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Gallic

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Everything posted by Gallic

  1. The telepathy thing seems to be an interesting solution to the sprite community's desire to stop roleplaying in gibberish but also have the ability to interact with non-druids, so I'll give you props there. It has my seal of approval-- But there are other things that weren't acknowledged. I'd quote myself, but it'd seem like the last rewrite attempt was removed. ( this isn't in order of priority, it's in the order I noticed them in ) - 1. sprites not eating - Plants do not get all of their nutrients from sun and water. Plants that can't get it from the soil DO digest food just like descendants and animals do. Just because some fae are plant-like doesn't mean they ARE plants-- And even if they were, they'd still need more than sun and water to support their active lifestyle. Like I said in the old comments; It'd be a better idea to either give them the ability to eat if they want to RP hunting bugs or whatever, or just say they're supported by natural energies, which would have a similar and more feasible result. I think the optimal solution to this one would be to keep the whole eating thing up to the one playing the sprite, with no 'official' stance. I know some old sprites liked their sprite sitting in puddles and eating sugar, some went for the whole "sunlight and druidic energy" thing, and I personally liked eating bugs. - 2. no orange sprites - I'm also seeing that you removed orange sprites. Is this an oversight or a deliberate change? The sprite I play is orange. Please give orange. :c - 3. literally the opposite of popular demand still - While I said that the telepathy was an alright solution to communication, this again brings us back to it being literally the opposite of what the sprite community wanted. This essentially removes their ability to roleplay with anyone who isn't a druid even if they can telepathically communicate, because they can only communicate with people they are touching, and seemingly can only do so one way. The inability to understand anyone who isn't part of a specific group will kill sprites. It already did before. edit: the way them being able to understand common while being unable to speak it was explained before, just for reference, was along the lines of them being able to intrinsically understand what a being means when they speak through some magic communion blessing malarkey - 4. why aren't they made of acerfolia - If we're going for the "100% definitely specifically plant" instead of the "plant-like / plant-matter" approach, why aren't they made of Acerfolia? That one's not a big one. Like I said, it's not in order of priority. -- edit: just to be clear, what I'm trying to say is as a sprite player and someone who was involved in the discussions the sprite community had about what direction they should take, I feel like these points need to be addressed before this is satisfactory otherwise it's pretty good
  2. Yo so, just a small request for whoever does the next map's worldpainter thing: PLEASE don't put gravel in the stone layer. Gravel in the surface layer is okay, but gravel in the stone layer is a big inconvenience with no aesthetic benefit.

    1. SeventhCircle

      SeventhCircle

      I'll pass that onto our World Painter!

  3. Happy solstice. It's all downhill from here. May your summer be long, and try not to think about how it's halfway over.

    1. Kvasir
    2. HurferDurfer1

      HurferDurfer1

      yo **** the summer give me that sweet fall and winter **** fam

       

  4. (( TL;DR: irish peasant nomad gypsy guys who don't like war OR oppression and would rather move to a different country than deal with their problems repost )) musics -=- = The Gallic Clan = A group of enigmatic human nomads owing most of their population to travelers and refugees, free-spirited to a fault. Their perceived nature shifts as often as they change homes; Some perceive them as pleasant and valuable neighbors, others as cowardly traitors-- All the way back to ancient history, as a footnote of the Daelish legacy. Cravens in the eyes of fiercer Highlander clans, cast out for their contentious ways. History sways to the notions of the one who wrote it, but can be traced back to a truth at its deepest roots. The Gallic Clan are peaceful, nomadic hunter-gatherers with a distaste for authority, secretive at their core yet by appearances gregarious. Preferring diplomacy over war, many mistake them for cowards or prey, yet many of them hold great respect for martial skill. Due to their reluctance to speak truthfully with outsiders, little of their deeper culture is known publicly, however some base facts about their way of life and history can be gleaned. ---= =--- = History = ---= =--- The saga of the Gallics, in its modern iteration, shows a restless people with too many known homes to count. In the past few decades alone, they have lived in a total of seven different territories. Their oldest recorded hold was within Mordring’s Forest, during the Westerlands conflict, while their oldest recorded history stretches back approximately two-hundred years. Little is known conclusively of the period before then, but it is known that their wandering began, as mentioned above, with their exile from the lands of the ancient Daelish, and subsequent vanishing into cowardly obscurity. Until recently, after the scattering that occured post-Mordring Hold, their people lived mostly in isolated family units at the outskirts of modern human society; Shepherds, hunters, laborers, and even some exotic sorts like whalers. Their nomadic nature left them unsure if others of their clan had even survived, or if they were the only remnants. During the upheaval of the past fifty years, a period of constant war, they were driven to reform in order to protect their people. After rallying again, they had seen acceptance back into the fold of the unified Daelish Clans, for as long as the iteration lasted. ---= =--- = Hierarchy = ---= =--- The traditional hierarchy of the Gallic Clan does not waver much from the others of Daelish blood; A chief who leads, and subordinates who they care for. However, over time, a preference toward females has been shaped by their extended isolation. Prestige in families and bloodlines are traced matrilineally, females are considered wiser and more temperate, and indeed men find it difficult to gain respect in traditionally ‘female’ persuits, such as as a seer, administrator or healer. Modern Gallics have had their hierarchy whittled down to a loose system based around the wisest and most experienced of their tribe: + Grandmother + The “Grandmother” of the Gallic clan, a title generally holding little responsibility yet unquestionable power: Traditionally, the title of “Grandmother” is awarded the oldest woman amongst the Gallics, once over the age of 80 and ceremonially recognized: They are believed to hold immense wisdom, experience and spiritual power, and become somewhat of a figurehead for the rest of the clan. At the crudest, one may compare them to the tribe mascot-- At best, they might be compared to how a faithful Canonist views a bishop. In truth, the position is awarded by merit of simple old age, and so their relationship with the clan may vary. The Grandmother’s only true responsibilities are an expectation of keeping the chief of the clan in check, to observe and advise, and to recant history to new generations. In the interest of these duties and the respect owed to their position, each person in the Clan is expected to follow her command, even if it means disregarding the wishes of the chief. All are meant to trust in the wisdom that living for at least two lifetimes grants. = Chief = The Chief is perhaps the most straightforward position of respect in the Gallics: They are responsible for leading and protecting their clan, as the name implies. They drive the caravans, they monitor morale, they plan for winter, and they settle quarrels. There is no particular expectation for the people they lead to follow their orders, as they are equals: Instead, the free-spirited clan follows a leader out of respect and trust, not obligation. There is no particular mandate for when or how often a chief is elected, only that they are selected by the clan, or by the Grandmother on two simple merits: Leadership experience, and trust. - Seer - Seers, being the most enigmatic position of power in the Clan, are seldom even spoken of to outsiders: They are those with an affinity for knowledge, teaching, healing, and surprisingly advanced alchemical study, all of which is often done through entirely archaic means. They are extensively tested from a young age to be determined suitable for the position, as while it holds little political power it is one of great consideration and respect. Seers are selected by the Seer that came before them and taught them, and have no other elector. Clansmen Those without a special position are simply known for their profession, or as kinsmen. They are treated as equals; Simply those with a different path or preference. They are expected to contribute to the survival of their people and be strong enough to protect them if need arises, but little else. - Special Positions - Positions granted some special significance, but without more esteem than any other worker. Peddlars: A catch-all term for tradesmen who travel to foreign lands to represent their people and return home with trinkets and gold, akin to the Highlander raiders of old, but with entirely peaceful intentions. Due to their dubious acknowledgement of national borders, in the past the peddlars of the Gallic Clan have been used as middle-men for warring nations to peacefully communicate with eachother. Hunters: Hunters in Gallic culture take on an entirely different meaning-- While yes, they do hunt, they are also considered the closest thing to a “warrior” caste that the otherwise peace-minded clan has; In simple words, they are trained not just to hunt beasts, but monsters and men as well. ---= =--- = Culture = ---= =--- There are many intricacies to Gallic culture that are not openly spoken of for fear of misunderstanding, but three core values mark a system known as “clan law”: Family, spirituality, and humility. Within every aspect of their people, a thread can be traced back to these three ideologies. Acting against them violates “clan law”, an arbitrary system of justice with punishments ranging from ritual hypothermia to exile, but never intentional death. Family is synonymous with community, and is put above all else; Spirituality is to respect all that is gifted to you and show appreciation for your blessings, and; Humility is to live modestly and to take pride in being one’s self. Beyond such, there are many facets to Gallic-kind. - Art - A society's art portrays their people in the purest terms: Art and beauty is something highly respected in the Gallic Clan, yet found in different places from secular human culture: While one may look to a garden’s bed of flowers for a picture of beauty and grace, a Gallic might find the same joy in an unremarkable, unkempt field. Their idea of art reflects the same sentiment: They prefer simplicity, exceptional craft yet humble presentation. A work of art crafted by a Gallic might not seem like art at all upon a cursory glance, only revealing itself once one takes the time to look at the work and thought that went into the piece. Another idea of beauty they hold to are crafts that were created with a specific person in mind; Gifts. When a feeling or thought is inscribed into an object created for a person, it gains immeasurable value and beauty. - Music - An important, public aspect of Gallic spirituality is music: Not only is it for celebration and lifting morale, it also serves to connect one's soul with the world around them, or bridge gaps to entities that may not listen to the voice of a mere mortal. In keeping with this idea of “sacred music”, their preference toward archaic instruments such as lyres and simple flutes has been cemented by tradition, despite there being more more modern and convenient cousins readily available to use. Gallic music tends to take a humble approach, similar to their art: By itself, the Gallic Clan lacks sheet music or the notation necessary to create it completely, relying on ear, memory and improvisation to play their music, if it isn’t entirely improvised from the beginning. example - Faith - Faith among the Gallics is something almost never spoken of to outsiders, though they have shown to have some almost religious distaste for both Druids and those who practice “corruptive” magics, such as the arcane or dark. Despite this, they have reportedly consorted with Druidic creatures, and have openly protected the Fae in the past. One of the only vaguely “religious” ceremonies the Gallics are openly known for is their tradition of “blooding”, an act of ritualistic adoption into the clan involving willing Gallics sharing their blood with a hopeful man or woman to encourage their ancestors to perceive them as true, full-blooded Gallics. Accounts of the ritual being truly religious in nature or simply a leftover tradition from their primitive days vary. ---= =--- = Involvement in War = ---= =--- Though a relatively unrefined clan of Highlanders, the Gallics have traditionally refused to take part in warfare, with the exception of defending their home or in great desperation: The idea of pinning the lives of honest men, children’s fathers, against eachother is repugnant to them. During the war across Atlas, they grew a reputation for their generosity toward men who were willing to lay down their arms and abandon the war, from both the North or the South. Yet despite what would seem to be a pacifistic nature, they have, in the past, shown to be quite militant in certain regards, and adept at guerilla tactics: During the Westerlands conflict, after the city of Bastion fell, a small hold of Gallics, driven into a vindictive frenzy by the dark magic at play over the land, singlehandedly defended the countryside from undead incursion. They stood until Orcish warbands came to finally push against the armies of the dead, and the Gallics were seemingly gone. While some know the tale of what befell the unfortunate tribesmen trapped in the woods there, the Gallics themselves appear to consider openly speaking of the era social taboo. By and large, the Gallics lack any formal military organization and, when forced into conflict, rely mostly on their institution of basic militia and hunting training for most able-bodied clansmen. ---= =--- -=-
  5. I saw the footnotes, which is why I asked my last question.
  6. I came here for the Morghuul part since that's the only necromancy-related thing I've played. I like it, it doesn't really do anything to wildly change the way Morghuuls were before, which was something I was worried about. This, though: I don't know if that was something before, but I don't know about the whole "permanently obliterating your character with only two guys on a whim" sort of thing. Like, there should be something to get rid of troublesome dudes, don't get me wrong, but there should be some kind of recourse for players that would rather not lose their shambling corpses for some reason. ( Oh and what does this mean for ghoulguys who were ordained before this change but never got around to completing their arbitrary "kill 7 guys" quest? Do they still get their special saturation even if they can't become a lich? )
  7. A secretive human Freygoth-praiser feels in his dreams a disturbance in the way of the wilds, his premonitions shifting abruptly toward a far bleaker outcome than he had desired. Awakening, he gasps; "Wait, no--! That's not how it's supposed to end..."
  8. you don't even play dude, they had a fine playerbase that was growing before they got shelved, and my community interacted with them a lot
  9. You know I support Satyr, and I'm sure everyone vocalizing here was around for the flame war over the last resubmission of it. I really want Satyr back. +1 I hope there's less arguing.
  10. I respect your opinion, but there would be no recourse for people who have a run-in with "antagonists" that just have a thing for permanent bodily mutilation OOC.
  11. In-Game Name: Gallic Request: Subforum; Daeland! Link to relevant forum sections: https://www.lordofthecraft.net/forums/forum/18-humans/
  12. what are you talking about you're the guy who's suggesting that there are so few people playing normal descendants that they're being outnumbered by "special snowflakes"
  13. If you feel so passionately about a community of people not having their thing, you should be able to muster the effort to try again. Re-typing things can sometimes help you think of arguments you hadn't before.
  14. okay, fine, I'll go through and nitpick everything you say Looking at it from an objective standpoint? No culture, spirituality, community or whatever put into focus, as stated here? Yes, it's about as unique as "short people with beards" or "robots but made with magic instead of electricity". In terms like this, "people with goat parts" is about the same quality. Some things require a specific frame of reference. Compare satyr to the original ghost lore-- They're pretty much the same quality, and ghosts aren't exactly a unique creature-- Yet, here they are completely spared from the great shelving ( not complaining, because it's one of the few non-descendant things I play ) because their place on the server can't be easily filled by something else. Compare satyr to, say, rewrite #4 ( I think? ) of the dark-based pseudo-druidism that people keep trying to get accepted but fail? Satyr start to look like an amateur wrote them, yet it keeps getting denied because people look at it and say, "yeah druidism does all of this already" without taking any closer look to see that isn't true at all. This feels more like a personal opinion rather than an objective argument; I'd imagine you consider furries to be deviants and people who ERP to be predators, as well. ALREADY SMALL AMOUNT OF NORMAL DESCENDANTS? WHAT? I don't know where you're roleplaying at, but where I am we have about two creatures total actively living in the community doing their special stuff behind closed doors. The overwhelming majority are normal descendants. You mentioned the dominion before, and the only creatures I ever see when I go there are one or two werewolves and occasionally a few fae creatures, like satyr or cervitaur-- All of which have a cultural prerogative to be in their community. Greedy dwarves? Check. Do they live in big impossible mountain fortress-cities? Do they speak in scottish accents? Nature-based elf culture? Check. Do the hate orcs? Do they fight with an arcane-and-purity-based elf culture? Literally the holy roman empire transported to a fantasy universe? Check. Do they hate other races? Do they hunt down witchcraft? Actual christianity? Check. Do they keep retinues of crusaders? Do they play politics? Muslim tribes? Check. Orcish horde? Check. bla bla bla Basically what I'm getting at here is that some of the most popular things on the server are based entirely on recycled cliches and reused tropes; Literally, all of those things are based on something that has already been done to heck and back. The most popular things are spawned from the most overused stock. And here you are nitpicking goat-people who even go as far as taking deliberate liberties to step away from their source folklore. I'm not saying any of what I listed is bad, I'm giving examples of heavily cliche'd ( more cliche'd than goat-people ) things do not lower the quality of RP at all. I know I kind of dismissed this argument earlier but it's because you mentioned it twice, so I knew I'd be able to go back and discuss it in more detail. It would seem that your fear is that the community of normal dudes will be diluted by the presence of an option for more unique creatures, but if you take a look around that is very far from the case, even before the creatures were shelved. Very few people play these things as their main characters, usually using them to chill with friends, play something that offers something they can't find somewhere else for whatever reason, or have a character with a specific personality type or experience that normally wouldn't be reasonable for a normal character. Furthermore, way fewer people than you seem to think even do that much. Saying "normal people are already rare enough!" is simply untrue, objectively. But, there'll probably never be a study or anything to prove either of us right, so let's move past it. My primary argument here is why would you dictate what a person is allowed to RP? If they want to RP something outlandish simply for the sake of being special, who are you to deny them that? Even if it were the case that the majority of these people just want to be something special, they would just find another way to make their characters super crazy anyway, like schizophrenia or multicolored eyes or multi-toned skin or something.
  15. Because you're acting as though you know the kind of environment they create, like you've witnessed what sort of roleplay they have, and like you understand the intrinsic qualities that playing them contains-- When in reality, you've only actually seen them twice and somehow pass judgment like you've seen it happen before. The satyr work. I'm somebody-- A normal descendant roleplayer, and leader of a community of normal descendant roleplayers, human no less-- who has been exposed to them way more than most, because they're important to my community's culture, as the most populous fae creature.
  16. have you ever roleplayed with any of the satyr, or even seen one
  17. As a normie, I've never benefited from Ascended magic. As a spook, I've fought ascended magic about twice. I can confidently say, from my experience as both a badghost doing badghost things and a ghoul eating ghoul things, I enjoyed being counterred by ascended magic. I also see Ascended so rarely that when I see them IC on my normal dude, it feels like a rare ( but not 'abnormal' ) sight. I have a positive opinion of Ascended. Yay.
  18. Please give me my Satyr back, they were a unique creature that fit well with a creature-ly fae dynamic but allowed people to RP freely. also they're important to my IC culture
  19. Why would there need to be Yeu disconnection lore in the first place, though? How in the world could you justify the aengul of compassion allowing such a thing, let alone present a need for it? ...And also how exactly does the disconnection of two CLERICS tie into this?
  20. SOLD -- 600 minas for a contract. The rest will be dished out the old fashioned way.
  21. The traders of the Gallic Clan have been losing contracts as of late due to war, inaccessibility, or inactivity on the part of their holders. With our recent migration nearly reaching fruition, it has been decided that three of these agreements should be lended out to nations and communities that would most profit from our presence, in the form of an auction to the highest bidder. Holding a contract means that the nomadic merchants of the Gallic Clan will, once a year, travel to your community and dispense commerce and trinkets upon your people, not requiring reserved stalls, real-estate or management. We manage everything ourselves, and leave nothing for the stewards to clean up after. Regardless of national allegiance, remote location or diplomatic tension, we will do our best to respect our agreement. Nations that are abjectly at war with our presiding nation ( currently Curon ) may require special consideration, but aren't off the table. Here are some examples of items carried in our stock. These are not for sale here, these are a sample of what we would bring. Currently held contracts: Contract 1: The Principality of Curon Contract 2: The Dominion of Malin Contract 3: ( Bid: 600, Duchy of Blackmarsh ) Contract 4: N/A Contract 5: N/A Nations which previously held contracts with the clan but are now considered null for varying reasons ( that aren't personal ) include: Sutica, Santegia, Haense, Marna and Norland. If you represent one of those nations, you are welcome to bid to renew your contracts. Some of you might not even realize we had a contract to begin with, that's how unsuccessful the venture was. Item for sale: Contract 3, 4, or 5, individually. Starting Price: 400 minas, ( for insurance purposes ) Minimum bid: +100 minas, Buyout price: 2250 minas, ( the price of two full trips worth of goods, approximately ) Ending time: (( 3/29/2018 ))
  22. I'm sorry in advance for the massive read.
  23. Yo I'm not a feral and I know that, but I also think it sounds a little dumb for such a life-changing curse-boon combo to be reversible without like, event-level stuff, like that one hommunculus that was given a soul by an ancient deity. Everything else here looks good, though.
  24. Yo just a note, but I'm fairly certain ( as in I've been told by some MT, but some people say others said differently ) that shamans can't straight-up PK player ghosts without OOC consent.
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