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The King Of The Moon

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  1. The ‘Blessed’ Children of Ixris Ra’Liivengor Rutaka za’ra’Rokar Therak Origin Creation A devil can only be born as such. That is to say, pre-existing characters can never be turned into devils. It is not a ‘change’ but an origin, determined before the character’s birth and tracked by a feat application (FA). Creation The historically understood origin of these cursed descendants, wrought by a mark inflicted onto the parent-to-be of a devil by a false prince or greater inferis (ST event characters). The skin colour of those borne of said curse will always reflect the malflame colour of the naztherak or inferis that administered it. -In the magical creation of a devil, the naztherak or event character responsible must be listed as ‘teacher’ in the devil’s FA, ratified by a comment from the naztherak linking their MA or an ST ratifying their consent respectively. -This can only be achieved in accordance with any prerequisites specified in naztherak lore or other hypothetical pieces that add this ability. In the event that naztherak (or other) is shelved as a player magic, or rewritten without the ability to create devils specified, magical creation of new devils becomes impossible. Regardless of creation, all devils inherit the curses and blessings of their closest descendant ancestors with the sole exception of being denied an afterlife in the Seven Skies irrespective of human ancestry. In this regard a devil born to elfish parents will inherit long lives, pointed ears and limited fertility, whilst orcish devils will inherit tusks, bulky frames and short tempers. -For ease of tracking, a devil must be validated by a feat application which lists the source of their curse (cursed parents, naztherak or ST event characters under ‘teacher’) as well as their underlying race. -Devils are subject to the same boons and banes as other members of their underlying descendant race, as well as the boons and banes of mixed couplings, as detailed in racial lore. -Devils cannot be born to non-descendant ancestors such as Kharajyr, Wonks or Hou-zi. -The feat app for the character must be made before they are playable (before age 5). One cannot create an app for a character older than age five. A Blemished Body Whilst aesthetically demonic, devils remain functionally identical to their genetic race; those bearing Ixris’ curse are not truly infernal beings. They do not possess any of the boons or banes of inferi. Their internal physiology remaining unchanged, devils can and should be categorised as normal descendants, differing only in their mutated exteriors as a consequence of malefic meddling. When created through magical tampering, usually naztherak, their skin is forever marked in the colour of their maker’s malflame. Atop this, the cursed lineages of devils are also subject to a variety of unsightly mutations. All devils inherit no less than three of these visible afflictions. Devlish mutations are as follows: -forked tongues -slitted, goatlike, small, large, or entirely absent pupils -coloured or translucent eyeballs -serpentine tails -scaly, snake-like skin which sheds periodically -translucent skin -hair and nails which bleed when cut, alopecia, a lack nails of nails or nails which grow black and pointed -webbed digits -horns of keratin protruding from the head. It is possible for them to connect in the middle, resembling a halo -keratin spikes which jut from the collarbones, shoulders, elbows or knees (or all of the above) -feathers jutting from anywhere on the body -goat, bat, snake or pig-like facial structures and nasal shapes -cloven hooves of keratin in place of feet -pointed, fang-like canines In the rarest of circumstances, some devils have been known to inherit functional wings of either angelic or bat-like shape. So scarce in number, most will go their whole life without witnessing a flying devil. This mutation is strictly reserved for ST event characters. The metaphysical aspects of devils are for the mostpart identical to other descendants. They have ordinary levels of lifeforce and mana, though as a byproduct of their magical origin devils possess marginally altered blood: running black and colourless, devil-blood is of equal genus value to high elves. -All devils have skin tones reminiscent of the malflame colour which cursed their nearest descendant ancestor. -Devilish mutations cannot be used to gain combat advantage beyond what could reasonably (and impractically) be achieved by the likes of horns, pointed nails and so on. -Devils are no more or less resistant to bodily harm, disease or alchemic mutation than other descendants. - Devils cannot use alchemy to hide their devlish mutations. -The mutations a devil is born with are a part of their soul blueprint. -Tawkin klones of devils will always regrow the same mutations as the original unless altered to do otherwise with implemented lore. A Stained Soul Contrary to popular belief, devils are not infernal creatures. They are mortal beings, with full and almost completely ordinary souls that permit them the same mental capacity, morality and magical potency as members of any other descendant race. The sole characteristic that makes devils unique amongst others is the diminutive blemish on their spirit that marks them as claimed by Ixris. Whilst easily suppressed by deific connections in life, or circumvented by undeath, the same fate awaits all devils should this stain on the soul be left unchecked. In death, where a devil has not bonded with a patron to save them, the whole - untarnished - soul of a devil is ferried directly to the High Hells where it is always offered to Ixris himself by whichever zar’rokul was responsible for the pact that caused a devil’s creation. It takes approximately four worldly years - one OOC month - for this forced pilgrimage to reach its conclusion, where the soul is devoured by Ixris and its energies added to his titanic reserves of maleus at the top of the infernal climb. Whilst details specific to Ixris himself and the zar’rokulka’s relationship to him remains obscure without ST approval it is possible for naztherak, mystics and slotted seers of Vaasek to bear witness to this mark on the soul of a devil not under another deity’s protection. Such always allows said magi to glean vague understanding of the fate that awaits them: obliteration. A fact devils who themselves practise the aforementioned arts become inherently aware of, along with the mechanics of divine protection and unholy loopholes they might be able to exploit to avoid this fate. From the moment of a devil’s death, a four year countdown begins until their complete obliteration. In this interim period they could be raised again in undeath by all the usual means of necromancy, mysticism, phantom-kind and so on. The dead character could also be communed with via seance, as detailed in the aforementioned arts and vivification. If not resurrected through valid means within a month after their death, however, the devil is irreversibly annihilated. Fodder for the infernal climb, without thought or emotion; never again capable of being returned or communed with in undeath. Ixris’ unsuppressed mark is not significant enough to affect devils in life in any meaningful ways, with one important exception. Though they possess no inherent understanding of it, marked devils are capable of learning Ilzakarn: the tongue of Moz Strimoza first contrived by Ixris himself. This would require instruction from one already fluent in such hell-speak, being themselves either an inferis, naztherak, former-naztherak or a devil who has already mastered the language. A devil’s ability to speak Ilzakarn (if not a current or former naztherak) is tied directly to the stain on their soul which renders them property of Ixris in death. That is to say, were a devil to learn Ilzakarn in their youth and later become a templar, druid, shaman and so on, they would forget how to understand, speak, read and write it in the instant a connection is formed with the respective aengul, daemon or spirit behind their magic. Such knowledge could only be recovered with the severance of said devil’s deific connection. -The one OOC month countdown to the annihilation of a devil’s soul begins at the exact date and time a devil is killed. If they are not revived within this time period, the character is irrecoverably consumed by Ixris, after which they can never be raised as undead, summoned as zar’ei, contacted via seance et cetera. -This only applies to ‘PK’ deaths, which devils are beholden to in the same capacity as any other character, also factoring in the death clauses and revival mechanics of pieces like Tawkin and Animii Crafting, which devils are not excluded from using. -If a devil dies whilst maintaining a connection with a deity whose followers are given a designated afterlife (Star’gush Stroh, the Eternal Forest, an Observer for Vaasek, Naztherak-turned-inferi et cetera) then they will be spared annihilation at the hands of Ixris. -Knowledge of Ilzakarn is not inherent and must be taught by an already valid speaker through prolonged roleplay and exposure to the language. This must be tracked by a comment on the devil’s app, itself linking to the source of their knowledge (an already confirmed fluent devil’s FA, a current or former naztherak’s MA or an inferis’ CA). -Devils are not inherently aware of Ixris' mark on their soul, and can only be made aware through roleplay with the aforementioned magics. Similarly, the exact nature of Ixris and his machinations cannot be unveiled by the aforementioned magics without ST approval. Otherwise, said practitioners are only given a vague appreciation that the devil's soul is doomed to be annihilated in the Hells without divine intervention or the assurances of undeath. -Ixris' mark cannot be permanently removed until the devil in question has died (PK) either with an active deific connection or after being raised in undeath. The likes of mysticism's unbound fates and other spells intended to heal or cleanse the soul may suppress this metaphysical stain for up to a narrative year (one OOC week) but it will always come back. - Devils are not capable of being connected to holy magics (e.g. as Paladins or Templars), though may still practice all other deific magics as normal. Purpose Art credit: ArtStation - HE XIAOSONG
  2. I only make new characters in the hopes that other people will cry about it.
  3. Purpose As currently written, spiriting is arguably the least practical spell in all of mysticism. A screenshot of the ability as it stands in current mystic blade lore, coupled with an explanation of why this ability is so lacklustre to the point of near uselessness is detailed in the spoiler below. I strongly recommend reading it before the revised version, in order to fully grasp the incentive behind this overhaul as well as the justifications for the buff this amendment intents. Spiriting Ever prepared for their duty as Ebritean knight-errants, a mystic blade is capable of blessing their weapons and, if amputated, even forming solid tools of ectoplasm in a less refined mimicry of Walling. These weapons are corporeal and damaging, readily capable of battling men and phantoms alike. - Mystics may channel one liturgy worth of ectoplasm around a touched weapon or similar object, ‘blessing’ it and allowing it to hold a presence within the Elysian, over the course of two emotes in which movement must be halved and the object uncovered. This would allow the weapon to make physical contact with phantoms even should they be intangible, bearing to it a dim gleam alike to that of a hindered object. The effect will last for ten turns following the blade's imbuement without requiring concentration or touch, not burning the phantom upon contact as aurum does, but only damaging them like a normal weapon damages a mortal. Should a killing blow be struck on an undead creature, spiriting would also allow a mystic blade to either recuperate one liturgy of ectoplasm or one soul fragment (mimicking saturation on living targets) as they prefer. If handled by an amputated limb, these 'blessed' objects ignore the usually restricted strength imposed on ghostly appendages, able to be handled by the mystic blade with the same competence as a limb made of flesh. - Those that bear an amputated limb are able to utilise spiriting to a greater extent, able to funnel one (noncombat) to two (combat) liturgies worth of ectoplasm in their empty grasp to form a spectral tool with the same applications as a ‘blessed’ weapon, over the course of two emotes in which they must keep perfectly still with their phantom limb outstretched. This glassy implement can take the shape of any non-complex solid object, always tangible and of a similar density to ferrum. It cannot be heated, oiled, enchanted or otherwise ‘enhanced’ in any fashion. In that regard complex or flexible mechanisms like crossbows and bows cannot be functionally replicated with spiriting, though sharp or blunt tools and weapons such as knives, swords, hammers and even arrows could be. This object will last for ten turns following the tool’s creation without requiring focus, unless willingly dismissed earlier or hand contact is broken with the object - causing it to disappear after two emotes unless picked up again - or if the tool is shattered by any kinetic blow that would feasibly shatter ferrum. The tool will never become invisible/intangible, only adopting a ghost-like aesthetic or gleam similar to an object that is hindered/saturated. Spiriting can only 'create' temporary objects should the mystic blade have undergone Amputation at the hands of a wight. A weapon blessed or made from spiriting has no effects upon mortals beyond what it would do normally. Whilst there is no minimum size for tools, implements made from spiriting may be of no more mass would be found in a polehammer or similarly sized object that the mystic blade could feasibly wield (objects can be made proportional to the mystic blade's race). Whilst a buckler or kite shield is also possible, tower shields or any form of worn armour or clothing are not; the tool must explicitly stay in-hand lest it dissipate after two emotes from being let go. This also applies to the 'blessing' variant of this spell, which can only be done to held items. Tools made from spiriting weigh the same as their mundane counterparts and obey the laws of physics as normal, thus requiring the strength to wield effectively. Only one tool can be made at a time from spiriting.
  4. Alright mods, it's time I handed myself in. The jig is clearly up. My character has no age at all.

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  5. Arcane Hindering Origin Since the First Synod, an exiled band of Rivel Magi, the art of mysticism has been held in tandem with the arcane. From the hyper-thoughts of cognats who first gleaned the cruel mechanisms of the soul stream to the daring few translocators that prodded the boundaries of Ebrietaes in that dark cave, mystics have been sorcerers. Though not an effect felt by those pioneers who penned the Book of Phantoms - for they could not be crowned and in turn, were not ‘mystics’ in the modern sense of the word - modern generations spawned from Uldrivt’s union with Mthyul Tlan have been subject to hiccups in their spellcasting. With forms host to vast quantities of ectoplasm and ravaged by corruption more than ever in the wake of the Voidal Event, these modern mystic-magi have oft found their spells warped by the latent ghosts within them. In turn, so too are the lines often blurred between the arcane and phantasmal. Abilities Arcane Hindering (Non-Combative) By choosing to gleam alongside their voidal connection (where either both are ‘activated’ in tandem or where arcane spells are thrown in the wake of spent liturgies), a mystic is passively capable of performing a rite known as ‘Arcane Hindering’. Whilst there is little functional difference between the ordinary spellcasting of voidal-mystics and spells which have been hindered, the visual distinction is striking. That is to say this aesthetic overhaul may at best mislead opponents into conflating voidal spellcasting with mystic liturgies, though otherwise will never alter the outcome or power of a spell. Whilst largely freeform, chief examples of Arcane Hindering are as follows: Arcane Scions - the scion’s soul-shadow may take the shape of one of the mystic’s bound phantoms, going so far as to speak through this incorporeal form should the mystic permit it. Fire Evocation - hindered flame may appear pale and ectoplasmic, mimicking the colour and texture of the mystic’s ectoplasm and at times host to shifting images of the dead. Earth Evocation - hindered stone may appear dull and dense, coloured with veins of light to resemble menhir. Water Evocation - hindered water may appear colourful and luminescent, as well as moving in a thick and sludgelike manner akin to raw ectoplasm whilst ice will resemble the light-warping shields of mysticism’s Walling. Within sizable quantities of water or ice the images of the drowned, waterlogged or frostbitten dead may be visible. Air Evocation - hindered air loses its transparency, instead becoming a haunting miasma of pale light, reminiscent of a mystic’s deadbreath albeit far less dense and merely translucent. Life Evocation - flesh, flora and creatures borne of life evocation resemble mundane biomass that has been hindered, their appearances twisted into translucent and ghostly remnants of themselves. Flesh and bone in ‘living’ conjurations must still maintain its structural integrity, however, and will never literally be made from ectoplasm but rather viscous and translucent re-texturing of otherwise opaque matter. Such will always resemble phantasmal undead, as clarified in Phantom as well as Hindering lore. Translocation - when shifting through the void, a mystic translocator may leave behind a shadow; ghostly, incorporeal remnant of themselves that dissipates completely in the emote following the shift. By their freeform natures, Sensory Illusion and Transfiguration are not affected by Arcane Hindering in any meaningful fashion. Nor are Voidal Artificery, Voidal Eminence, Voidstalking or Veil Watching. Redlines -As with ordinary Hindering, spells cast via Arcane Hindering are by no means inherently weaker or stronger, or more or less effective than their usual variants. -Spells cast via Arcane Hindering utilise mana and the void in the same fashion as specified in their respective lore pieces. The miniscule amount of ectoplasm used to apply the hindered aesthetic - as with ordinary use of mystic Hindering - does not cost liturgies. That is to say, hindered spells are still subject to the same potency and detriments as written in their lore, and do not receive any additional boons or banes (For instance they will not cause more harm to ghosts, nor will they be dispelled by aurum or holy magic not designed to counter voidal spells). -Translucency and ‘ghostliness’ applied to spells cannot make them any less visible to the naked eye. -Arcane Hindering cannot be applied to magics not listed above, and would require consultation with the ST to amend in.
  6. Deep in the woods, beneath heaps of rubble and moss, a time worn bed stirs. Tattered sheets tear and the frame creaks as the coffin placed upon it shudders. Rotten wood splinters and cracks beneath the heave-ho of the rising tide within. Rats scurry from their nest below this forgotten shelter, and even the spiders cower in the rafters. The cold tranquility of the bedroom becomes a sudden tempest as the immaculate - ethereally preserved - casket quakes to life in the dark. The low rumble of its host grows louder and louder until clawed hands finally throw the lid open, flooding the forgotten chamber with dust. The Heir of Illia wakes from what he meant to be a century of slumber. Screaming. For even in dreams, he was not safe from the truth. ((Scream ref:))
  7. A message has been painstakingly carved into the wooden rear of a carriage. Left sometime during its last journey through the fractured Orenian remnants, the driver remains ignorant to its origin - having himself mistaken it for little more scuff on the time-worn caboose's vanish. Other onlookers unfamiliar with the Ebretean tongue would likely do the same, finding the chicken-scratch difficult to concentrate on or draw significance from. Those that were, however, along with practicing Seers might entertain the message for what it was.
  8. A B.O.P.O. officer raps his baton on a nearby window. "This is a raid, open up!" He declares, turning yet another peasant shack upside-down in search of the fugitive P.U.P. rabble-rousers.
  9. Could we please have some disambiguity toward voidal machine spirits? I notice you avoid explicitly stating if it's possible or not, though there are some hangovers from the old lore implying it; it may sound silly but a clear cut 'they can be void mages' added into one of the implicit redlines will doubtless save debates and headaches in future. Assuming that is the case, could you please specify what you mean by 'like thick skin' here? Are you saying that machine spirits who practice void magic have the same structure as regular animii, but are covered in leather rather than metal? Or are you saying that the metal covering their bodies literally softens (whilst still being 'metal') to become skin-like? Are they metal on the inside or squishy all the way through? I personally feel this nerf is a bit unnecessary as well as vague and hard to visualise in actual mechanics, especially given they're already as physically weak as descendant mages and require more maintenance. If they're metal, they should just be metal. How would you feel about instead specifying a lack of physical strength and an aether-aligned lifeblood recipe variant for magely machine spirits? Maybe add their joints are too brittle to be well protected, and so have lifeblood vessels naturally exposed? Or perhaps a requirement for the gearheart to be made from a thematic lore material? Seems like a harder creation process could be a much simpler 'balance feature' and encourage more roleplay between animii crafters and wizards (that don't want to add to the dark immortal CA bloat) looking to cheat death. Also entirely unrelated nitpick but just say they have to be humanoid shaped without going overboard. The Creator isn't humanoid shaped, and it'd be weird for animii lore of all things to canonise that lol. Otherwise, happy to see it rewritten with minimal changes! Nice work. The old lore has mostly been unproblematic for the past few years but as we all know wasn't nearly up to modern standards in terms of emote counts, redlines and general clarity.
  10. Irreleventus Horen III laughs from the seven skies, proceeding to pen another commentary on current human politics centuries after his death and publishing via roleplay comment for the whole world to see how right he is and how wrong the current people are!
  11. The Rite of Clinging 'The gates of Ebrietaes... I dread them. They shriek open in my nightmares, sucking me in. But what must I lose to stay here? I am mortal, brother. A fact I cherish. I will do what must be done to evade the Wastes, but I will not so readily kill myself for the comforts of undeath. I will bide my time.’ Background Explanation The Rite of Clinging is a newly theorised rite of mysticism, immortalised in the Book of Phantoms along with the collective knowledge of the past Synods. Intended to permit a wight-to-be an extension of their mortal lives, before sacrificing their flesh for ectoplasm with the consumption of an apparition, the Rite of Clinging permits a mystic who has undergone the Rite of Amputation and still possesses their severed limb to delay their ascension. By bombarding the amputated flesh of their former arm with that from its ectoplasmic replacement in an exaggerated mimicry of hindering, a mystic can calcify their lost skin, meat and bone into a menhir-esque sculpture. In doing so, they form a disembodied ‘extension’ of their ectoplasm pool. Bound to the mystic by their soul blueprint, through a similar apparatus used to conduct seances, the stony arm left in the wake of the Rite of Clinging acts as a tether between the mystic’s soul and the physical object. This tether is initially diminutive, serving no real purpose without further enhancement. Should the mystic go on to subdue an apparition in the limb’s presence, and consume the soul-amalgam via the Rite of Consumption, they could choose to delay their ascension to wightdom. Ability Rather than calcifying their own bodies within a year after the successful completion of this rite, forming a phylactery from which a wight will emerge in their place, a mystic may instead ‘cling’ to the defeated apparition, instead utilising their calcified limb as a cage and in turn constructing a phylactery separate form their living bodies. This has no immediate effect on the mystic bar extending their liturgy pool to T5 as well as the necessary prerequisites to open a door to Ebrietaes when in possession of the book of phantoms, as all wights can. The true purpose of the Rite of Clinging is to let a barrowlord-to-be carry on enjoying their mortality until the time of their death. Therein rather than being swept up into the soul stream their soul would instead be dragged into the phylactery formed by the Rite. Immediately upon loss of their mortal coil the mystic’s soul will be added to the amalgam already trapped there to re-emerge as a wight. Thereafter identical to any other of their kind. From then on the sculpted arm (instead of a full statue-like body as is usually the case) would behave as the wight’s phylactery. Its destruction would mean their unraveling, and permanent death. The remnant corpse of the rest of the mystic’s body would remain just that: a dead body, no longer tethered to their soul and never able to rise again. Due to the unnatural tether this phylactery places on a soul, if the ‘clinging’ mystic is killed prior to the consumption of an apparition and without an alternative resurrection mechanic to the Wilven Monks, they would be pulled into Ebrietaes permanently unless raised in some other form of undeath. This stain upon the soul remains even if the phylactery is destroyed before the mystic’s death. A deep pain is briefly inflicted onto the mystic as they would sense (and need to be OOCly alerted of) the tether’s shattering, and thereafter they would still be refused revival by the monks should they be slain, instead having to consume another apparition (any stored in the arm at the time is released back to the ST) directly through the Rite of Consumption or to seek out another form of undeath. Redlines -The Rite of Clinging requires a mystic to possess their original severed arm from when the had the Rite of Amputation performed on them. A prosthetic, or a new limb created from Tawkin, would not suffice. -Once created, the empty phylactery sculpted by the Rite of Clinging must be ST signed. It may not be stored in an enderchest. -Carrying out the Rite of Clinging does not automatically grant a Wight CA. Such is only to be submitted once the requirements of mysticism's Rite of Consumption have been met and the rite successfully carried out. -Once an apparition has been consumed by the artefact, characters who have conducted the Rite of Clinging are bound to become a wight the moment their mortal body dies by any means outside of mechanical PVP. -Once resurrected as a wight, characters who performed the Rite of Clinging are subject to all of the usual boons, banes and redlines of the wight CA, indistinguishable from any other wight bar an oddly shaped phylactery. -Limbs made from the Rite of Clinging are no more durable than standard menhir as defined in lore. -If a ‘Clinging’ mystic is sapped or otherwise deprived of mysticism, the limb becomes innert until T4 mysticism is regained (if ever). -The Rite of Clinging is knowledge that becomes inherent to any amputated mystic should they physically touch their severed limb again afterward (gleaning insight into its potential). The Rite of Consumption (required to make a wight) however must be taught by another, or found in the Book of Phantoms. -The Rite of Clinging can only be performed on an amputated mystic’s own limb, no other can do it for them. There is no tier requirement for the Rite of Clinging, though for it to succeed in storing an apparition the mystic must have already reached T4 as is necessary to become a wight.
  12. Vienne was haunted. Parts of the city already in rubble, silence clung to the abandoned capital only interrupted by the occasional scampering of vagabonds looting what homes and stores hadn't already been ransacked. Turmoil and decay had claimed this once thriving bastion of men. Blood stained her streets, her throne lay empty. And what aspects of her stone lay untouched were crushed between the weight of onlookers' expectations: what might've been? What will be? An unearned nostalgia lurked around every corner of the young ruin. Incongruent to this atmosphere - yet ultimately, unremarkable - was a poem. A self indulgent scrawling etched above citizen doors that'd begun to rust: Ode to Oblivion This world is ablaze with time. Hellfire yearns for us deep below And here madmen in white shriek Of Seven Skies the colour snow And above: stars and angels, Demons, and Horrors past the Veil. Neither up nor down I am destined, No more shall I laugh nor wail. Past the Moon and Creation Further still beyond space and time The Black God awaits me, in his infinite nest Where I shall be his, and he mine. Weep not for me. This door shuts And locks away the universe I knew, A dreamless slumber comes not just For this lone magpie, but you. The author was nowhere to be found... Though whoever he was, he must've come to terms with the Black God in the void which awaited him.
  13. I'm glad you set this up for your events, and am personally a proponent of ST trying to adopt something similar for large scale events to streamline occasional 100 man CRPs. But in terms of player-versus-player combat LotD&D sadly doesn't work. By and large because our world and lore isn't written around stats and modifiers, or really numbers in any sense. I commend your effort, though.
  14. Only within the apparatus of events. We as a community aren't really equipped to handle such large clashes in RP, mostly due to realistic time constraints. What I find strange though is that these skirmishes of upward of 70 people never used to be allowed without the proper planning. Before every war on LoTC became a world war, we'd often see entire warclaims between orc clans and competing human vassals with 25 players or less on either side. These were actually quite manageable - even with Nexus - due to the simple fact that staff and players were able to plan for them, and the numbers weren't grossly inflated with banned alts and people with no IC stake in the conflict hopping in because they're bored. I personally think we need to go back to the old system of actual large scale battles not requiring 100v100 to constitute a warclaim, so that if PvP is necessary it can be facilitated in its proper environment without being nearly as disruptive as last night. I also think if small scale battles were normalised again we'd actually have room to coordinate more efficient CRP as is done from time to time in places like World of Warcraft and Runescape RP circles.
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