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TavernLich

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  1. Has it? I’m going off of previous knowledge and this: https://wikia.lordofthecraft.net/index.php?title=Void hence their creation being something like a bastardization of the creation of life and thus their being regurgitated and rejected from the Void
  2. Like a poison, though slowly. Think of an Immaculate’s composition as a constantly shifting mass, never the same as it expends and replenishes mana from differing sources. I imagine a shade’s mana corruption as affecting a few of these shards, initially, before spreading out to the rest. The implication here is that the corruption is slowed by the ever shifting composition of an immaculate. Like a poison, this process would rather be painful, the pain would mount from negligible to unbearable as it spreads. Once it reaches their epicenter, the Immaculate’s behavior becomes volatile and unpredictable. And temporary discombobulation follows (death). Building itself together may or may not remove the corruption (I want to leave it to the player to decide if they want to play an Immaculate with a “curse” that forces their character to seek out help, should they desire that form of RP). EDIT: While on the topic of their interactions with dark wizards and shades and whatnot, I want to add that Immaculates can only detect sources of arcana power (void based magic) and may develop a sense of “taste/smell” for certain mana (as such, Immaculates may display displeasure upon those they deem disgusting or unbearable to consume such as shades). This does not enable them to outright tell if the person is a shade, only that they somehow dislike the “taste/smell” of their mana. Huh, didn’t know that (been on hiatus). I’ll omit that part, as soon as possible.Though, it doesn’t particularly change anything about the Immaculate lore. Thanks for the heads up though
  3. Author’s Note: I encourage and invite Story Team members to contact me for any inquiries or suggestions to better suit their needs. Immaculates: Rejections of the Void “When you stare into the Void, the Void also stares into you.” — Freid N. Synopsis Immaculates are semi-corporeal entities that draw nourishment from mana. They are created from the residual arcana used by several sorcerers when conjuring magicka and manipulating the forces of the Void. As such they are entirely comprised of the mana of several, if not dozens, of different individuals. While they are capable of replenishing their reservoirs of mana, the metabolic processes of daily activity causes them to exhaust more mana than they can naturally restore. As such, they are often compelled to siphon mana from external sources—sorcerers, enchantments and other founts of mana—either by force or mutual agreement. Creation & Origins The tumultuous origins of the Immaculates lies within the vague, ambiguous and volatile nature of the Void. When sorcerers employ their magicka, a phenomenon occurs wherein residual arcana lingers within the Void. In ordinary circumstances, any residual arcana would gradually diminish and disappear altogether. However, in extraordinary circumstances, when an area receives regular exposure to magic and the influences of sorcerers, such areas would be saturated with an unnatural amount of residual mana from several, different sorcerers. Ordinarily, such a vast amount of mana collected from different sorcerers would clash, collide and inevitably undo one another. When this collection of residual mana, however, is compatible, the result is a volatile growth—having barely endured the chaotic nature of arcana and the Void. Over constant saturation, this growth expands and gains a form of sentience. Like a malignant tumor, not even the Void can tolerate such an existence. In a violent uproar, it is hurled, regurgitated, from the Void and expelled into the physical realm. Physical Description Immaculates are entirely made up of residual mana from several different sorcerers. In addition to this, their extraordinary origins restricts them to relying solely on mana for sustenance—much like mortals are to food and water. The metabolic processes of Immaculates, however, causes them to expend more mana than they can naturally replenish, this is especially true when performing exhaustive tasks such as combat. This residual mana from different sorcerers prevents Immaculates from performing any form of magic. The jigsaw nature of such mana disorients any attempt at magic and results in a failed, unpredictable spell that quickly fizzles out. However, this residual, jigsaw mana also shrouds the Immaculate in a protective space similar to that of a ward: the same properties that disrupts their own ability to cast spells, also dampens any spells directed at them by disorienting the mana used for spells cast against them (see weaknesses for specifics). Immaculates assume humanoid figures. While their composition would technically allow for any manner of amorphous form, Immaculates, much akin to bubbles taking on spherical shapes, assume humanoid figures for practical reasons: efficiency. Their appearance thus resembles a vaguely humanoid mass of ethereal energy. As they are composed of different mana from different individuals, the energy comprising their form often resembles a prismatic spectrum or a starry night sky. It is for this reason that more reserved Immaculates choose to maintain a conspicuous garb of heavy garments and shawls to conceal their extraordinary appearance. While composed of mana, their tumultuous forging in the Void has given them physical form—although they still lack most biological structures, organs and nerves, aside from the basic extremities that give them their vague humanoid figure. Immaculates, however, still have an equivalent to a heart: a physical core embedded within their center of mass. This core is the epicenter from which the varying residual mana that comprises their figure is connected. Shattering this core, even through mundane methods such as steel weaponry, will lead to their discombobulation (see below). Their physical form also allows Immaculates to don clothing and take up arms. It also means they can be cut to ribbons. However, their lack of most biological structure prevents them from feeling pain or losing blood. The result: should an Immaculate find its arm severed, it will indeed have one less arm. However, while inconvenienced with one less arm, it will not bleed or feel pain. Thus, the only way to incapacitate an Immaculate, without shattering their core, through mundane, regular weapons is by cutting them up to the point they are unable to move. Mental Description Immaculates, having been abruptly and violently thrust into the physical realm, prioritize logic and cold reason. However, this is prone to change as they, like mortals, are able to evolve in their way of thinking. Thus, an Immaculate’s behavior is largely a product of their environment. A newly formed Immaculate may have the intelligence of an average person, but the maturity of a child. Because they often prioritize logic and reason, they often avoid violent and unnecessary conflict. Discombobulation Discombobulation occurs when the entirety of an Immaculate’s form is torn apart, forcing the pieces of residual mana that makes up their composition to temporarily dissolve. This is the equivalent of a mortal death. It would take several days (non-Elven) for the Immaculate to replenish their reservoir of mana to pull themselves together, often at a different location from the place of death. The trauma of such a process would elicit memory loss similar to a resurrection from the Temple Monks. Discombobulation can be achieved via three methods: lack of mana, the destruction of their core or use of aurum weaponry. While mundane, steel weaponry has diminished effectiveness against Immaculates, these entities are still susceptible to the disruptive effects of aurum. While Immaculates may still come into contact with aurum without suffering adverse effects, being pierced by it will sever the already volatile bonds that restrain the different mana holding them together, essentially causing them to bleed and feel pain. The effects of being pierced with aurum weapons will thus have similar effects to mortal wounds: a wound to the center of mass will discombobulate their figures. Weaknesses Inability to use magic of any kind: while Immaculates are comprised of mana, the innately volatile nature of being composed of different sources of residual mana, different sorcerers, has rendered them unfit to cast magic. Any attempt to cast magic would result in a failed, unpredictable spell that would quickly fizzle out. Additionally, their unnatural origins has rendered them unable to learn the druidic arts or partake in shamanism. Aurum: being pierced by aurum weaponry can cause their mana to leak, essentially causing them to bleed, and feel pain. This may lead to potential discombobulation, should they lose enough mana. The loss of mana would be proportional to the size of the wound, similar to a mortal. Immaculates can still wield aurum weapons, they are just not immune to its effects should they be harmed. Destruction of their Core: their core is the physical representation of the joint residual mana comprising their form, its destruction will dissolve the bonds that keep the mana together. Need for Mana: Immaculates need to siphon mana from external sources. Since mana is their only source of nourishment, they exhaust their reservoir faster than they can replenish it. This also means that, unlike magical creatures and constructs, Immaculates tire just like mortals should they exhaust excessive amounts of their mana. Abilities & Powers Sense Arcane Powers: Immaculates can sense the internal mana residing within objects and people. They can distinguish between stronger and lesser sources mana. This is an innate ability and requires only one emote to document. Natural Protective Shroud: because they are comprised of volatile, residual mana from different sources, Immaculates are shrouded in a field of their own mana that dampens spells. This works similarly to magical wards. The jigsaw of mana that comprises an Immaculate’s form disorients the mana of an incoming spell. In application: a large fireball hurled at an Immaculate would be diminished to a smaller size (Tier 5 to Tier 3). This renders weaker spells nearly ineffective. This has an effective radius of 1 block from where the Immaculate is standing. Varying Physical Strength: Immaculates can exert more strength by exhausting more of their reservoir of mana. This often takes the form of an Immaculate growing larger in size. Their strength can never surpass that of an Uruk. Natural Mana Siphon: Immaculates siphon and feed off of magical sources, enchantments included. This siphon can take several aesthetic forms: a mage’s aura draining into an Immaculate, the space between a magical source and an Immaculate shifting and folding unnaturally, etc. This has a radius of three blocks from the Immaculate and requires two emotes: one to initiate the process and another to document it. Similar to how we breathe, this is an innate ability of an Immaculate and does not require concentration on their part, meaning the Immaculate may partake in combat while siphoning mana. The speed of which a mage loses mana is equivalent to his/her skill tier: 4 emotes (plus the initial two emotes) to drain a T5, 3 emotes (plus the initial two emotes) for a T4 and 2 emotes (plus the initial two) for T3 and below. The speed of which an Immaculate can siphon an enchantment is dependant on the strength of an enchantment. Shredding: Immaculates can permanently discombobulate other immaculates by siphoning and cannibalizing any residual mana of another immaculate. This ability is usually reserved for older immaculates and requires the aid of at least two other Immaculates to assist in cannibalizing another Immaculate whole. This acts as a roleplay mechanic to keep Immaculate populations in check. Purpose The purpose of this lore is to establish a versatile magical creature that can have deep, interactive roleplay with anyone, not just mages. For instance, those harboring prejudice against void-based magic may seek to grudgingly employ these entities in order to combat and subjugate sorcerers, establishing a mutual relationship between the Immaculate and the employing party. Alternatively, rather than combating mages, Immaculates may choose to establish a friendlier relationship with sorcerers, forging agreements between themselves: service and company in return for a steady, reliable source of mana. Immaculates also fill niches ignored by other magical entities: golems and atronachs, while providing servitude, are expensive, rare and require a dedicated person to roleplay a co-dependant, static character. Implementation of Immaculates allow players to roleplay independent, dynamic characters that can evolve and change and think for themselves. Additionally, while unique and different from Anti-Magic/Fi'hiiran'tanya, Immaculates also fulfill their roles of being capable of countering void-based magic that isn’t solely based on High Elf society. Redlines/ Important Notes How do they react to Archons and Voidal Horrors/ Celestials? Since Archons are comprised of mana in their spectral forms, they are especially vulnerable to an Immaculate’s siphon. However, conflict between the two is extremely unlikely as Immaculates would rather provide their services to Archons in exchange for nourishment, especially true when considering the extensive powers of Archons. Immaculates tend to shy away from Voidal Horrors and Celestials; despite their expansive mana pools, Immaculates are very knowledgeable in the gap of their abilities. Are they affected by wards and abjurations? No, although immaculates are comprised mana, their volatile and jigsaw-like composition makes it nearly impossible for any mage hoping to use wards and abjurations to comprehend their inner workings. Are they affected by the elements? No, they will not be burned or shocked as they are comprised of mana. However, their semi-corporeal forms allows them to be affected by the impact of spells (Arcane magic is especially effective due to the blunt force trauma which is able to simultaneously knock them back and potentially damage their tough but brittle core). How tough is their core? Their core is as hard as steel, but brittle as stone. Blunt force trauma is especially effective. Practically, a core should not be able to withstand any more than three direct strikes from a mace (usually two strikes would be enough to discombobulate an Immaculate) [More to be Added]
  4. What's the server address again? Can't find it anymore.

  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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!
  15. 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.
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