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Kalehart

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About Kalehart

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    The Green Dragon
  • Birthday 06/19/1997

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    Kalehart

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  1. Once again specter seethes as it regards the papers, casting them aside with those from the previous day. “Curse it, don’t bring us into this mess of yours, Elvira.”
  2. Somewhere, a specter thumbs through the pages of the report, its choir of voices groaning in unison. “As ever, piety and fear shall remain the true Kings of mankind. Praise this God as they will, they have yet to grasp that He bids them only ruin in exchange.” The papers are cast aside, the creature’s form warbling and wavering as its voices wail in laughter and in despair. ”Repeat the past, children of Horen, for that is His curse unto you. My dear Aeriel, can you yet see those who truly deserve your ire? Can you discern the blackness of a soul, bathed in false light?”
  3. So this lore seems to be using spells and ideas that had, long before this was posted, been included in an ongoing rewrite of Mysticism that I and a few others have been working on. Something called True Sight and Seances were both established quite some time ago, so I’m not entirely happy about this post using those ideas. I don’t claim to have sole rights to the concepts of course, given they originated in Zarsies’ attempt at merging necromancy and mysticism, but this is overall very inconvenient for the Mystics hopes of a rewrite / lore that isn’t spread over six posts like the current one, let alone for us having coherency within that lore. I think I’m obligated to note that I do not intend to adjust my rewrite to accommodate this lore post since I was never contacted about it and have already done work on these same ideas. Should the aforementioned rewrite go through, the concepts of True Sight and Seances will be end up being overwritten, as about half of our rewrite focuses towards that same exorcist / medium style roleplay, including those specific terms and effects, and is honestly (in my humble opinion) a lot more expansive in doing so, offering more abilities and utilities towards it. I can’t -1 since its fine lore, but I do want to say that I don’t believe this is a very good way to implement these ideas. Had I been contacted beforehand, I would have happily tried to integrate everything into the rewrite; the goal, to allow the wider playerbase access to this kind of medium-esque roleplay, is very much something I had wanted as well.
  4. Makes sense to me, and I don’t see any reason why this wouldn’t be acceptable even if the reasoning had been flimsy, there’s no reason this clan couldn’t have independently acquired these traits by chance or by intentionally favoring it as a physical trait in their partners and thus breeding it in over time. +1 Just try not to let people go crazy vibrant with it, that could be a tad distracting rather than adding distinction. The issue will be one for skin-makers of these characters to have it blend in with the rest of their features convincingly. If they don’t do that well, you might get some people being whiny, but ultimately it’s not a lore problem anyway if that happens.
  5. Interesting ideas, seem fine mostly. I would be very cautious with ‘Gust’ though, the idea that it can be used to throw rocks or daggers seems both unreasonable for something involving air currents, and too close to telekinesis. The value and intrigue I have always found in air evocation is that it is not a combative magic, it is largely defensive and utilitarian. Giving it pseudo-telekinesis for throwing weapons really damages that niche it fills, and will discourage more creative, non-lethal methods of attack from practitioners. At the very least, I would limit the manipulation of things that heavy or dense to t4 or higher, you’d need to be conjuring freakin’ hurricane winds in extremely controlled patterns in order to manipulate that stuff effectively.
  6. Very interesting idea, and beautifully presented. That said, I’m a little tentative about all these levels of transformation; I feel as though the idea of ditching your mortal body for something else is something that has become overly common on the server, and I feel as though voidal magic in particular is one which shouldn’t draw characters away from their mortality with its ‘ultimate form’, since it is the most widely available type of magic on the server. Archons were sort of cool while they lasted, but at this point I think I’d rather see well thought-out and thematically interesting lore like this put towards something other than glowy magic dudes. We’ve got, and more importantly have had, plenty of those. Neither plus one nor minus one, I like the writing and I’m not smart enough to point out any balancing flaws, but as a concept I feel as though it could be made more interesting counter-intuitively by not leaning so hard on the idea of alternate states that the server seems obsessed with. Mages bound to the void and empowered as its protectors and servants would be a strong concept alone, without making them into arcane ghosties. And uh, obviously I’m familiar with non-mortal states and such on the server, my own main character is a Wight. I don’t mean to say that having non-mortal creatures on the server is bad, only that I think at this point just about every kind of magic is trying to make you something other than the race you started as, and that really isn’t a trap I want to see the most accessible magic on the server fall in to.
  7. I put together a new alternative to things like Xion or Aengul worship, if anyone missed it.

     

  8. It's occurred to me that this seems to conflict with the Kha goddess Metzli being the Moon deity. Are they meant to share the domain? Apologies if this has already been asked, didn't see it addressed when I looked. Edit: Sounds like the LT made it a thing, fair enough!
  9. Very interesting, a huge departure from the previous lore in a way that I think was necessary to differentiate it. I can definitely see some expansions to this lore being added in the future, but for what's here I still give a +1.
  10. While I appreciate your enthusiasm to contribute, I don't think this lore is anywhere near sufficient to pass. I suggested when you approached me in-game (if that was you, I could be mistaken) that you speak with the original lore maker, and since you didn't there's really no way you could have had a deep enough understanding to form a good rework. This would be excusable if you were aiming to propose new lore, not based on something, but to try and create a new version of old lore without doing your research is... Well, it's not a good look, and it's certainly not likely to succeed. Obviously you're interested in the concept of playing a werewolf sort of character, but to propose lore you need to be equally enthusiastic about looking in to how the lore worked (and didn't) in the past. A -1 from me. I'd suggest focusing your efforts on just enjoying the server for now, getting to know it and the lore, perhaps familiarizing yourself with the druids IRP if you haven't already, that would be a good first step to working on this lore.
  11. Lore mag pls?

    1. _Jandy_

      _Jandy_

      thanks for the reminder

  12. Obviously biased having contributed, but in my personal opinion this rewrite addresses more of the issues facing Necromancy on the server than the alternative. It brings the magic down to a pretty well-balanced state with the requirement of a tier slot for each type in my opinion, and simplifies the current over-saturation of melee-based undead (gravens, darkstalkers, paleknights, ghouls). It also makes Wights far less overpowered and more thematically interesting, and gives Liches a lot more tools to distinguish themselves aesthetically from their peers, something I've always felt was needed. In my opinion Mysticism and Necromancy are individually valuable and not all that samey in terms of function, however they share so much in common thematically that I think bringing them both under the same umbrella makes a lot of sense. Due to the way sub-types are organized,we can both keep the individuality I enjoy between the two groups, and expand on the cross-over between them.
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