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hellfiazz

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  1. rWEe97c.png

    The Thulean Republic - Ultima Thule

     

    The first months of life on Ultima Thule were exceptionally difficult. Everyone knew someone that had died to corrosive acid, the toxic gases that enveloped the entire planet in a thick blanket, or simply succumbed to despair and ended it all before it could get worse. Even in the decision to move underground, which proved vital to the continued survival of the colony, resulted in deaths of many to rock falls and collapses, and the threat of starvation loomed ever closer. Up until the discovery of vast deposits of ice and several underground lakes. With sustainable access to fresh water and therefore the ability to grow crops, the prospects of the colonists were dramatically less dire, although life would by no means by a cake walk on Ultima Thule.

     

    Since then, the colony has adapted to life underneath hell itself. A government has formed that is a more egalitarian and democratic analogue to the Roman Republic, with a senate of elected representatives who themselves voted upon two consuls to lead the colony every four years, and the colony had officially named itself the République Thuléenne, or the Thulean Republic. The first assembly of the Senate was held in the capital (and only) city, Nouvelle Marseille, 3 months after landing on Ultima Thule, and Charles Debrun and Jean de Cambacérès were elected consuls. The initial bartering has developed into a basic currency-based economy, though the Senate owns the vast majority of industrial and agricultural capabilities of the colony. While means of instantaneous communication have been developed for co-ordination across Ultima Thule, paranoia among the citizenry and conservatism among the Senate meant it has not been directed away from the planet. 

     

    Perhaps most impressively is the Republic's ability to pursue a space program despite the limitations that the planet imposed, spurred on mostly by Debrun, the more popular of the two consuls. While many senators initially found the idea to be a profound waste of time and resources, the idea was highly favoured among the populace and so was funded, and soon the first ship pierced the veil of death that surrounded Ultima Thule, and returned safely. It wasn't long after that that the decision was made to construct a staging ground in orbit, which eventually evolved into an orbital shipyard where a number of vessels have been constructed to extend the reach of the Republic beyond the death world it was born on, forming the Marine Républicaine (Republican Navy). A military called the Garde Républicaine (Republican Guard) has also developed, numbering around 5,000 Gardes. While trained in military operations, their main services for now have been in law enforcement. 

     

    One of the first goals of the Republic once it had space-borne capabilites was to better understand their immediate surroundings, both within and without the Hyperborée system. Consequently, the two Hermès-class freighters constructed previously are sent to perform mineral and resource surveys of the system itself. A corvette is also commissioned in the shipyards, to be named the NMR Pèlerin, and will be used to scout nearby systems and search for foreign nations without immediately revealing the existence and location of the Republican homeworld.

    klavs_models68.thumb.jpg.f28de9ba3f3fd5c993f29f38927d0112.jpg

     

    During routine mining operations for the expansion of Nouvelle Marseille, the architect of which was de Cambacérès, several miners were killed by a spontaneous explosion. Upon an inquiry into the deaths, a strange mineral was discovered that appeared to be the cause of the deaths. Initial attempts to safely extract the highly volatile substance were met with failure, and so several geologists, chemical engineers, and explosives experts are gathered to research a way of doing so. 

     

    Summary

    Resource survey of the Hyperborée system [2AP - Mod required]

    Construction of a corvette [1AP]

    Beginning researching of Trizendrium extraction [2AP]

     

    Thulean Republic Data

     

     

  2. OOC:
    Username: hellfiazz
    Skype: hellfiazz
    Ideas and Suggestions?: Don't do drugs
     
    RP:
    Colony Name: Ultima Thule
    First Planet Type: Venusian Toxic World - Severe acid rain, poisonous atmosphere, etc
    History: Composed mostly of French men and women, the colony ship from Earth departed full of hope for a new life, away from the dying world they were born on. Upon arrival to the world that would come to be known as Ultima Thule, the colonists aboard felt only despair as they understood the gravity of their situation. Trapped between the cold, endless void and a hellish death world, they chose the latter. In the initial period of colonisation, many died painful deaths to exposure as the frequent acid storms brought exposure to the noxious gases that cloaked the planet. Efforts to live above ground proved unfruitful as the climate tended to cause rapid deterioration of the structures the colonists had built, and so the decision was made to carve out a life underground. Miraculously, vast deposits of ice were discovered while digging, and so the prospect of survival became feasible for the increasingly dour population. Since then, the colonists have managed to scrape together an existence on Ultima Thule, grim as it is.

     

    Sent you the map on skype

  3. On 8/7/2017 at 9:14 PM, Humanistic said:

     

    Not to mention that since these Spirits are deities of a different realm they have personalities and characteristics and VERY much despise void magic or most other magic for that matter.

    0
     

    Most spirits don't care about void magic. A small minority are very much all for it (because it relates to their aspects), and another small minority do despise it (because it opposes their aspects). Same applies for a lot of other non-spooky, non-deity magics. 

     

    +1 from me. Dark Elves have had lutaumancy for some time and this clarifies and expands their variant on it to make it more unique and idiosyncratic to Delves.

  4. What is your Minecraft Account Name?: Buubztik

     

    How long have you played on LotC?: Since June 2013

     

    How many hours per day/week are you available?: Roughly 20 a week

     

    What lore do you know best on LotC: Overwhelmingly shamanism and spirit lore

     

    Give a Summary of any Staff/Lead positions you’ve held on any Minecraft Server in the past: 

     

    LT - was part of the Lore Team for over a year and a half and worked on a variety of projects with numerous people. In more recent times I had fallen off a bit in terms of work ethic mostly due to high stress conditions IRL, but those are for the most part over.

     

    MAT - was part of the MAT for a few months (whilst on the LT). My part in that team was okay, but I could've worked harder. 

     

    Do you have a Skype account? You may post it here, or choose to keep it private until you are asked for it.  Note; Skype is required to communicate with the team and unless you have an account and the program it you will be incapable of joining the team: Yes, you have it

     

    Have you ever written any lore for LotC? We are looking for LMs who either know a lot, have a lot of ideas— or preferably both. So lets see what you have done. If you want a part of the app to pay most attention to-- pick this one.

    I've written and co-written a multitude of accepted lores pertaining mostly to shamanism and spirits, and been a contributing part of many more. I've also written a couple of accepted creature lores and a few pieces of 5.0 lore, as well as working on a few revisions for already accepted lores.

     

    Have you ever receive a Magical Blacklist, ban or other blacklist if so, please link it:

    Nope

     

    Please include a link of  anything you've wrote that you consider to be your best work, this does not have to be LotC related however it must be by your own hand:

    I'd say my best work is a hidden thing, but my best public work is probably this: (Note that by now it's a bit outdated with more additions and revisions to shamanism)

     

  5. A few years can either be an instant or an aeon in the Spirit Realm. It depends on who, where, and what you are. For Orgon, the years since his defeat at the hands of the mortal champions felt like eternity. 

     

    His attempt at turning Vailor into a continent-wide hive of disease and pestilence had in many ways been a success. He should have been at his zenith now, but somehow he had been struck down at the hands of Descendants. At his weakest now, he writhed in constant pain and anguish. A few of his most loyal Lessers had tried to help him, surrendering all their power to him, but it was not anywhere near enough. Orgon had been forced to retreat from the mortal realm entirely, and he could do nothing but hope he could hold onto power as his energy recovered, painfully slowly. 

     

    Unfortunately, this hope seemed to dwindle by the minute, day, year. Rasping voices whispered all around him, conspiring. Orgon knew that the worst was not over. The worst came to him in the form of one of his most prominent lessers, a necrosis spirit by the name of Kinul, at the head of a large gathering of his supporters.

     

    "We are honoured to have served under you, Master Orgon. But the plague calls for a new steward."

     

    Orgon arose from his rotten throne, slowly but with authority. "An inferior spirit would have stabbed me in the back, not openly challenged me. I thank you for this, Kinul, but you are misguided and foolhardy. I will continue to shepherd the blight."

     

    "We shall see, pestilent one."

     

    Many had anticipated a grand battle, but their expectations were not met. Orgon charged at Kinul and was immediately struck down, and the lesser wasted no time in subjugating his former master. Some watched in horror at the brutality, some took glee from it. The result was unchanged, and Kinul grew immensely in power as he took on the mantle of Greater. Orgon rose again, tiny in comparison to his former self, and retreated without a word behind the crowd. Kinul walked over to the Throne of Rot, and took his place.

     

    He sat on it as Kinul, the new greater immortal spirit of disease, failure, and pestilence. 

     

  6. This lore has been denied

     

    There are already creatures of a similar function that fulfil this niche, namely cervitaurs (and to a lesser extent dryads), and so there's not a great deal of purpose or necessity for these creatures. Furthermore, in general there are already many nature-based creatures, and so it's somewhat less desirable to accept more. 

     

     

  7. This lore has been denied

     

    This is quite a hard denial as it is evident there's been a great deal of work, its very well written, and the magic itself is very interesting and could definitely work well within LoTC if not for a few key issues.

     

    First of all, the lore needs a bit more explanation as to who the Aengulic patron is, how its not legitimising the human religion, and how the magic works. Additionally, the abilities themselves need a bit of refining in order to make the magic more balanced, as right now it is very powerful.

     

    Furthermore, the magic very very closely resembles other magics in some abilities (namely mind magic, holy magic, shamanism, and druidism), and overlap is a feature which the LT seeks to mitigate. In fact, the core principle of utilising pseudo-deified dead souls in order to grant blessings via a mortal conduit is the exact same of that Lutaumanism.

  8. This lore has been denied.

     

    To us, the creature seemed like something that would remain very obscure to the general server populace and be relegated to only a few players. This could be remedied if the very specific requirements for the transformation were made a bit less restrictive. 

     

    There are also some who feel the server already has a great deal of creatures, and specifically ones of the dark sort, and so this lore would only exacerbate what many see as the saturation of the server with dark creatures and magic.

  9. This lore has been denied.

     

    The LT doesn't really see the necessity or purpose for these creatures for Muun'trivazja. The exposition of Kha culture and Muun could as easily be achieved by Kha and Muun users. 

     

    Furthermore, there are already quite a few spectral / Itharel-like creatures (in fact the Guardians seem very similar to Augurs) and so as not to saturate roleplay with those types of things we don't feel there should be any more, unless they're exceptional.

     

    The disconnection part isn't so much an issue, so please make a separate lore submission for that. 

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