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Murdervish

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Posts posted by Murdervish

  1. Most of the kha I've enjoyed my interactions with have been ape'kha, and though I can definitely see a potentially interesting RP in having the main society of the kha looking down on them and even, to an extent, hunting them if they commit very dire infractions... a few kha keep going out of their way to kidnap or demand ape'kha too frequently for no reason other than they being ape'kha. And by "too frequently" I mean "at least once a day, easy". It's the same RP over and over again, and it's making a lot of people antipathetic to the whole kha community OOCly as well as ICly. It's simply poor villain RP.

    This isn't helped by the fact that, even though the lore behind the kha can be interesting, the kha in practice seems to simply be a combination of Orcish RP (replace "KRUG KRUG KRUG" with "fawr Metzli") and High Elf RP, except... far lesser than the sum of its parts. You should be creating your own community, not pretending your priests are wargoths and treating ape'kha as impures/whitewashes.

    At this point, I'm honestly hoping the kha ICly piss off one too many people and get what little they have for a nation wiped out, allowing the remaining kha to either scatter and provide more interesting refugee RP that may evolve into something good, or just getting genocided once and for all so that the players can finally move on (since so many players are PKing their kha characters, anyway).

  2. We spoke with LMs in the aftermath; Dread Knights cannot just disappear like that according to lore. From our perspective, it looked like you got salty because of all the people ganging up on you (and the ET you were with going AFK for 45 minutes) and ragequit. I apologize if that isn't the case, but that was the impression you left.

  3. There is a reasoning behind a majority of this, however.

    1.) Ghouls and Zombies are undead, and therefore are incapable of feeling anything, emotional and physical. (Remember, the Undead will never love you back.)

    2.) Wraiths possess a heavy resistance to normal weaponry because they are semi-corporeal. It's the same logic as beating a beanbag with a wooden stick. It won't do much, but it will break eventually.

    I acknowledge that's what's going on without a doubt. A creature with dead/no nerve endings shouldn't experience the same sort of knock-back or shock as a creature with very-much living ones, without a doubt. But that's another tip to consider.

  4. I've actually been either present or fighting at some of the recent events you had done in Laureh'lin, and it felt like every non-aurum weapon did this...

    [!] The ferrum sword had no effect.

    [!] The blow from the weapon does nothing.

    [!] The zombie/wraith/whathaveyou ignores the strike.

    This would be a fair conversation to have if you actually were treating conventional weapons normally. However, it seems you've already decided lore-wise that normal weapons mean nothing and gold weapons are where it's at. Now gold weapons are to not work? I'm not saying these events weren't fun; they were and I enjoyed them very much, and if you had another one set up for the Grove today, I'm sorry server troubles made us miss it. But it seems to me we've already assumed conventional weapons aren't worth a damn in the undead fight.

    Also, in the last fight at the Grove, with your two wraiths and one zombie, we had 3 fatalities and multiple casualties otherwise. Any druid present was too drained to even open the roots for us non-druids, our olog died from his wounds, and many of us were rendered unable to fight for several (non-elven) days. I don't think any of us really came out of it unscathed. We had a lovely, brutal funeral afterwards, along with some medical roleplay. It was overall a pretty fun event and you promoted a lot of good RP with it. But if we couldn't use aurum blades, even with the cleric that was at our aid, we would have been massacred, and we even heavily outnumbered you.

  5. Name: Sethperith Lucital


    ((MCName)): Murdervish


    Origin: Born and raised in the capitals, has recently been travelling to gather data for his anthropology studies.


    How can you declare you are Mali'thill: I am the lucky son of two blessed Mali'thilln.


    Why do you wish to become a citizen of Haelun'or: I wish to gain citizenship status to help my kin and family, as well to help settle my deceased brother's pending duties.


    What is your personal vision for our blessed race: We must pull ourselves above the scrambling power-games of the other races and focus primarily on the continuation of learning and promotion of thought. Our purity should be an invaluable tool towards achieving and excelling there.


    What does maehr'sae hiylun'ehya mean to you: Progress and health. The core truth of us as we are and us as we strive to be.


    What Elven phrase do you particularly take to heart? Please explain why: Karin'ayla. A strange choice you may think, but the conversations opened by such a simple salutation is how ideas are formed and thought thrives.


    What is the subject of the first book you will submit to the college (If you have already submitted a book, please inform the council and provide us with its name): It is an anthropological essay on the development of isolated townships.


    What would be your reaction if you ever saw a human, orc and unknown Mali'aheral travel the roads from The Cloud Temple together: During my travels, I have come to understand that unknown Mali'aheral, especially ones in such an obviously suspicious position, to be approached with caution, if at all. However, I also understand that when among lesser races, there may be compromises made to preserve the life of the Mali'aheral. As such, I would then not seek to confront them directly, but if I were to see them within Haelun'or, I would indicate this information to the proper authorities, for they may require cleansing.


    Are there any other details about yourself you wish to relay to the council: No, but I am always open to questioning if needed.

  6. I'm honestly excited, but, then again, I play a human chef who always makes stacks upon stacks of food for her mates. So far, the ones eating most of it out of necessity have been the uruk and the olog, and they can eat anything, so she'll be happy to know her main profession is actually useful to all of her friends outside of pure RP.

    And even when I RP it, half the time the player I give the food to gives it back since they're already full of /bread. Didn't stop me from getting to Masterful, but still; I hardly touched /bread already because of it.

  7. Updates:

    Age: 26

    Status: Alive, still affiliated with the Crimson Edict

    Sahar had joined the Crimson Edict upon the recommendation of Deinalt, believing that the increased protection and resources the guild could give outweighed any inevitable betrayal (and subsequent execution) the girl may need to enact and suffer. She was immediately joined in the rogues quarter beneath Jotosava.

    9u85lw.jpg

    However, in ways not entirely expected, Sahar has grown as a person, but not without much difficulty. The recent events in the Void, though disconnected from Sahar due to her lack of magical ability, still put her on edge as it still affected, she perceived, the spirit of Deinalt Mephistaurus. Whether it affected such a spirit or not, she was in this state when one of her sisters in the Edict, Alstasia (bid by the parasitic imp on her person), had cornered her in the storage room of Eastwatch and taken Sahar's blood. Such a death triggered something in Sahar, though she could not remember it, she felt that Deinalt could remember the absolute corruption of her blood (though he would not speak it) and she could feel the anger and injury to his pride wafting off him in waves.

    So, she took upon the costume again, as being his "tool" was where she felt the most stability in her life:

    msbozd.jpg

    In this state, she ran through the Princedom of the Fenn, as it felt like the closest thing to home that she may have ever really felt. In this trance, she wandered along the mountains and the trees of the Fenn, mostly eschewing the structures of Man and Elf as she felt threatened in this state by the whims of society. It was in this state that Edict Master Naffog found her. Not knowing what she was at first, he attacked and apprehended her, intending to determine what this thing stalking his lands was. It was a bit of a shock to find one of his Edict sisters beneath the *****, pale mask, nearly catatonic and only responding in a raspy, strange voice. He brought her back to the halls of Eastwatch, but her knowledge of the sewer system there allowed her escape.

    Following her escape, the tales of the weird thing haunting the lands reached the Marked Men, and where the Fenn and the Edict were hesitant to press force on the creature, these mercenaries were not so kind. They tracked down Sahar and, without de-masking her, decapitated her, intending on bringing the head to the Fenn to rub in the Snow Elves faces how they cannot finish a job. As of yet, this "gift" has not been bestowed on any of the citizens or vassals of the Fenn.

    However, though Sahar did not find her outfit upon her as she awoke in the Cloud Temple, she was none the better for the death. Stripped of her tabard, cloak, and mask, she ran back to the Fenn, wearing nothing that would fit the bitter cold of the lands, and took refuge in what was likely an old Ice Witch cave.

    4l6k2c.jpg

    Alstasia, the one who had in her way set off the episode, found Sahar in this state, and though Sahar could not remember her death, her disjointed attitude and obvious hostility to her (or anything that entered the cave), seemed to tear at Alstasia and crush the girl with guilt. She left, but Sahar was not alone long: Naffog had just killed some large game, and had decided to drag his prize into this very cave to skin and prepare it.

    The near-nude Sahar worried him greatly, and though she managed to escape him again, here, it was not for very long; she'd been found shortly after by the walls of the Snow Elf capital, still in an unsuitable state of dress, and was finally cornered with the help of a sentinal of the Grand Prince. The sentinel had sufficient clerical powers that Sahar appeared to be purged of the old wizard's influence.

    Sahar, upon awaking to this, did not take the emptiness and lack of direction well, but she calmed down relatively quickly with the help of Naffog and his lifemate, Crystal Bel'anoche. They had gotten sister back from Deinalt's clutches, though Deinalt did appear to give Naffog something of a warning, written in Sahar's blood. It was clear that his influence was not going to be gotten rid of so easily. However, it looked like he would be gone for a time, and Naffog, so relieved to have his sister back, easily forgave any transgressions she may have done as she wore the mask.

    Since then, Sahar has become more and more attached to the Edict. It has now become her family, and as Naffog has become a father to her, she has become his daughter (though they still call each other as siblings, per the custom of the Edict). She has fought along side them, fed her brothers and sisters with her own hands, and had even been present in the birth of Naffog and Crystal's child, Vulthur. And as she has changed, she has been able to cope better with her own inborn troubles, seeming more... human than she'd ever been before. She has become stronger for her time, here.

    1zp5weh.jpg

    However, anyone who knows and may be paying attention to Sahar may see that things aren't quite done. At the 40th anniversary of Deinalt's death, she disappeared for a month, having prepared much food for her brothers and sisters beforehand to make up for the absence. Alstasia had seen her during this time, and though she later reported the trouble to Naffog, it was not without trouble; Sahar was strange, even somewhat malicious, and though she did not attack Alstasia outright, Sahar's words struck hard, aiming at the elf's obvious guilt until she stood down.

    Upon returning to the Edict, Sahar did not mention that anything bad had happened during the brief "sabbatical", only that "a deal has been struck" between her and Deinalt, and she seems hesitant to speak any further on the issue.

  8. 28-fishing-village-lagos-1951.jpg

     

    In Athera, on the outskirts of The Reformed Kingdom of Oren, a settlement was formed, mostly human, on a fishing wharf. It was out of the way from major roads, and it's population wasn't high, so it's not hard to believe that the economy was so stagnant that the majority of the population lived in little more than mud huts along the small fisheries and make-shift dock.

     

    There was one exception: a powerful wizard, likely of dark magic, held a tower that loomed over the little village. His name was Deinalt Mephistaurus, and he enjoyed the power he held over the peasants and fish-mongers. He relished in it and exercised it as a tyrant.

     

    320px-WizardHandbookTitle.jpg

     

    The villagers had little choice but to comply with his demands. The years drew, however, and they saw no way out, his demands becoming harsher and harsher as he pushed their limits. Sometimes, they were even summoned into the tower itself, either to never be seen again, or as a dry, pale corpse. Secretly, they sent messages out, begging for help from Oren, but Oren had been caught up with politics and, most importantly, wars, and their resources were stretched thin. The request went unheeded.

     

    When war erupted in 1483, the villagers knew they would not receive help soon, if at all, and sought instead to hire mercenaries who would take the job for the meagre coin they could scrounge up. They eventually found some who agreed, and the group stole in at the dead of night to ambush the wizard as he rested, for they knew frontal attack upon his tower would avail little except their own deaths.

     

    the_wizard__s_tower_by_jonasjensenart-d4

     

    They did not kill him as he slept, as the wizard did wake, but he was still caught flat-footed and with his magical components outside of his reach. He cast what he could, but blind-sided as he was, the fight was intense but short. Deinalt Mephistaurus fell backwards upon the bed he had woken from, but not before cursing the traitorous villagers with his dying breath, promising pain and destruction to them as long as they lived.

     

    In the end, the village rejoiced in the victory of their saviours. After much celebration, the heroes parted and Rahult enjoyed their new freedom. They found some measure of prosperity now that they were no longer bogged down with the unrelenting and unfair demands of the wizard.

     

    Ten years later, on the anniversary of the wizard's murder, the Plague hit the town, and much of the population died over night. It was no coincidence, the villagers moaned as they mourned. Deinalt's grip still strangles them today. His curse continues!

     

    Some of the villagers suggested seeking clerical help, but this idea was shot down for its massive cost. Besides, the Plague hit them hard; if this were truly the will of the mage, would it not be satiated?

     

    Another ten years passed, and upon the anniversary, the village was torn with a localized earthquake. Many died in the fallen rubble. Many more lost their homes. Calls for holy intervention increased, but so did the flight from the village. Nothing could be done to circumvent the next tragedy but to wait.

     

    When the 30th anniversary came, the villagers waited with baited breath, waiting for a swoop that would likely kill them off for good this time. But the night passed with no unholy intervention, and they all breathed a collective sigh... until the next morning. Several people (men, women, children) were found dead in their beds, throats slit. A couple people were confirmed missing shortly after, but it was unknown if they were still alive, or if they were, whether they were fleeing justice for the acts or fleeing the curse before it could hit them.

     

    Chatterton.jpg

     

    The villagers would have loved to follow up these events with a witch hunt, but their seeking was cut short; the Flood had overtaken Athera and their wharf was one of the first to drown below the constant rains. Those who were left had no choice but to leave their homes to be swallowed by the waters and go to Vailor.

     

    Some of those villagers may still yet live, as could the Heroes of Rahult... as could the unknown murderer. And though the village is gone, no one knows for sure if the wizard's curse is done.

     

    Known Former Villagers:

    Sahar Tha'un

     

    Known Heroes of Rahult:

     

    Timeline:

    1468 - Athera was settled

    1469 - Rahult was successfully settled, building watched over by Deinalt Mephistaurus

    1475 - Mephistaurus's demands become strange. Citizens begin to disappear

    1483 - The Kingdom of Oren becomes Galahar. Rahult citizens look elsewhere for aid.

    1483, Sun's Smile - Mercenaries are hired to kill Deinalt Mephistaurus, a contract is drawn

    1483, The Amber Cold - Deinalt Mephistaurus is killed in his tower.

    1493, The Amber Cold - Plague hits the town overnight. Many citizens die.

    1503, The Amber Cold - A localized Earthquake hits the village

    1513, The Amber Cold - Many citizens are found murdered in their beds

    End of 1513 - Rahult is abandoned to the Flood

  9. Sahar Tha'un
     

    Basic Information
     

    Nicknames:

    Age: 24

    Gender: Female

    Race: Human (Farfolk)

    Status:
    Alive



    Description

    Height: 5'4''

    Weight: 110 lbs

    Body Type: Thin

    Eyes: Yellow

    Hair: Black

    Skin: Dusky and dark

    Markings/Tattoos: None.

    Health: Variant.

    Personality: Sahar can interact with people like a normal person for a while, but will become disconnected and appear distracted if any interaction or conversation lasts too long. She is often compelled to don her disguise and act as the dead mage's hand, believing herself to be a mere tool in this state. There are things she genuinely seems to enjoy, however: music, poetry, and puzzles especially. She does seem to form attachments to certain people.

    Inventory: She has recently taken to carrying human bones around and using them as tools.

    Further Details:




    Life Style

    Alignment: Chaotic Neutral / Chaotic Evil

    Deity: None.

    Religion: None.

    Alliance/Nation/Home: The Crimson Edict

    Job/Class: Cook/Rogue/Tinkerer

    Title(s): Edict Librarian

    Profession(s): Chef

    Special Skill(s): Sneaky sneak

    Flaw(s):
    Whether or not Sahar is actually being controlled by the ghost of an evil wizard, Sahar is definitely mentally ill. Because of this, she is not reliable, often acts against her best interests, and is very suggestible.



    Magic

    Current Status: Curious/searching for a teacher

    Arch-type:

    Sub-Type:

    Rank:

    Weakness(es):

    Strength(s): Seems to have very strong "blood"

    Current Spell(s):


     

     

    Weaponry

    Fighting Style: Rogue

    Trained Weapon: Small Melee Weapons

    Favored Weapon: Short Sword

    Archery:
    Decent



    Biography

    Parents: Ojore and Zafirah Tha'un (Deceased)

    Siblings: Izem Tha'un (Deceased)

    Children: None.

    Extended Family: None she is aware of.

    Pet(s):
    None.



    History

    In a town at the outskirts of the Reformed Kingdom, there was a village which suffered misfortunes. A mage of darkness and strife kept his grip tight on the village, strangling its growth with his overbearing and his demands. Where most of the buildings were mud huts, his lab was a tower, and he liked it that way.

    In 1483, after many years of begging the seat of Oren for help, the village commissioned adventurers to take care of the mage, and so he fell, but not without cursing the people with his last breath.

    Ten years later, the village was nearly wiped out by plague in the space of a day; the anniversary of the mage's death. Another decade passed, and an earthquake ripped them apart on that very day, and it took years to put themselves back together. Now, 30 years after the curse was uttered, the villagers breathed a sigh, for nothing seemed to come upon them from the horizon when the anniversary passed.

    For a few, that was their last breath.

    A peasant girl named Sahar, daughter and sister of two men who were crushed in the earthquake, was tormented by dreams as the day of the mage's death approached. The mage spoke to her in her sleep, hissing to her his hatred, telling her why these people must suffer. The stories are wrong, he said. The villagers were mere savages, afraid of what was happening and blaming it on the wizard. And they have not changed; still they are ignorant, backwater clodhoppers.

    Sahar's mind twisted in these words, and though she was never quite... right... what humanity finally drained. She believes herself not to be Sahar any longer, nor is she the mage, but the extension of the mage's rage, cold and ruthless, as if she were a spirit of justice. And, as he bid, she struck exactly one night after the anniversary.

    For her work, she wore a costume, slipped into the open doors and windows of her sleeping neighbors, and slit the throats of a few she could before fleeing into the wilderness, not even staying long enough to see how things ended up. Luck struck for her even as it soured for the other Descendants, for they were overtaken by more grave matters as they were nearly washed out by the Flood, and young Sahar managed to blend into the baggage train for Faiz Kharadeen as they crossed the Door of Eternity.

    Though she has escaped arrest thus far, Sahar has not returned to being Sahar. She does not feel the need to murder any longer, but she is still the extension of the mage's anger. When his mood strikes him, she will perform errands as he wills it. She is rarely compelled to kill, but she often stalks people into their houses and watches them as they sleep, trying to determine something that is only known between her and the voice in her head.

    Artwork

     

    s3ol6p.png

     

    More info about her former village and the wizard who haunts her:

     

    https://www.lordofthecraft.net/topic/132691-history-the-small-fishing-village-of-rahult/

  10. What’s your Minecraft Account Name?: Murdervish

    How old are you?: 29

    Are you aware the server is PG-13 (You won’t be denied for being under 13): Yes.

    Have you applied to this server before? (Please link all past applications): No.

    Have you read and agreed to the rules?: Yes.

    What’s the rule you agree with the most?: "You need to keep in-character at all times. If you need to use OOC, you can either privately message the player using /t <minecraft name>, or by using Local OOC. This channel can be accessed by putting double brackets before your speech, like this EX: ((Like this. Don't spam Local OOC. Use PMs.))"

    Are there any rule(s) that confuse you or don’t make sense?(If so we can help clear it up! You will not be denied for having a question on the rules): No.

    How did you find out about Lord of the Craft? I searched through Minecraft servers under "roleplay" until I found one that wasn't just an MMO and encouraged actual roleplay.

     

    Definitions

    Feel free to Google the answers or browse our forums, but make sure that you write the reply in your own words, not those of another website or person!

     

    What is roleplaying?: Roleplaying is the act of acting or pretending to be a certain person or character in a certain setting and scenario.

    What is metagaming?: Metagaming is when you bring OOC information into a roleplay, thereby allowing your character to know information that they would otherwise not know.

    What is powergaming?: In online RPs such as this one it's used to describe godmodding and autoing other player's characters; which is to say, having your character perform actions that would be overpowered, general MarySue/GaryStuness, and controlling another player's character, usually in a way that benefits your character specifically. (The tabletop definition refers to min-maxing and exploiting rules in such a way to gain an advantage to your character that was unintended when the rules were written.)

     

    In-Character Information

    Now you actually make your character - be creative but stay reasonable! Make sure they make sense and that they follow lore. Try to come up with a character that you actually want to play.

     

    Character’s name: Sahar Tha'un

    Character’s gender: Female

    Character’s race: Human (Farfolk)

    Character’s age: 23

    Biography  (Please make it a decent two paragraphs long. Remember to add server lore, and events that happened to your character so that they don’t contradict history.):

    In a town at the outskirts of the Reformed Kingdom, there was a village which suffered misfortunes. A mage of darkness and strife kept his grip tight on the village, strangling its growth with his overbearing and his demands. Where most of the buildings were mud huts, his lab was a tower, and he liked it that way.

    In 1483, after many years of begging the seat of Oren for help, the village commissioned adventurers to take care of the mage, and so he fell, but not without cursing the people with his last breath.

    Ten years later, the village was nearly wiped out by plague in the space of a day; the anniversary of the mage's death. Another decade passed, and an earthquake ripped them apart on that very day, and it took years to put themselves back together. Now, 30 years after the curse was uttered, the villagers breathed a sigh, for nothing seemed to come upon them from the horizon when the anniversary passed.

    For a few, that was their last breath.

    A peasant girl named Sahar, daughter and sister of two men who were crushed in the earthquake, was tormented by dreams as the day of the mage's death approached. The mage spoke to her in her sleep, hissing to her his hatred, telling her why these people must suffer. The stories are wrong, he said. The villagers were mere savages, afraid of what was happening and blaming it on the wizard. And they have not changed; still they are ignorant, backwater clodhoppers.

    Sahar's mind twisted in these words, and though she was never quite... right... what humanity finally drained. She believes herself not to be Sahar any longer, nor is she the mage, but the extension of the mage's rage, cold and ruthless, as if she were a spirit of justice. And, as he bid, she struck exactly one night after the anniversary.

    For her work, she wore a costume, slipped into the open doors and windows of her sleeping neighbors, and slit the throats of a few she could before fleeing into the wilderness, not even staying long enough to see how things ended up. Luck struck for her even as it soured for the other Descendants, for they were overtaken by more grave matters as they were nearly washed out by the Flood, and young Sahar managed to blend into the baggage train for Faiz Kharadeen as they crossed the Door of Eternity.

    Though she has escaped arrest thus far, Sahar has not returned to being Sahar. She does not feel the need to murder any longer, but she is still the extension of the mage's anger. When his mood strikes him, she will perform errands as he wills it. She is rarely compelled to kill, but she often stalks people into their houses and watches them as they sleep, trying to determine something that is only known between her and the voice in her head.

    Personality Traits: Sahar can interact with people like a normal person for a while, but will become disconnected and appear distracted if any interaction or conversation lasts too long. She is often compelled to don her disguise and act as the dead mage's hand, believing herself to be a mere tool in this state. There are things she genuinely seems to enjoy, however: music, poetry, and puzzles especially. She does seem to form attachments to certain people.

    Ambitions: Sahar wishes to do what the mage's hatred wills her to, believing she has no will to imagine a further ambition.

    Strengths/Talents: She is very quiet and very good at unlocking doors and sneaking into places.

    Weaknesses/Inabilities: Whether or not Sahar is actually being controlled by the ghost of an evil wizard, Sahar is definitely mentally ill. Because of this, she is not reliable, often acts against her best interests, and is very suggestible.

    Appearance (List the extra details of your characters appearance, IE; height & weight): Sahar has dark hair, dusky skin, and yellow eyes. She is of thin build, average height, and might be attractive, but has many blemishes and her hair is often matted as she does not take care of herself. Her normal clothes are nice, if well-worn.
    Her disguise is a black and grey suit, dirty and somewhat bloodied, with a white mask.

    Appearance, please provide us a screenshot of your character’s skin (If you need help, see our screenshot guide here):

    bcz8g.png
    Left is Sahar normally, Right is her disguise (removable overlay in skin)

     

    (Sorry if my character concept is a little out there; this is my first Minecraft-specific RP and I felt like it should be something that feels close to my account name in theme, and this is what I came up with.)

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