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Luxury

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Everything posted by Luxury

  1. In totality, the event site for Ando Alur was good in my opinion. Our group was able to get tons of RP out if just theorizing solutions to fix the problem, just the fact it was an available place to travel fed months of interest / story sharing / etc. For added context it was in the late stages of the event-zone's run on the server (Druids were scheduled to go into the zone a week after we went, to close it with the Aspect stones). We requested small-scale events beyond going to the crater but were denied as only larger nation groups were being scheduled at the time, so we tagged along with the Dwarves who had something scheduled already. The day of the event, nothing of significance was emoted going on around the crater, even though the entire zone was supposed to be active - rather than just sending a group of 20+ home having done nothing, we decided to scope out the middle before... the cliff collapsing emote happened. The rest is history. We were just players excited to play with rarely touched world lore. Though it was a bummer that it was locked behind circumstances that were inescapable and impossible to interact with meaningfully without dying. 3-4 emotes post-fall into the crater the exits were surrounded.
  2. Let me play a wonk wizard or so help me. . .
  3. Irritated eyes beheld the parchment, brought to that Weaver's grasp in her own smoke filled parlor. She tuts at one particular line "I am barred from entry, how boring. . ." spake she, to a constituent.
  4. I have grown fond of Air Evocation since I picked it up, and began exploring the ways I could supplement my roleplay with it. Losing a combat spell should hopefully not greatly inhibit anyone's character identity. I like the optional 2nd-slot, regardless of the level of strength it gives my character in CRP, because I've always felt that commitment to a school of magic should allow someone to access more tools to hone the Evoker niche. I'd have loved to have seen more Aesthetics woven in upon taking the 2nd slot though. Optional alterations to the way a characters magic and appearance is displayed, greater feats of non-combat Air evocation, maybe inherent enchantment abilities not requiring Tfig, etc etc
  5. Moonspeech is a wonderful piece of Voidal lore, and it is mostly unused. In ye olden days, I recall any interactions with Moonspeech to be approached carefully and with reverence. This is bringing that lore to the modern era, and will empower the void cult narrative behind Voidstalkers. Not including self rp, the use cases are Voidstalker to Voidstalker, and Voidstalker to Horror. The latter hinges on whether ST want that level of interaction to exist, as it does inherently require a solid foundation as to how Horrors interact with player characters which doesn’t really exist yet. If a pivot is needed, I’d recommend having different ’dialects’. Where Vstalkers could communicate between eachother efficiently, but Horrors themselves might not understand the muddled version of their language.
  6. The magic is inherantly unnatural, while compatable with diety magics because it is natural. A void mage could use it, just cant enchant it. You would be killing the natural life bank by imbuing the void into it. You could clarify that the material is in fact living, and that would eliminate inconsistencies. Enchantment does not work on Living material due to other factors, not because it kills the life it is enchanting.
  7. This ‘invisible’ CRP dominates a space that would otherwise be viable for other roleplay, sometimes for multiple hours at a time. If CRP is locked in my city’s square, other players cannot use or interact with that area until the fighting stops. They can either sit and spectate or go someplace else. This is the most glaring issue with this new system, that simply extending the timer won’t fix.
  8. Luxury

    hello

    Welcome back! Hmu on disc @ _luxury if you want to tap into some rp!
  9. SORCEROUS STATE OF HOHKMAT - CHAMBER OF EARTH To Hohkmat’s Sorcerous conglomerate and mundane constituents, It is with great pleasure that the Chamber of Earth announces its next venture: The expansion of our domain to Healthcare services. Our role in the Earthen Chamber is designated purely towards supporting the Hakad people, and therefore it is our responsibility to ensure their safety and wellbeing. Following this missive, the formal oversight of Hohkmati Healthcare will be in-part delegated to our Chamber’s very own Wilford Reinhold. Leadership will be temporarily co-opted by the Vizier of the Chamber while another suitable replacement is sought for an exploratory Medical Research and Development division. If you are a capable Sorcerer with a penchant for discovery and innovation in medicine, seek out a Chamber representative for more details on how to be involved. Non-sorcerers may also find an opportunity in the Chamber of Earth as a tenured Medic in our Clinic. Signed, Rhae’lin Ashwood, Vizier of the Chamber of Earth Wilford Reinhold, Head Physician of the Chamber of Earth
  10. A tired Weaver peers through a veil of smoke spurred on from a rich cigar, mounted on the lip of a blown glass ashtray. Low lids only just allowed the Elfess' yawning gaze to review the proposal. Vizier Rhae'lin Ashwood sighs in conclusion, stirring the muddled air in her office. "Croquet is played with mallets, not feathers... Isn't the game of Hohkmat this way too? It can be.. fun to play by the rules sometimes."
  11. [!] The missive comes onto the desk of one solemn scholar, the severe Mistress Vizier of the Earth Chamber Rhae'lin Ashwood. "That one has proved to be a monolithic presence."
  12. You can eliminate confusion by using this format [Connect + Charge + Cast] to represent what is occurring over the course of 3 emotes. Otherwise, the buffs look pretty good and the clarifications are always nice. The two emote water shield will likely beat out other similar shield types that are considered staples in their magics. Deflect from Air evo is comparable as a two emote spell, but it cannot be sustained. Earthen Wall had been considered the top of the magic shield game. I think a sustained shield for ranged attacks will be more effective at 2 emotes regardless of lack of solidity. An observation if nothing else. Though I think there is something to be said about the things each individual magic should be the best at to keep them niche and unique, and making sure this isn’t going to make Water evo objectively better at offense and defense.
  13. Username: FadedQuartzCharacter Name: Rhae’linNumber in Party: TBD /// Aiming to collaborate on player events in the North.Discord: _luxury
  14. This write is filled to the brim with rp-centric abilities. Looks like a lot of fun - and more than ever, the Frost Witch niche is cool.
  15. The fact that they look identical to descendants is a perfect disguise in my opinion. I’m pretty sure we used to play together back in the day iirc! That kind of roleplay you used is by no means simple, and it will definitely never become standard on the server. I have to hold on to my take that removing the failsafe check is a unnecessary buff, as long as there are no other indications of origin.
  16. The existence of perfect disguises necessitates a failsafe form of discovery. I've never quite been a fan of the mechanic, yet I understand its function. Even the disguises that seem to have forms of hints or clues are regularly mitigated and downplayed so as to not be a valid form of identification. And when things get hot, you change a skin. The fair detective roleplay that is being called for is exceedingly hard to do correctly, I find, unless you’re a veteran roleplayer.
  17. Favorite map? Most successful / most fun group you’ve been part of?
  18. I’ve never been more excited for underwater rp.
  19. Good take here, and I’ve touched on it only slightly on a previous submission. All of the potential consequences are written very well into the Tearing lore, and this piece doesn’t refute that. Its meant to work in conjunction with that piece, not counter it. It is relatively simple to open a Tear. It is relatively simple to create the equivalent to realm-wide nuclear fallout which tends to result in several deaths - You're not even required to post a Veil Watching post, if I recall. A character with evil intent currently has a disproportionate amount of narrative power over a character with good/gray intent. There needs to be a balance within Void Magic. I don’t personally see the need to make a closing ritual any more complex than what we’ve observed with existing lore. What this piece can do is provide far more nuance to Tearing. It potentially introduces maintenance and upkeep, allowing further use for Tears provided care is taken to prevent them from rooting to the realm. With a reliable mechanism like this, more mages might even buy into the possibility of Tearing as well. You'll still see characters on the 'lawful good' side of the Voidal spectrum adamantly against it, though I think this might make those True Neutral folks more inclined to partake in the Lore. Tears are already ingrained into our community and even with this there will always be rp social stigma around Magi who tempt greater powers. None of that is going anywhere, any time soon. Keep in mind there is still a point of no return with the max level Tear. —— All that said, there is possibly room to tweak the numbers; specify who can / cant use the ritual. Create a more robust timeframe between opening and closing etc.
  20. I hope you don't mean that lol. I'll translate anyway but I'll keep it flowery as it's meant to be the thoughts of a since-passed character I played! Keep in mind this entire lore piece was conceived of in game before it was written oocly. Roughly, it reads that the primal nature of 'Greed' as a mortal concept can carry consequences that can't so easily be 'wished away' by magic. It plays to the tune self-sacrifice, highlighting that the necessity of having a ritual like this forgoes the dangers incurred by the very attempt. Devising an experimental Ritual to close tears should be approached with extreme caution and not be taken lightly.
  21. The Void Crystal A handheld Focus crystal that has been embedded with the essence of both Void and Creation, and thus aptly named for its function. This anomalous stone is, in essence, a product of Voidal Alteration incited by the need to curb the devastation of magical disaster. Creation: Alterationists at the height of their craft may cast a greater imbuement spell upon a Focus Crystal, shifting it’s core function. Focus Crystals are known for their ability to allow casters to channel the Void with great tact; As such, these Alterationists have found that intricately applying their artform could create an inverse effect. Effectively, the layers of Mana are articulated in such a way that these Void Crystals act as a one way vacuum for Mana. The potency of the effects necessitates creation in the presence of an Obelisk. Effects: Focus crystals are commonly used as conductors of magical energy, and the advent of the Void Crystal introduces the inverse. These eldritch stones were found to be able to intake a large swathe of Mana and keep it within its crystalized bearing for transport and safekeeping. The Crystal’s effects ultimately may be used to contain smaller bouts of Mana or Aura that are present within the Material realm. The Active effect occurs gradually over one or two emotes where. Primarily colored by the Aura of the Alteration Mage who has imbued the spell, the contained Mana will sequentially darken as it imbibes Mana, and in the case of Aura it may even adopt new sequences of color. Passively, the Crystals will soak in Aura radiated from a handful of spell casts in a radius around them, functionally a 10x10 area surrounding the stone. The power dedicated to the metaphysical vacuum is what prevents the mass of energy from escaping prematurely and as such this energy cannot be reused, controlled, or manipulated while trapped in the crystalline form. On Destruction Should the Crystal suffer a direct blow from any sufficient blunt force or spell after absorbing Mana, the energy will release in a localized explosion and dispatch the contained Aura into the open air, making for a dazzling array of color and forms determined by the nature of the Aura therein. The force of the blast is insufficient to cause a major knockback effect, but the crystal shrapnel will embed in nearby soft tissue creating a non-threatening surface wound. The Aura array is a spectacle, but fleeting at best as it quickly reabsorbs into the environment. Redlines: -Primarily for player events and narrative functions, users must be in cooperation with ST to implement full use of this invention. -Structurally identical to Focus Crystals -May not be used to refuel one’s mana -RO permission is required to spread Void taint from a broken Crystal, using void associated blocks. -The Crystals are enchantable, but will surrender any of the above utilities rendering them as a simple aesthetic option. -Requires a Tier 5 Transfigurer, Translocater or a Tier 3 Voidal Artificer to create, being the primary arts under the Alteration archetype. -Requires Player Signing. The Aegis Seal Beholden to its primal nature, it is found that Mortal greed is insurmountable by any Arcane theory. Thus at wits end in the wake of the colossal endeavor of answering the Hallow, a binding ritual was conceived; The final claim of a Voidal mage on the Material. Not one that would bring relief to the victims of errant Arcana, but perhaps one that would carry the light of hope forward for the coming generations of spellcasters. Voidal Tears, which have long been considered the pinnacle of arcane ingenuity will now have a lock. Those who take on the mantle of the keybearer must know the gravity of their cosmic responsibility. Ritual: A sum of magi equal to the number which produced the Tear must gather for this ritual; Among them must be a leading Alterationist, accompanied by equal parts Translocaters and Transfigurers. The Alterationist themself may supplant one of the aforementioned caster types. Armed with Void Crystals relative to the size of the Tear, the assembled magi begin. An Arcane circle is drawn upon the ground with powdered focus crystal, and each mage assumes a stance around its circumference. The antithetical stones are introduced onto the Tear, yet like other materials their forms are not immediately disseminated but instead destabilizes the rift and pulls the eldritch energy towards an epicenter. The Void Crystals by design alone cannot undertake the task of closing a rift, so requiring more applied measures. Hereafter, the Voidal Artificer and their throng of coupled magi must channel vast swathes of mana into the crystal. Inlaid with the spellweaving must be the intent of closure or sealing, in order for the Mana to actualize. With all of the elements at play, the flow of corrupting energy from Void to Material emanated by the Tear is effectively reversed. Requirements -The Ritual leader must be a Tier 3 Voidal Artificer or a Tier 5 Transfigurer or Translocater aided by at least one Tier 5 Transfigurer/ Translocater scaling to be even with the number of Magi that participated in the initial creation of the Tear. Each further coupling of magi eases the strain that the Ritual imposes upon the Mana Pool. -One 15cm Void Crystal per 5m of Rift size. -One Arcane Circle crafted out of Focus Crystal dust. Effects on the Group Intentionally leaving one's soul adjacent to the Vast Infinite for any period of time is widely unheard of due to many anticipated dangers. Following the ritual, the Alterationist responsible as well as their cohorts must endure a mental barrage... The final throes of the Psionic forces lurking just beyond that breach. Visions At ritual end, debilitating visions permeate the minds of the mages, showing them potential realities wherein the fabric of reality was flippantly torn asunder by rogue magi. This grandiose invasion of the mindspace is enough to inspire fear and paranoia, long lasting indeed, such that discomfort in the presence of Voidal Tears and Voidally Afflicted spaces is commonplace; I.e. Obelisks, the presence of Voidstalkers, Horrors, etc. -Each player character who participated in the Ritual must adhere to these effects for up to Three OOC weeks after which they may begin to rehabilitate. -The players who participated may not participate in another Voidal ritual for one OOC day following the Seal creation. Effects on the Tear After the Ritual Visually, the Voidal Crystals rapidly expand in mass and solidify across the entirety of the Tear. This process can be guided, such that the formation is built aesthetically- otherwise the Crystal takes on jagged and harsh formations. In any case this is the signal of a successful ritual; The Tear is ultimately stabilized by the Seal. Within the crystalline barrier, the inverted flow of Voidal energy is repurposed to stitch together the fabric of reality that was torn. The unnatural unease that once gripped the locale begins to release, and the eldritch hum that filled the air hushes. The boons that Mages found of use are no longer provided. A First Stage Tear may be effectively and immediately closed hereafter. For Tears in the Second or Third Stage, an addition of two and three OOC week(s) respectively will be required, scaling down in intensity over the duration. A Natured or Mature Tear may not be closed by this method. While the Seal is actively closing the Tear, there exists the opportunity to interrupt the process. Provided that there is a frame to stabilize the Tear once it is freed from the crystal Seal, an equal measure of Magi to that which created the Seal may congregate to undo the ritual. However long the Seal was left active determines the power of the restored Tear. However, without the frame present, the Tear will detonate should the Seal be undone. Beyond ritualistic means, the structure is nigh impervious to any ordinary bout of Physical or Magical damage. Mundane methods no less than siege-strength war machines, or a barrage of Tier 5 spells may likewise interrupt the Sealing process but with dire consequences. Redlines -Closing a Voidal Tear requires ST approval. -Requires at least two Tier 5 magi to participate in the Ritual; One Transfigurer and one Translocater. -Aiding Tier 3 Voidal Artificers may supplant one of the aforementioned Transfigurers or Translocators. -Once a Player begins the Sealing process, they may not directly Open or Close any further Tears until the Sealing Ritual is successful or stopped. -Destruction of a Tear is outlined in the Voidal Tearing lore piece, and should be abided by. -Should a Stage Three Tear be Sealed for one week, it resumes as Stage Two; For two weeks, it resumes as Stage One. The entire passing of three weeks closes the Tear. Purpose This is a restructuring of an original concept. I’ve chipped away at some unnecessary bits and added some flavor where possible. I anticipate this piece to bring an entirely new level to Tear-adjacent roleplay. Enjoy. Credits: FadedQuartz- Ideas, Conception E__V__O- Ideas, Conception Squak- Ideas, Feedback, Review Citations: Focus Crystal Lore https://www.lordofthecraft.net/forums/topic/191688-✓-world-lore-focus-crystals/ Mana Obelisk Lore https://www.lordofthecraft.net/forums/topic/197307-✓-mana-obelisks/ Voidal Tearing Lore https://www.lordofthecraft.net/forums/topic/196066-✓-voidal-tearing/#comments ::Changelog:: -Removed unnecessary restrictions on the amount of Closing rituals a player can perform. -Added a line that would prevent one player from having multiple Seals. -Clarified some Words for easier reading. -Added a Week requirement for closing of Stage Two and Three Tears
  22. The Loom, awakened by the whisper of an unraveling thread, began to spin its tapestry of fate. Strands danced in an intricate choreography, reaching out in myriad directions, seeking the elusive weaver of Voidal calamity.
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