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About TavernLich

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    -= Atl =- -= Mal'Damba =-

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  1. TavernLich

    [✗] Curbing the Physical Prowess of Voidal Mages

    Exactly. They are not role playing flaws correctly because they aren't clearly defined. Additionally, I'm not saying people who study mathematics can't play sports. I'm saying if you practice something that wastes away muscle and strength and requires the comprehension of abstract principles (that should require a huge amount of time to comprehend) then you should not be able to do physical tasks as well as someone who, let's say, practices daily or occasionally.
  2. TavernLich

    [✗] Curbing the Physical Prowess of Voidal Mages

    Isn't the purpose of a mage to be a long-ranged fighter? Mages can already shoot lightning or giant fireballs that can easily incapacitate others. Why, then should they be able to bend the restrictions of Voidal magic by saying that they can easily fight with a sword because it only weighs a few pounds and that their mage is also a skilled swordsman? And we shouldn't need to make tiresome and tedious reports when something like this can easily be fixed by clearly defining Voidal atrophy.
  3. TavernLich

    [✗] Curbing the Physical Prowess of Voidal Mages

    Lmao. I actually chortled, thanks for this! Anyway, the reason for my "arbitrary numbers," is not to impose IRL facts or whatever. In fact, it's just to help people conceptualize the idea I'm trying to convey.
  4. TavernLich

    [✗] Curbing the Physical Prowess of Voidal Mages

    This is exactly what I'm talking about, Phil. Mages claim they derive combat prowess from competency/ skill. That should not be the case, especially if you are putting your effort into spells that require a high degree of intellect/ concentration/ patience rather than lifting weights. Think of it like a nerd and a football player (American football, sorry everyone else who isn't American). The nerd may know the concept/ technique of throwing a great spiral, even better than a football player, but he WILL lack the raw strength (or training) to actually execute a spiral.
  5. Purpose The lore team’s pro-magic bias will lead to the denial of this lore. However, that does not defeat efforts to shed further light on the degeneration of voidal Mage RP, rather than the magic itself, into a consortium of power-plays that border on the edge of powergaming. It is my belief that you should not be able to summon rifts in place, teleport and call down lethal lightning while also being an adept physical fighter. It is my belief that mages should not have the athleticism nor the agility of those who do not posses magic. It is my belief that the vague term “voidal atrophy” must now be clearly defined. Voidal: of or relating to the void. Atrophy: the decline of effectiveness or vigor. Voidal Atrophy: the resulting atrophy during or after constant exposure to the arcane or Voidal magic. The effects include, but are not limited to, brittle bones, extreme fatigue under physical labor, loss of and degeneration muscle mass and sore joints. Brittle Bones: -Bones will shatter and/ or break with little to moderate force. -If a mage, who bears a sword, attempts to parry an incoming projectile or object, such as another sword, the resulting force of impact will shatter and/ or break their wrist. -If a mage is struck with another’s fist or foot, with the intent of killing or maiming the given mage, the mage will suffer from broken bones if not loss of consciousness or even death. -Essentially, this prevents mages from bending the rules of voids atrophy whom claim to derive their combat prowess from skill, not strength. Fatigue: -Extreme lack of stamina. -They may not endure prolonged fights. Decline of Muscle Mass: -Mages will harbor only 15% of an average man’s muscle mass and, therefore, only 15% of an average man’s strength. -Muscles will tear during intense physical combat. -Mages are limited to light chainmail or leather armor and the common arming sword. To go beyond this will result in extreme physical fatigue. -Mages will be unable to draw bows, short or long, and crossbows without the aid of an external force or mechanism such as a cranequin. Sore Joints: -Joints will become chronically sore but bearable. -If, however, a mage engages in intense physical activity, such as attempting to evade incoming blows or lunges, the pain will quickly and exponentially intensify until the mage is rendered incapable of fighting. -Prevents mages from constantly evading or dodging incoming attacks due to claims that Voidal atrophy does not breach athleticism or agility.
  6. TavernLich

    [✗] Le Chatelier's Planar Compression

    I'll be honest -- I had a lot of fun reading this. Thank you, I always enjoy your humorous candor. Anyway, I think your examples are accurate, except for the first (arcane). That only applies to a few players, and in return for making me chortle I'll be honest too, those few that apply are the special snowflakes/ "power creeps" (Phil, Jax, Tsu, etc. I probably decreased my chances of acceptance there but, hey, everyone is thinking it but no one has the guts to say it) . For the most part, the voidal community are a bunch of plebs (including myself) trying to make a name for themselves in the shadows of those with abundant "connections." P.S. Sorry Phil and whoever else I offended. You have to admit it's true, though. EDIT: I also see you fail to include dark magic. Which includes a bunch of wraiths, wights, sentient war machines, etc. Most of these possess the ability to level whole villages, summon bone/ normal drakes/ dragons, use evil playdough, etc.
  7. TavernLich

    [✗] Le Chatelier's Planar Compression

    Oh perhaps I wasn't clear. I fully intend for this to take up a magic slot (or two considering it requires extensive knowledge on two other magic). As for the latter part of your comment, I am confused about your complaints of "voidal power creep." Arcane magic is arguably the weakest and least appreciated magic. Are you perhaps under the assumption that arcane magic is an innately lesser form of magic (due to its widespread use) in comparison to dark magic? Because it sounds to me as though you aren't complaining about how arcane magic is now overpowering deific and dark magics (which it is not) but that it is now starting to level the playing field. In my opinion, as a player having played both non-voidal magic/ creatures and arcane magic, non-voidal magic is currently far more superior in terms of both combat, utility and freedom of creativity. If you want me to delve into the details of such, I can; however, you need only to scan the forums to see the stark difference between voidal and non-voidal magic.
  8. TavernLich

    [✗] Le Chatelier's Planar Compression

    A lot of things can be achieved through alteration; however, alteration is limited in the fact that it panders to LotC's rigid system of magic, which demands an equally rigid slab of rules and laws and hard tangibility, while also attempting to exert whimsy and free rein. The resulting product is impracticality. Yes, you are correct. Yes, this may be plausible given the current magic system. No, it is not practical. What this lore adds is an extra layer of practicality. You don't need to tip-toe your way across LotC's gauntlet in order to appease a system that contradicts itself. The magic actually functions via a cause-and-effect mechanism. Imagine a machine that can be turned on with a remote trigger. You don't need to see the whole machine to turn it on; you only need to see the trigger. Planar Compression works similarily, you need only to see/ use the trigger (the model in this case) in order for the machine to function (the system or area). Additionally, I was under the impression that the line of sight rule functions in tandem with the rule that a mage can operate in a space that he or she is very much aware of. An example of this would be when a mage summons lightning from the heavens. They can't see what's in the clouds yet they are able to call down lightning. Another one of LotC's many flaws, I suppose.
  9. Le Chatelier’s Planar Compression =O= Preface “... the purpose of magicka is to control. Control of oneself, the elements and, perhaps most self-evident, one’s environment. Ironically, the voidal magicka sorcerers' currently employ fails to encompass effective control over the latter. However, by employing the use of a combination of magicka, those being telekinesis and transfiguration, such a feat may be achieved with much toil and patience.” — Excerpt from Le Chatelier’s Planetary Dictate Concept A means to erect defenses and manipulate a given area, Le Chatelier's Planar Compression functions via the principle of cause-and-effect. By constructing a scale model of a given area (or system) and introducing a variety of controlled factors, stimuli and focal points one may remotely operate and physically manipulate said area. However, before attempting to utilize such magicka, any aspiring sorcerer must first understand the concept of planar compression. As stated above, planar compression is made plausible by establishing a strong magickal bond between an area and a scale model of the given area. This bond can only function via focal points. To simply define focal points: intangible artificial and magickal conduits necessary to establish a magickal perimeter around a desired area (or system). A minimum of four focal points is required to construct a magickal perimeter; in the case that the minimum amount required has been met, the destruction of a single focal point will result in the destruction of the spellwork as dictated by the principle of cause-and-effect. The addition of excess focal points will function similarly and will fail to have any effect on the spellwork whatsoever. Figure 1 — One of many forms a focal point make take. The creation of a focal point is, perhaps, the most tedious and difficult step in the process of planar compression. Its creation requires a sorcerer to first draw forth his or her mana, expel it into the palm of his or her hands and, in a fluid and timely motion, draw the focal point. The resulting focal point is unique to the sorcerer at hand but will function similarly to others (see figure 1). The focal point must then be empowered by a series of hand gestures that act as a vehicle for further mana to flow into the focal point; these function similarly to a funnel (see figure 2). Much like the actual focal point, hand gestures will be unique to one another. Empowered focal points are invisible to the naked eye and may be placed within a solid structure/ object or in the air (which are invulnerable to physical assault). It is imperative that a sorcerer realizes the dangers of placing focal points within the air: while incoming magicka (such as intermediate-level evocation) may damage but not entirely destroy a focal point, it will render the focal point visible to all and weaken one’s hold over the area while those placed within solid structures/ objects will remain invisible but are vulnerable to physical assault. Focal points placed within solid objects only require the slightest of smears or scratches to fully disrupt the magicka within and will result in failed spellwork. It is also important to note that only a sorcerer learned and practiced in voidal feeling may hope to sense an invisible focal point. Figure 2 — A sorceress aiding another in empowering a focal point. After the successful creation of four focal points, the aspiring sorcerer must then construct a scale and exact model of the desired area. The most insignificant of nooks and crannies must be accounted for. A gem, similar to those used in enchantments, must then be placed within the model to act as a conduit between the focal points, the model and the given area. It this gem that also enables the sorcerer to know who is within the system; those within the system will appear as small, flickering lights within the model. Practical Application Once both focal points and a model have been made, a sorcerer may then begin to use planar compression. Once again, planar compression functions via the principle of cause-and-effect. When the model is exposed to stimuli, such as when one opens the model’s door, the area (or system) will compensate and adapt to the change by opening the same corresponding door. If the system’s door is closed so, too, will the model’s. Example (Novice): After having toiled over numerous failed focal points and models, Bob finally sits before a crude, but functioning, product. His lips quiver as he clumsily places his index finger and thumb over the base of a miniature door knob. With a twist and a push, the door is shoved outward and ajar. A nigh inaudible creek sounds from the corridors behind Bob; he leans against his shoulder and pans over to the door behind him. It is open. The flustered, and sweating, Bob slumps in his chair and releases a victorious sigh of relief. Example (Advanced): Bob plants himself in between a replica model of his house and a generously padded seat. The room’s only door is barred shut with a spare chair. His lips quivered as footsteps sounded up the halls and through a flight of stairs. His fingers, atrophied but swift and deft, reach for the miniature rug that lined the stairs. With an inaudible grunt of effort, he’d pull the thing down onto the floor beneath. He hears the clash of steel against steel. The armed intruders had slipped and fallen; the stair’s rug was violently torn from beneath their feet and. Learning Learning and applying planar compression requires lessons from a sorcerer already trained in it and a strong knowledge and command over alteration magicka. Red Lines - When manipulating an area (or system) the given sorcerer must remain still in a stationary position. They may not partake in other tasks. - Living creatures may not be directly manipulated. - A sorcerer’s manipulation is limited to what a strongman or descendant is physically capable of performing. Thus, a sorcerer may not lift vast tracts of land into the air and so on and so forth. - It only requires a sorcerer (who has been trained in voidal feeling) to come into contact with a focal point (within air or solid object) to recognize its presence. - The maximum are affected is limited to a 60x60 block radius.
  10. TavernLich

    [Resolved] How to be Evil?

    I don't see the issue with that. I mean nowadays the big spooks are indestructable; anyway, by choosing to become some special villain then you also have to acknowledge that you will be screwed over by the heroes of the player base lmao. Not really a problem but more of a condition.
  11. TavernLich

    [Denied] [ET] [Builder] Wolfdwg's App

    I'll have to agree w/ BNK. Your builds are too simple and minimal in terms of detail and overall grandeur. Literally, these are on a much smaller scale compared to most ET builds. I advice exposing yourself toward more detailed and large-scale builds--which is really what the ET should be building. That said, there's plenty of potential. It's all about applying what you already have here on a grander scale and upping the wow factor! Right now, you've a "meh." Not bad, but not really event-worthy. I hope I did not come off as blunt; it's the best way to offer critique. Thanks for having a go at my two cents.
  12. TavernLich

    [✗] Mh'ithrha, Seekers of Knowledge

    Actually, instead of limiting how much magic they can have why not just limit the magic they can do to arcane? Meaning they are incapable of using deific or dark arts. But if you insist on limiting the number of magic they can learn that can be done too, you are the LM of course! For your second question, yes they can be warded against. And I would assume, since voidal horrors are fueled with mana and rather than life force, that warding would be very effective against them! I will be adding this, thanks for bringing it up!
  13. TavernLich

    [✗] Mh'ithrha, Seekers of Knowledge

    Lore has been updated. The following has been revised and/ or added: - Liberation has been revised to fit server lore. - Lexica Mh'ithrha added for flavor. - Voidal Horror canon lore added as a reference.
  14. TavernLich

    [✗] Mh'ithrha, Seekers of Knowledge

    Yes, they are playable creatures if accepted! Oh my goodness! Thanks, this helps clear things up. I'll work on adjusting it then.
  15. TavernLich

    [✗] Mh'ithrha, Seekers of Knowledge

    Well I think the only real similarity is the quicker casting time, which I figured would be a logical perk considering they did originate from the void. Correct me if I'm wrong though, not an expert on voidal horrors tbh.