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ShameJax

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Everything posted by ShameJax

  1. Christ, I haven't watched Sargon of Akkad in ages. Still need to watch that Richard Spencer debate. And no, you are. A claim is not an argument. An argument requires both the claim and premise, whilst you just have a claim. To use more debate jargon, you're ending that right there with a fallacious appeal to popularity. As previously stated, lore bloat will be handled by the LT over the coming month. However, that does not warrant for the prevention of a trial. With all pieces of playable lore there are two votes required, one to give it a trial and the next after the trial.
  2. And now you're arguing in circles. All I ask for is criticism, not just a claim. And I've stated that I dislike the lore bloat, however I dislike it because of dumb lore - not because of lots of lore.
  3. You're the one claiming that it would be harmful. You are the one making the claim. Anyone can google burden of proof and know that it is on you.
  4. I'll be honest, I don't think anyone really had a problem with fast travels in general. What people did have issues with was hundreds of fast travels, not a few going to far reaches of the map.

    1. Show previous comments  28 more
    2. HurferDurfer1

      HurferDurfer1

      i sure as **** hope we dont get fast travels, you ignore everything on the way from one place to another if you are teleporting around, stop crying start walking

    3. Elennanore

      Elennanore

      I'm going to cut if we get fast travels.

    4. KentuckyFriedCreeper

      KentuckyFriedCreeper

      4 hours ago, PoliceAli said:

      maybe someone should start a llama caravan service? like a modern day bus route with stops and everything

       

      I like the idea of having horses with carriages being an actual thing, a boat with a couple seats attatched to a horse or something, would be faster and you'd still go along the roads and possibly encounter RP such as a blocked roadside or bandits looking to rob whatever the carriage has, possibly being able to also carry supplies in huge bulk.

  5. If this lore gets accepted and you see any Malakim being obvious that they are Malakim and just doing that, please do report it. That is something that should not be allowed whatsoever, and I fully agree that it is an issue. If you do decide to end that trial and this ends up getting accepted let me know, if they could play Horrors well then I'm sure I could integrate them into this. No, this is not whatsoever a knockoff Archon. This is a creature specifically related to the Veil, not a creature born out of the Void wraith meme. Nor does this have less accessibility, I made the creation process as it is so I could integrate a sort of trial within itself. This will allow for it to actually be more accessible, instead of requiring all judgments to be made prior. The staff intervention is literally just making a MArt so each character isn't a copy of another, is there a problem with that? I don't quite understand where you get the idea that it has less opportunity to involve others in RP, it really just seems like you're coming up with negative reasons to put on there. There is no bias, and I have no idea where you get that idea from. This is explicitly a neutral creature, never does it require for a Malakim to go out and drain someone. They are just chaotic, which is perfectly canon with the Void. Also, this is a designed as a Veil creature, not a Void creature. See next This is the way I see it. If lore doesn't actually hurt anyone, but offers a chance for interesting RP, and it's balanced, then who are you to say it isn't beneficial to the server? This is a fundamental difference in philosophy that we disagree, however you've yet to do more than beg the question. I suggest you read the lore before commenting.
  6. There we go, some actual critique. Thank you. The LT will be working on weeding out lore over the coming month, and I completely agree that there is a lot of dumb lore in place. However, as this is a creature it'd go through an activity trial for three months and be re-evaulated thereafter. At that point I'd say that it would be treated relative to other lore. Yup, definitely want to work on some Horror stuff. Horrors are the basis for a solid amount of magical lore, but whenever we seem then event wise it's just a simple combat scene - nothing really deep about it.
  7. oh i didnt know that doing something that literally doesnt affect you now hurts you, sorry
  8. Haven't been an Archon in months and I've been working on this far before that. This also has an undefined PK clause. Not sure if you're trying to attack my lore by pulling up some irrelevant topic.
  9. “Awoken, I have been granted power by the Veil through more than just coincidence. Rewarding, wouldn’t you say, Avenel?” - Irhamir Siil’crux The Veil is an ever unforgiving realm of pure unadulterated furor. Beyond the constraints placed upon the planes of existence, there are no such laws of order governing the heavens above. Home of the archaic beasts known as Voidal Horrors, beings unbound by the principles of the Descendants - false beings born from the gnawing presence of the Void itself. Where there is a prowess, there is another source boiling with jealousy; plotting its consumption of the prowess they so desire. From this never ending lust birthed a scheme by a traverser of the Veil, to claim that which truly defines the Horror - the consumption of the Mindplane. And the malignant merge of the soul and Mindplane began, a miserable spiral into the depths of the unknown. The traveller plotted, attempting again and again - yet all approached with utter failure. There was no such means to adapt to the malignant entity known as the Veil. Perhaps there wasn’t, perhaps it was all for naught, but perhaps one ought to just enter the source. And as the thought was formed a rift was formed, a Horror bent to the whim of the insane, a Horror sought of the knowledge of transcendence. And so the traveller cut upon the Horror and entered into the very heart - the Mindplane. A siege, two entities duelling over control of the heart. Victory sought, and victory obtained - the Descendant soul falsely laying a flag upon the land upon which they stood. The desire of the Horror still was left upon the mindplane, to transcend the constraints that had held the beast. Remorselessly, the entities of the soul and Mindplane merged into a fusion - adapting the physical and forfeiting the natural; Malakim born. New Malakim are born via the siege of the Mindplane, a victory in battle leading to the opportunity to take the Mindplane under the wings of the soul in hand. Once a Horror is called upon by some means to summon to where the aspirant stands, it must be subdued. Do note, this must be rather carefully done as to prevent the death of the Horror. Naturally, this is quite a risky and difficult task; despite that this is the easiest step in the process. The next step is for the aspirant to drink an ample amount of blood of the Horror, a step causing utmost madness upon them yet it is a requirement to enter the Mindplane. A prominent ability of an Arch-Malakim, due to their likeness to the Arch-Horror, they may force a rift into the Mindplane of the Horror. Normally this would require for some craft to be forged, however in this sole scenario such may be bypassed. A Mindplane is the equivalent of a soul to a Voidal Horror, manifested as land in sheer disarray. No sane man would willingly enter into this land, given the requirement of the blood to be drunk effectively nulls any chance of sanity. Upon entering this realm they would be greeted by the prior Horror that they had faced, fully empowered with their home-land advantage. Again, the aspirant must face the Horror in combat. Uniquely, this time they must slay the Horror. This would result in the permanent death of the given Horror, however it is an incredibly difficult task to complete. One cannot expect to slay a beast of the Void with full control of the terrain about them with any ease. It is only to be expected that would end up dead from this task, forfeiting their chance to repeat this task for a period of time. If one were to successfully slay the Horror they would proceed to claim the Mindscape that was the Horror itself. Through a malign cast an Arch-Malakim may merge the soul of the aspirant and the Mindscape of the slain Horror, becoming a singular entity. This is a gruesome process, the very soul within being overwritten by another. The pain from this would feel akin to death in every way imaginable, repeated countless times over. After a protracted period of time this process would come to an end, a Lesser Malakim born. To ascend to the next stage, the Greater Malakim, one must complete this step. However in this specific scenario there are two requirements. One; the Lesser Malakim must have been such for at least one month. Two; rather than a Lesser Horror being fought they must wage battle against a Greater Horror. As one would expect, this is exponentially more difficult than the prior battle. Not only is a Greater Horror capable of far more, their Mindplane also rests within an empowered state. An Arch-Malakim may be created via a similar means. Once a Greater Horror has mastered their abilities over a period of three months they would become capable of repeating this process against an Arch-Horror. However, this is even rarer than a Greater Horror, one can spend a lifetime in search of an Arch-Horror and come up with naught. If they were to succeed in finding an Arch-Horror again they must wage battle, again at an exponentially greater difficulty. Just as an Arch-Malakim may fuse a soul and Mindplane, they may also divide the two. While this does not work upon other Arch-Malakim, this effectively works as a disconnection done to the victim of such. Just as the fusion is, the pain caused by this is comparable to nearly nothing, the sensation of repeated death as part of their soul is torn apart. The poor descendant would return to their prior state, unaged and unchanged from how they were. Guidelines -One’s body must be under full duress of voidal withering, two mastered arcane arts required. -It requires an Arch-Malakim to both open the Mindplane and merge the soul and Mindplane. -Death in any of these stages would result in not being able to repeat the task for a month. -An ET or LM must play the Voidal Horror that is fought. They must be fully knowledgeable on the lore and the difficulty required. -The Horror must be defeated twice. Once to subdue them, the second to claim the Mindplane. -Disconnection is meant to be an incredibly rare thing done, not a political tool. -In order to disconnect a Malakim it requires for them to be physically present and unconscious. -Only Greater Malakim or below may be disconnected. -When achieving a new stage a reply must be made on the original CA. The Veil was ever warping upon the Traveller, eternally twisting his body into a lost and deformed state. The stratum left orbiting throughout his veins left him in a completely new state; forever changed, forever lost. The physical aspects of the Malakim are, interestingly, rather unchanged if one were to compare it to other creatures. Aesthetically there are some very minor changes, affecting their appearance to a minor degree. The hair of a Malakim would take on a gray appearance, ranging from shades of charcoal to the shades of silver. Their eye color would be override with that which is their aura color, swirls of aura seemingly manifesting within the eye to those with close analysis. Their ears would stretch unto oblivion, pointed to an extend even beyond the aheral. Their skin tone would lose darkness, whitening until it was paler than one would consider natural. Their nails would lose toughness, detrimental to those working with their hands. It is internally where the notable changes happen. Their flesh would forfeit any natural elements, instead resembling a Horror to the extent that it is truly an artificial puppet powered by their soul and Mindplane. They would seemingly be devoid of any organs, body running via pure mana. The lack of organs allows them to forfeit breathing and the detrimental effects of poisons. Lifeforce abandoning their entire physical form, almost as if it were never there. Blood running full of mana, much like a Horror, to three times the normal amount. The blood is used to pump mana about their physical form, sustaining it as the sole requirement for their survival. Due to this requirement of mana for their survival, their mana pool would be enhanced; albeit much of the enhancement would be taken from sustaining the body. The mana flowing through the blood would cause for it to take upon the shade of their aura color, luminescent to a slight degree when exposed. Muscle deterioration to a truly great degree, making them incapable of wearing armor beyond leather and incapable of lifting anything beyond fifty pounds. Flesh born of mana has the given effect of other voidal beasts; weak to gold, thaunhium, and arcanium. Within the center of their being would be a small orb, the home of the self. If this orb were to be pierced by any means the Malakim would instantly die. The orb is where the merged conglomeration of the mindplane and soul is located, the source of their mana. As the Mindplane was taken under the dominion of the now forsaken soul of the Traveller, the anarchic trail of thoughts seeping into every crevice of his mind. The poor man could do naught but reach out in terror, grasping upon the last straws of humanity left within reach. For the Void is all consuming, one mound of flesh shan’t be spared its wrath. The mind of a Malakim is long trodden past the brink of normality. The Malakim’s mind begins to slowly take upon the aspects of the Horror that they so sacrificed; the greed of the unbound nigh consuming their entire manifestation, the split born between their kin of mortality and their ilk of those born of the void. A true path of indecisiveness, never fully able to stray far down one path before being rejected down onto the other. The most notable mental aspect would be the sheer lust, the greed for the secrets born of the beyond. For such is their home, and one ought to fully understand that where they live to rest comfortably. An impossible task, lest the very universe inhabited cease to exist. None shall stop the tirade of the Malakim on their journey to uncover all. Unlike other creatures of the Void, this is a greed that extends far beyond mere knowledge - it extends to the desire of control of that which lies beyond the inhabited realms. To boldly go where no descendant has gone before; such is their intrinsic purpose defined. This greed may often consume them, leading them to commit misdeeds often seen as immorality - all to uncover some secret of arcana; whether it be a single sentence, or a potent artifact. Effectively leading two lives, a tremor born through the very soul. As they further entrance themselves with the stars and rays beyond, they would in turn slowly retreat from the common definition of humanity. Relationships struggling to form, never truly able to reach beyond the divide. Empathy deteriorating, an uncaring attitude nearly consuming their composure. Introversion overtaking their ego, retreating from the mortal realms of their origin. An aspect of insanity would encroach upon the mind of the Malakim, a constant battle fought as the madness of a Horror fights to overtake the mind of the Malakim. Through their beginning stages this would only manifest as minor occurrences, sparse encounters and glances into the unseeable. However, as they begin to progress as a Malakim this would become far greater of a threat; requiring for them to often actively take measures against the chaos if they wish for their sanity to persist. For the madness had overtaken the Traveller, the bleak shadows of demons tearing through his thoughts. An escape, as so he had thought - an escape upon the wings of Mercury soaring through the skies. When sorrows come, they come not single spies, but in battalions. The concoction did not result in the end of all that encounters him, but a dark cloud brought upon the fallen castle. An inescapable cycle of torment becoming the life of those who fall ill by the Veil. Death never truly encountering them, instead a mere displacement as their corpse is sent into the unreachable lands to rebuild. A small explosion would take place upon the displacement, a burst of their remaining mana pool; albeit unlikely to cause much harm. Far from instantaneous, upon death one would not see a Malakim until three days after they cease to live. Their soul blueprint slowly drawing upon the Void to reform the flesh lost. The residue of this process would result in a far from peaceful measure. Their death would consistently repeat, the pain created through it echoing through every meter of their soul. Even the most impervious would fall into a state of long lost sanity given such a circumstance. Upon the completion of the three days they would be spit back out into the Veil, strains of madness weighing down upon every inch of their flesh. This would result in them ceasing to remember the events of their death, only able to recall the pain that so repeated. Redlines -They lose all memories leading up to their death. -Upon death the character cannot be roleplayed for a period of three real days. -The mania caused from experiencing these events must be roleplayed, and likely actions must be taken to soothe the Malakim. Veiltorn Gate Horror’s Transmogrify Inherent Veil Connection Manifest Mindplane Veil Manipulation For simple ease of the lore, I’m going to be re-iterating all innate weaknesses in a simple format. -Iconoclasm would result in intense pain, and within a matter of five emotes the Malakim would be slain. -A Malakim is unable to lift anything heavier than fifty pounds. -Unable to wear metal armor, save for in sparse amounts. Quite simply too heavy. -Potent weakness to Aurum and Arcanium, both creating a burning sensation that would be akin to a potent acid upon their flesh. -If attacked with Thaunhium, whether alloy or raw, the Malakim’s pain would be extraordinary. Within a matter of a few swings the Malakim would be little more than a corpse. -The core within the center of the Malakim can be pierced, and if so the Malakim instantly dies. -Rather thin nails, any form of handiwork would become incredibly inefficient. -Due to their weakness, their swordplay would be no better than a child’s. -A Malakim may not be roleplayed for three (irl) days after death. -Death causes deterioration of their mental state. Repeatedly dying would inevitably end the character, being too far gone. -Infertile, they lack the organs to reproduce. -Creation and progression of a Malakim requires for them to battle increasingly powerful Horrors. These are to be played by staff, not players.
  10. They would be biologically incapable, it doesn't even require the soul part. And plant x plant FTB wouldn't actually be FTB - it would just be spitting some stuff out.
  11. A step away from the void wraith meme. Both like it and am disappointed in it.
  12. Sorry losers and haters, but my I.Q. is one of the highest - and you all know it! Please don't feel stupid or insecure, it's not your fault.

    1. Show previous comments  1 more
    2. NotEvilAtAll

      NotEvilAtAll

      Perhaps one of those clauses is a dependent clause?

      Nevermind, it's not

      Edited by NotEvilAtAll
    3. ShameJax

      ShameJax

      dont question the president

    4. NotEvilAtAll

      NotEvilAtAll

      Sorry but until that president swears fealty to the ideas of Communism I'm going to question him.

  13. Actually, throughout my life, my two greatest assets have been mental stability and being, like, really smart. Idiotic @iMattyz also played these cards very hard and, as everyone knows, went down in flames. I went from VERY successful snow elf, to top staff member to President of the Magic Team (on my first try). I think that would qualify as not smart, but genius....and a very stable genius at that!

  14. Bring back Nexus

    1. Show previous comments  2 more
    2. Its_Just_Leap

      Its_Just_Leap

      I want to grind when I'm bored though @Hyena

    3. rukio

      rukio

      @Leap1Ghosts #1 Woodworker. Dab on the haters gurl

    4. HardstyleRaver2

      HardstyleRaver2

      It should not come back

  15. I probably should have said that void magic can't directly affect people. But the lore is very good for a first timer, much better than I had done.
  16. Voidal magic is unable to affect people, though. That quite simply isn't possible.
  17. First off, fix your formatting. I suggest you edit it and just paste all the data in with Ctrl shift v. Doing that gets rid of formatting. But with the magic itself, it just seems like a telekinesis that affects people. That is problematic to be able to do, but what separates this magic whatsoever? Also seems like an attempt to make the Force in LOTC. I mean the name of it is even that.
  18. Communism has killed 100 million people.

    1. Show previous comments  5 more
    2. ShameJax

      ShameJax

      Communism is immoral. Capitalism is altruistic.

    3. zaezae

      zaezae

      Remember guys, they were perfectly A-OK with nazi's until they attacked them and forced the communists to stop their wholesale slaughter of farmers, wrong thinkers, and the families of wrong thinkers c=.

    4. Space

      Space

      Preface: Don't think I'm really a communist, and I am certainly not a tankie who would defend the actions of Stalin, Mao, Castro, Assad, Kim Jong-un (those last 2 are wild but go to /r/fullcomunism sometime smh)

       

      But this argument isn't very convincing. Someone who would defend these deaths were a necessary step towards a better future. Or, they would say that they were caused by external factors, rather than communism. Or, and I would probably use this argument, these weren't issues necessarily with communism, rather the way those regimes implemented them i.e. Marxism-Leninism and the vanguard party, or dictatorship of the proletariat or w.e. the ****.

       

      And especially hypocritical is when you look at the death and destruction that capitalism has caused (imperialism, slavery, colonialism, globalism, etc), it becomes more difficult to judge communism through this lens. Nearly every ideology legitimizes violence, whether it's to criminals, wrong-thinkers, bourgeois, tyrants, etc. So if you want to argue against a tankie, you'd have to argue why Stalin's violence was illegitimate, and why -whatever ideology you support- is legitimate.

  19. Adding the weakened magic should solve the balancing issues near completely. Really only issue is up to a slippery slope, but I don't think that's enough to warrant the lore being denied. It's good lore, just needs to be careful to not let it apply to other more offensive things.
  20. Figured it was more of a semantics thing, but stuff like that causes issues! Also response to @The Fire Mind this is very different than just being able to make these things prior to combat. Being able to create and control these things on a whim is very different. There's a distinct slippery slope with setting precedents like that.
  21. Does say it intertwines. Again these are just examples of reasoning, the primary issue is balancing.
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