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__WaterFox__

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  1. Still reading but the 24 week pk time is pretty glaring to me. I don't see why it should be changed from the original.

     

    Edit: Honestly this looks pretty good and straightforward to me. I feel like this gives more options for a blood mage to rp on their own and still maintain the inherent need for a coven. For the bad I do think the 24 week PK time, assuming it does not start after reaching tier 5 which seems to be the case in the comments, but I did not ascertain in the lore itself. I also think the rite of commutation is unneeded and harms the overall need for blood mages to need other blood mages, I think the blood shard and the rolls available for tiers is more than enough. I would also like to see the rune effects of runescribing described as I think it is necessary to prevent powergaming and lend to the idea of specific use whether it be for malintent or good. I would also like to see something like call calamity and engorge return as I think it did add to the rp side of blood magic even if the uses were limited. Maybe even something like the siliti communication mirrors as I think things like that builds on blood magic's inherent need for community.

  2. "Sometimes I wonder if people's only hobby is crusading", Grimhildr wondered allowed while dining with her family,"and not even crusading on worzy t'ings like harboring dark spawn or child murderers!"

  3. 7 hours ago, Aehkaj said:

     

    Medical alchemy is strong enough as is and not being able to perfectly and safety heal something like internal damage with alchemy is a good thing.

     

    Patients dying on you creates character development, patients surviving with what would be a horrible experience irp that isn’t magically fixed gives them character development.

     

    Even then you have healing magics that can heal internal wounds, but often times something like healing magics forces some people to expand to other places and people irply. It generates interactions, especially with cultural healing like farseer where it’s more than just one and done healing. Often times they will ask for offerings to their spirit, religious conversion, etc.

    End all be all cures and healing in the form of a potion is pretty bland. Scuffed surgery rp is the most fun medical related rp I’ve ever had, and I think there should be more of that vs medical alchemy buffs

    Most of these are by no means end all be all cures. They are for the most part stop gaps designed for field medic rp or to make surgery rp more interesting. If you'll note none of these potions actually accelerate healing save the poultice. I should also clarify organ mender is an already existing potion that heals damaged organs, my potion only stabilizes internal injuries for potential further care.

  4. MC Name:

             __WaterFox__

     

    Character's Name:

             Grimhildr Arkent-Chen

     

    Character's Age:

             36

     

    Character's Race:

             human

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/226370-bloooood-magic-ma-__waterfox__/?tab=comments#comment-1983407

     

    What magic(s) will you be teaching?

             Blood magic

     

    Describe this magic or a creature as a whole:

             

    Blood magic is the use of blood in rituals to produce a certain effect or manipulating blood itself. The ritualistic side of blood magic can be a solo or group endeavor with more safety being offered the higher the number of experienced blood mages are participating. Effects of these rituals can be as mundane as making a blade produce mist when wetted with blood or as major as ripping open a hole to another world. The manipulation of blood itself can be as mundane as making blood dissipate to clean it off of surfaces, as beneficial as performing a blood transfusion, or as horrifying as ripping someone apart by the very blood keeping them alive.

     

    Speaking of genus, different races and creatures have differing levels of genus to pull from. The typical human being has 3 units of Genus and will be considered on the verge of death if having lost all three units. Any race having lose all their genus will experience a near death state. The amount different races had is as follows:

     

    4 units: high elves, Mori'Quessir, Void mages, epiphytes, zar’ei
    5 units: azdrazi, tree lords, zar’akal, frost witches, celestial-type Voidal horrors
    10 units: drakes, dragons
    12 units: horror-type Voidal horrors

     

    Due to it's nature as a dark magic this art unfortunately has a few detractors. The most severe of these detractors is that a character must PK after 2 years due to advanced aging unless the character has other circumstances that make this irrelevant. Blood mages also suffering from declining physical appearance and mental health due to the rigors of the magic. Outside of the enforced pk the two other most notable weaknesses include thanic poisoning and azhl anemia. Thanic poisoning results in the blood mage being incapable of fighting after two blows while azhl anemia takes hold twice as quickly and requires a doubly strong remedy.

     

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Ensorcell material: A ritual that requires no ST oversight. A ritual circle composed of runes of mortality and the desired elemental runes are drawn over the span of 3-4 emotes. 2 units of genus is required. If a 1 is rolled then the item cannot be enchanted, will not be enchanted, and may even be outright destroyed. Of the effects 1 combative rune and up to 2 aesthetic runes can be applied. The aesthetic runes are listed as follows and as is implied by their category can offer no combat advantage:  Lightning, Dark, Light, Mist [Tier 2+ rune), Particle [Tier 2+ rune]. The combative runes are explained in more detail below

     

    Fire - A a weapon ensorcelled with fire can either be caught alight by fire or light on fire after the application of blood at the cost of any edges becoming dull. The fire is mundane and can be put out by mundane means. When applied to armor this rune provides the user with constant warmth, but when in cold enviornments the armor is prone to shattering.

     

    Water: An item with this rune becomes bouyant and hydrophobic. When applied to armor the user is constantly cooled by it. If two items of equal size are ensorcelled together by the water then the items become fused together in the sense that they become one object that can transform between one to the other. When wetted with blood the item may shift. Weapons and armor with this shifting effect do so over the course of 2 emotes

     

    Earth: The item becomes 2x as heavy and 2x as hard. When applied to apparel the strengthening effect is as follows: cloth becomes like leather, leather becomes like chain, chain becomes like plate, and plate becomes akin to thick stone that requires orcish+ strength to even move in.

     

    Air: The item lighter and more easier to use, but since the item is lighter and easier to use it reduces the effectiveness of the item it is applied to. A strike from a weapon with an air enchantment would feel like a strike cast by a weak person. Armor is affected as follows: extreme armor (e.g. excessive metal, stone) becomes like plate, plate becomes like chain, chain becomes like leather, leather becomes like cloth, and cloth becomes like paper.

     

    Ensorcell Flesh: Very similar to ensorcell material this ritual requires no ST oversight, has a ritual circle mostly compromise of mortality runes and even has the same emote account, but the desired elemental rune is applied to a person at the center of the runic circle. These runes can either be an external aesthetic such as appearing to glitter or have an internal mental effect such as making someone prone to anger, but regardless of the use these runes offer no combat advantage. Whether the rune has an external aesthetic or an internal affect is up to the intent/decision of the blood magic, but should the internal effect be chosen the player it is being applied to must ooc'ly consent to such. At base 3 units of genus are required to conduct this ritual, but if used on a creature without blood an additional unit is added and the rune of life must be applied to the rune circle. This process should take 3-4 emotes. Should a critical failure be had 1-3 imps/lesser voidal horrors may appear.

     

    Hail: This ritual requires ST oversight. Using as many runes as possible to describe the thing being hailed a blood mage can summon creatures and inert obects, sometimes even specific creatures with names and specific inert objects like relics. Due to the limited nature of runes and the volatile nature of blood magic a blood mage should not expect what they want to appear even if they succeed in their rolls. Should a blood mage attempt to summon a named creature or specific object they need additional approve from an st manager before going through with the ritual. A blood mage should also understand that summoning any creature will most likely result in a hostile encounter and if they try to make offerings to the creature to appease them this will also require ST manager approval. At base this ritual requires 3 blood mages of which one must be T3, take 6-8 emotes to complete, and require 6 units of genus. When summoning a specific creature or object the ritual requires two blood mages who are atleast T3 versus the one and 8 genus instead of 6. Failures in casting the ritual may not be fatal at first, but have the potential to do so after the initial explosion that occurs with a failure.

     

    Embark: This ritual requires ST oversight and ST manager approval. Ever wanted to make a rude gesture at god then walk backwards into a rude place? Well this is how you do it! At base you need 3 blood mages of which one must atleast be T3, 6-8 emotes to perform, 6 genus, and as many runes as can be used to describe the desired realm. Similar with the hailing ritual one cannot expect to open a rift to the world they desire due to the limited nature of runes. Should a player enter a rift to a different plane they accept a PK clause in which if their character cannot get back out of the rift in time, die, or make a rift from the other side they are to be pk'ed. Two blood mages on the same mortal plane everyone else inhabits can use this ritual to make minor rifts between two hours and mc'ly can be expressed through the lift command. When trying to access deific realms 8 genus is required versus 6. Similar to hailing if the ritual fails an explosion will result that will not be fatal in nature, but what the st actor decides to have occur after may be fatal. Using this ability requires the ritual leader to dedicate 2 slots to blood magic

     

    Invent: Essentially the process of bringing a blood magic mart to life this ritual still requires ST oversight. The runes and magics as specified in the mart are utilized, 8 units of genus are needed, 6-8 emotes to cast, and at least three blood mages of which atleast two must be T3 or greater is required to cast. Those who participate in or lead this ritual will be unable to conduct another ritual for atleast 1 irl day afterwards. Much like hail and embark, failure will result in an explosion and what comes after may prove lethal. ST also reserve the right to deny an attempt to make a mart if they believe the blood mage is producing too many. Using this ability requires the ritual leader to dedicate 2 slots to blood magic.

     

    Quiet: This ritual requires ST oversight. This ritual utilizing runes of silence and binding can apply to an area of up to 20x20 to muffle or mute sound. Muffling entails much as the verb implies with emotes made in shout being required to be made in rp, emotes in rp to be made in quiet, and emotes made in quiet to be made in whisper. Muting entails that no sound is present what so ever. This ritual requires 3 blood mages of which 1 must be T3 or greater, 6-8 emotes to perform, and 5 units of genus. A life rune may be used to maintain the effect and must be accesibly mc'ly and denoted by an st approved sign, if the life rune is broken then the spell ends. As with the preceding rituals a failure will result in an explosion that is non-fatal with what comes after possibly being lethal in nature. Those who participate in or lead this ritual cannot participate in another ritual for atleast 1 irl day.

     

    Gilding: This ritual requires ST oversight. This ritual utilizing runes of metal, draining, and power with another rune of draining and mortality drawn on the upper crescent. This ritual essentially gives a weapon a serated edge once it mages contact with blood and can make injuries aesthetically gush with blood a la a crappy horror movie from the 80's. The activation of guilding can restore and maintain a weapon's edge due to the metal rune. Gilding can be stacked with voidal and dark enchantments, but no detriments of the enchants can be negated. If gilding munitions you may enchant up to 10 pieces. A vampire may also be able to feed through this weapon by using it to attack and draw the amount of blood they would normally suck from the victim. This ritual requires two blood mages of which one must atleast be T4, take 4-5 emotes, and requires 3 units of genus.

     

    Call Calamity: This ritual requires ST oversight. This ritual utilizing runes of life, power, and the appropriate elemental runes to conjure a natural disaster. Despite how entirely destructive these calamities are to inanimate/genus less things such as trees and buildings, those with genus seemed to be avoided. Four types of calamity may be summoned and have specific runes to accompany them. Due to the elemental nature of these calamities an elemental shaman has the potential to quell their effects. The ritual requires 5 blood mages of which one must be t5 and two must atleast be T4, 15 units of genus, and take 7-8 emotes to perform. Those who pariticpate or lead the ritual cannot partiicpate in another ritual for atleast 2 irl days. Call calamity is used on a player settlement requires PRO consent or majority RO consent. ST may deny this ritual for any reason. The four calamities possible are as listed below

     

    Firestorm -Throwing biblical hail fire this calamity requires runes of fire, air, and power

     

    Tsunami - Requires runes of power and water

     

    Earthquake - Requires runes earth and power

     

    Tornado - Requires runes of air, lightning, and power

     

    Spiritspell: This requires ST approval and ST signage. This ritual utilizes runes of life and whatever runes are applicable to whatever area a voidal spell is being affixed to. Due to the freeform nature of how voidal spells may be applied it is at the discretion of ST to decide how far and how the spell may act in the area. Much like the ritual of quiet the rune of life is what binds the spell to the area meaning that once the rune is removed or destroyed the spell dissipates. The initial ritual requires 3 blood mages of which one must be tier 5 and another who must at least be tier 4, a ritual leader who has dedicated 2 slots to blood magic, a mage capable of casting the wanted spell, 4-5 emotes, and 8 units of genus. For ever 2 units of genus added to the spell the spell will last 1 irl week longer, but the longer the spell is extended the greater the consequences become should the spell not be fed. Should the spell end any ST is at liberty to rp the consequences. Due to how disastrous an unfed spiritspell may be, blood mages must obtain PRO permission should they break a spiritspell in a region's borders. After the ritual is conducted those who pariticpated and lead the ritual may not participate in another ritual for 1 irl day.

     

    Engorge: This ritual requires ST oversight. In layman's terms this ritual enchants a piece of armor or clothing to untwinkify a voidal mage. Out of layman's terms the ritual allows a voidal mage to have the strength they would have if they were not a voidal mage. This ritual utilizes runes of flesh, mortality, binding, and silence. This ritual requires atleast two blood mages who are atleast t4, 4-5 emotes, and 5 units of genus. After conducting the ritual, the one whom the ritual was applied to will be weakened severely for 10 emotes and after deactivating the enorgement spell they will be weakened for 15 ooc minutes. Only blood mages can use the engorged items due to how it is activated and deactivated. After the ritual is conducted those who pariticpated and lead the ritual may not participate in another ritual for 1 irl day.

     

    Seal: Blood mages can be good guys even if it is in horrific ways. Utilizing runes of life, mortality, and flesh a blood mage can perform limited healing depending on the amount of genus offered, the amount of blood mages present, and whether or not it is done post combat. This ritual does not require rolls. Sealing does not restore lost blood and any organs regrown or repaired will appear abnormal with limbs appearing skinless. Wounds scabbed by this method will scar similar to burns. If not post-combat the ritual requires goes as is listed below

     

    1 blood mage- All wounds within 6 inches long and 1 inch wide are scabbed over to stop bleeding. 2 units of genus is required

     

    2 blood mages -All wounds within 9 inches long and 2 inches wide are scabbed over and organs can be half mended. This requires 3 units of genus.

     

    3 blood mages - All non-fatal wounds can be sealed. Organs are mended, but cannot be restored. This requires 4 units of genus

     

    Post combat 3 blood mages of which must be tier 5 can expend 6 units of genus to regrow limbs or restore lost organs

     

    Rune of insight: You make a new blood mage. You still need a TA to use it. It can be self taught at tier 4, but you still need a valid TA to use it.

     

    Augmentation: With a 2 emote cast time a blood mage can expend 1 unit of genus from themselves or in their immediate vicinity to empower a spell. The spell must be empowered withing 4 emotes of collecting the genus. Tier 5 cannot be exceeded. The scaling for this ability is as follows

     

    Tier 1 - A spell is cast 1 tier higher than the current tier and the blood mage must touch the blood to expend it's genus

     

    tier 2 - a spell is cast 1 tier higher than the current tier and the blood mage may extract blood from 1 foot of themselves

     

    tier 3 - a spell is cast 1 tier higher. They may empower someone else via touch and may extract blood from 1 foot of themselves

     

    tier 4 - a spell is cast 2 tiers higher. They may empower someone else via touch and extract blood from 2 feet of themselves

     

    tier 5 - a spell is cast 2 tiers higher. They may empower someone else via touch and extract blood from one block of themselves.

     

    Hemorrhaging: You know how in every horror movie with a demon they make a character bleed from their eyes, ears, and nose for the big spookies? That is basically what this ability does and much like the movies it doesn't do any actual damage. The range, number of people, and number of orifices the blood mage can affect. This spell has a 2 emote cast time, requires the caster to be notably focused on the target, and cannot be done on targets the caster cannot see. The changes in tiering as follows

     

    Tier 1 - A blood mage can cause a nosebleed on one person within 2 blocks of them that lasts for 3 emotes unless the effected does something to stop the bleed

     

    Tier 2 - A blood mage gains the ability to make someone's heart pound uncomfortably in their chest and can make the target bleed from their ears. They can now affect two targets within 4 blocks and it takes 4 emotes for the bleeding to stop

     

    Tier 3- A blood mage gains the ability to make someone cry tears of blood and can now affect 3 targets within 6 blocks

     

    Tier 4 - A blood mage gains the ability to make a target's gums bleed. The blood mage can target up to 4 people within 8 blocks and does not need direct line of sight. 

     

    Tier 5 - The blood mage gains the ability to make someone cough up blood. The blood mage can target up to 5 people within 10 blocks and does not need direct line of sight

     

    Scabbing - The unholy version of clerical healing and prestidigitation! Scabbing however does not heal wounds and has a cast time of 2 emotes. The tiering is as follows

     

    Tier 1 - A blood mage can force a 2 inch long and half inch wide wound to scab

     

    Tier 2 - A blood mage can touch a spot of blood and render it into a fine mist to clean whatever it is they touched

     

    Tier 3 - The blood mage can scab wounds that are 3 inches long and 1 inch wide. They can now also use this ability on themselves

     

    Tier 4 - A blood mage can erase all blood within a block of up to a 2 block radius. Each additional block requires an additional emote for cleaning

     

    Tier 5 - Same as tier 4, but they can influences an area of 2x2 per emote and have a range of up to four blocks

     

    Siphoning - Essentially a magical blood transfusion. Utilizing a wound on the target and a wound upon the receiver the blood mage transfers blood from to the other in a process that takes 3 emotes. Regardless of tiering siphoning can only be performed if the targets are within 2 blocks of the blood mage.  The donor must be willing or restrained for this to work and the siphoning is only successful if the targets are of the same race. The tiering is as follows

     

    Tier 1 - A blood mage can transfer up to 1 pint

     

    Tier 1 - A blood mage can transfer up to 2 pints

     

    Tier 3 - The blood mage gains the ability to transfer from 2 donors versus 1

     

    Tearing: A tier 4 and up ability this is basically making somebody explode with their blood in a span of 3-4 emotes. Given this is effectively an execution and quite gory ooc consent must be given. This ability cannot be used in an event unless ST give consent for such.

     

    Invoke ignorance: You make yourself forget blood magic. It can be self learned at tier 2 and will undo the PK clause of BM

     

     

    Can you give an example of a casting emote, of a spell of your choice?

             

     

    Tearing

     

    "I am not one to prolong t'ings, but you have vexed me beyond measure", Grimhildr spoke towards the man paled below her blade, "You will feel fear. You will fear pain. T'en t'ere will be nozzing left of you. Nozzing for your family to mourn, nozzing for ze world to remember"

     

    Mine: ((Hey bro, I want to use a spell called tearing from blood magic. Basically I need your ooc consent to two things: 1.) that you agree your character cannot escape dying rn and 2.) you are fine with gore as the char is basically going to explode from the inside

     

    Npc-pc: ((yeah go ahead

     

    Going to spoiler the rest for contents of gore:

    Spoiler

    Grimhildr removed her hands from the blade, the weight of it more than enough to keep the dying man still. She then knelt down and placed a hand on his chest, over his heart, and focused on the beating of that essential organ. As she honed into the flow of his life force the man would begin to feel his heart began to pound more and more roughly along with a growing headache.

     

    Each beat of his heart was like thunder in his ears now while pressure grew in the rest of his body, feeling almost like a burning sensation. A moment after that pressure in his ears culminated into a pop after which no sound was heard, but he could feel the blood dripping from his ears. He could also feel blood dripping from his and nose eyes while that pressure in his head seemed to push so painfully against the back of his eyes.

     

    Reaching the extent of what the body could handle the man would feel a searing pain that overwhelmed all senses in his chest, even the pain in his head. As blood vessels also burst in his head his vision faded to white. For the few seconds of life he had left his world would be an eery silence, a blinding light, and the feeling of impending doom as pain dulled.

     

    As the man's life slipped away from the critical injuries Grimhildr plunged her hand deeper into the man's chest and intently watched his face go slack. Her fingers messily tore through skin, flesh, and bone that were being forced apart by his very blood till she could grip his heart. The aorta having burst she had little difficulty wrenching it out and is pulling on a string to a party popper the man's body ripped open into a bloody mess of tissues. With a look of disgust she would tear the heart into the pile of gore and stand.

    Quite disgusted with the amount of blood on her Grim then dedicated the next two emotes to cleaning herself off with the less violent applications of blood magic.

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

     

    Ensorcell Material

     

    "T'is is one of ze most basic rituals you can utilize", Grimhildr as she set a scroll containing the runes of magic upon it in view of the student, "You will draw multiple runes of mortality in a circle large enough to contain your items und leave enough space at ze upper right to draw in your elemental runes. For today you will be ensorcelling a lead ingot viff ze rune of air"

     

    Grimhildr then withdrew a knife to offer to her student and reached into her bag to withdraw the lead ingot between them. She watched the student carefully afterwards and offered the advice,"Make sure you draw out ze line of ze air symbol so it look a bit like a flag. Ozzerwise you might end up viff a water effect since ze two are similar"

     

    After the student correctly drew the runic circle she gestured for the knife to be passed back to herself then slashed open her palm to add the remaining 1 unit of genus needed,"T'is ritual requires 2 genus of blood, but as your teacher I say power und responsibility is best shared. Especially while you are new I do not want you performing any ritual as you could end up injuring yourself or many ozzers. Now! When you ready press your palm to ze edge", she explained

     

    The student did as she instructed and the circle lit up with a flash starting at the air rune. Red mist then leeched out from the circle towards the ingot in a way that was rather peaceful in nature. With a successful roll beating the dc of 8 the ingot was enchanted. Being the cheeky thing she was Grimhildr took the lead ingot and hurled it at her student to show off how much lighter it was. The student still had quite the bruise on their chest.

     

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    During teaching I would address it at the moment and have the student re-emote while citing how it went against redlines. If I am told one of my students is powergaming out of a teaching situation I would ask if they intend to go to ST over the matter, contact the student for their side of the story, and if the student is belligerent and the other involved party is not already reporting the powergaming I would do so myself.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             NA

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Yep!

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             NA

  5. 1 hour ago, Cobbler said:

    Never said that people haven't been racist on LOTC, there will be racist people in everything in life which is terrible. I think LOTC does already a very good job at curving the problem that exists. The people from that time that are racist are surprisingly mostly banned or left. If we want to ban the word in question then sure, we can ban it. Though it questions what else we're banning going forward, since we're bringing into question the morality of what should be banned and what shouldn't be. Why should skin-colored slurs be banned and not genetic slurs? I work with height impaired people all the time and if I called them a midget to their face they'd report me and I'd be out of a job. Yet I see it being paraded around this comment section as an appropriate slur to use towards dwarves. I don't believe midget should be removed, this is merely an observation. Though you're trying to argue that certain words can't be used because people will take offense to them out of character, or you're trying to make the argument that the person using the word is infact racist or bigoted in real life. I will stand by the statement that this is a roleplaying issue.

    I'm saying that using irl slurs ig is bad and to be honest I do not care about blanket bans on all potential ic slurs relating to skin color, just that if we know a word is a slur we should really get it the **** out of LoTC's lexicon. I added in a bit of context surrounding those words to back up them being racist and how the introduction of these words most assuredly came from a racist place. In this thread I also think people  are either demeaning the power of slurs or just don't understood in how it affects people whom the slur is used against. A slur isn't just an insult, it's an insult rooted in violence. Using myself as an example, someone calling me a ***** is very different than calling me a ******. If someone calls me a ***** I'm just going to be annoyed and think someone needs to go touch some grass. If someone calls me a ****** then I am genuinely going to be concerned for my safety. These type of words are easily identified, people who just don't know can be educated, and more importantly slurs just do not belong on lotc for any reason. This is not complicated and people need to stop acting like not using slurs is such a hard thing to do.

     

    Edit since filters is on: one was a word for a female dog and the other a slur against gay people

  6. 11 minutes ago, Cobbler said:

    See this a lot, though LOTC is more than just mineman. While I agree it's minecraft that we're playing, this isn't just a mini-game akin to Hypixel. LOTC is a narrative storyline being written by every player that joins. We, as players, write and roleplay out politics, wars, death, and birth. These are and can be some very gruesome subjects from time to time. I don't believe that anybody on LOTC should be exposed to or be attacked by bigots or racists for who they're. It's wrong, and it's horrible when it happens. Though you can't expect to roleplay on LOTC and not come across one of the darker/intense/conflict-driven scenarios from time to time.

     

    Not trying to drive people off who don't want to see the kind of thing, though if LOTC is trying to portray a medieval scene in the slightest, then conflict will always be there in many forms. I'm not fighting to keep racism; I'm fighting to keep us from going down a path of banning stories, events, and entire paths that LOTC could follow if we got rid of these conflicts that are darker in nature.

    You might want to rethink your point of view. This isn't a problem of tough to swallow content this a problem of lotc's history with racism. The people from that time knew what they were doing calling dark elves an IRL slur and they knew what they were doing specifically targeting dark elves. It was never about the fantasy racism.

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