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Everything posted by hellfiazz
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In the dead of the night after the Rex's speech, posters are put up in front of the shrines in the Uzg. They are also placed in the Cloud Temple. It is greatly disheartening to see the blind nationalism of the Orcish people has over taken their faith. It has not just taken over, it has outright placed your own ideals above those of your very gods. It was my honest hope and expectation that the Orcish people would be better than this. I thought that any true Spirit-fearing Orc would rejoice at the chance to teach our cousins the one true way, instead of purposefully preventing the faith from flourishing, as the Spirits desire. It saddens me to see I was wrong. But the rallying cry of "The Spirits belong to the Orcs" does not sadden me. It angers me. For what kind of arrogant, ignorant, selfish race would cry out that their gods belong to them? You claim to own the very Spirits? The very world? And yet I am the 'heretic'? These are our living idols you speak of owning, they are not yours, they never have been and they never will be, and it is those who state otherwise who are the true heretics. The Spirits themselves would laugh at such claims if they were not so deeply insulted. The Spirits do not belong to you, or anyone. It is our duty as their servants and their followers to proselytise the world. It is not the place of any mortal to say who is worthy to learn of the Spirits, who is worthy to enact their will, and who is not. It is our place only to do as the Spirits desire. And the Spirits desire their faith to spread, for the world to know of them. What self-respecting set of deities would not? To invoke the name of Krug in this hatred of the Spirits is to spit on his name. Krug was the greatest of any of us, Orc or otherwise. He placed the Spirits above all, like I do. And he weeps to see that his children have placed xenophobia above their faith in the almighty Spirits. I do not do this to destroy our heritage, or on Orcish culture. I am spreading the true foundation of our people's society, faith in the Spirits. Those who do not see this as a good thing clearly do not know the will of the Spirits or the words of Krug, much less respect them. Those who claim ownership of the Spirits cannot truly worship them, for they place themselves above the Spirits. They clearly do not know that it is we who belong to the Spirits. ((Written in English for ease but assume it's written in blah, except for the ones in the CT))
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As the Rex makes his speech, Buubztik cheers along, conscious that to dissent would cast suspicion toward him. After the gathered Orcs finish with their insults toward the "Heretic", Buubztik slinks away to make plans. He did not foresee that the Uzg would react in this way.
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Druids are done, Shamans are Ascendant. Join today:
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A note is posted in the Cloud Temple, at the gates of all the great Elven, Human, Orcish and Dwarven cities, the Druid groves, the independent nations and any other settlements. The note is unsigned and written quite neatly. The Spirits: the greatest of all the deities that us mere mortals can know. The Spirits are the ground we walk on, the air we breathe, the water we drink and the food we eat. Our most bestial instincts and our most noble actions: all owe thanks to the omnipresent Spirits. The Spirits touch all. For centuries now, it has been only the sons and daughters of Krug who have taken the Spirits as the only beings worthy of their worship. Elves are prone to worshipping the Aspects or Ancestors, Humans the Creator alone, and Dwarves the Brathmordakin. All exist, but none are more worthy than the Spirits. For it is only the Spirits who can and do shape our daily lives. The Aspects consign themselves to but one part of the natural world. Ancestral Spirits alone are but a fraction of the Spiritual Pantheon. The Brathmordakin and the Creator, while indeed great in power, seem all but absent from our world. But the Spirits touch all. The worship of these clearly supreme beings rarely extends beyond the Orcish people. In their blind nationalism the Orcs have prevented the world from knowing the greatness of the Spirits, both accidentally and purposefully. The Spirits do not wish for this. Any true worshipper of the Spirits will seek to spread the faith to all the world. For the Spirits touch all. And so it must be spread. This is a call to all those that would seek to learn of the Spirits, regardless of race or nationality. For those that show themselves as truly faithful, there is the chance to learn the closely-guarded and mysterious but limitlessly powerful art of Shamanism. In time, it is my hope that the Shamans can form a community without ties to any race or nation, and seek only the spread of the faith and the will of the Spirits. For the Spirit touch all. If you are interested in the Spirits and the power they grant, please leave your details in the space below. Attached below is a blank sheet for people to sign Name: Race: Age: Nationality: (( MC name: Skype name:
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Me
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Disclaimer: The currently accepted lore for Voidal Horrors says that these creatures reside within the Void, and since then people have mentally assumed this when thinking up ideas for Void Horrors and thought up not only sentiences, but societies and hierarchies in the Void. This, however, is in contradiction with the nature of the Void. It is an endless sea of energy and potential, a sapient being can not exist there because it is anathema to the Void's raw-energy nature. Consequently, this feature of the lore for voidal horrors must be amended! However, this amendment doesn't necessarily have to change IC beliefs regarding voidal horrors' origins. The Origins of Voidal Horrors Long has it been thought by mortal scholars that the creatures known as Voidal Horrors were not simple monsters, but were actually utterly alien beings who have invaded from the Void where the rest of their bizarre societies resided. Though this line of reasoning is understandable, it is unfortunately incorrect. Voidal Horrors are not invaders from over the great arcane sea, but are instead something perhaps more mundane. The Veil protects the mortal world from disintegration by the endless and chaotic energy of the Void, and it has done so ever since the Creator forged the universe. However, it is not perfect, and often the imperfections result in anomalous instances where the energies of the Void manage to seep into the mortal world, without the control of an arcane mage to guide them. Most often, the Void energies take the form of everyday objects and elements, such as saucepans, fireballs and clocks. Sometimes though, enough energy pierces the veil and interacts with lingering mana, forming what could be considered a pseudo-soul. The energy then takes a physical form around this pseudo-soul creating a sentient being, the Voidal Horrors that many a mortal knows and fears. The beings known as "Greater Voidal Horrors", and even "Arch Horrors" are formed in this exact way. They are not special Voidal Horrors, but are only the result of greater quantities of Voidal energies seeping through in one scenario and therefore creating a more powerful and perhaps intelligent creature.
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Inferis The Demons Among Men In the beginning, Man was borne from the hand of the Creator, and was gifted with a soul to give him definition. The soul, otherwise known as the spirits of mortals, is an ethereal essence that hides in the bosom of all things, ranging from an innate power and potential of a dim glow to a brilliant shine. Mortals were given these Superior Souls, allowing them to function as they do to this day; giving them shape and distinction through an attunement to the blood, and allowing for connections to the eldritch and the beyond to be established and utilized. The mortal races, known as the descendants, were conceived in an image of variety, and thus their souls allow them to achieve endless, glorious things. The nature of discord set upon the mortal world and its denizens allowed them everything and nothing. But with disorder comes many things. Through the ages of yore, the pure image of mortalkind has been subject to differing forms of change; Men and their souls have been known to be like clay to beings defined as deities, for by taking hold of their souls they may be shaped into whatever these deities desire. Even Men themselves have devised means to change their very base corporeal makeup; leading to the creation of Liches, Golems, and others in such a spectrum. The descendants, as agents of discord, are thus wholly subject to change. But when change comes to them without a master, this nature of disorder runs amok. The fallout of Aengudaemonic wars, the taint of dark magics, the intrusions of the Void; all masterless forms of discord, bringing great change upon those who come to dauntlessly behold it. These things can corrupt mortals; this is known true. Sickness and disease borne of these forces of chaos have been known to plague the world in epochs past. But to truly change Man into something else… such a horror is one that has been replicated in many forms. From these sources of discord rose the Inferis. These Inferis are limitless in corporeal form and monstrous in both mind and body, for when they meddled with sources of raw chaotic power it scorched them to such a degree that their bodies, their minds and their very souls were twisted and malformed. These sources of disorder (having been defined before as places like Void-warped or dark art-warped locations; any place with an unguided, extremely hazardous fallout) give the race of Inferis both an extreme, chaotic variation and a singular, defined identity: they are all relatable because they often do not relate. It is their malformations and twisted identities, alongside their savage and feral nature, that define them as Inferis. But it is also their souls that define them as such -- Inferic souls are Superior Souls contorted into something else, something inherently wrong and pulled from the Creator’s design. Inferis are robbed of their distinction and definition, and thus are unified through it. They may hail from many places -- they may crawl from the Abyss, where displaced Lifeforce clamors to occupy the living and imbue them with terrible cancers. They may drift from the Stratum Lands, where the Revenants reign free and the Void is one with the world. They may rise from the ashes of the Fallen One, twisted by his flame. Through this unification of disorder, Inferis also follow a loose hierarchy -- it is vile and savage, alluding to the very base nature of life. Inferic Souls are robbed of the brilliant light of Superior Souls; if Superior Souls are embodied by a grand, ethereal light, then Inferic Souls are defined by a tumultuous, uncontrollable flame - exuding both a shadow and a radiance. Thus, regardless of their origin of discord, Inferis often relate with fire. Because of this, they have often been designated as “Daemons” in the past; leading to a confusion as to what they truly are. Lesser Inferis Entities defined as Lesser Inferis are beings in the infernal hierarchy that are otherwise known as “converts”; all Inferis are first formed by mortal beings being vastly twisted into malformed creatures, and thus Lesser Inferis are essentially determined as malformed mortals. They are limitless in form, savage like blood-drunk beasts, and bear not even the smallest remnants of their former selves; the formation of their Inferic Souls tucks away all humanity into the darkness of their inner flame of disorder. But Lesser Inferis may also vary in power, for many entities that bear untainted Superior Souls may be subject to Inferic conversion. It is stated in legends that even dragonkin may be turned into Inferis, though as only High Dragons, or Dragaar, hold untouched Superior Souls, it is unlikely for any dragonkin to suffer the malformations that mortals can be subject to. By becoming what they are, Lesser Inferis are condemned to roam the world as harbingers of chaos, for where-ever they dwell they seek to kill and pillage and destroy without rhyme or reason. They do not search for something - they do not crave some form of satiation from mortal essence, or admire the alluring shine of mortal treasures. Lesser Inferis bring chaos because it is their very nature as agents of discord. When a Lesser Inferi dies, their Inferic Souls follow the same path as all other souls, seeking the Soul Stream. But there lies a distant calling to all Lesser Inferis that come to exist; a strange hithering and a need to adhere to it, like a child obeying the call of a father. From the Spiritual Realms, the eldritch Greater Spirits Ixli and Ikuras constantly search for the mark of an Inferi whenever they are created. It is from their Spiritual Planes that they call to Lesser Inferis and, in death, lure their souls toward their ethereal realms of the dead so that they may take these Inferic Souls as minions and servants. Once there, Inferi may remanifest in the mortal realm to once again act as anathemas to creation, most generally at the direction of their Immortal masters, though sometimes they may manifest autonomously. The natural process of souls is once again subverted by the machinations of the Spiritual Realms. Inferic Souls who do not adhere to the calling of Ixli and Ikuras embrace the Soul Stream only to become one with its desolation; they become what is known as Ragegeists, and are condemned to never pass on into afterlife. Greater Inferis Once under the reign of the spirits Ixli and Ikuras, Inferic Souls become the unsettling blight known as “Dark Ancestral Spirits”; Inferic Souls are borne of Superior Souls, and because all Ancestral Spirits were borne of Superior Souls, a shadowed antithesis may be formed from Inferic Souls. Dark Ancestral Spirits carry with them the legacy of their tumultuous lifetimes, where they seek to undo all that is right and alive around them. Just as Inferis are hated in life, they are hated in death, for the spiritual denizens of the Ancestral Realm fears them -- they quite literally roam to devour other Ancestral Spirits, though the sheer power of a Greater Ancestral renders them immune to Inferic consumption. By doing this, they are capable of absorbing the very essence of ancestors, and grow in power through this. This nature is viewed as heinous by those of the Ancestral Realms, for while it may be tolerated in other Spiritual Realms, it cannot be where they roam. By growing in power, Inferic Souls that once belonged to Lesser Inferis become “Greater”. Through this process, Greater Inferis are borne and are conceived with prominent differences to their lesser brethren. It is very much apparent that Greater Inferis are born with both a heightened form and a heightened mind - no longer savage and contorted, but rather malicious and otherworldly, assuming forms easily identified as “not of this world”. With their minds freed of barbarism, Greater Inferis may therefore experience a recollection of their past lives, but rather use it to their self-serving advantage than to pursue the fragments of their old existence in some melancholy tangent. Greater Inferis are still indeed Inferis - it is in their nature to undo all that exists around them with fury and flame, and the memories of the past are nothing to dissuade this. With clearer minds comes greater power. Inferic Souls are merely malformed Superior Souls, so Greater Inferis are capable of practicing differing forms of sorcery. It is often destructive or malicious types of magic they seek to practice, like Pyromancy or Necromancy. The knowledge of such things are often gifted by Ixli, the Spirit of Forbidden Knowledge, before Greater Inferis materialize once more, and without deterrence -- for Greater Inferis have already lost their sanity long ago. The primary objective of Greater Inferis is to cultivate more Ancestral Spirits, and by extension create more Inferis from mortal Men. This act of cultivation is done merely by wrecking havoc; which means the focus of Greater Inferis are not unlike their lesser brothers. They roam to destroy and kill so the souls of their victims may drift toward the Spirit Realm and become sustenance for other weaker Dark Ancestral Spirits, so that Ixli and Ikuras may build a more powerful force. But this process isn’t so simple. Mighty indeed are Greater and Lesser Inferis alike, but they are quite literally against the world; they are the “antithesis”, where they disregard all mortal alignments and simply exist to bring about discord where there is order. Necromancers terrorize to heighten their arcane power, but often to act as wardens of the dead. Frost Witches devour men in the night, but only to satiate their terrible curse. Tyrants rule with iron fists, but only because they think it is the right thing to do. Inferis disregard all of this - there lies no spectrum on either the good or evil side of things, for they embody chaos, and live to incite it. They are the all-enemy. Therefore, the longevity of Greater Inferis is not what it would seem. By fighting all sides, the power of Greater Inferis may easily wane under the assault of allied forces, meaning the duration of Greater Inferis, under the reason and premise of their destructive, malicious nature, should not be too long. It’s even shorter for Lesser Inferis; they are but aggressive animals and savages, and thus quickly dispatched if their inhumanity does not frighten all whom they oppose. Mortal Interaction Though the vast majority of contact with mortals has resulted in chaos and destruction, there are a fair, malevolent few who have managed to reach out to the Inferis while they wreak havoc in the Ancestral Plane. The bulk of these ne’erdowells have been Dark Shamans, or their successor the Narfurals. They commune with the Inferis in their home as a Lutauman would a normal Ancestral (and as such anyone attempting to contact an Inferi through this method must be a Lutauman, or some form of it), though it is far more difficult due to the Inferis’ erratic nature. Upon connection the Narfural drags the Inferi’s avatar into the mortal realm, much like they do so when summoning spectral thralls. Upon a successful summon, a Lesser Inferi will be completely beyond the control of the summoner, and will act as the feral beast they did in life, often attacking their summoner. In the case of Greater Inferis, they may act with more intelligence and may choose to work with their summoner, though only as long as it allows them to better spread the chaos they crave. Results are unpredictable, for whatever malignant deals are made with Greater Inferis (which consist mostly of pacts to prevent the deaths of the conjurers of these Greater Inferis if not to gain something from them) often end in a grim betrayal or an overlooked, unexpected result. In the Spirit Realm itself, Inferis will often attack any Lutaumen who's minds may be connecting to the Ancestral Plane. To be 'killed' by the Inferis in their home is a terrible fate - the lack of consciousness in the realm means they become permanently trapped in a vegetative state. In the mortal realm, their eyes will stare but not see, and they will remain still for the rest of their likely short lives. However, Lutaumen are also the only beings both mortal and spiritual capable of permanently banishing a Inferi, and they may only do this in the Ancestral Plane. The process is relatively simple, though by no means easy. Likely with the help of mortal accomplices, the Inferi must be restrained by a kind of spiritual net that the Lutauman may craft while in the Spirit Realm. Upon restraint, the Lutauman must make 'physical' contact with the Inferi and utter a rather lengthy chant of banishment. If successful, the Inferi will be cast back out into the Soulstream to become Ragegeists, the Ancestral souls it absorbed freed. Extraneous Indications *The age of Inferis can be determined by their visage alone - as they relate closely to the chaos of flame, they bear some kind of attunement to its life process; through the ages, Inferis gradually wane as their fury (their “inner-flame”), dwindles, leading to the degradation of their corporeal form much like the culmination of ashes amid a dying flame. Thus, to behold an Inferi where ashes and soot crumble from them like dead flesh is to behold an Inferi of yore. Few Inferis ever rarely live that long, for longevity is not in their nature. *Greater Inferis, Lesser Inferis and Dark Ancestral Spirits are purely event tools; they are assets to be used in events and to shape events with. Players may sacrifice their characters to become Inferis, and by extension play as them in events, but otherwise lose rights to their characters after they’ve been converted. *Inferic forms and origins are limitless. Only the “fallout of discord”, or essentially an masterless mass of chaotic energies born from a power source great enough for said energies to remain, can create Inferis. The Abyss, Stratum Lands or other lifeless, magically desolated places are all destinations where Inferis may be formed as a result of their magical fallout. *Greater Inferis, though they share a title, are not Greater Spirits. They are still technically lesser ancestral spirits, and so may only be seen in the in the ancestral plane and may not bestow some bizarre kind of blessing upon any Lutaumen who would be so foolish as to seek them out. *Upon the death of the remanifested Inferis, two things may happen depending on whether they are Lesser or Greater. In the case of the lesser, they lose virtually all their invested power when slain, and so upon their consciousness’s return to the Ancestral Plane they find themselves nigh powerless. They are husks of their former spiritual being, and can barely consume the relatively weak souls of children in order to try regain what was lost. They are more likely, however, to be absorbed by another Inferi or forever obliterated by a Lutauman. Greater Inferis are not quite so crippled by their loss. While they are indeed considerably weakened, they are not likely to revert to Lesser status unless already on the threshold. Written by: Swgrclan & Hellfiazz
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Fun fact: goblins are the single worst Orcish subrace. Krug sheds a spirit tear for every goblin that is born.
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Buubztik bows his head in respect for the fallen Shaman. "Gimbziimarum sha Ilzgul, Phaedrus."
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What’s the name of the Minecraft account you're applying for?: Buubztik What's your MAIN Minecraft Account name?: This will be my new main, others have been lost to the ether Do you agree to follow the rules on your new account?: Yes Do you understand you cannot be on both of these accounts at once? This will result in a ban if you are caught!: Yes Do you understand that if one account is banned, so will be the other(s)?: Yes How long have you been on LotC?: Like 3 years nearly. Since June 2013. How many accounts do you currently have whitelisted (including main)?: None, anymore
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Correct flesh smithing version!!!! Flesh smithing is an ancient and vile misfeasance on the body and the spirit. One of the first of the malevolent secrets that Ixli granted to the original Dark Shamans, it has brought corruptions of nature into the world ever since. In essence, flesh smithing allows an individual to redesign the physiology of another. A flesh smith can attach a limb of their own twisted creation to a host body, and in the cases of particularly skilled practitioners, even organs such as additional eyes and ears can be embedded in the body. To what ends this is done for varies from flesh smith to flesh smith, but in all cases it is an abhorrent act. The process of Flesh Smithing is a rather complex one, but a well versed anatomical artisan can come to create impossible-looking abominations in time. First, the flesh smith finds their victim, or in some bizarre cases a volunteer. Regardless of their initial willingness, the subject must be restrained, as any large movements that are likely to happen can disrupt the process and result in the subject’s premature death. In the case of a limb, flesh smith must then create the limb they are to attach, which is done very similarly to the making of a Muyakelg. The bones, which must be of the same race as the subject, that will make up the bone structure of the limb must be found, and blessed by a day long ritual, coated in a mixture of fine gold dust, dried blood powder and incense oil, and then buried for the night. In the morning they are excavated, and then blessed once more. After that the bones are sewn together with leather made from mortal skin, which again must be of the same race as the subject. The manner in which they are sewn together is up to the discretion of the flesh smith, who may wish to make anything from another arm to a tentacle-like appendage. The limb is then sewn to the subject's body. Ironically, the physical flesh smithing of complex organs like eyes is more simple. Because of their complexity the flesh smith cannot possibly hope to replicate them, and so they must be retrieved from a mortal of the same race and preserved. Consequently the flesh smith only needs to bless, coat, and bury the organ rather than designing and making leather to sew it. A shallow cavity must be carved out for the organ which is then placed in it. The subject themselves must then be made ready, which is done by a rather odd technique. Connected, as they are, to both realms, the Narfûral is capable of a low level amount of consciousness in both at the same time. The flesh smith, once the prior steps of preparing the location and stitching on the addition have been completed, must move their consciousness between the two realms. As they do so, the victim’s soul must be guided to the spirit realm. This is done by regular Shamans easily enough- With a bit of a spiritual tug from the Farseer, Elementalist or some such, an acquaintance may be dragged along on a pleasant and rather exciting Spirit Walk. Unfortunately, with the Narfûral being somewhat disinclined to making things more pleasant for anyone, it’s not quite so nice. The Shaman brings the spirit into limbo- half in the spirit realm, half in the mortal- and then releases them. Though it may sound dangerous, nine times out of ten the spirit will simply drift back to the body it usually resides in; like a stray dog dumped halfway across town, the spirit will slink happily back towards its home and scratch at the proverbial dog flap of the mortal coil. Once it has returned, however, the spirit is still somewhat unsure of its disposition. It is now that the Narfûral strikes. With a harsh tug, the Dark Shaman drags the soul back into its body - Alterations and all. The soul is therefore, in a way, extended to permanently incorporate the new limb, changing the incorporeal “blueprint” that the wilven monks resurrect a mortal from. As with a muyakelg, skinless muscle and sinew will come into being to envelop and attach to the bone structure the flesh smith has created (or nerves and muscle to the organ itself in the case of things like eyes and ears), so that the limb functions as the Narfûral originally desired, albeit a lot less effectively than a natural one would as the machinations of the flesh smith can never be completely perfect. Another result of this is the subject is left in nigh-constant pain, but both the functionality and the pain can be improved by healing by a cleric, monk, Druid or shaman, or any other kind of healer of a magical nature. At this point, the flesh smithing process is complete, and the subject must be left in a completely undisturbed state for several hours before they awake if they are to do so at all. However, the stress on the soul has some rather dire side effects. Such strain is not natural and any mortal cannot withstand it, and so they mentally break, becoming so feral they might as well have the mind of a wolf. Furthermore, after they awake the subject is rather open to suggestion which allows the Narfûral to instil their own role as an “alpha” of sorts, making the subject utterly subservient to them. What was once a mortal being with a life is now nothing more than a mindless creature bound to the will of another, and so has come to be called a Thrall. Flesh Smithing *Requires (At the least) a second tier Narfûral who has consumed a minor spirit. *Limbs and generally fleshy parts must be of the same race as the owner of the body. *This doesn’t apply for exceptionally simple things like the outer ear, the outer nose, nails, teeth and tusks, and so on and so forth. *No mixing between people and animals. None. *Requires ooc, but not in character, permission. Should there be no consent, the soul will drift off instead of returning to the body, and they’ll die (No PK). *The addition can be either numbed or in constant pain- The Narfûral has the choice over this. *Clerical or Alchemical healing to restore the old limb is impossible. However, they can both aid in reducing the pain, repairing numbed nerves and making the limb more practical. *If it’s an arm or a leg, note that it wouldn’t function perfectly. For the most experienced, a slight limp would be present, and for the least well versed it would be no better than a wooden attachment. *No fine motor skills with grasping appendages, though swinging a mace or hammer is easy enough. *Eyes and ears can function up to a point. They will always only be able to perceive poorly, with eyes having at best very blurred vision and ears at maximum having very muffled hearing. Furthermore, eyes cannot function at all if the vision they provide is in directions that are too different from the norm. Ergo eyes in the back of one’s head are strictly for appearances only *Narfûrals can’t perform flesh smithing on themselves or other Narfûrals. *The victim will always become feral and completely subservient to the Narfûral, with no exceptions.
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[✗] Druid Lore Amendment: Control of Weather
hellfiazz replied to Wolf Druid Ouity's topic in Denied Lore
This Lore has been denied. Topic moved to Denied Lore forum. -
[✗] Druid Lore Amendment: Control of Weather
hellfiazz replied to Wolf Druid Ouity's topic in Denied Lore
This lore has been Denied - Precedents don't count, especially if there's not been any lore for it. Controlling weather has never been in any druid guide. - It's not established that druids communion extends beyond animal and plant control/change. The only spell that doesn't influence a living being directly is blight healing, and even that could be seen as plant healing in some way. The argument that weather is part of nature is pure nonsense; soil and rivers are part of nature and are necessary to life, but it would be ridiculous for Druids to control those. - Your attitude is and has been piss-poor. This does matter. - Druidism is already is a very versatile and rich magic. It has a plethora of abilities, and there is no need for more. - Shamanism can already manipulate the weather in this exact manner. -
{CREATURES LORE/PLAYABLE RACE} Fidias
hellfiazz replied to ChaoticallyCheshire's topic in Denied Lore
Denied. The LoTC staff are currently not accepting any further player races. -
For those people thinking there's some kind of limit on the amount of creatures, or that we're removing to replace with something the same, that's not entirely correct. For a while now there has been a feeling amongst some of the playerbase that the lore of LoTC is kind of over-saturated and that there's too many different kinds of creatures for each one to have any real presence or meaning. It's not a view that I personally necessarily agree with, but it's certainly something I and other LT members would most certainly like to avoid. Consequently there is often a degree of reluctance among many LMs for accepting new creatures, for fear of creating that situation where each creature is devalued by the amount of different kinds. This can lead to a few quite good creature lore pieces being passed up which is a real shame, and I recognise that this might be a flaw but it's the result of that stigma. Hopefully the removal of these creatures, which we and other members of staff felt are some of the more inactive player groups and some of the more distasteful (for lack of a better word) creatures (this isn't all of the ones removed), will mean that that stigma can be moved past and some decent ideas that might otherwise be denied can have their shot. Also for the members of these removed player groups, remember that if you feel your character is important and well-constructed and deserves to continue to exist, you can make their case to Arzota or Supremacy. Your old creature characters needn't go gentle into that good night yet folks.
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Your View: New Magic Rules (Vote!)
hellfiazz replied to Wendigo's topic in News & Announcements Archive
Fewer teachers means fewer students means more magical elitism means more cliques, more collectors, and more braggarts. -
All the subtypes of evocation, Druidism, shamanism and Muun'trivazja are functionally identical in their mechanism. There are others I'm sure. There is no RP grounds for this limit. Limiting the amount of teachers will not break up cliques or spread magic, how can it possibly do so when people become less able to actually teach. There is no OOC grounds for this limit.
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Where's a good RP hub where I won't get Jim-Crowed for being an Orc
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tehlulu all violence towards welcome should be accepted as it is just -.-
id suggest going to the halflings i hear they love orcs : )
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"all violence towards welcome"
ugh this is why we don't like you spaniard immigrants in south vailor...you don't even know how to talk right...
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[RP Thread] Fallout: Echos from a Long Dead Land
hellfiazz replied to AndrewTech's topic in Vailor OOC Archive
The Gothic Tribes of Skrælinge At first the lands of Maine had been strange to the settlers, who had fled the increasingly barren and dying island that had been their home, Ísland, in a great weeks-long exodus upon a huge fleet led by the High Gothi, that cost many lives to take. By the time they landed upon the relatively balmy shores of North America, they had lost a good fifth of the population in the exodus and though almost alien to them, the settlers saw firm ground after weeks at sea as nothing less than a divine blessing. It is no surprise then that these settlers fought tooth and nail with the native inhabitants of Maine, known to the settlers as Skrælinge, and came out victorious. The Íslendingar chose not to massacre the sane human inhabitants, instead integrating them, but a bloody slaughter was carried out on the crazed and the mutated and the ghoulish, leaving none to tell the tale. The remaining humans were somewhat grateful that what had been an endless battle with the now dead inhumans, and begrudgingly accepted Íslendingar rule and their odd tech-worshipping religion. There had been peace in Maine and for the Íslendingar for the first time in a long time. This was 25 years ago. Since then, the natives and the Íslendingar have become far closer and the events 25 years prior are remembered by both peoples, which were steadily becoming one, as a war that changed the fate of both for the better. In fact, there are not many Mainers or Íslendingar who call themselves such any more; most now refer to themselves as Skrælingjar. The population has grown at a healthy rate to around 200,000, many of the children born of mixed heritage. The effective capital of Rokkland boasts the bulk of that at around 60,000 inhabitants, with the remaining 140,000 spread about the many tribes in Skrælinge, each one led by a Gothi, a tech-priest of sorts, who directly answers to the High Gothi. In this time the Skrælingjar had even managed to strengthen their grip on the North American coast to the extent of siezing Cape Cod and Nantucket, and vassalising the Vineyard Whalers of Martha's Vineyard. The land military is quite large, at roughly 6,000 Icelandic warriors, armed with axes, shields, and submachine guns or assault rifes (mostly the former), and 4,500 Mainer light infantry, who mostly field rifles and shortswords. The navy, though a shadow of the fleet that brought the Íslendingar to Skrælinge, which was mostly cannibalised for settlement, has around 20 Skeid-class longships, which though are in need of minor repair, remain able to navigate many miles off the eastern seaboard without threat from the sea's irradiated nature, though the creatures of the deep and the mega-storms still make it treacherous indeed. To man these vessels are 1,500 Icelandic marines/sailors who wield axes and 9mm pistols, with a few submachine guns per ship. Each ship is also mounted with a 50. cal machine gun to the bow and the stern, which is mostly to defend against sea creatures but would certainly be able to do damage against any more cognizant threats. The first thing the High Gothi orders is the expansion into and scouting of the lands that border Skraelinge. In order to connect the southern holdings with the main host of Skraelinge, the expansion is ordered primarily along the coast, into what used to be the counties of Strafford and Rockingham. The scouts are sent to the more unknown lands to the west of Skraelinge, into what used to be the counties of Coos, Carroll, Belknap, Grafton, and Essex, mainly in hopes of discovering resources, especially precious metal. ((MOD REQUIRED)) The power station in the south of Skraelinge had sat dormant for far too long, the High Gothi had decided. He sent out several of his most experienced Gothi to the power station in order to see if there was any way it could be restored and renovated in order to generate power for Skraelinge. ((MOD REQUIRED)) 2 longships, fully crewed and complemented, set sail southward and begin travelling along the eastern seaboard's coast. The primary aim of the voyage is to discover and make contact with any other nations or communities that lie on the coast. ((MOD REQUIRED))- 76 replies
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[OOC and App] Fallout: Echos of a Dead Land
hellfiazz replied to AndrewTech's topic in Vailor OOC Archive
Forum Name (Stupid question, I know, but just answer :P): hellfiazz Have you read the rules?: Yep Type of Faction/Nation-State (Tribal, post-vault, survivor community, feudalistic, gang, etc.):Tribal colony Landed or Unlanded/Lands influenced (Factions start with one county, nation states up to three with a single town/city at their center. Please specify lands chosen on the map. If nomadic or unlanded, circle the general area that you roam or are based within): Landed, cracker already drew up my lands Race (Human, Mutant, Ghoul, or other): Human Description of Faction/Nation-State: The Gothic Tribes of Skrælinge Originating as the colonial venture of some neo-Norse technotheocrats from what was once Iceland, the Gothic Tribes of Skrælinge has grown to become a sovereign nation in their own right. The Tribes are led by a single man, the Vélfathir, or Machine Father, the effect High Priest of the technological cult that leads the people of Skræelinge in both faith and state. The faith itself comes from a mix of ancient Norse mythology, Catholicism, and the veneration of all things technological as blessings from the Málmguthir who watch over the Earth from Málmheim. Their resurgent Norse ways and the cruel world that came after nuclear war have brought the people of Skrælinge to value raiding as both a cultural and financial necessity. Though willing to use and recognise the utility of diplomatic bargain, they will never shy from aggression and warfare to protect and further themselves. Join the Skype Chat? (If yes, provide Skype name here or in PMs: already there What is the Secret Password?: Andrewtech Almighty- 47 replies
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