Jump to content

ClassyDryad

Diamond VIP
  • Posts

    232
  • Joined

Everything posted by ClassyDryad

  1. Are people in crp allowed to make combative actions towards someone joining crp? IE turning and shooting someone with a loaded crossbow. In this case would any means of avoiding this attack be a combative action?
  2. 1. ST do not really need to sign literal basic plants, a magical variant of something done stronger through a common player signed alchemy potion, and something which is only even noticed by druids. They aren't 100% absolutely and entirely aesthetic but they are so mild I consider them essentially so. 2. Can you outline the part of the lore which lets you cut down on the OOC timer by having multiple druids assist in it.
  3. Changes Specific individual infusion redline, added to the Singing, Blooming, and Fertilizing infusions: This infusion must be player signed unless combined with an infusion which requires an ST signature. General infusion redline additions: Player signed infusions are treated as tier 3 enchantments instead for interactions with things like auric oil. Player signed infusions are not taxing enough to render a druid unable to cast for 3 ooc days. A druid still may only make three such items per ooc day, and may not make an ST signed infusion for an ooc day after creating a player signed infusion. If a druidic infusion does not state it must be player signed, it must be ST signed. Remove the following for no longer being policy: Current Story Team policy allows for only three enchantments to be used in a combat encounter. Take this into consideration when using Infusion. OOC Purpose Currently there are a series of essentially aesthetic infusions which are rarely if ever made due to not really being worth the relatively drastic cooldown and ST signing process it takes to make them. Not only is this not worth it for the druid, but it is overly demanding to ask ST to sign such items. These changes are intended to make both teaching Druidic Infusion to students less demanding and reduce the ST oversight required in cosmetic enchantments.
  4. When I went on the mas spree of creating mushrooms in Nor'asath I was specifically thinking about all the horrible health effects this could cause (I support.)
  5. I would be surprised if windmills where against tech lock considering the come from like before year 1000
  6. The priestess blames only herself for the tragedy she witnessed. Her only solace is in the words of longing her mentor once spoke of life in the land after this. Thoughts still don't dull the pain and regret however...
  7. Changelog Added Clarifications: No teaching of the voidal arts within Nor’asath. No use of voidal magic near religious sites. Handling of incurable vampires Handling of Irrational Faiths Clarified the nature of the rules in general Notes: I feel compelled to reflect upon the purpose behind these newly established laws. They are not crafted with the aim of colluding with voidal mages, enabling the proliferation of their arcane arts. No, their true purpose is far nobler. We seek to provide a sanctuary, a cherished abode, where these mages may glimpse the radiant glow of our ancestral spirits. Our deepest aspiration is to guide all who lend an ear, to lead them down the path of Stargush, where they may find tranquility in the embrace of our revered ancestors. It is crucial to emphasize that violence plays no part in our endeavors. Our mission relies instead on the power of spoken words and the genuine gestures of good faith. To my fellow spiritualists, the Urukim, I beseech you to comprehend our plight. Unlike your united front, our people have not savored such cohesion. Our views diverge, and we do not yet rally beneath a single banner. But fear not, for the unity we yearn for remains an ardent dream. We must rise above the lure of bloodshed, for it cannot be the means by which we achieve our aspirations. Alas, such is the curse we, the children of Malin, bear. Dal’lisse Oussana, High Priestess of the Maehr, Vulyzaana of Nor’asath, Chieftess of Oussana
  8. Very smart and based change to prevent abuse on both sides of this issue, hopefully something like it stays even after p v p is added to prevent bad faith actions
  9. •────────────────⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆────────────────• •────────────────⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆────────────────• Let it be known that these laws exist as a means of assisting the dark elven afflicted to respectfully understand the maehr ways and someday rejoin their ancestors upon acceptance in their heart. Those who seek to violate, loop hole, or otherwise abuse these laws can and will have such liberties stripped from them. We further seek understanding of these ways beyond our walls, in accordance with the original purpose of the maehr since the wars of the betrayer, but those who act with insidious intentions will not be tolerated. •────────────────⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆────────────────• •────────────────⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆────────────────• 1. Freedom of religious expression is protected, allowing individuals to practice non-spiritual based religions without discrimination. 2. The construction of places of worship such as temples, churches, and other religious sites requires approval from the high priestess. The high priestess retains the authority to decline construction, but such decisions cannot be based on differing faiths. Instead, they are primarily focused on factors like location, size, or any potential impacts on the well-being of the city. 3. While forms of xionism are prohibited from being practiced within the city, individuals identifying as Xionists will not face any punitive measures. Additionally, the Shorewalker ideology is permitted and can be freely practiced. 4. The promotion, establishment, or active advocacy of faiths, belief systems, or religions that aim to propagate chaos, disorder, or destructive tendencies within society is strictly prohibited. This includes any doctrines, teachings, rituals, or practices that incite violence, harm, or widespread societal disruption. Individuals or organizations found in violation of this law will be sacrificed. 5. Respecting the faith and deities of others is mandatory, and denouncing or debasing any religious beliefs, regardless of the religion or the individuals involved, is strictly prohibited. •────────────────⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆────────────────• •────────────────⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆────────────────• 1. The usage of voidal and deity magic is permitted as long as it does not affect another citizen or their property without their explicit consent. For example, druids are not allowed to reshape people's house plants, and paladins must seek permission before purging a curse. This principle extends to blood magic as well. 2. Unauthorized use of voidal magics and nonadjacent holy magics within the vicinity of temples and holy places of a religion is prohibited, unless explicit permission has been granted by the designated leader or authority of the respective religious establishment. 3. The act of instructing, training, or imparting knowledge of voidal magics to maehr and citizens within the jurisdiction of Nor'asath is strictly prohibited. Similar actions by druids and paladins require explicit permission from the High Priestess in order to determine the sanctity of the maehr in the matter. Outer shamans and blood mages may do so freely so long as they are not found to be spreading heresy. 4. Items enchanted by paladins, voidal mages, and blood mages are allowed within the city. However, spiritualists are not to make use of them, due to their offensive nature to the spirits with the exception of blood magic enchantments. 5. The employment of Greater Magic, which includes constructs like paladin chanceries and voidal obelisks, requires the approval of the high priestess. 6. The use of Highest Magic, which has the potential to cause large-scale environmental changes (such as Voidal tears or paladin sunbreaks), is strictly prohibited. Violators of this rule may face exile or even sacrifice as a consequence. 7. Dark magic is banned entirely within the city. Openly practicing dark magic, regardless of the reason, is punishable by death. 8. Shamans outside of the Maehr Clergy do not possess any specific rank or authority. Thus, they are not allowed to enforce temple law. 9. Shamanism performed by individuals who are not members of the clergy will be treated in a similar manner to voidal, deity, or blood magic, adhering to the same regulations and restrictions. 10. Ghosts should not be dispersed but instead handled by a lutaumancer from the Maehr clergy, who can guide them to the afterlife in a proper manner. Any attempts to violently contain or harm ghosts may result in them becoming irreversibly corrupted and turning into malevolent spirits. It is imperative to provide shelter and protection to ghosts from dark mystics or other entities that may pose a threat to their well-being. 11. Undead and dark beings are to be confronted and eliminated immediately upon sight. 12. Azdrazi are disbarred from the city and are to be banished if identified. 13. Vampires are not allowed in the city unless to seek a cure for their ailment. Those incapable of being cured are to be banished from the city or killed, at the afflicted’s discretion. •────────────────⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆────────────────•
  10. In my honest opinion it's basically just hubs with extra steps right now. It would be better with something more fluid like warp signs/ferries or just all together preventing the CT from being a portal to different places all together rather than the weird in between.
  11. Just some cool pictures I found
    RQC3EFSGONZSG4DMYECE3PVLDM-6435f5d5082c4

     

    shrek-gallery-1.jpg

    c1.png.dcfa828ad6e3297fdce036c78c78518c.

    1200px-American_Bird_Grasshopper.jpg
     

    if-you-cant-2.png

     

    FsAffKragAAX7M2.thumb.jpg.55dee44c4b24cd

    maxresdefault.jpg

    dinosaurs-in-scandinavia-illustration.jp

    Plz post more funny pictures you have

  12. It would kind of remove the uniqueness of the magics that do require verbal components (shamanism, naztherak, heraldry). There is nothing stopping someone from adding verbal components to their other magics on their own but it's not forced and should not really be forced on them.
  13. I am fairly sure the ungrowth in soul tree lore is the same ungrowth in communion and control. It's just stating the interactions of soul trees with that spell not a spell soul trees have innately. Fae plants can be moved easily if they are small enough, which is one of the few advantages of choosing a vulnerable small plant over a large, hard to destroy one. If you don't have access to a druid it's technically possible to make a new plant but this is a strenuous process so epiphytes only do it if they are saving their plant from corruption essentially, so they still need ungrowing if they want to move their plant from place to place otherwise.
  14. I will give more detailed thoughts on it when I can, though my immediate thoughts: Ungrowing can and should work on fae plants/soul trees as it's the primary way of moving these things around. Why are there so many spells listed as passive when they aren't? Passive implies it's always active without the need for emotes.
  15. Overpowered. If you coated your body in this "bread" you would be totally immune to malflame!
  16. Velûlakeeyt Spirit of the Eternal Moon Look upon that which is still, child of strife. Let the tide of thought turn to mirrored glass. Spread it out like wings of flame, let all understand. Welcome the gaze of all things, and be one
  17. Yzedalr Spirit of Rainstorms Look upon the rains, child of light. Feel it's breath, feel it's connection. From fingers high to winding roots below. Welcome the heart of all things, and be one.
  18. Dal'lisse is both a dark elf and gay but she wishes the inferior lifeform the best.
  19. I think NL force pk's got removed for a good reason.
  20. I honestly don't disagree. There are a lot of other things with 'no brain' which get affected by illusion because they have a mind. Illusion isn't the most useful thing in combat anyways so I could see this being used to teach your own atronoch about things.
×
×
  • Create New...