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Murdervish

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Posts posted by Murdervish

  1. 3 minutes ago, zaezae said:

    Honestly, I think it is reasonable to /expect/ males to be more fertile than females. It is just a simple fact that males reproduction is just more simple than females. Only one thing has to go right for a male but with a female, everything must happen correctly. 

     

    But besides all that. Who really cares, it's magic. 

     

    Pretty much. Most of the things that "could go wrong" with women happen later on (and are ignored because dead babies), but I dunno if Iblees goes to each elven sperm individually and calls them names or how it's supposed to work, and I'm pretty sure no one cares at that level.

  2. 11 hours ago, zaezae said:

    People understandably do not want to roleplay dead babies.

    As a member of the Wiki Team, I can guarantee this is untrue.

    Jokes aside, people generally don't RP their curses well, though elves are perhaps the most obvious about ignoring theirs. This isn't to say you don't have several dozen humans running around with "Real age: 23" in their descriptions, and I've probably seen more female dwarves than old humans, but that'll be just those players. With elves, you have the player, the player they mated with, and the two players that are their twins, nevermind any prior children. You're not looking at individuals at this point, you're looking at a small group of people that accepted this together.

     

    Since people question their strange fertility, the elven players cried "we got lucky!" and roll. It's an interesting work-around of having to roll (generally) 100 every time, and if they get above 90 they have a kid, and if it's like 95 or higher it's twins. Each FTB or cyber or whatever you do represents a completely fresh roll, even if it was minutes after. We can't pretend we give a damn about biology if there appear to be players that think the lady's egg just needed to be knocked out of the ovary like you're trying to get candy from a vending machine.

    Infertility is infertility. A woman would ovulate less and their vaginal canal and uterus generally would be less inviting of an environment for the sperm or for a zygote, but likewise the male's sperm count would be diminished and their sperm less likely to survive the trip/wait for the egg (I add the wait because sperm can live up to 72 hours in a vaginal canal for the ovulation, but that don't mean **** for your little buddy if it can't get the job done once it sees the egg). There's no reason to believe one would be necessarily more fertile by the virtue of their biological sex when Wiggly McSpermazoa can only manage a dry hump against the shriveled grape of Ms. Laurehlin, though perhaps it's more obvious when a female elf player breaks this rule than a male elf player.

  3. The current system makes the warzone into a mini-warclaim system with some minor pvp throughout the day. Having it timed out just sounds like making them into actual minor warclaims, and since the points purpose add to a benefit into the warclaims themselves, it makes the whole process rather redundant. Further, it's sometimes already an issue getting GMs on top of monitoring warclaims. Now, there'd need to basically be one monitoring the same thing an hour every day.

     

    Honestly, if you feel that the points system is too hard to make fair or useful, then forego it entirely and just have a warzone for people to run and get their pvp rocks off and steal gear from each other without having to worry about raid cooldowns (since that's it's current usage, anyway, 23 hours out of the day).

  4. This post is one I'm making on behalf of FilthyPeasant1 and Clayphish (written by them as well) as they are not able to access their forum accounts any longer. Please contact them in game if you're interested or reply on here and I'll make sure they'll get the message.

     

    Decription:
    As the last child of the Crimson Edict Baldr and Stryander, this child would be the youngest child of the leaders of a long standing guild devoted to the abolishment of slavery and genocide. As a child, they’ll be surrounded by protective peers of many backgrounds, along with two older siblings who have places in a paladin and druidic magics (including step brother who’s a hierophant).  
    As spoiled by the guild members and their parents as she’ll be, the child will face struggles. Their race as a half orc will lead to conflicts with a racist society, but luckily, the child has inherited small, less noticeable tusks and very light elven skin. The orcish side contributed dark black, healthy hair and crimson red eyes. She’ll undoubtedly beautiful and have the ability to have the grace of a high elf, but with the occasional temper of an orc.  
     
    Traits:
    . Female half orc, half high elf
    . May gain interests of any sort, go nuts
    . Loving towards family
    . Preferably happy
    . Preferably respectful to parents
     
    Please leave the following information if you’re interested:
     
    Mc name:
    Roleplay Experience:
    Age:
    Usual availability:

  5.  

    Land charter (cart) or Sea charter (boat): Land; Cart

     

    Island: (Tahn- Oren/Dwarves/Elves, Ceru - Sutica, Asul - Haria) Tahn - Urguan

     

    Point A: Tal'Ardoth in Urguan

    Exact co-ordinates of Point A: 804, 150, -1926

     

    Point B: Kal'Nikaer in Urguan

    Exact co-ordinates of Point B: 1082, 71, -1965

     

  6. * - Tell me about your character. What race are they? What is their in-character job? What professions do you have on that persona?

    Human Farfolk. Officer of a guild. Chef main (tinker bonus, everything else to fair)

     

    * - Why did you choose the professions you chose? What made you pick it over all the rest, even those who don't have a ton of players already working on them? Do your professions match your character's roleplay/in-character profession? 
    I originally chose chef because the wiki at the time said that Farfolk got bonuses on them (I'm told this was inaccurate), but I stuck with it because it's interesting RP. And it does match the roleplay profession as well and I will frequently RP my professions (even my non-set ones).
     

    * - How many minas do you have on that persona? On all your personas? How many minas do you gain in a week?
    Around 2000? I don't think my other personas have minas. I get maybe 200 or so since I've stopped voting when the key wipe happened.
     

    * - What do you spend your money on? What do you save up for? What's something you want to buy but don't have enough for?
    Taxes, settlement things like minespawns and soon a quick travel charter. Occasionally building or crafting materials if it's expedient. I'm not saving for anything in particular at the moment. There's nothing I want that I'm too poor for right now since we're pretty comfortable in our current spot.
     

    * - How often do you trade items for minas? If you're a crafter, approximately how many crafts do you sell? 
    I usually prefer to trade items for other items, though I do co-own an autoshop right now. None of my crafts are in this autoshop, funnily enough. I only trade my crafts when I'm approached in RP for them.
     

    * - Have you ever seen a nexus item (read: non RP) that you've gone "That's a pretty good item. I'm going to spend minas to buy it."? If so, what has it  been?

    Recipes, PvP gear, cheap crafting materials.

  7. Third submission (I've been up for longer than I remember so if this should be in the other post just lemme know and I'll edit when I wake up. I can hardly type now lol)

     

    Username: Still Murdervish

    Art Piece (use a spoiler if not using a link):

    Spoiler

    qHqKVV9.png

    Explanation of how it’s LotC related:

    It's my main character Sahar doing soul puppetry!

  8. Hold on one second! I think I'm finally getting the hang of my new tablet (old one broke), and Halloweeny stuff is my jam!

    FIRST SUBMISSION! (I'm gonna try to pump out two more before the end of the day.)

     

    Username: Murdervish

     

    Art Piece (use a spoiler if not using a link):

    Spoiler

    rf5oRI0.png

     

    Explanation of how it’s LotC related:

    This is Angmarzku's wraith in a skeleton husk called "Expiravit". Or, if you would rather it not be LotC related, you could pretend it's Spooky Papyrus.

     

    SECOND SUBMISSION! (Just one more after this);

     

    Username: Murdervish (again)

     

    Art Piece (use a spoiler if not using a link): Beware of the almost-butt

    Spoiler

    mxkoqpY.png

     

    Explanation of how it’s LotC related:

    This is a depiction of Nemiisae, the Aengul-Queen of Spiders, Matron of the Mori'Quessir, and the Aspect of Death and Decay.

  9. I honestly like the plugin and would rather not see it removed, but it's quite obviously needs work, revisions, and in some cases an entire overhaul might not be entirely a bad thing. It's not fully fun or rewarding as it is, and can sometimes rather get in the way of things depending on the situation.

     

    The idea of crafting professions does not appear an antithesis of roleplay, as I've been in RP-centered games with such systems that worked rather successfully.

     

    The idea of making everything as far as gathering skills base-obtainable with increased rewards or abilities as you level seems like a pretty good approach. If you removed the level restrictions on tree-cutting, it would likely become the most interesting and well-balanced of the gathering professions in as far as its abilities and drops, and a wood market would continue to exist (if you care about the economy), so it'd be the easiest tweak, and farming may not need much more than that, either (though the ability to till whole fields like the character in the SNES version of "Harvest Moon" can with the golden hoe would be nice at masterful, ey?). Mining would need to reassess its drops to be more useful, and some mini events might not be bad. Fishing... seems to not work at all right in its upper levels. It should be given better casket drops, but it pales next to farming. And the non-stacking nature of the fish is frustrating. It may need the drop change to scale properly.

     

    Breeding is a pain to level unless you break the RP breeding farm rules and know how to get around things, in my experience. I have a hard time balancing a good RP breeding pen with functionality, and I'm honestly clueless as to the breeding cooldowns of the animals to add to the frustration, which... may or may not change with levels? I would just be happy if the XP gathering were fixed so that there can be a harmonious way to RPly keep animals without my patented Sheep Elevator or causing a stress on the server due to the number of entities.

     

    As for crafting... I would, honestly, really like that as you gained levels, you no longer had to wait for certain crafts at all, instead of the craft capping at 1 second. Or this can pull back so that every short craft starts out instant/no craft time. At the very least, make chests and trap doors instant crafts again! I can't tell you how frustrated I was to discover chests were suddenly timed when I was in the middle of a build and had a timed craft running. I don't hate the idea of timed crafts as a whole (setting something up and running off to RP doesn't hurt anything), but anything with a short craft doesn't need to be waited on or shouldn't force you to stop your other timed craft just to belt out real quick.

    I'm not going to make much comment about alchemy except that it's a pain to grind at upper levels and alchemist's fire's nerf makes it incredibly unimpressive for the amount of work you have to put into it.

  10. Just now, morrisaye said:

    Though, my complaint is more pointing out that their own system is flawed. Either the prices here should be lowered or the prices of their resource buying should be raised to make it comparable. 

     

    There is a point there; since some of these blocks can be bought from the GMs by the dubchest, it might be cheaper to actually go ahead and buy those and then pay the cost of LC with that purchase since that's an option of payment, which does make the price system look sloppy. A re-evaluation of those might be beneficial just to save time down the road.

     

    I wouldn't think about the wood market and others that depend on player economy, though; if it's cheaper to buy it from players, do so and pay the LC with that, that way you encourage the local market.

  11.  

    2 minutes ago, morrisaye said:

     

    We use Schematica for all our builds. We know how much we need going in, and we always overestimate what we need in case changes happen during the build. Also, we are a poor people. We do not have much money. Paying extra just so we don't have to gather more or wait isn't often an option. So, for us, that complaint is not silly by any means. 

     

    I would rather pay a fair, reasonable, realistic market price than have a huge markup. 

     

    I also used schematica for both of those builds, and, trust me, even when I thought I was overestimating on top of the printable list, it wasn't ever enough. Those builds had the sort of huge size and variety of blocks that gathering resources ahead of time took a ridiculous amount of time and still always left me needing more halfway through (including some modreq materials that I thought I modreqqed enough of before), so it's possible with smaller or less block-varied builds this isn't a big deal, but when you have a build that uses more kinds of materials than your inventory can even carry even with a dozen trips, losing fake money to get back real time sounds pretty lovely. The first one (where I didn't even have fly) I'd already gathered the materials for a massive ship we ended up not building, and already had a wall of dubchests of wood, stone, and stone brick. It was not enough. It was never enough. I had to do so many trips. I'd have gladly paid overprice for LC then.

  12. Being someone who did the bulk of two large builds in survival or survival+fly largely alone, I'd say I'd rather pay extra per block and have LC than pay a GM for the materials ahead of time and invariably find I either needed more or less, and also have to wait around for said materials (or get them myself), either way taking away from building time. Being "out of touch" with the market seems kind of a silly complaint to me with that it mind.

  13. So, we've promised you a completely open wiki just as soon as Tythus was able to get around to it. We made a mistake with this promise.

     

    sorry.gif

     

    The Big Boss, as some of you are aware, is very busy with his job and hardly has time outside of the work-eat-sleep routine, which meant the wiki could not be opened no matter how much we wanted it to be. We'd tried waiting on him, but with people waiting on this before contributing, it's clear that potential work is being delayed or lost when it need not be.

     

    But do not fret! If you want a login for the wiki, all you have to do is ask any Wiki Team member and we can make one for you in a jiffy. PM any of us and we'll be sure to get your login set up for you as quickly as possible.

  14. Trowcroen

     

    Spoiler

    2015-12-02(155559)_wendy001.jpg

     

    Habitats: Any area with low inhabitation of descendants, particularly thick wilds and forests.

     

    Description: It's pretty long, so here's a spoiler

     

    Spoiler

    What is Known

     

    The Trowcroen (said to be derived from "Draoi-Crone") are rumored to be a secretive society of ancient Druii who have been cast off from the Circle after stealing the Aspects' blessing of shapeshifting from Cerridwen. Little is known about them, even by the Druids themselves, and there's much argument and debate about what the Trowcroen actually are. Since there is a possibility of the ability of shapeshifting being revealed by speaking about them, the druids themselves that know and have seen them tend to keep any observations tight-lipped, and do not encourage any other druid or person speaking of them should they come across one.

     

    What is known is that the Trowcroen are shapeshifters, who can take a multitude of forms, appearing as animals, monsters, or even descendants, and can even take the form of specific descendants. However, for this broad ability, they seem to lack the sort of definition that other shapeshifters can attain; even when in a four-legged form, they may be seen on their hind legs, walking bipedally with practiced comfort, and their eyes will often seem strangely human, if off. If they take the form of a specific person or animal, there may be a number of tells that give them away, and anyone who actually knows the person or animal they're attempting to imitate well will be at the advantage against them in discovering this.

     

    They also sometimes seem to have general difficulty moving and making sounds typical of what form they chose. Their movements sometimes look unpracticed for their bodies, and sounds have a tendency to be perfect copies--too perfect--of calls and speech they'd heard.

     

    What is True

     

    The reality of the Trowcroen is that they are their own creature and not descendants themselves, created by Cernunnos himself to ensure the Balance is kept, a precaution against another devotion towards the Balance: the Druids. Although gifted by the Aspects, he worried that the Druids will work towards the gain of the descendants, unconsciously or otherwise, as they themselves are descendants. The Trowcroen are Cernunnos’s answer to the problem: a natural hunter, designed in full to hunt everything--up to and including Druids.

     

    Physical Description

     

    Since they are creatures of Cernunnos, they actually appear somewhat in his image in their true forms: bipedal humanoids with antlers, often preferring robes matching the foliage of their surrounding habitats. Under the robes, their skin and fur/hair is fair, but their form tends to be gaunt and sinewy, as they have high metabolisms and work off their meals quickly when not in hibernation. Their ears seem long and flat as a stag's, and their thin lips, though they can fully close, usually set in an open position around their large teeth. Said teeth are imposing, with sharp, long incisors and canines to rend meat and broad, backed by thick molars and premolars for cracking and crushing bones to get to the marrow. Despite this, they can enunciate words and sounds remarkably well, and can do perfect imitations of near any creature's sound. Their thumbs are positioned towards the center of the heel of their hands during their youth, much like the hallux of a bird, with a long nail that is kept sharp by frequent shedding. This appendage is such to make holding down and skinning their prey cleanly easier. As they age, their thumbs move to a more natural opposable position, but retains the sharp talon.

     

    If they should die while in a shapeshifted form, they will retain the form after death, but it will become putrid and rot abnormally fast, and will leave little behind within days. They can be eaten as a fresh kill, but the flesh does not keep, even if preserved with salt or ice, and the hide disintegrates if one attempts to tan or work it in any way.

     

    Phases of Life and Maturity

     

    Trowcroen are born in large clutches as a writhing mass of long, sinewy bodies in a protein mush. Their bodies appear red as their skin is still delicate and thin, and they do not leave the lubricating mush for several weeks as their skin thickens and their motor skills improve, slowly eating away the mush as they do. Once they are free from the clutch and able to move about on their own, they are taught to walk by the elders of their tribe, and will spend the first few years of their lives eating from kills brought to the community and watching the elders as they teach them to don a skin.

     

    They reach sexual maturity at a relatively early age, around five years, and are allowed to hunt with a few older ones until they are able to hunt alone. However, they are not really what one would consider “sapient” for most of their adult lives. As they age, and become more and more experienced at imitation and hunting, they eventually come to “realize” themselves, if they do not die beforehand. They breed in large clutches in the meantime, listening devotedly to the elders of their tribe, and are really little more than animals. Their life expectancies aren’t terribly high and most die before they reach personal enlightenment. As such, most Trowcroen are able to be communed with, but any druids will find the communion to be peculiar; instead of the typical approach of amicability or intimacy most creatures have to those blessed with the gifts of the Aspects during communion, the Trowcroen are jarringly cold to druids, regarding them anything between apathy to full hatred, depending on the situation, since Druids are among their prey as any other creature.

     

    Trowcroen reach their Enlightenment at around a century, which is a rare thing, and does not happen all at once but rather as a series of epiphanies as they age. As such, even fully-sapient elders come to understand that there is more to know, and are comparatively humbled than the younger ones who’ve had just a few breaking moments and tend to think they understand the world. Still, their superiority is fully acknowledged, for the animalistic ones will follow them on instinct before the younger upstarts. Their shapeshifting and imitation is of a high quality, but they can no longer be communed with, even in an animal form, and they rarely leave the heart of their settlements.

     

     

    Society and Culture

     

    The elders understand their place in the Balance and place themselves fully devoted as worshippers of the Aspects, though being wholly and solely devoted to Cernunnos is not uncommon. Some even believe they are direct children of Cernunnos and believe themselves to be a different line of Descendants (this is, however, an uncommon view, and is mostly held by younger elders). The tribes make settlements in remote areas, taking the utmost care in insuring it is unlikely to be discovered, by civilization and, to some extent, by Druids as well. If they believe their position to be compromised, they will pack up and move their settlement quickly, leaving little behind except perplexing clues.

     

    The elders understand that their survival depends entirely on not being discovered by anyone, as they are hunters of every one and thing. They cannot even trust the Druids, as they are by design a defense against them. As such they will sacrifice almost anything--including their own lives if necessary--to preserve the secret of their being. There is a positive working for them, however; the Druids who suspect them of being Druids cannot spread the knowledge and will squash any mention of them, for fear of outing the secret of shapeshifting.

     

    The settlements are mostly populated by the younger packs of Trowcroen, who rest where they will as animals do, usually in places they find comfortable, often by the fire. The only structures in such settlements have one of three functions: housing elder Trowcroen, providing shelter to a clutch of babies, or storing the hides of kills. The storage of the hides is well maintained, and overlooked by the elders themselves. The younger Trowcroen know which ones are theirs and do not steal hides amongst themselves, though sometimes they are gifted. The structures can be of whatever design the elders desire, but almost always are made to be easily disassembled.

     

    Abilities

     

    Trowcroen are naturally fast creatures who can run most quickly and easily on two legs, though with practice can run on four. They are of decent strength, but can be overpowered if outnumbered, and as such will always try to separate their prey from the group. Their primary ability for this is their shapeshifting, which they perform by donning the skin or hide of the creature they wish to appear as. Once their basic form is achieved, they could either from that point appear exactly as the creature the hide had covered in life, or deviate to a differing look.

     

    This deviation is what gives them their biggest advantage: they merely need any elf skin, for instance, to take a form of a different elf, though that copy will be immediately distrusted by anyone looking at it, even if they do not know them well for it will not be perfect; it will be a close likeness, but there will be an Uncanny Valley “wrongness” to it. Younger, less experienced Trowcroen may even not be able to adequately “humanize” the creature, making the effect that much more unsettling.

    However, should a Trowcroen wish to appear exactly like the hypothetical elf whose skin they have in life, they can. But there are still limitations; their ability to imitate said elf will be limited to the interactions they’ve witnessed to the point they’ll talk and move like repeated recordings, and they may have severe difficulty doing even rudimentary things if they are not sufficiently experienced, and a loved one will find them out quickly. Even an experienced elder may find difficulty in the long term, should they try.

     

    Sometimes the Trowcroen even don such disguises to enter Descendant society, but it is almost unheard of unless they are elders, and even then it is done with high caution and sparingly.

     

    Red Lines

     

    Trowcroen cannot imitate any person perfectly. Even an elder with the skin of the person they wish to imitate after watching them extensively will give tells, as they are simply not that person and not socialized as such.

     

    Trowcroen are incapable of learning any void or dark magic as they are direct creations of Cernunnos. They may be able to learn Druidism, but only as elders.

     

    Trowcroen cannot one-emote shapeshift except to return to their primary form by removing the pelt. They must emote putting on the hide, and then a series of emotes of changing to its new form from its primary.

     

    Trowcroen cannot shapeshift into a different form once it takes a shape without removing the pelt to don again, even if they’re changing from one of the same creature to another (like a black dog to a brown dog).

     

    Trowcroen cannot increase their strength or speed with the shapeshifting, though they may gain the natural weapons and armors of the creatures they shift into.

     

    Trowcroen body mass must stay constant, so the smaller, the more dense, and the bigger, the less dense.

     

    This is an ET only creature. Players cannot apply to be Trowcroen.

     

    Trowcroen cannot sexual FTB, as they are not descendants. I shouldn’t have to say this but I do.

     

    Author: Murdervish

     

    LM approval needed: Nah.

  15. I would just like to point out that we currently have galleons and other gunpowder-age ships that have catapults and trebuchets on them. Nevermind that tinkers can't really RP anything they make, it seems. Our technology makes no sense because people choose aesthetics over what would've been (or in the case of MC mechanics, is) possible.

     

    Currently, given LotC's technology level, basic gunpowder weapons and even rudimentary matchlocks are absolutely within reason. It seems the primary concerns are "powergaming" (which seems to exist regardless; I could tell you a tale of a man who took a half-durability-no-velocity bow, *tinkers with it, and suddenly it's a crossbow with a grapple hook and a scope) and a progression away from medieval fantasy (i.e. personal aesthetic reasons), which seems a little odd since, like I said, we've pretty much hit every other technological milestone possible, and even ones we shouldn't have without it.

  16. MC name: Murdervish

    Character's name and age: Sahar Tha'un, 53

    Character’s Race: Farfolk (Human)

    Link to your accepted magic application:


    What magic(s) do you desire to teach?: Soul Puppetry

    Summarize the Lore of this Magic: Soul Puppetry is most easily explained as similar to how one imagine voodoo doll magic, though it can be more powerful than that. The puppeteer creates a doll (what the doll is made of depends on the curse intended and if the puppeteer is adept enough with the art to actually make a proper connection in the puppet. The puppet must resemble, at least to a degree, the target in question, though the details can afford to be rough or vague (you can, say, ignore a birthmark the target has, but you wouldn't be able to bind an elf to it if it were clearly meant for a kha). The curses can range as well, depending on the expertise of the puppeteer, and so long as they have the skill and the connection, they're limited really by their own creativity and experience. For instance, a simple doll could be used to inflict feelings of pain, annoyance, anxiety, or pleasure, and a doll made by a master out of pure steak and left to putrefy could make the target also start to rot like dead meat. Creating the bond requires fresh, clean blood of the target as well, applied to the doll directly, and the connection can last a range of time, from an hour, to days, months, and even to life. The connection can be forcefully removed with clerical intervention. There is also a certain amount of backlash of the curses to the user, though the blacklash is more easily mitigated as they gain practice.
     
    Write up a lesson that your character would give to a student. (Do note, we will be contacting aspiring teachers for a quick interview, to try to better gauge your knowledge and understanding):

     

    Smelling the familiar aroma of baked bread, Sahar looks up from the table at the mead hall in Tal'Ardoth to see a tray, carried by her son.

     

    "We're having a lesson today, right?" he asks.

     

    She looks at the loaf atop the tray in confusion; it resembles an Orennian knight by the looks of the vegetable-crafted tabard. She tilts her head, examining it. "...Well, it smells good, though I think you let the eggwash you applied to the crust gather a little much in the 'joints' of the--"

     

    "No. A lesson for puppetry," he clarifies. "I've already gotten it bound! It took a lot out of me..."

     

    "Oh." She nods in understanding. "Well, I can't teach you that curse, yet, but, luckily, flour and eggwash count as organic materials. So, I can show you something simple, and then we can have this with dinner. Now..." She reaches over and hands him a bread knife from the table. "...why don't you focus on making his legs numb?"

    Do you have a Teacher App you are dropping due to this app? If so, link it: No.

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app:
    No.

  17. To many of Axios, Sahar's face would seem unreadable, if not immalleable, as the so-called "micro-expressions" require a learned eye to catch and interpret them. Those in the upper echelons of the Edict, however, would be able to note the pride as she lays down the final stone and gestures to her son, Aiantas.

     

    "It's hard to believe that your design is more glorious in person that it was on paper, and yet, here we are," she says as the burning sun sets behind the towers, dying light melting in the snow that has already fallen upon the freshly-laid roofing.

     

    "If I am truly the best chef in Axios, then it is no stretch to say that you are the land's greatest architect. I'm sure even the ancient elves could not have compared."

  18. Although all lore should certainly be open and available on the wiki, and I'd love when any updates are made to lore the WT should be informed of it immediately so the appropriate changes can be made, starting the argument with "I can't effectively metagame" is a little weak, and then trying to back-pedal that to "I want to do the MAT's job for them" isn't exactly helping.

     

    I more think that, as the wiki is supposed to be the searchable database for lore, then the wiki (once it's in a proper working order) should be the "official" database. Not the forums, random google docs, or skype chat histories. That should be what lore writers reference, what players wishing to make creature apps learn from, etc etc. Since both the LT and the WT are coming to restructuring, we might be able to see that.

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