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Ankalagon_

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  1. Jarrack Devereux of Curon signs with a swift stroke of his pen, followed by the use of the royal imprint ring of Curon, leaving the red wax seal a etching of the roaring bear. “Ave Curon, Ave Imperia.”

  2. Jarrack puts the letter down on the mantle, looking out the nearby window solemnly. Sunlight streamed through glass and into the living room that looked out upon the streets of Curon, washing over Jarrack’s face. “The father was a great man. His son, might grow to be a greater one. The King is dead, long live the King.”

  3. 1 minute ago, Haloreach175 said:

    RP Name: Thomas Holt

    MC Username: NorthFuze

    House (If present): N/A

    RP Race: Human

    RP Age: 27

    Discord (optional): 

     

    Just now, Malinor said:

    RP Name: Liam Stafyr

    MC Username: Malinor

    House (If present): N/A

    RP Race: Heartlander

    RP Age: 19

    Discord (optional): You got it

     

    Accepted and Enlisted. Welcome to the Royal Army.

  4.  

    Image result for medieval army in snow

    The snows fall heavier each day, the curse of the Vaeyl has begun to claim its first victims in the cold chills that flow through the Empire and the Southern lands. Crops have begun to freeze, and the world is left with two options. To stay and to die, frozen to the cobblestones beneath our feet. Or leave, and march on to hopefully something beyond that damned wall. 

    The entire Curonian navy was summoned in search of a path through the ice, in search of a way to the rumored lands beyond, but they returned having found nothing. We are left with one option. Every man, women, and child shall take all that they can carry. Every horse and every wagon shall be saddled, every blade and every arrow shall be sharpened. The entire Kingdom of Curon shall answer the call of his Imperial Majesty. We march on the wall, be it to victory, or our deaths. We know not if a battle, or a calm walk lays ahead of us. We will not sit back and take no action. 

     

    Curon marches with the Empire. We march through snow, me march through ice. I pray we may find a better place. Despite these dark times, I shall not lose hope or faith. Homes can be rebuilt, lives can be renewed. I swear that as long I draw breath, I shall not give up my fight for Curon. Ave Curon, Ave Imperia. 

     

    Signed, Jarrack Devereux, Prince Regent of the Kingdom of Curon.

  5.  

    yUiP3fiDgqXUV25TtFQDwldn7s-bzQfHeGsyG769ZJOuVci9qiUQ1VtmJvXPZ4DDEe333aWJ3LIY9TVhcVP784OZL-ws1XUVM1G78rEay54m8B-mvf5cPXMkWDYvMS7uiYo4s7oy

     

     ~  Vassalage Agreement of Suffolk and Devereux  ~

    Written and confirmed on the 9th of the Grand Harvest, 1703

     

    Edward Suffolk, Patriarch of House of Suffolk and Wilhelm Karl Devereux, Patriarch of House of Devereux, on behalf of their respective houses, vassals and all the  estates they command, have met in Cyrilsburg City, and agreed upon terminating the “Treaty of Pembrokeshire and Order of Ursus” dated 22nd first seed 1680 and upholding the following articles, above all laws, legislations and agreements, on this day and all the days to follow:

     

    Obligations of the Patriarch of the House of Suffolk

     

    ARTICLE I -  The Patriarch of the House of Suffolk recognizes and accepts the Patriarch of the House of Devereux as his overlord and his estates as a part of the federation of estates lorded by the Patriarch of the House of Devereux, providing his eternal fealty to Patriarch of House Devereux and Curonian throne.

    ARTICLE II - The House of Suffolk pledges, accepts and ensures to defend the property, rights, subjects, lands, estates, laws and courts of the Patriarch of the House of Devereux against internal and external threats alike, with all the might the House of Suffolk can muster.

    ARTICLE III - The House of Suffolk pledges, accepts and ensures to retain armed levies on their expense in their estates befitting their noble status to assist the military campaigns of the House of Devereux or discharge monetary compensation to the House of Devereux to contribute to their retained armed levies.

    ARTICLE IV - The House of Suffolk pledges, accepts and ensures to uphold Lex Curonia and take no action with the purpose of violating Lex Curonia or the interest of the House of Devereux.

    ARTICLE V - The House of Suffolk and their vassals accepts and acknowledges that any treaties they may execute outside of Curon, concerning war or military alliances, requires the prior ratification of the Patriarch of the House of Devereux to become effective.

    ARTICLE VI - The Patriarch of the House of Suffolk accepts to take the Curonic oath of fealty to the Patriarch of the House of Devereux. Upon the death of either the Patriarch of the House of Suffolk or the Patriarch of the House of Devereux, the new Patriarch will appear in court at the first opportunity to reaffirm the oath. The oath is defined as:

    “I, [Name and title], swear fealty to Curonia, House Devereux, and the Ducal Throne of Curon. I shall serve as a loyal vassal to the patriarch of House Devereux and Duke of Curon, from this moment until death. My house shall be bound to House Devereux as its vassal for all of posterity. My sword is his to command. My house is his to protect, and my banners are his to summon. I shall uphold the Virtues of Curonia, and live beneath the eternal guidance of our Paragons and the light of our God. The Green Tide Rises, for we stand as one. Ave Curonia.”

    ARTICLE VII - The House of Suffolk and their vassals accepts and acknowledges that they may not declare war or raids or participate to wars or raids without the permission of the Patriarch of the House of Devereux.

    ARTICLE VIII - The House of Suffolk pledges, accepts and ensures that, no member of the House of Devereux and the Curonian Council will be arrested without the orders of the Patriarch of the House of Suffolk, and the Patriarch of the House of Suffolk will give this order only if the member in question presents danger and needs to be restrained before appearing before the Patriarch of the House of Devereux. If the above situation occurs and the Patriarch of the House of Suffolk is not present to give a written arrest order, members of the Suffonian Privy Council may ask the related party to leave the demesne of the Patriarch of the House of Suffolk until such a time the situation can be brought to the attention of the Patriarch of the House of Devereux. If the said related party refuses to leave and poses an immediate threat to lives of those around him, that related party may be detained befitting his status to be immediately presented to the Patriarch of the House of Devereux.



    Obligations of the Patriarch of the House of Devereux
     


    ARTICLE IX - The House Devereux recognizes, accepts and ensures that Pembroke City and all other estates of the House of Suffolk are property of the Patriarch of the House of Suffolk, without prejudice to land ownership legislations under Lex Curonia for the lands to be acquired in Curon.
    ARTICLE X - If the House of Suffolk loses their land for any reason, if asked for, the Patriarch of House Devereux shall host the House of Suffolk and their levies until sufficient land ((75x75 blocks))  becomes available to be gifted to the House of Suffolk.
    ARTICLE XI - The House of Devereux recognizes, accepts and ensures that, including and not being limited to the lands and estates of the House Suffolk, outside of the personal demesne of the Patriarch of the House Devereux, including the estates of his vassals, all servants, subjects, members and vassals of the House Suffolk are strictly subject to Suffonian Law, as resolved by the Patriarch of the House of Suffolk, above all other laws.
    ARTICLE XII - The House of Devereux recognizes, accepts and ensures that, every person, entity or creature who can demonstrate that they are a personal subject of the House of Devereux on the personal lands and estates of the House of Suffolk and their vassals, will be tried by tribunals or judges as appointed by the Patriarch of the House of Suffolk, under Curonian Law, except for the members of the House of Devereux and their titled lord vassals, who are to be presented to Curonian courts for judgement.

    ARTICLE XIII - Without prejudice to Article XII above, the House of Devereux recognizes, accepts and ensures that, every person, entity or creature on the personal lands and estates of the House of Suffolk and their vassals, are strictly subject to Suffonian Law, as resolved by the Patriarch of the House of Suffolk, above all other laws.

    ARTICLE XIV - The House of Devereux recognizes, accepts and ensures that, all servants, subjects, members and vassals of the House of Suffolk are strictly under the command of the Patriarch of House of Suffolk and his appointed legates, regardless of the services they might provide to the House of Devereux.
    ARTICLE XV - The House of Devereux recognizes, accepts and ensures that, all servants, subjects, members and vassals of the House of Suffolk will follow the Suffonian dressing and behavior etiquettes, as resolved by the Patriarch of the House Suffolk, regardless of the services they might provide to the House of Devereux.
    ARTICLE XVI - The House of Devereux pledges, accepts and ensures to defend the property, rights, subjects, lands and estates of the Patriarch of House of Suffolk against internal and external threats alike, with all the might the House of Devereux can muster.

    ARTICLE XVII - The House of Devereux pledges, accepts and ensures that, no member of the House of Suffolk will be arrested without the written orders of the Patriarch of the House of Devereux, and the Patriarch of the House Devereux will give this order only if the member in question presents danger and needs to be restrained before appearing before a court headed by the Patriarch of the House of Devereux. If the above situation occurs and the Patriarch of the House of Devereux is not present to give a written arrest order, members of the Curonic Council may ask the related member of the House of Suffolk to leave the demesne of the Patriarch of the House of Devereux until such a time the situation can be brought to the attention of the Patriarch of the House of Devereux. If the said member of the House of Suffolk refuses to leave and poses an immediate threat to lives of those around him, that member of the House  of Suffolk may be detained befitting his noble status to be immediately presented to the Patriarch of the House of Devereux.
     

     

    ~ Signed and Sealed by ~
     

    Wilhelm Karl Devereux, Patriarch of the House of Devereux,

     

    Edward Suffolk, Patriarch of the House of Suffolk,

     

    Witnessed by Signatures and Seals of

     

    Jarrack Devereux, heir of the House of Devereux,

     

    Lord James George Suffolk,

  6. Jarrack reads over the letter and scoffs, throwing the parchment in the flames of a fireplace. Even in his young age, the lad is shocked. “The Adrians were once a strong people. They once knew honor. Now under a new leader who is old, and a coward, they seem to have forgotten. We thought they were our allies. Shame. Adrians attack Curonians during the peaceful day of our Emperor’s wargames, and then try to cover it up. The agressors are so desperate, they try to make us seem like those without honor. A sad display. No matter, we will make quick work of these idiots. We outnumber them three to one. They have no defenses, and don’t have the backing of any other group. This will be good practice for our army. We will remind them what happens to those who betray the integrity of the Empire of Man. The way I see it, it seems like Adria is trying to rebel from the Empire...” The young heir stands, walking out of the hall. “It is time to remind Adria what it means to poke the bear.”

  7. Hands in shadow hold firmly a copy of the document. The parchment of the paper suddenly ignites, and the figure drops the document. The burning paper falls slowly down, into the dark abyss of a chasm bellow. The parchment and the flame it carries illuminate the black rock of the chasm sides, finally burnt up, the ashes float down, never to be seen again. 

  8. Hey guys, it is I, the magic plugin topic bringer upper. 

     

    So, to beat this dead horse once again; Will we be getting a magic plugin? Will LOTC ever be getting a magic plugin, even an incredibly basic one? If no to either of those questions, why not? What are the obstacles preventing a magic plugin?

     

    plez don’t @ me. 

  9. High cost is a good idea. The big nations are the groups that are the primary catalyst for waging wars on the server anyway. Without strict CB’s, there needs to be a check so that blatant throwing around of war declarations by big nations doesn't happen. The reason CB’s were thought of in the first place was because the community hated random warclaim threats. So making the price steep will force nations to really consider if a war is worth it at all. This is how it should be. Even the biggest nations would want to way the cost vs the benefit of going to battle. 

    That being said, we don’t want to make it a pain in the ass to declare the war in the first place. It just ruins the fun on both sides. So the solution is to loosen restrictions on declaring war, but make the cost high. Simple.

     

    The war rules should just be rewritten on this simple principle: loosen restrictions on declaring war, but make wars cost more. Everyone will be happy with that. Big nations get insane amounts of mina quickly anyway. Get rid of all this bureaucratic stuff that everyone hates. A war rules page should ideally be only a couple paragraphs long.

  10. Ronin, who was in the hallway of the palace, overheard Duke Will’s statement. He smirks and shouts at the door of the Duke’s room as he passes by. “No need to tell us again m’lord! We all were already well aware of your love of balls!” He suppresses his laugh to limited success as he scurries away quickly before Will could come out to see it was him. 

  11. 37 minutes ago, Juststan147 said:

    I always knew Curon was weak,

    but this even suprises me. Go grow some balls and continue the fight or else you are as worthless as those vaeyl we are fighting “ty replies” 

     

    Ronin raises a brow at the man’s foul comment after such a battle. 

    “It is not I who lacks balls, but you who lacks a brain my friend. I would tell you to go grow one, but I fear that is not possible for you. One thing you should try to do is amass a bigger rally for yourself, since yours is rather pitiful I must say. Learn to think before you speak, especially when you speak to men smarter than yourself.”

    Ronin nods to his friend Lord Rhys before snapping the reigns of his horse and trotting off to see to the wounded men of the alliance, leaving that one boy behind to ice his newly inflicted burn.

  12. “At what cost?” Ronin says as the wounded are wheeled past in rickety carts by the hundreds. “We lost half our men, and our fields continue to freeze over, all for what? To obtain a useless keep?” He sighs, his breath visible in the winter chill as he trots beside fellow Curonians. “My friends I fear we have played right into the hands of the Red Vaeyl. I fear we are already too late...” 

  13. xZ3betLZGN2qPWsKVF9G3eAXuiGKi9a3Mv0xez1XzE7RprUCFO3IRTKCcyv0tKnOEcP1EcSRBgWj85lcEHVye2P9rD2lkftsMW8Snzkh2Xrbs20F3zW036NpRTbkdHXuewFWN4u5

    QZ3AZrK8zxJPNUYe8okB3BKhY6aB0Efk00wA7WSteGIK0_hDer6ukmdtFK21DesGWAqOICXdruVqh90NcrXqV9MOG_zWr7IKBqLx_LLyVgfHRcogm3oJrbNVNv51NT9VPA7Gbx5p

     

    Username L0rdT0mas

     

    Discord L0rdT0mas#2391

     

    Timezone EST

     

    What group/playerbase are you most involved with? (was) Arbor and The Empire

     

    Staff History

    I was on the Event Team as an actor almost two years ago. I was on for about two or three months, if my memory serves me correctly. I was a lot younger at the time however, both in age and in mind, and made a couple small mistakes. Despite this I absolutely loved being on the team, and I wrote and created many different events and event lines.

     

    Ban History 

    Yes. I will do my best to recall my history, a lot of it is very old. I searched for a really long time through my forum activity, so hopefully I've got everything. If I am missing something, it is not intentional.
    This summer I was banned for asking a GM (who I talked with regularly) on their opinion of another GM's ruling. The other GM found out, and declared it modshopping, and I was banned for 3 days.
    A long time ago I was banned for a couple days for taking a couple blocks of coal from a cart build, thus griefing it. I was much younger then, and it was pretty stupid of me.

     

    Blacklist History:

    None

     

    Why do you want to join the Event Team?

    I've taken a break from LOTC over the last three months because I moved to college, and I needed time to settle in. Something stuck with me however, during my hiatus. Right before I left for college there was a large event line that I took part in, created by Malgonious. For context, Malgonious and I had known each other for a long time, as we were in Norland together for about two years. At one point down the road, he and I got into a disagreement, partly for immature reasons on my behalf. Despite this, and knowing I was about to leave the server for a time, Malgonious extended an event opportunity to me. He offered to include me in the story, and give me a really unique way for my character to leave everything behind. My character was leading a very active group at the time (Arbor), so this was a great way for me to step away from that leadership position. I got to become a member of Malgonious' event team for a short while, and participated in several of the major events. After one of the major event battles had ended, I got messages from two newer players (they seemed newer based on their names and skins), telling me how much they enjoyed the event and how much they enjoyed fighting my character. I felt incredibly good after that, knowing that I helped create an event that was so fun for these two players that they went out of their way to message me. I was reminded how awesome it was to be on the Event Team, and to not only create stories, but to make them a reality that players might enjoy. I was reminded of how fun it was to help other ET's during their Events, and giving them feedback on how to best heighten the tension for the players they were rping with. I want to get back to being on LOTC, and I genuinely can't see a better way to spend the majority of my continued time on the server.

     

     

    Why should we accept you onto the Team?

    Firstly I'd like to think of myself as a good team player. I always do my best to make sure that whatever part I am assigned to play, is played well. I work hard, and I don't make excuses. If something is assigned to me, or needs done, it gets done. I'm good at taking critique and I listen when shown where I need to improve, something I worked hard to develop. I communicate, and I'm always up for providing my input or constructive critique. At the same time, I have learned the value of holding such constructive critique back when it isn't asked for. Especially among creatives, I believe it is important that when one is not leading a creative project, they are attentively following.

    Secondly, I'm a good writer and story teller. I don't mean specifically in terms of my grammar and spelling, though that is important. I'm referring to creative writing, visionary writing. I've always been a creator at heart, a reader and writer. This was the case even when I was on the team those years ago, the difference now is that I've certainly improved. When I was last on the team, perhaps I was not that much younger in age, but I was definitely much younger in my ability to develop ideas and execute them. Despite that, I loved being on the team, and put a lot of time into it. During my short time as an ET, I wrote several separate and rather long event lines, and implemented them successfully. I wrote many 'one off' events, and implemented those. If I wasn't doing one of those two things, I was constantly asking around to see if other ET wanted help in their events.

    Thirdly, I've quit all my major rp leadership positions, and I don't plan on taking up new ones. Mainly because I find that when I am too heavily invested in a major leadership position (such as a duke, lord, etc.) I begin to become increasingly frustrated with the server due to stress. I was able to reflect on the reality of this during my hiatus, and it was very liberating. The other reason for not taking up new positions is because I would like to dedicate most if not all of my time to being on the Event Team. I'm sure that this is something a lot of applicants like to say, but I'm quite serious. My biggest inspiration for actually returning to LOTC, is the idea that I could be on the Event Team again. That I can have an outlet for all the fantastical ideas and creative concepts that float in my head. My biggest inspiration to return to LOTC, is that I could perhaps once again make events that are so critical to enhancing a player's experience on the server. With the announcement of the new 7.0 map, and the big increase in daily players, my interest in getting started has only expanded.

     

    What kind of events do you aspire to create?:

    Events using soft magic systems - Events often go beyond or are outside the typical realm of LOTC lore which players must normally abide by. Doesn't mean events should be breaking lore left and right, but events often do go beyond what we can call "known lore," in fact most events seem to. That's often what makes events exciting, they are new, never seen before. I want to explore the use of soft magic systems in an event. For clarification, soft magic is magic in fiction that is often left unexplained or mostly mysterious. (Example: Gandalf's powers in The Lord of the Rings. As opposed to a hard magic system which can be understood in great depth like in The Inheritance Cycle) I want to explore an event line that perhaps gives someone a magical item that grants them powers that are hard to understand, or create bizarre results. As time goes on, perhaps the player(s) begin to develop an understanding of the power of the object, and they use it to solve puzzles or obstacles they were not able to before. An event that genuinely stumps the players at first, begins to unveil itself as the players take time to investigate and experiment.

    Quests - In my view, these are the classic tales of epic fantasy that we all know and love. A band of unlikely (or maybe likely) heroes that set out when fate forces their hand. I always love participating in events where there are only around 5 to 10 people, where a dangerous quest must be undertaken to prevent darkness. A quest where the heroes set out, gain early victories and confidence, only to falter and fail when it matters most. They recover, and perhaps a mentor steps forth, or a weapon is uncovered, giving them just enough of an edge to emerge victorious. I've been in many events like this, and they are always very satisfying when done well, balancing difficulty and reward.

    High Fantasy - These have always sparked my imagination a little bit more than low fantasy, though that's not to say that low fantasy lacks opportunity. Yet massive Dragons, corrupted wizards, black knights, these are the stories I find myself imagining in my head from day to day.

    Low Fantasy - Despite what I said above, I am also deeply interested in creating more personal stories. Stories that are involve a smaller number of players, but strike deeper chords in those players. Events that force players to make decisions that can impact familial rp, sew the seeds of mistrust, etc.

    Underdog - There are lots of players who actively seek to participate in events, or go out of their way to engage in them when announced. But there are also a lot of players, either newer or who play characters that would normally not seek adventure, that don't go seek events. I believe that finding and providing these players with more "low key" events, can create some of the most interesting stories. For example; a couple of characters are walking down the road (perhaps players that just play ordinary citizens) and they find there on the side of the road a man unconscious. A deep wound in his side, and a few feet away lays a violin looking instrument, snapped at the neck. The players would likely aid the man, taking him to their home to tend to him. Unbeknownst to them however, they would be getting themselves involved in a much deeper and more dangerous story. But perhaps by befriending the man, they would be compelled to help. Much like a heroes journey, characters who normally would not seek adventure are pulled out into the world to do something they may not think they are capable of doing, but are compelled to help. Such a story is very satisfying for the player to participate in, because they feel a true sense of accomplishment, and they feel their characters are stronger in the end, if they succeeded.

    To summarize. My imagination is sparked by anything and everything that I feel creates a compelling story. A story which by the end, those involved end up changed in some way, for that is character growth.

     

    What makes a good event? 

    I suspect there may be some parallels between what I say here in this application, and what I said to answer this the last time I applied. However I am purposely not looking at my previous application because I feel like my response to this should be authentic to how I'd answer today. So if there are parallels, or serious differences, that's why.

    There are two types of events which I think, when looking at them as a player, are fantastic.
    The first are what I'd call World Events. These are events where something on a very large scale, like an invasion, dragon attack, or city defense, is happening. These events are a lot of fun because they make players feel like they are participating in something that might change the course of history, especially for newer players.
    The second type of event is what I'd call a Character Event. An event driven not by pre-decided plot points and moments, but by character decision and action. However fun world events are, I believe that it is these events that stand out among the most. An event where players feel like their decisions and actions actually matter, and have consequences. I've been in numerous events where I just felt like I was along for the ride. I felt like it was cool to be fighting these sand spirits or whatever, but I didn't really care. I had not invested in making any decisions in this event, other than tagging along. I believe the best events make players feel a need to make a decision. To provide choices that don't always have clear cut impacts to them. Difficult decisions are difficult because they are shrouded in uncertainty. They are difficult because one doesn't know the repercussions before the decision has been made. I think a great event is an event that confronts players with difficult decisions, but it shouldn't end there. The event should follow up, and make the players doubt their decision. A genuine feeling of "maybe we should turn back?" should be in the air. That's what gives these decisions weight, and if the very first decision of an event has that effect, then it will set a precedent for decisions to come. Decisions should also be rewarding, encouraging players to keep going. By putting decision making in the hands of the players, an ET does another vital thing. They allow for the story to impact the character. If a player feels like their decision played a role in the death of an innocent person, they will question it and themselves. If a player feels like their decision making played a role in outsmarting the dark wizard which led to his downfall, the player will feel pride and accomplishment. Players should feel like they are driving the stories that involve them, and not watching from the back seat.

    I also think events should be fun! This is fairly self explanatory, but I think it's really important for events to be a much more 'relaxed' time to rp. Let players pull out their best tricks to fight the foe. I think that these are the things I ask myself when writing an event. Does this event change the player(s) in some way by the end, even if in a small fashion? And if I were a player, would this event seem fun to me?

     


     

    Create three in-depth event scenarios. I’m not looking for some prelude or whimsical idea here -- we want an indicator as to your talent and potential to be on the ET. You don’t need to write a word-for-word script, but we want a solid structure and plan as to how you’d organize and carry out an event:

     

    A Broken Bard

    Spoiler

    Event type / style:

    Soft magic, short quest, decisions. Doable in ‘one sitting’. Few Players. Potential Races: Elves, Humans, possibly Dwarves

     

    A small group of travelers headed down the road (no more than 5 would be ideal for this event. I would watch for players who look very much like they are together, and find an opportune moment to place myself on the road ahead of them. I would also look for players that are not uniformed soldiers.) As they walk they would stumble across a man, who looked to be no older than his mid twenties, laying unconscious just off the path. Upon further inspection, the travelers would notice the man had a terrible gash in his right leg and a cut across his forehead. He lay still in the dirt and grass, his breath shallow and coarse. A few feet away from the man’s outstretched hand would lay a violin, snapped at the neck. The strings seemed to be the only thing connecting the head and base of the instrument together.

    Assuming the travelers decide to aid the man (thus initiating the event), they would decide to take him to wherever they could tend to his wounds. The players would need to make a decision here, do they leave behind the broken violin or bring it with them? Option 1 and option 2 respectively. 

    Image result for violin in grass

    The travelers finally reach there destination. Having carried the man a fair ways they would all be a bit out of breath. Thankfully, the man was not excessively heavy, he bore a slim figure. Upon entering a home they would set the man down gently. Some time would pass and gradually the players, if they try to help the man, would see improvements in his health. Color would begin to return to his face. His skin would begin to warm, and his breath would lose its raspy quality. Eventually, the man would wake with a start. Startled by those around him, he would stand with great haste. The players would likely attempt to reassure the man that they were friends, but would find that he was no longer paying them any attention. His attention was completely fixated on one thing. He would search around everywhere, (option 1) and finally would find the silhouette of his violin. He’d dash towards it, ignoring the new limp in his leg. (If Option 2, the man would head back out onto the road, not saying a word. The players would follow him all the way back to where the violin lay, broken in the grass, and the story would continue.) Snatching it with incredible worry, he would begin to examine his instrument. To his horror, the man would find the neck torn asunder from the rest of the instrument. He would cradle the violin, as if it once had a life of its own. The players would then likely begin to ask the man questions, only to realize he was mute! He couldn't say a word, though he did indeed still have a tongue. 

    The man would begin to reveal his story by writing in a little notebook he carried with him. He would reveal his name to be Deowin, a traveling bard. Deowin would explain through writing how he’d traveled the realm, from city to city and village to village he’d play his tunes in every tavern. Deowin then would ask if they had his bow. His bow? They’d reply. They certainly did not see a bow, nor any arrows lying around when they discovered him. With rising concern on his face Deowin would clarify, that the bow was also a term for the stick with horsehair used to play the violin. Stating once again they saw nothing of the sort, Deowin would dash out the door (or if option 2, out onto the road). The others would ask where he is going, and his only reply would be to shake his damaged violin in the air in one hand, and with his other, point out to the open road. 

    The rest of the event would be to find Deowin’s bow. Deowin would explain that a group of bandits were the ones that assaulted him on the road. Deowin asks for the players help, to sneak into their camp, and steal back his bow. He insists that once that is achieved, everything will be better. Should the players choose to follow, they would be led out, fairly far into the open reaches of the world. They would enter a forest, where Deowin insists they pause. Heading over to a large tree, Deowin would pry a small chunk of bark off, and with it a fair bit of sap. He’d look up almost apologetically to the tree. Deowin carefully places the sap and bark to act as a form of splint for the violin’s broken neck. Though the violin looked far from fixed, Deowin seemed pleased. 

    Some time goes by and the players would finally stumble upon the bandit camp. (Primarily a collection of npc’s in armor, and bandit npc’s). Deowin would write and explain that if he just had enough time to search the camp, he could fix everything. The players would need to make a decision, and Deowin wouldn’t blame them for leaving him here. There are many many bandits, far more than a small band of players could likely handle. They would need to drag the bandits out of the camp, and distract them long enough for Deowin to find the bow. Deowin says if they wish to leave now he’d understand, and he offers them some gold and mina as compensation for their troubles thus far.

    The following is a continuation of the event, if the players choose to continue to help Deowin. 

    Assuming after some tense trial an error, Deowin finally finds the bow. The moment he grasps hold of his bow, he cries out with a boom to his voice “Root and stem I call upon you!” He begins to play the restored violin, with a quick and high pitch tune. Suddenly the trees around them begin to shake, and the ground begins to rumble. The branches of trees begin to bend and arch, snapping at the remaining bandits. Plucking them from the ground, and flinging them far into the sky or out of the woodland grove. 

    The final moments end with Deowin able to speak. He explains to the group that his voice is bound to his instrument, and when it is incomplete, so is he. He laughs, proclaiming that “if it were my violin missing, I wouldn’t have been able to see! What a disaster that would have been.” Deowin expresses his gratitude, for a group of unlikely heroes were able to reunite him with his magical bow. He begins to play another tune. A tune of spring, light and fresh in the air. The branch of a nearby tree bends down to be at head level with the players. The ends of the branches would begin to twist and thicken. The shape of (however many players there are) twisted wooden flutes fall off the end of the branch. One for each. Deowin explains “each flute is capable of only one note, but when you play a tune together, I’m sure there will be some sort of effect!” With that Deowin says his farewell, and wanders off into the deep woods. In the distance the players would no longer be able to see Deowin, but the soft sound of a violin could be heard, and a forest coming to life.

    Image result for deep forest

    _______________________________________________

    Practical Aspects of the Event: (This is where I will outline how I would actually do the event, excluding the story aspect of it)

    -Find a location out in the wilderness, in a heavily wooded area, or create such a location, and make a small bandit camp in the area.

    -Search for a smaller group of players, under 5, that are on the road. Preferably not the typical soldiering type, as that may pull more warriors into the event.

    -Place myself along the road ahead of them with emotes ready

    -Engage them in rp

    -Lead the rp to the woods

    -Offer the players the choice to carry on with Deowin, but if they choose to leave now, Deowin says he would hold no grudge and offers to pay them a little for their trouble

    -If the players choose to take the money and go, the event ends there for them, not knowing what happens to Deowin in the end.

    -If the players choose to carry on, they head to the bandit camp.

    -There I as Deowin explain to them the idea. Rply Deowin disappears into the camp, searching for the flute, but in reality I will go invis and begin spawning a outnumbering force of the bandits. The players goal would be to lead the bandits out of the camp for at least 2 or 3 minutes. If they are successful and don’t die, Deowin will emerge with his violin and bow and the end rp will commence.

    -The flutes given to each player will have the following power; when played together, either in harmony or in a tune, the immediate area of a few meters around the sound will find nature rejuvenating. Spring time flowers pop up from the ground and grow and blossom over the course of only a few moments. Not a powerful magic, nor something to uncorrupt land, but certainly a beautiful sight to behold. 

     

    The Eye of the Beholder

    Spoiler

    Event Type / Style:

    Short Quest, many players, hard magic. Doable in ‘one sitting’. Potential Races: Dwarves, Elves, Humans (though all who are present can participate.)

     

    Related image

     

    In the city capital of (Humans, Elves, or Dwarves) a woman could be heard shrieking in horror. “Help! Please!! Somebody help- my daughter! She’s gone! It took her!” A crowd would gather, and citizens would cast worried glances at each other, for just prior to this it was a fairly calm day. Players would ask what took her daughter, and the lady would exclaim “that!-“ pointing to what looked to be a handheld mirror, facedown on the ground. “She found it on the bench over there and looked into it! The moment she did she just vanished! Pulled into the mirror! Oh my g-“ She could not finish the sentence, for she began weeping. “Someone please... save my daughter...”

    All players nearby would begin discussing among themselves what to do. Gazing into the mirror clearly pulled someone to someplace else, but no one had any idea where that would be. One by one players would begin to volunteer to look into the mirror, and a rescue party was formed. 

    The volunteers picked up the mirror, and gazed at themselves. The moment they did their form would appear to be consumed, and sucked into the mirror. The action was so fast, one could blink and miss it. Eventually all who wished to go were taken by the mirror, which once again lay on the ground, face down. 

    The players would find themselves transported to an incredibly bizarre place. They were all standing on the branches of a large pine tree, except, it was upside down. They scan the area around them, notably it was quite dark. After a few moments players would realize that they were standing, not just on an upside down tree, but an upside down forest. All around them hundreds of trees, all whose trunks went up instead of down. Looking up the players would notice that above them was not the sky, but the ground, and bellow them was a vast, dark and empty void. 

    Despite the rather disorienting landscape, their direction was clear, for they had only forward to go. The upside down trees made a pretty clear path for the party, and far in the distance a soft glow of light could be seen. 

    As the party sets off they would need to be weary of the obvious fall bellow them. Jumping from tree branch to tree branch was not difficult, but dangerous indeed. The black endless pit beneath them was certainly not something to be taken lightly. Time would pass and the light ahead would get brighter and closer. Eventually, it would become clear that the party was approaching a tall ruined tower, also upside down. Large rocks and boulders seemed to float motionless near the structure, providing a treacherous path to the tower’s entrance. 

    Image result for upside down tower

     

    Upon entering, the tower gate would suddenly shut the party in. Upon closing, a boom would echo throughout the spiraling tower, and the stones beneath the party’s feet would begin to quake. Stones would begin to drop in mass from above them (gravel), forcing the players to go down the upside down staircase, down to the ‘top’ of the tower. Upon reaching the top of the tower, which thankfully had a roof for them to stand on, the players would find in the center a large stone golem standing over the unconscious body of a child. By getting closer, the golem seems to come to life, and lumbers into action. And so a fight between one dangerously strong golem and the players ensues. While the fight takes place, more and more rocks begin to fall and fill the area, creating even more hazards. In addition to this, there are no railings, allowing anyone who missteps to fall into the endless void. If the players successfully defeat the golem, they would find a rack of metal feathered wings at the far end. The players would be able to don these wings, and drop out of the tower with the rescued girl (as an ET) in tow. Gliding into the abyss, far out and below they would be able to spot a massive circular portal looking construction that floats in the air. As they glide towards it, they would find themselves under fire by harpies (ET actors) armed with bows firing upon the group, attempting to stop them from reaching the gateway. Those players who reach the gateway, would step into the portal, and find themselves teleported back, and spit out of the handheld mirror. One by one they come tumbling out, the winged feathers they used to fly having stayed behind in the upside down realm. The girl would be returned to her mother, who with great gratitude would thank each of the volunteers. The players would carefully look back at the mirror, only to find a large crack running down its center, and the gazing into it no longer had any affect. One player would receive the mirror, and some players would receive a small pebble that simply hangs in the air wherever left, it does not float up, nor down, as if it was without gravity. Players would be left wondering where they had gone. What was this upside down world they had entered, and so narrowly escaped? The players would turn to ask the mother and the girl what that place was, but only to discover the two had already disappeared. Along the way in the upside down world however, players may have noticed chests hidden around corners or off to the side, which would only have been visible to a keen eye. Each of these chests (there would probably be 3 total, placed in different spots along the route the players would take in the upside down world) would contain a single ripped up piece of parchment, with writing. When put together, the three pieces would say the following.

    “Leolindir, 

    I confess, I don’t like this idea. What you are proposing is to dwell in uncharted magic. To delve into territory I feel is best left alone. The council agrees with me, despite the impressive and nearly convincing speech you gave. The idea that an entirely new plain of reality could be created, seems almost impossible. You asked us to grant you mages of the order, to begin your experiment on the mirrors. You have an incredible mind, Leolindir, but the council has decided to deny your request, on the grounds of the danger it presents. While I do agree, that a plain of reality where one can study magic without consequence is a premise worth pursuing, it is not worth the risk of damaging the minds of the mages who take part in the process. The amount of mental magic incantation alone, has me concerned. I know this has been the culmination of your research for many years now, but now it must end. The council asks that you stop these experiments, before it’s-“

    The letter ends there. The parchment looks very old, and on the brink of falling apart. Whoever wrote this, wrote it a long time ago. 

    ________________________________________________________________

    Practical Aspects of the Event:

    -Firstly we would need to build a strip of grass and road, with large trees on it close enough to jump from branch to branch, leading up to a tall stone tower in the distance. Then using world edit, just flip it upside down. 

    -Next we gather a few ET’s that are interested or available. This event certainly can be done by one ET, but I think would be enhanced if done with about 3 ET’s total. One to play the golem and the mother, one to play the girl and then a harpy and then girl again, and another to be the one to place gravel down as falling rocks, and then to be another harpy. 

    -Then an ET playing the mother initiates the event, and teleports all players to the event location (probably in the end?) Where they are spawned on top of one of the branches of an upside down tree. 

    -Upon reaching the tower, one ET stands ready as the golem, while another drops gravel from the top ‘bottom’ of the tower, forcing the players to head down. 

    -Battle ensues, players are then able to grab an elytra each out of chests after defeating the golem and rply grabbing the girl. 

    -Players take flight, heading to the very large portal, and now all 3 ET actors play harpies attempting to stop them with bows and elytras. 

    -Upon reaching the portal, one ET teleports back to the city square, tping all players back to their location once they go through the portal. And another ET transforms into the girl. 

     

     

    That’s No Ordinary Rash

    Spoiler

    Event Type: 

    Quest Line, longer, decisions, fewer players, possible for all races.

     

    This event would be about a dark wizard, who uses his powers against an individual, by marking them, in order to get what he wants. A couple players, or a lone player, are just walking down the road at night. They hear a sound “giving away weapons for free! They ain’t great but they sure are free!” Stopping, the players would question the seller, who would appear to be a very old man, who speaks as if he is very much missing a few teeth. He offers the players swords, armor, and other items all for free, explaining that “I’m moving out! No need for none of this junk anymore! Grumble grumble...” The players happily accept the free stuff, and conclude the deal. The old man extends his hand to the player nearest to him, and with a genuine old man smile he says “a pleasure doing business with you!” The player would shake the old man’s hand, and after a few moments of shaking, notice that the old man is not really letting go. The old man begins to grin wickedly, as black smoke begins to ooze its way out of the man’s sleeve and up the player’s arm, spiraling and circling around it upwards towards the shoulder. The old man lets go, and the player would ask “what have you done to me!?” The old man would respond “that mark will kill you in three saints / elvish days, at this exact time!” He’d say nonchalantly. “Unless! Unless you bring me what I want. Oh and no killing me either, because that will just kill you anyway.” After a moment of anger and disbelief, the players would listen to the demands. “I require a single strand of hair from the next child you see,” pointing to the player that had the black smoke around their arm. “A weapon from the next soldier you see, then kill...” He grins. “And the blood of one of your companions here. Bring this to me here no later than the third saints day at this time, though I shall wait here for you every night at this time. If you should fail, not only will you die, but you will also become a taken soul that I shall add to my collection. Understood? Good. Again, it was a pleasure doing business with you!” 

    And with that the players would see the man disappear in a small puff of smoke, and laughing like a crazy old dude the whole way.

    Image result for snow white witch meme

    If the players successfully gather the items, the mark is lifted. The players in that moment would also have the opportunity to try and attack the wizard, because he would be so enthralled and concentrated on the items.

    If the players fail to do so in time, the afflicted player would suddenly begin to feel the effects, and after a few minutes, would be killed.  

    ________________________________________________________________

    Practical Aspects of the Event:

    In reality, failure to complete the tasks on time and bring the items to the man would not result in the enslavement of the player, this is a trick of the wizard. The mark will however take an increasing tole on the player, perhaps giving them effects as they get closer and closer to death. This event is all about the very unique rp position the player is forced into. They must take a hair from the very next child they see, they must take a weapon from the next soldier they see, then kill.

    The third task is rather easy, but the first two will force the player and their company to come up with creative ways to get the things they need to save their friend. Really unique and interesting rp situations will no doubt sprout from these three tasks. Practically, I would simply head to the same location at the same time each IRL day, waiting for the players to show up with the items. It would be impossible to constantly track the rp encounters of the players, to ensure that the items they gather are truly real. At the same time, it is perfectly legitimate for the players to try and trick the wizard, for he will never explain that he will truly know the authenticity of the items. The players would have to make a choice, do they end up killing an innocent guard (the first guard/soldier they see?) or do they find a way to go around it, or perhaps not do it at all?

    This event is designed to put the reigns nearly completely in the hands of the player(s) involved. Like any good story, a character is pulled by something out of their day to day lives (in this case, the death mark is what pulls the player) and forces them to step out into the world. They need to overcome several challenges, some involving questioning ones values and moral character (taking the babies hair being a challenge, and potentially killing an innocent man being the thing that makes a character question their morality.) Then by overcoming these challenges in one way or another, and completing their goal in the climax, they will undoubtedly end up, a changed character. 

     

     

  14. Without a doubt there is potential here, though younger in experience, gamingfish has always been an exceptionally positive player in the LOTC community. He genuinely does take an interest in helping new players get their feet, and utilizes patience when doing so, a quality I think necessary for all Application Team personal. 

     

    +1

  15. I really like Narthok’s idea for a more dynamic war system, always have. A warclaim where two nation’s territory’s or a significant swath of land with forts and castles to capture, would be way more fun than the “put them in a box and see who wins” battles we have now. Some of my most fond battle memories from my many years of fighting, were when we marched out together. The army rallied in its capital, and then marched to the battlefield location. Both armies knew sort of where the enemy would be headed, but the design and landscape of the battle was never truly known. Your army could arrive only to realize that the enemy set up their position up on a slope, giving them a significant range advantage. Stuff like that happened a lot. We had to worry about being outflanked, out maneuvered, out smarted. Nowadays your army starts in one corner, the enemy in the other. Whichever side can click the fastest during the chugging lag will win the day. We should work on implementing Narthok’s idea of a more dynamic war system.  

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