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BrandNewKitten

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Posts posted by BrandNewKitten

  1. Love the way you have decided to explain everything. Really good to see someone visualizing it this way.

     

    Weaponry can be sharp but only for mere moments and at the cost of additional mana. It also causes additional concussive dmg (aka knockback/enemy recoil) when struck similiar (but to a lesser degree) to what happens when someone hits an arcane shield. 

  2. “Our cause is in favor of the descendents. Too long have our realms been conquered by an abyssal tide with realm after realm falling to corruption. If small groups of individuals form together with the purpose of stemming this tide and educating those magi of the void on proper use of magic perhaps this land of wonder may be spared.” States the Arcane Mage

     

    OOC:

    ( BrandNewKitten Here. I am back & working on a complete compendium for Arcanism & Celestialism with a focus on giving both magic users and non-magic users a clear idea on how they should be RPed. Magic is fun & doesn’t have to cause issues & I believe more concise text will help us avoid & call out powergamers. Cheers to Princeton for his patience. Send a bird his way if you wish to participate in this adventuring order! )

  3. The Mk.V Aheral Infantry awoke in the ruined city with a crippling pain on his temples. His life, spared. His hands, bloody. The capital, defended. He had done his part in this mortal war. Now it was time to help clean the rot from the land.

  4. I have been on several staff teams including magic and lore and I know that it takes for ******* ever to reach verdicts sometimes because volunteers just don’t read what they vote on. 

     

    This magic rework has taken way too long but I am confident that it could be beneficial. I suggest doing away with the “lore games” and instead follow the “May Magic Update Plan”

     

    Week 1&2: Solidify what infomation a magic needs in order to be viable and release it to the community.

     

    Week 3: Release which magics need the most work in a tier based system and then start a your view for each magic. Community should get a final say before teams are formed to tackle each lore piece WITH the assistance of the staff.

     

    Weeks 4+: Submit drafts to community. Let them have a say. 

     

    Not sure why this “lore games” are happening and why player lore is being held hostage when the team that was supposed to deal with it have been saying “soon” since last year. I personally have asked monthly about updates, magic information, release dates, feedback, and while I have gotten a few answers I haven’t been given anything that would suggest I can actually proceed eith a rewrite. I know I am personally not going to rewrite my magic lore just to have to re-rewrite it after the information is finally released to us.

     

     

    TLDR; Quit stalling and give the writers the information they need. No need for games. Just the concise new ruleset. 

  5. Heya! Because this is sort of close close to the D&D race “Dragonkin” I recommend reading up on all that lore. THEN I recommend choosing some key attributes to move away from to make them unique.

     

    THEN you need to ask yourself “What is their role on LoTC? What niche can they fill that is not already covered? What abilities can they offer a team of adventurers? What weaknesses make it so they want to roleplay with others to fill them? Etc...”

     

    You want to write something that will stand up against the test of time and draw in interest. I recommend using linterest to gather an assembly of artwork that inspires you and shouts “DRAGONKIN” at you. Build your lore with the idea that aesthetics matter because they do & players notice when something is aesthetically pleasing. Good luck!

  6. On 10/10/2018 at 1:59 AM, Zarsies said:

    Pending fixes:

    -There needs to be an actual MC item description for the MArt.

    -There needs to be emote counts for bolts.

    -There are far too many types of bolts for this single MArt; either make another and spread them out or lose a few.

    -Overall this has too many abilities and is overpowered for what it is and needs to be toned down with how much it can do and how well it can do those things.

     

    If you can't edit the thread where it's at PM me and I'll move it back to submissions for you.

     

    This is already existing item that was accepted before and implented. An actual MC item exists already. This mart simply saves blueprints for different arrow types. Most of which only slightly bend lore if at all.

     

    regular & sharp : already possible. No lore bend

    aqua blue: trades all damage for a brighter explosion of energy.

    rose red: projectiles can already track. This just adds a unique, wild varient. Once shot it can’t be controlled.

    dark purple: just an arcane disc with a different shape. No lore bend. 

    Emerald green: an arcane chain that you have to aim in order to successfully grapple. Slight lore bend in that it can chain from slightly farther. Still requires constant focus to hold. No damage. 

    dark blue: Flavour shifting. 

     

    The only real lore bend is that it makes summoning arrows easier/faster. 2-3 emotes to fire a regular arrow. 3+ emotes to fire a special. At that point you have to choose between ultility and damage & you have to choose before you begin summoning your arrow.

     

    Marts should be about making unqiue, intricate things. I am not sure what about this is “overpowered.” It would be incredibly annoying to have to have several different MC items that do the same thing. It’s an arcane archer artefact. It does it’s job. 

  7. 12 minutes ago, GrimReaper98 said:

    "Tier 65-75".

     

    it's a ******* demigod people shouldn't be able to even scratch it let alone blow it up with magic. Especially if your back up is 10 emotes of magical charging between a group.  This should be a hard look towards the magic system and how much of a power creep it unironically encourages.

    Aesopian set up a system and its severely flawed, but it's only more flawed because the mentality of "stack Ur magics to kill everything". 

     

     

     

    Your idea of a good event is to have an invulnerable demigod wipe cities out without any chance of doing the slightest bit of harm to them?

    The part about SP that I like is that there is at least some sort of damage scale. How is it a power creep that dozens of mages are casting their biggest spells to damage him? The collective effort bringing down his health is how any good DM should run an event. Different characters have different roles in this event. You have seige engineers and mages dealing artillery dmg while warriors and knights are the front lines essentially. 

  8. I don’t mind the idea of a god-entity having the power to wipe out cities. It is just that this entity was programmed to be defeatable and seems to be being treated like an end-boss anime antagonist where their abilities and powers ramp up exponentially anytime they are on the losing track. 

     

    I know events can be frantic with large groups but it doesn’t excuse not following the rules the event lead set for themselves. Devise a system that works and works every time.  

     

    My main issue is that with all the power the SP had they used a “mana obelisk” to blow up the city. That obelisk had its own event line that could have been RPed out but now it seems like it was always meant to be a kill-switch for the helves. So whoever wrote the lore for that is equally guilty in my eyes. 

  9. 1.) A settlement that is built slowly to match the needs and numbers of the new community. Keep things simple. Let people experiment with their homes more. One of my favorite moments of Asulon was getting to fully build and customize my Normandor home.

     

    2.) Stop relying on old members to lead. You can still look to them for feedback and stored info.

     

    3.) Rally behind a new idea. There have always been a myriad of different ideals & where to go with helves. They have been isolationists. Purity mongerers. Even conquerers. What if they go back to their roots?

     

    3a.) The elven blessing is that forests are their haven so a new helf culture based on intertwining with nature could be more fresh. Build more trees, gardens, natural things. Revel in the beauty of how perfect and pure you can make nature. Nature is purity. 

     

    4.) Vote on the RP you liked and what you didn’t. 

     

    5.) In athera helves were kicked off their plot. They regouped. They can do it again if you find players and a leader who is good at blowjng the rally horn.

  10. Players need to be less salty.

    Staff and LT in particular need to take their iron grip of the playerbase and lore’s balls. 

    We want good lore but loosen up? Let there be fun. 

     

    That is the summary of this whole shibang. 

     

  11. Mani Summoning reminds me of the Vikings having huge sacrifical prties for their Nordic gods. Since LOTC already has the precendent of godly interaction it makes sense that you can attempt to contact them (not even “gods”). This is player driven story content & it is what we should be investing our energy instead of waiting for ET world events to tell us what to do. Players need tools to interact with and change the world they rp in.

     

    Idk why there is so much hate here. It is just a post clarifying how a culture, religion, and aspectal realm (which were all built up and slowy defined ACTUALLY IG) may be carried out. It is giving another tool to the ET & LT that play them.

     

    This is LOTC where magical things occur. Get out of here with your messy medieval hyper realism roleplay. This has nothing to do with the orcs and isn’t some buff for war. Just so much salt.

  12.  


    [!] A depiction of Idle, a medium sized arcane pendant. Within the translucent gem float seven glowing wisps. As it swings in the air you hear the chime of a small bell [!]

     

    SHpKCb4gn6er4Hs-LpnD-qkxHE_G90Rk9j1oCtj78t2w2quEMpIAbFUa98RnEyZ6BhzPF39O72DHfyplcTziVMuAiQ4rjaIjLiV5FVvxswIIMwNXiVRzzHAozZCi32pvGl4lWxglName of Artefact:
    Idle

    Is this a combat related Artifact?:
    Yes

     

    MC Name of person(s) currently in possession of Artefact:
    BrandNewKitten
    RP Name of person(s) currently in possession of Artefact:
    Iatrilemar Elervathar
    MC Name of creator(s) of Artefact (N/A if not applicable):
    BrandNewKitten
    RP Name of creator(s) of Artefact (N/A if not applicable):
    Iatrilemar Elervathar
     

    MC Item description: (I will upload this part tomorrow once I am home.)


    Effect(s) of Artefact:
    Idle is a pendant enchanted to act as an enhancement to Arcane archery. It's basic use is the more fluid and hastened conjuring of Arcane arrows. It also allows for the assisted conjuring of sharpened Arcane arrows at a slower rate. Along with this it is enchanted to create an additional five types of Arcane arrows other than the original and sharpened, shifting colors of the entire spell as the selected arrow is chosen.

    Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed):


    The arrow that is to be conjured changes every time the artifact is shaken which causes it to chime and begin glowing a different color which correlates to 1 of 7 different arrows. It seems that the handler uses their own mana to conjure the arrows but can choose which arrow is selected via the number of shakes given to the pendant.

    Through the use of celestial melding Idle's creator shaped the different arrows in the image of other Arcanists. Each of which takes more time to conjure than a basic arrow but allows, through the enchantments assurance,  arrows to take on special properties. Each arrow glow radiantly as if a mix of a pure white and the below mentioned colors. A regular arcane arrow would take the same time that it would take an archer to notch and draw back an arrow in order to shoot. Each other arrow takes an additional emote to create.

     

    1 emote to initiate connection & beginning spell sequence. (After first arrow this step may be skipped. It is implied that the connection to void remains.)

    1 emote to gather energy.

    1 emote to either form unique arrow or fire regular arrow.

    1 emote to fire unique arrow.

     

     


    [Caster's Aura]: This is the creator's basic Arcane arrow. While nothing is added the enchantment allows higher frequency of arrows to be produced at at faster rate,  essentially refining the spell process. The arrow appears simple enough and glows a light purple, attuned to the Arcane Mage.


    [Caster's aura, much brighter and whitened]: The creator's white arrow represents the basic sharpened Arcane arrow, able to pierce and sunder flesh much like a regular arrow with the added impact & concussive benefits of being made from Arcane, which in turn makes it more powerful than your average ferrum tipped arrow. It appears much larger that a regular Arcane Arrow and it's arrowhead visibly sharp while being nothing but pure white.

    Aqua Blue: The arrowhead appears more rounded and pulses a light aqua blue. Once fired it will cause wherever hit to be illuminated in a bright flash. Though it causes no physical harm it could causes mild to severe blindness dependent on proximity. Caution with use.

    Rose Red: A striking red arrow appears to have jagged indents in its form. For some strange reason the fired arrow will ricochet off of hard, solid surfaces like stone and metal while striking unprotected or less dense surfaces with piercing force before exploding. While not sharp it still possesses the power of an Arcane arrow.

    Dark Purple: The Arcane arrow appears the bulkiest of the seven arrow types. In fact it appears as though it would fail to fire if it had been a real arrow. The arrow tip is replaced by a deep purple orb and when fired will have half the velocity of a regular arrow but will cause increased concussive force where it lands along with the ballistic capabilities of a shattering shield sending the same dark purple shards into the immediate vicinity.

    Emerald Green: Perhaps the most curious variety is an arrow that seems to have its green Arcane feathers replaced by small  helixing tendrils of energy. When fired it will causes wherever hit to be caught in a net of energy. This may cause the target to fall, or struggle to remove the spell. The emerald green variety of Arcane arrow is the only arrow of the seven that requires the caster to continue holding focus on the spell. The casted net is as strong as an Arcane chain which falls below he strength of an Arcane shield and mana consumption should follow the same pattern.

    Dark blue: Another curious arrow. It appears to be the newest creation while also being the most fragile arrow. The Arcane arrow itself appears barely tangible enough to keep its shape and when fired will causes minimal impact or damage and instead create an ethereal blue marker that offers a small window of time for the caster to lock on and use as an anchor for Voidal Shifting. Without the use of Voidal Shifting the arrow is rendered useless.

    The artifact itself is enchanted with a blueprint of each type but does not conjure the arrows from its own mana supply. Instead the user must be a mage that supplies their own mana and in the case of the dark blue arrow they must also have the art of Voidal Shifting. Idle cannot store precasted and those cast will drain upon the user like all other spells. Regular Arcane arrows do not pierce like normal arrows do.  Instead they deal impact damage much like a buffed Arcane missile.

    The enchantment requires a shake in order to swap arrow types and goes through the seven selected arrows  as listed;

    Aura Color, Celestial Aura Color, Light Blue, Red, Purple, Green and Dark Blue.

    Red Lines of Artefact:

    - Arrows must be shifted through & use mana
    - Caster must know Arcanism and Voidal Shifting for the dark blue arrow.
    - Fired arrows behave as listed. Idle allows for easier crafting of specific arrows but affects the spells very specifically.
    - Regular Arcane arrows can be conjured at the same rate it would take to produce and notch a regular arrow given enough mana is provided.
    - Caster must RP exhausting as normally.
    - Casting requires concentration.
    - Colors are RP required as they act as visual cues to your opponents.

    Number of duplicates of this Artefact:
    Just this one. Concept requires Celestialism for colour effect.
    Do you agree to keep the MT updated on the whereabouts and ownership of this Artefact by using the Magic List Errors?:
    I do.
    Have you applied for this Artefact before, and had it denied? If so, link the app:
    N/A

     

  13. vo_kYaajyVPy0o-S3fXiPi9jyJ5zC3iS6_fJEfwRWaFJRe8ehywWzWeKI_BQTz_w831aqohXY559uTyoSJIjtUSt1W2qeEZiN0uq2v0uNaFvkZ_jXmve3yNYjvf7l7VYz9pYNqmO

    TPAFnbP2Q_akRxcjVlhTgwLalnWsqYH0g_l-JbEixMhfIDV_WC6N4tj3kdXkq4DDOGjwNOh46QDgkDaYqiTBopYMVXgIAZFzNQWsV5RDAfLFCLU6Yi_VJyKCc-Fm1D5nIJr5snXh

    Let it be known that on the 15th of the Deep Cold, 1678, the Order of Magic has been formed.

     

    It was a tepid day in Haelunor as the delegates of the three magical guilds of Atlas, The Enchantry, The Mages Guild, and the Celestial Order, arrived at a plum capped guild hall in the care of the Enchantry. Once gathered, the leaders found themselves sitting in a large chamber of alabaster and mortar with towering windows of green, blue, and white as their host addressed them and made clear the purpose of their meeting. They were to collaborate and form a magical order with the singular goal of defeating the September Prince. Each delegate began posing questions and some even gave terms, but by the end of the meeting it was clear that the Order of Magic would be created, and its ranks were to be filled with master mages wishing to work together to defeat this monstrous evil.


     

    9Bf-5Gaa_qIN1sjkA_sza-9Eq-PUWIS3mug9rEQNuWlinQNfxQjcW1ufEZLVHScKHpKOnIvEFrYhGUnjpmzgPJ1eh0KZQdJ34Cn4A0mUxhsesTf19xLLVGfxUtQCyBZIxEj9MC1w

    Let it be known henceforth that throughout the lands of Atlas the Order of Magic has been formed, and we shall take in and train any and all void mages wishing to combat the September Prince in an effective, organized fashion. The people of Atlas should not live in fear and suffer such a threat, and it is our intention to help ensure that the Prince is vanquished as quickly as possible through unity and assisting besieged nations. Additionally, upon the triumphant defeat of the Prince, the Order will be disbanded.

     

    If you wish to join this initiative, report to the Enchantry’s guild hall within Haelunor or send a bird to one of the three Triarchs listed below

     

     


     

    9vi8-lJlMQFfBHnUcFsVHh4cY5AHOF8L-R5nLx3tY1KOYD0qjUpPxk7f9kHxYv_6UllZXj-L2LeOfmyVS-pp0os7iMKaGF7799NEYtgwdjvxJkd3JSUh5LiqBKjRVwrqVMZZJNRE

     

    -Order’s Triarchy-

     

    The Triarchy comprises the three leaders of the Order of Magic, each the leader of one of the great magical guilds that took part in the Order’s creation. They manage the Order, come up with strategies, organize training of mages, and otherwise ensure the smooth running and success of the organization.

     

    The current Triarchy consists of:

     

    Triarch Sarrion Zytiaear of the Enchantry

    Triarch Eliza of the Mages Guild

    Triarch Iatrilemar Elervathar of the Celestial Order

     

    -Magus-

    A magus of the Order of Magic is any mage who has mastered at least one voidal magic. They are the backbone of the Order, and it is they who typically make up the front lines against the Prince. They also help to instruct the novices on how to better their own magics.

     

    -Novice-

    A novice of the Order of Magic is any mage who knows magic, sometimes multiple, but is not a master of any of them. These mages make up the reserves of the Order, and they are commonly asked to help circle and assist the Magus’s.

     

    -Vanguard-

    The Vanguard are a special non-magical component to the Order. Their job is to protect the mages of the Order while they cast, and they are specially equipped with enchanted weapons created by the Order’s mages.

     

    -Artificer-

    This is a special rank for those who are skilled in Transfiguration and wish assist the Order in creating weapons and devices to be used against the Prince.


     

     



     

    Dark mages and creatures are strictly prohibited

     

    =Application=

    MC Name:
    RP Name:

    Discord:
    Highest Magic Tier (If applicable):

    Magic Guild (if any):

    Do you have any experience in a military?:

     

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