Jump to content

Panashea

Story
  • Posts

    732
  • Joined

  • Last visited

Everything posted by Panashea

  1. I would throw some crowns for some long term proofreaders and format editors of my orc/shaman lore over the past few years. 

     

    I want to update things to be less confusing and easier to read

  2. Part of the issue is that even if I pickup PVP its so niche for me to run around to try and pvp other people for practice. I barely run around for RP now, I don't have time to learn a meta game for the blockman game on a server where 99% of my interactions are RP. I would love some kind of basic summary about what basic weapons do and their damage numbers/effects though. I think it's interesting that a lot of people complain about CRP and the lack of ST involvement when nearly all magics/CAs have been standardized to include block ranges, potential damage effects, durability and so on. I feel like especially with the advent of improved formatting, it'd make converting a lot of the abilities into mechanical concepts easier. I don't think this necessarily means a straight return to nexus because I really think focusing on making LOTC more accessible is the most important thing. I also feel like these "long-drawn out problematic encounters" with john darkspawn would be way less frequent if dark magics didn't have feeding clauses (I think there are more engaging ways to create resources for these groups), and villany blacklists were more prevalent. I also think if we're not going to have explicit blacklists I think AT LEAST having villany cooldown on players who repeatedly cause arguments or do bad RP would steer people toward making more of an effort toward providing good engagement.
  3. I've been playing LOTC since 2011 and this feels like the most obtuse version of the PVP plugin. I've been trying to spend the last 3 days trying to read up how any of this works and I haven't gotten any answers. I feel like a lot of the people who enjoy PVP have devoted so much time and resources to make it optimized like Tide said (removing FOV debuffs, not using any of the non-meta weapons, click timers, etc) that it's not worth doing all of this on a roleplay server. Like many of the people before me have said, I don't want to log into an RP server to learn PVP mechanics, and I don't want to have half my inventory filled with items I will never use for RP. Maybe some explanation is on tutorial island or in some menu of commands, but I don't know how I'm supposed to form an investment as a single player if I can't even get the leather on my own to try out different weapons. I think it really heavily skiews people who are into PVP, without providing any clear way to get into it beyond joining someone's nation. PVP should be a part of the server as a way to handle large scale battles or unresolvable conflict, but I only think that's a result of the Tech Debt in making roleplay and lore more mechanical features on the server. Please simplify the system and make it easier to learn what all the weapons and do and their effects, I think the complicated PVP system deserves to be on a separate system entirely or retooled for balance and accessibility. I love PVP and fighting games and the nuance/strategy described by PVPers here, but there are also plenty of people playing on trackpads/bad internet/etc and coming to a roleplay server so that their stories are NOT predicated by PVP. It should not take mods, hours of explanation, and practice just to understand how to click mineman.
  4. jojolion was so good...

    1. Show previous comments  5 more
    2. NightOfTheWind

      NightOfTheWind

      7 hours ago, Panashea said:

      6-4-7-8-3-5-2-1

       

      dont blame you here for having 1 last lmao
      its gotta be 7-4-3-5-2-1-6-8 for me tho

    3. Panashea

      Panashea

      Yall are wilding crazy.

       

      The plot always centered around the fruit and equivalent exchange, the family was an awesome metaphor for what people are willing to give up. Each of the family members perform equivalent exchange metaphorically and seeing the fruits of their efforts was really tragic and heartwarming. I think calamity and fate were awesome villains to battle against and arguably more justified than some of the old universe villains (looking at you part 5). 

       

      The side characters of part 8 feel like a return to the denser and more nuanced world of part 4 and I really missed that in part 7, I feel like I needed more jobros for longer.

    4. NightOfTheWind

      NightOfTheWind

      LOL Not saying Jojolion was terrible I just think the other seven parts were superior in both storytelling and pacing. Keep in mind btw I was reading this as it was coming out and this was after Araki switched publishers so he was putting chapters out monthly instead of weekly and that kind of pacing can affect comprehension esp during fights. Maybe I should re-read it sometime and re-evaluate it

  5. i need some of yall to give me ur formatting sauce pls ty

    1. Show previous comments  2 more
    2. Panashea

      Panashea

      I have issues getting images with borders into forum posts while using google chrome,. I have heard firefox changes this, but in general I usually need to upload every image onto imgur first to get them to load properly. 

    3. Holyland

      Holyland

      Yeah Firefox can also work, maybe check your Chrome Extensions to see if anything's messing you up. Usually just pasting directly from Google Docs works fine for me, if you have images with borders make sure you paste them into Docs first before putting them on the forums (copy from the docs)

    4. Chorale__

      Chorale__

      god i wish i could bookmark status updates

  6. A burned shaman raises the Akaal banner, still tucked away within a warm lair. There was victory to be had.
  7. This is what i will send people to make orcs
  8. i love you minth but your picture is the same one for dracanium
  9. The new age comes, and with it, uruks.
  10. [THE ORCISH BESTIARY II] The second piece of the orcish ecosystem, inspired by the Hunter's Grimoire. Toalak[Laklul’s Pride] A massive toad born of Laklul’s design and orcish husbandry. Toalaks were first brought into orcish societies within Athera, a symbol of their kinship with the Spirit of the Swamp, Laklul. Like many orcish beasts of kinship, Toalak live in similar phases of life to their riders and caretakers. ANATOMY AND HABITAT Toalak grow over the few centuries that shape their lives, birthed within orcish swamps or pools as tadpoles, slowly growing and metamorphosing into toads. Orcs commonly ride the Adult form, functioning the same as horses. As juveniles and adolescents they are fiercely protected by their elderly caretakers. Their bodies are covered in warts, and as they age shallow horns grow much like the Orcs who wield them. Toalak are excellent swimmers, though would be unable to carry riders while swimming through the water. Toalaks eat nearly anything that can fit into their mouths, ambush predators and omnivores when available. As a defense, Toalak ooze an intense poison from their skin- a hallucinogen commonly wielded by Shamans. It is said this hallucinogen was used to enter the Spirit Realms, inducing mind states necessary for Spiritualist work. Toalak are typically raised and live exclusively within swamps, though as Adults, they may tolerate other climates, allowing riders to take them around the world- or to find new pools to lay eggs in when necessary. This robustness fades as they age into seniority. JUVENILE Juvenile Toalak spawn from their Seniors within pools hospital for amphibians- swamps that mirror Lak’lul’s design. In this tadpole stage they are around the size of bowling balls, capable of devouring many of the fish within their pools. They are predated upon by Throqal and other orcish carnivores, requiring shamans and caretakers to guard the pools much like a shepherd. They lack the poisonous slime to defend themselves, and so must live with their parents for a long time. ADOLESCENT Adolescents are marked by the legs beginning to grow from the tadpole, as well as minor amounts of Toalak slime. Though still bound to the water, adolescents need less supervision and caretaking. They are around the size of a large dog, and mature within later years. The Juvenile to Adolescent period lasts around 50 years. ADULT Adult Toalaks are the size of large horses, capable of being ridden by Uruks and those who have cared for them for long periods of time. Adult Toalaks are heartier, capable of traveling between biomes as in the wild they roam for new ponds. By all metrics they function akin to horses, though with more lethargic and apathetic mannerisms. Toalak’s remain in the Adult phase until their last stage of life, or brought to ponds for husbandry to spawn new young. Once an Adult Toalak so called “finds its pond”, it will rarely leave, growing in size, worsening in temperament, and making them unfeasible to ride, as their minds are preoccupied with child rearing. ELDER Elder Toalak are slow, moody, and focused on child-rearing. Due to their broodish nature, general lethargy, and less environmental fortitude, they are often left within their swampy homes. Senior Toalak slime is the most potent, sought after by prospective shamans to ease the boundary between worlds. Elder Toalak live nearly as long as their riders, with many Laks and their beasts passing together in their swampy homes. Elder Toalak grow far larger than their Parhor cousins, though never exceeding the size of small elephants and other massive land mammals. Toalak Redlines - Only Adult Toalak may be ridden as mounts, and function the same as horses. - Knowledge on Orcish husbandry must be obtained through a current member of the clan (making a Lak orc), or talking with a fallen ancestor through magical means [The Mists of Kor, Lutaumancy, Vivification’s Seance. Husbandry can be taught to others once this knowledge is obtained. - Toalak slime requires OOC consent and possesses no magical effect- merely a strong hallucinogen. Gaurox - [Falling Star Beast] The Gaurox is a hulking beast that roams the storm-churned ridgelands and deep valleys of orcish settlements. Towering at nearly twice the height of an uruk, it is covered in dense plates of mineralized hide that resemble cracked basalt or storm-dark stone. Its hooves strike sparks when they meet hard ground, and the air around it smells faintly of scorched herbs and thunder rain. Ilzonal draw insight from this creature. The Gaurox is a living trial, shaped by the Immortal spirits to test the strength, cunning, and spiritual alignment of orcs. Hunting the Gaurox is often performed by young Uruks at the end of their second decade or by those seeking rebirth under a new Ilzpaak. To kill it is to prove oneself not just strong, but aligned with will, patience, and cunning- traits valued in both Red and Yellow sand-born. It is believed that the Spirit of Arwa [harvest] and the Spirit of Urin [weather] both laid claim to the Gaurox, making it a creature of conflicted essence: fierce in battle, yet sacred in death. SUPERSTITION SPIRITCALLER: Gaurox follow spiritual leylines, visible only to shamans and Ilzhonal who follow them closely. If a Gaurox bellows on the night of a Red Sand birth, it is said the child will either become a mighty seer or go mad with visions. DREAMBEAST: During the constellation of Ixli (Truth, Judgment, Forbidden Knowledge), some Ilzhonal claim the beast speaks in low tones to those who dream beneath its tracks. Gaurox Redlines - Cannot be tamed - Gaurox are simply large herbivores, and possess no magical ability beyond superstition. - Gaurox are to orcs what humans are to real world Gaur- large bovine and exhibit similar behavior. - Gaurox hides are exceedingly heavy and are used for durable tents and encampments, but nothing else. Dorraga[Uruk Carrion] The Dorraga resembles a blackened hyena but is as large as a bison. Carrion is its primary diet, overtly avoiding fresh kills. It only feasts once the blood has cooled, often tracking dying herds or battles for days. Though not inherently fast, it is relentless. Dorraga will follow an Uruk caravan for weeks, always seen on the horizon, always in large groups. At night, it howls a deep, throaty bellow that smells like old charcoal. Its presence incites panic in domestic animals and mounts. They are known to roll in fire-pits and consume coals, blackening their tongues and hides. Their stomachs boil bones into a sludge, which they regurgitate onto their young or near drying corpses to speed decay. SUPERSTITION These beasts are thought to be the dogs of death, harbingers of dishonor and cowardice. They feed only on those who died without their story told- those unclaimed by haruspex rites. Orcs believe the Dorraga is drawn to those whose blood "hums" too quietly- a poetic way of saying that apathy corrupts the body’s vibrations. BONE SMUDGING: Before a journey, orcs rub sacred bone ash over their armor and carts. This is believed to ward off Dorraga by convincing them that the living are already “consumed in rite.” ASHEN CIRCLE: If a caravan is forced to camp while being stalked, they draw a circle of burnt bones and offal around the site. The scent is intended to signal that no unclaimed dead reside within. It is also considered an omen to see the creature sniff but not enter this circle. HARUSPEX DIVINATION: To some haruspex, Dorraga are sacred beasts. They see its arrival not as doom, but a chance to sanctify the dead by witnessing the consumer of dishonor. Haruspex follow it to find the unburied fallen, a trial set by DLIMBOK to humble shamans who wield the power of the flesh without reverence. CLAW WARD: Warriors may embed fingerbones of haruspex in talismans to wear around the neck. These are said to emit anti-rhythms that ward off the creature, though their use is taboo among devout shamans. Dorraga Redlines - Cannot be tamed - Gaurox are simply large carnivores, and possess no magical ability beyond superstition. - Dorraga are to orcs what humans are to real world hyena- opportunistic carnivores and exhibit similar behavior. GENERAL REDLINES The resources within these animals are mundane, and only have function within their described lore pieces. Resources are player signed, possessing no greater function than steel tools. This resource is ONLY allowed for DIY events - meaning that which is run by a player group(s) of people which has OOCly consented, abuse of this will not be tolerated and any queries regarding anything one may be unsure of should be directed to an ST. Related Resources: https://www.lordofthecraft.net/forums/topic/218600-%E2%9C%93-creature-lore-the-myrzyms/ https://www.lordofthecraft.net/forums/topic/193980-%E2%9C%93-creature-lur-wolf/ https://www.lordofthecraft.net/forums/topic/212908-%E2%9C%93-world-lore-the-remnant-hexes-the-fallout-of-shamanism/
  11. I think it might be easier to describe it as some strange crustacean or floating animal rather than to specifically assign it voidal significance, and some kind of attack that affects mages. Maybe it emits a colorless gas that disorients people so they can't cast, or when someone is hit by the spikes it poisons them. It's often easier to give things on lotc superstition and cultural significance than to try to tie it to all the lore pieces and magic. Good luck!
  12. Cool idea for a voidal creature, though I'm unsure the freeze for them is lifted. I'll leave some notes to help you out with the submission. What does mana pool 200 mean? I've never seen mana laid out like that, maybe just simplify it to drain emotes or spell tiers(although that might also be complicated) How do enchanted artifacts and magical objects work in response to this? Are there magical objects they can't drain because of enchantments or is it purely voidal absorption? How does this affect casting? Is there a certain point at which a person can't cast or would pass out? Are spells affected or does magic effect the creature's draining ability? Are there any ways to resist this creature's effects or is everyone getting drained as soon as the encounter begins? How does this affect magic CAs or manaless creatures? What happens with auric oil, alchemy, or other anti-magic effects like thanium?
  13. i need more orcs to fufill the will of krug 

    Edited by Panashea
  14. Maybe for Ent Lichen include some of the other beastial/monsterous CAs like Lycanthropy, moroi, (I can't think of the others right now)- I think its pretty lame at the moment that there may not be any creatures to do this with, and also the creatures have changed since necromancy's write.
  15. SPIRITUALISM The reverence of spirits is as diverse as the colors of a paintbrush, or the stars in the sky. To call upon the Spirits is to call upon the mortal SOUL itself, for ACTION is the greatest offering one can give the Spirits. A priest may offer prayers. A warrior may offer blood. The alms given to the Spirits reflect wholly on the person and Spirit worshiped, creating many faiths and practices for all descendant-kind. The most powerful wielder of the Spirits is one who can invoke action and change by their words, whether pacted through magic, or through promise. Within the Spiritual faiths the different kinds of Spirits are most commonly divided by the different realms they embody. ELEMENTAL SPIRITS Elemental Spirits are known to be the most powerful and wrathful of the Spirits. In centuries past, these Spirits allowed the orcs to wield lightning, or cast firestorms against their enemies. In the current age- the power of these Spirits are most commonly drawn out through powerful artifacts, or ritual. A shaman pacted to the elemental Spirits is known as an ANIMIST. ANCESTRAL SPIRITS Venerable shamans, heroes, and Spiritualists die and pass on to the Stargush’Stroh- Krug’s promise to mortality. This practice leaves orcs honorbound, though dark elves and other Spiritualists follow their ancestors similarly. These Spirits are the foundation for mortality, and create legacy for those still alive. There are two kinds of shaman most commonly associated with Ancestral Spirits. A warcleric, capable of enchanting stories and artifacts with memory and senses is known as a HARUSPEX. A shaman who uses Ancestral Spirits to protect the living and commune with those in the Stargush'Stroh is known as a LUTAUMAN. IMMORTAL SPIRITS The Immortal Spirits represent the mortal aspects of the world. The sickness, the death, the good and fortune in this world- all derived from their influence. It is the Immortal Spirits who have created some of the greatest change in the world, for their aspects are diverse and controlling. A shaman who uses the Elemental and Immortal Spirits for Wrathful power and cursing is known as a WITCHDOCTOR. A shaman who uses the Elemental and Immortal Spirits for blessings and insight is known as a FARSEER. PLAYER GUIDE As a Spiritualist you are encouraged to create your own practices and faiths shaped on your character’s experiences, beliefs, and the Spirits they are influenced by. Even as a non-shaman, these entities still affect the world and the way in which your character will see it. It is your job to carve an engaging path for yourself, or others you may encounter.
  16. i just wanna orc in peace 🙃

  17. if i wrote dune sandworms would you orc larp with me

    1. Show previous comments  3 more
    2. BurberLord123
    3. MrMojoMordor

      MrMojoMordor

      No - don't make orcs.
      Orcs have body dismorphia trying to be like dad.
      Make a goblin.

    4. Laeonathan
  18. made by Gomoore The Motsham of the Horde calls those who worship and still claim to wield the Spirits to a grand meeting. Ghoraza recalls a time of greater artifacts, greater influence, and greater powers ushered in by Shamans who healed the world of its wounds. That veritable strength has dried, and with it- the knowledge of our past strengths. To reclaim this strength, we must make ourselves known in this looming age, and plan for the times ahead. Ghoraza knows descendant-kind’s shamans are scattered and fearful of urukim. This is a truth, as our blood has always been guided toward action. As Motsham, we seek to temper that grizh. To invite those willing. Every shaman, even those with contempt for the Horde is called. This initial meeting will be short, with no time for arguing. Send we a missive for that. If you plan on attending, respond here. Yellow Sand: 6/17 2pm-3pm EST Red Sand: 6/18 8pm-9pm EST Ghoraza’Akaal, Motsham, the Temperflame Shaman, Mantle of the Horde, wielder of Spirits and Vitalist Herald. The Horde will protect the Tribes. And the Tribes will Protect the Horde
  19. This missive serves as a declaration of authority by Ghoraza’Akaal. As the young orc reclaims the trials within the revered clan, he offers the allies and kin of the Horde to break bread and garner greater insight. As Motsham, the Temperflame Shaman seeks to revitalize the urukim faith and grand design. HUNTING RIGHTS [Events and Alchemy] Urukim and descendant-kind have prided themselves on the beasts and creatures they hunt. Now with the Chromaweave as brought forth by the Helywr missive poses a great threat to the deserts of Aevos. To aid in the abominable threat and return pride to the Lur clan, the lands of the Horde will establish hunting permits to allow those outside the Horde to embrace on Krug’s boons. All who wish to barter for their permits as Helwyr @Keening and KoyoKuni @Tentoa, may find Ghoraza or send mail. All hunting parties must be accompanied by at least [2] uruks, or a Horde representative. [Please DM me if you’re interested in running or participating in hunting events!] THE PURSUIT OF MORTAL INSIGHT [New Faith] With the Horde of many Tribes possessing many faiths, many scholars, and many descendants- a new reclamation of faith must be made. Not one in pursuit of any deity, or claim to divinity. The Motsham declares this age one of Vitalism, in which the faith is created by mortal followers. Ghoraza calls all the faith-guided to find him- to draw up greater ambition. A second missive will follow explaining Vitalism in the Eyes of the Firstborn. ORCISH ARTIFACTS[Books, Artifacts, Relics] Ghoraza hunts for relics of orcish antiquity- shamanic devices, clan belongings, and ancient tools to reinvoke the shamans and powers of ages past. The Horde is willing to provide money, its own relics, or greater tools and power to those capable of providing such. Again, send a message to Ghoraza. Ghoraza’Akaal, Motsham, the Temperflame Shaman, Mantle of the Horde, wielder of Spirits and Vitalist Herald. The Horde will protect the Tribes. And the Tribes will Protect the Horde
  20. The bloodied uruk readies a banner. The world would know the Shamans of the Horde.
  21. A burned shaman lights an effigy with the darkening lights of desert sky. It burns, crumbling away to reveal ash with greater insight. He looks to the horizon, hoping to find his students capable for the task.
×
×
  • Create New...