lacking too much oxygen, they will falter, faint, or even die. -A sanctified form's body, being infused with light, is shielded from dark magics or taints making direct contact with it. This light is not strong enough to be used as a weapon against dark creatures, only as passive protection. -Using any of the sanctified form’s abilities will gradually drain away one’s power until exhausted. Any boon requiring light to fuel (being all of them except connection) will become null until adequately rested again. -Strength of the Abyss burns like fast-acting acid when touching a Paragon’s sanctified form. Prolonged contact can eventually dissolve and kill the cleric entirely. Abyss seeds only cause physical frailty for a Paragon, becoming half as strong and half as fast. -Iconoclasm weakens a Paragon over time when directly contacting the mists. After a period of 5 consecutive emotes, a Paragon’s sanctified form will become paralyzed until released. -Rendered infertile while in sanctified form. -A Paragon will lose all of their sanctified form's abilities while in an area with darkness dimmer than a torch's (the brightest starry night isn't enough for this). This means losing pain numbing, and dark magic protection while simultaneously having to spend an extra emote focusing to cast - as a regular cleric would. They also still retain all their other weaknesses, which may stack on top of this one. -Any combat scenarios involving a Paragon remain at the time of day as when it started unless agreed upon by the players to move time forward. This is because of minecraft's quick day-night cycle, and how that would affect the Paragon's weaknesses sporadically. -A Paragon will feel behavioral changes if they remain in sanctified form long enough. Peaceful and benevolent under normal circumstances, with a growing disdain towards the impure.
  17. Yeah they shouldn't tbh. At least not ferals in feral form oy vey oml.
  18. Nah, check the link I commented earlier. BGBuster's lore was just moved into the overall orc summary lore, which is found in the racial lore subforum.
  19. Zar’kiel-Naztherak Clarifications [Found on Pinterest; from the Apocalypse Knights mobile game. Not accurate to real Zar’kiel players...] -An ancient, unbound Zar’kiel extends its wings and prepares for battle by calling on its horde. ~~~ A Zar’kiel, a devil most fearsome in its natural habitat. If left uncontained, they become monsters of unparalleled power. Centuries to consume flesh and soul in order to become the terrifying Zentherak; kin above even their stature. The demons underneath them are thus only pawns, means to an end. Yet, the bound Zar’kiel become like generals to a king’s army. Subordinates under their thumb, but all will eventually answer to the king’s bidding… If at least begrudgingly. ~~~ Pre-face: In the recent Naztherak additions it was made possible for Zar’ei players to transcend into Zar’kiel. The only real difference being that they gain access to one dark magic slot of their choice. One such magic which was made possible is Naztherak magic itself. After recent discussion as to how this would function, I’ve put it upon myself to attempt clarifying everything and proposing one major change: The ability for Zar’kiel to learn Naztherak and thus bind other demons. Ensure you read the other lores pertaining to inferis below in the 'Sources' section. Malflame: By nature of what a Zar’kiel is, they gain no benefits in their malflame manipulation by learning Naztherak. They don’t benefit from any extra malices or anything of that sort save the choice to pre-scribe spells into a grimoire as mortal casters do. Nevertheless, they retain the innate ability to cast malflame on its own due to being demonic entities themselves. It is as natural to them as breathing, as it should be. This is already possible without learning Naztherak as a Zar’kiel. [Uriel by Peter Mohrbacher] -A Zar’ei checks its flank in the desolate firelands, pursued by a greater foe. Binding: If given the tools and knowledge on how to do so, a Zar’kiel is capable of binding other demons into their grimoire as easily as any mortal caster. They must hunt down inferis and weaken them to the point of binding just as normal. They can gather entire forces, and there’s nothing which really changes as far as that’s concerned. As demons, Zar’kiel are not physically weakened by their use of Naztherak and can act as sources of Maleus in their spellcasting. This all comes with a couple catches, however. Due to only having one magic slot, this would be the only thing they are capable of learning magic-wise. Furthermore, due to being enslaved creatures themselves, any inferis under their service can be easily taken from them by their respective masters. A particularly cruel and shrewd Naztherak or Zar’Akal could utilize their Zar’kiels as means of gathering inferis only to bind them again themselves under their personal services. In this way Zar’kiel become recruiters for the court, and with some semblance of personal power and minions to work under them. Various Feats: A Zar’kiel is able to transform normal creatures into inferis by Naz’kuthun, if they’re taught. They’re incapable of teaching new Naztherak or severing (disconnecting) by any degree. Those are feats reserved primarily for the true lords of the infernal courts: Zar’Akal. Redlines: -Zar’kiel obtain no new abilities in their malflame usage, except the choice to pre-scribe them in a grimoire. -A Prince can easily order their Zar’kiel to let them manually steal their minions and there is nothing that can be done to stop this. -Uses up the one dark magic slot a Zar’kiel can afford, meaning they have no access to any other magics. -Zar’kiel are still overall slaves to their masters despite having the chance to lord over demons of their own. -Zar’kiel cannot teach or use severance for Naztherak under any circumstances. -Zar’kiel cannot use their Naztherak abilities to become Zar’Akal as they are already corrupted demonic entities. Sources: Inferis Lore Naztherak Main Lore Naztherak Additions
  20. I'm afraid the lore is still in implemented and there were never amendments posted to revert ologs back to 10-12 ft except in the form of players choosing to RP it that way without any lore support. It's not outdated.
  21. Yes, as much as I want to hate on ologs for RPing being bigger than they should by lore, I'll also correct goblin stuff. Goblins are human-sized, as humans are SUPPOSED to be in that same kind of range of 4-6 ft tall.
  22. I'm just asking you to write lore in accordance with the accepted lore instead of people deciding they want to powergame and ignore canon. Ologs are 8-10 ft.
  23. https://www.lordofthecraft.net/forums/topic/142972-orcs/ Check under the olog section. Implemented lore on forums are always preferred over wiki, and wiki is often not correct. Which is unfortunate since many new players rely on it for information (which is simultaneously why people consistently go with 10-12ft instead even though it's lore-breaking). I must also say, the weights are extremely ridiculous. Being 2 feet taller than the average race shouldn't equate to being many times heavier. I'd assume uruks to be more like 400 lbs on the high end and ologs at about 600 lb range, but that's just me expecting freely playable races to not be absurd. The halfbreed being half a ton? Is it expected for ologs to be a ton these days? Maybe some more orc size nerfs are in order like in the older days as people consistently over-size themselves with this race.
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