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Ducklingator

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    2010
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Everything posted by Ducklingator

  1. i literally cant read this the most rampant problem with new lore is that people write it so long and for absolutely no reason. this is the biggest offender of that ive ever seen & i dont see why you’d ever need to write so much for any piece of lore, please make it shorter because my brain is the size of a rat’s this has been a psa
  2. Throwing things with air evocation has always been a thing. Obviously it’s not nearly as accurate as telekinesis, but the idea was always there. It’s just that, nobody learns air evocation to throw daggers and rocks around, that’s the reason that you don’t really see that happening too often. I do understand the concern, though.
  3. I’m open to any changes, the specific numbers aren’t what I was going for as much as the idea of defining all of the existing limits more clearly.
  4. I understand that some people don’t like the idea of having magic be something strict and simple like this, but the limitations are mostly set for combat scenes, which are inherently just chaotic because both sides are never willing to lose. In that instance, either the side being attacked by that magic refuses to acknowledge its effects, or the side casting starts powergaming. I think making every limit really set in stone without putting the power level for debate (or as you phrased it, changing it from a narrative-based magic to something fully guided by lore) would be a good way to make issues like that less frequent, and give a good way to settle fights like that when they do happen.
  5. This lore isn’t meant to replace the existing lore. I just feel that the current lore thread isn’t extensive enough and doesn’t suit the current state of combat on lotc which is, frankly, hectic in loads of ways.
  6. Starting off with this, I’d like to clarify that this isn’t an addition. The only thing I’m doing here is properly defining the lines of air evocation; the original process of conjuring air through the void and so forth still applies. To make this system more easily comprehensible, I’ll define a few very common ‘spells’. Keep in mind that these spells are not the only thing you can do with the magic. Gust Defined as evoking air to move any amount of objects in any size or shape. This is often the first spell an air evocationist learns, because it can be done at any given quantity in the realm of possibility; an apprentice may practice by using a gust to move leaves, or dust off a small surface. Gusts can be used to hurl objects, such as daggers or rocks, at a given target, which does require the user to stand still. While there’s no limit to how many objects one can lift with one gust of air, the object’s weight is often a problem; so while grains of sand can be moved around in bulk, a large and dense chunk of sand will prove more difficult to move. This spell can also be used to deflect a single projectile, or push back gas. It can even disperse a mystic’s deadbreath. Redlines: Can’t make any object levitate above six inches in the air. Levitate means stay in place, in the air, meaning you can still launch an object upwards. (To a realistic height.) Takes at least two emotes to use. Three in combat. Must emote fatigue. (Unless if tiers 4-5, in which case must emote fatigue for objects over 5lbs) Push Defined as evoking a large amount of air to push another being. A mage will need at least a month of practice before being able to use this spell to any effect. (Tier 2+). At more advanced levels, this spell can cause some degree of whiplash when one is pushed in the air, or render one unconscious/break bones if pushed into a solid object. The limitations go as such: One Month: One foot away, tremendous exertion. Two months: Three feet away & Tremendous exertion, or one foot away and mild exertion. Three months: Seven feet away/One foot for an armored foe & Tremendous exertion, or three feet away and mild exertion. Four months: Ten feet away/three feet for an armored foe & Tremendous exertion, or five feet away and mild exertion. Below three feet means enough energy left to cast another spell. May render an opponent unstable for a few emotes after being pushed. Effect is greater on armored foes. Five months: Fifteen feet away/Seven feet for an armored foe & Tremendous exertion, or five feet away and mild exertion. Below five feet means enough energy left to cast another spell. May render an opponent unstable for a few emotes after being pushed, Effect is greater on armored foes. Can render one unconscious if pushed into a solid object. Six months: Twenty five feet away/Twelve for an armored foe & Tremendous exertion, or 13 feet away and mild exertion. Below nine feet means enough energy left to cast another spell. May render an opponent unstable for a few emotes after being pushed, Effect is greater on armored foes. Can render one unconscious if pushed into a solid object. Can break bones when pushed into a solid object. Redlines: Can’t make people levitate. Levitation means you stay mid-air without moving. Takes at least three emotes to use. Four for anything that causes tremendous exertion, four for anything that has an after effect like being rendered unstable. Must emote fatigue. Can’t use two spells without rest, unless specified as such. A killing blow will only be possible for a tier five, with four emotes, and a solid object to push somebody into. Air Shield Defined as evoking air to deflect projectiles, gasses, and anything else that can realistically be pushed by air. A mage will need at least three months of practice before being able to use this spell to any effect. (Tier 3+). At more advanced levels, it can affect a larger area, but no more than a 5 block radius around the user. Smaller shields will have a more reliable effect. While gusts are more single-use, this spell excels at blocking several projectiles, especially ones fired off at different times; or blocking gasses off for a longer time. Redlines: Takes at least three emotes to use. Can’t fully stop a projectile with this spell, unlike gusts. This spell redirects them. Can’t redirect a projectile back to where it was shot (or any angle nearly as sharp). Can’t be used to redirect a projectile at any specific location. Where the projectile flies is random; for the sake of convenience, it will always fly off somewhere it won’t hurt anybody. Launch Defined as evoking air to propel a living being into the air. This includes being able to lift one’s self off the ground, in which case concentration breaks right after use, meaning one would need to direct themselves somewhere they can land safely, or they risk sustaining injury. A mage will need at least four months of practice before being able to use this spell to any effect. (Tier 4+). This spell may be used to avoid projectiles, bypass relatively large walls (no mechanic use without Region Owner permission), or even as a means of combat. The limitations go as such: Four months: Can launch a person up seven feet into the air with mild exertion. May render an opponent unstable for a few emotes after being launched. Five months: Can launch a person up twelve feet into the air/four feet for an armored foe with mild exertion. May render an opponent unstable for a few emotes after being launched. Effect is greater on armored foes. Six months: Can launch a person up seventeen feet into the air/nine feet for an armored foe with mild exertion. May render an opponent unstable for a few emotes after being launched. Effect is greater on armored foes. Redlines: Takes at least three emotes to use. Four in combat. Can’t make people levitate. Levitation means you stay mid-air without moving. Must emote fatigue. Can’t be used to kill (unless thrown into a deadly place, such as a cliff). Temperature Shift Defined as evoking air and changing its temperature for whatever use intended. A mage will need at least three months of practice before being able to use this spell to any effect. (Tier 3+). At more advanced levels, changes in temperature may be more extreme. This spell may be used in conjunction with other spells to cause added discomfort, with the cost of slightly more exertion, or on its own, to cool/heat up a place for some time. At more extreme temperatures, this spell can be used to put out fires more effectively with colder air, cause large amounts of discomfort, and so on. Redlines Can’t be used to set anything on fire. Can’t be used to cause frostbite or burns unless applied for a long time (five emotes). Must emote sligthly greater fatigue if used in conjunction with other spells. Must emote fatigue when used alone. Clarifications This guide, as stated above, changes nothing. All of these abilities have always been part of the magic, this just exists to set defined limits to commonly used spells. These specific spells are only there because they encompass most of the things an air evocationist would use their magic for and, by no means, is an air evocationist limited to only these spells. Also; I know this entire thing looks like too much. One can argue that it’s unnecessary, or too strict, or makes magic seem more like a textbook thing and less and about writing. But from my experience with the magic, these very strict line are basically a must-have, otherwise anyone can come up and say that you’re powergaming, or on the contrary, actually start powergaming. I think it’s less of a should have because it would make the community better for it, and more of a must have because, considering how winning-focused combat is in the server, everything needs to be well defined. If you have any feedback/suggestions as for a better way to solve this problem, it would be greatly appreciated. General Redlines No form of air evocation can provide flight. No form of air evocation can be used to choke somebody. No form of air evocation can be used to conjure anything other than air. No form of air evocation can be used to control existing air. No form of air evocation can be used to conjure solid air, air swords/armor/tools, etc. Thank you for reading!
  7. Great writing, but even though it wasn't intended as some sort of rewrite for Archons, I still feel that the creature is just a way to make a stronger mage, at its core. Nobody carries Thanhium around, the last time I've seen a fi mage was early Axios, and the only auric weaponry I know is auric oil- something that is exclusively made by other voidal mages. The aesthetics are great, though, and the "sixth sense" thing is even better. But, in my opinion, the last thing this server needs is another end-game.
  8. If you're looking for an interesting art concept, I've got my sprite you can do! Pink lil fairy bugger with a needle on his pants, crystalline wings, and flowers in his hair.
  9. new rule for all of october holy magic is illegal on the server

  10. happy skeleton war everybody

     

  11. i got a new computer and it is soooo weird to open tabs without the whole thing freezing

     

  12. server down?

    1. Forestdwarfman

      Forestdwarfman

      I think so, can't join either 

  13. daily reminder that lotc will fall soon

  14. i left for 3 days and this server went to shambles. you guys cant live without me its confirmed now

  15. my new years resolution is learning how to read With that aside, though, great lore, I'd love to see this being used in the future.
  16. the translation itself is mostly fine, a few words are either weird or just translated wrong (but honestly who cares) aside for that, I think that putting something like this in the lore- especially if you mandate it- would be unnecessary, especially because (to me) it implies that mages are incapable of just thinking about what they want to cast and have to say it out loud. If you don't force people to use it, though, I'm sure that lots of mages can enjoy this generally enjoy additional aesthetics like this. +1 for the idea, but I personally think it shouldn't be implemented in lore.
  17. not related to anything but when have the words 'feedback noted' become the biggest **** you on this server

    1. Algoda

      Algoda

      Since the gms started sucking each others ***** harder than ever

    2. saint swag

      saint swag

      feedback noted used to be a big badmouth joke, "aha just give them the feedback noted & lock the post" is what a lot of gms used to say as if it were funny to do so, seems that that's carried on.

    3. Ducklingator

      Ducklingator

      feels like it just implies that they dont care/gives one party the power to shut down an entire argument regardless of whether or not the other side said anything

  18. happy 5th of july!

  19. well, as for the first thing, I'm an idiot About the difference between Laffen's rewrite and mine; Laffen essentially took everything we worked on- we being the fae community, including him- and removed two things. Sprites needing to eat, which honestly doesn't do much, and all sprites talking common, which allows them to be more interactive. There are literally no other differences, and by extension no way in which we can 'merge' the lore and improve it.
  20. After discussing this with anyone who plays/played/intends to play a sprite, I saw that most people agreed sprites need to know common. We're not a playerbase that can sustain itself, and besides, sprites are intelligent creatures which enjoy the company of most descendants. There's no reason for them not to know common.
  21. Creation Sprites are born from the Acerfolia flower, which typically grows in areas abundant with untouched plants, near a source of water. While this flower can be found in the wild, it can be produced by two sprites in a process where two toxins from different sprites, of different colors, collide to create an Acerfolia seed. The Acerfolia flower needs perfect conditions and it is a rare chance to bring forth birth of a sprite, however the sprites that created the flower are known to care for it as their own child. Appearance/Physical Traits Sprites are asexual, genderless beings. Not only do they reproduce asexually, they also have no reproductive organs; their clothes are mainly for decoration purposes. They are miniscule beings, five to seven inches tall, and often have masculine or feminine traits. They have large wings, sprouting from their backs. Most sprites have long ears, and other elf-like features. Sprites are generally considered living beings, as are other fae. Despite this, they are mainly composed of plant matter. Sugar-infused water runs through their veins, much like blood in descendants- their diet is therefore composed of water and sugar, or fruit. They occasionally eat small bugs for proper nutrition. Most of their blood vessels are located in the wings, and subsequently, any damage caused to the wings could be fatal. Due to their size, sprites are not physically capable of much. They can’t carry regular weapons, or other heavy objects; they can’t resist any strong forces; and so on. Due to their connection with all manners of natural elements, voidal magics of all sorts are highly effective against them in combat. They tend to distance themselves from any manner of voidal energy. Sprites can fly to a height of about ten feet, and this is often quite exerting after a period of time. They require some rest afterwards. Sprites can, and often do, communicate with any plant or animal just as well as they can talk to people. They have an effect on nature, and nature has an effect on them, to some extent. A sprite will be uncomfortable, feel sick, and often even die if they stay in an area without any plants.. This is why they tend to live in the wilds, or in any place with a lot of green. As a result of communicating with nature, sprites possess some form of control over flora, and fauna. They cannot use this ability for combat, so the main use for it is moving plants to create shelter. Sprites don’t create proper homes, and instead bend a few leaves or branches over for a roof. Sprites can even change the color of a plant, and make it glow the colour of their being slightly, or create a certain pattern on it. This is all for aesthetic purposes. Personality Traits Sprites are mischievous creatures by nature, easily distracted and yet highly intelligent when they do concentrate on a certain goal. Their color, randomly determined upon their creation, heavily affects their personality. Green: The green sprites are curious, smart, and always seek something new to learn. They often have a more developed attention span than the other sprites.. Blue: The blue sprites are outgoing, likable and friendly. They are very adventurous which sometimes leads to recklessness, and often gets them in trouble. Sky Blue: These sprites are masters of deceit. They often pretend to be blue sprites, to trick people into trusting them- only to play some sort of prank of sorts, for their own amusement. Grey: The grey sprites are, much like their light-blue counterparts, very deceiving. They pretend to be gloomy and depressed, to make sympathetic people do their bidding. Red: The red sprites are hot-headed, and easily provoked. They tend to be extremely rude, and are generally disliked among people and other sprites alike. Yellow: Yellow sprites are evil and cruel, more often than not doing something out of a purely malicious intent. They enjoy seeing others suffer, and will often go to great lengths to assure that they do. White: White sprites are the purest of their kind. They always want to help a person in need, and often help lost travelers find their way through the forest. Purple: Purple sprites are the most level-headed, calm and wise of their kind. Pink: These sprites are playful, childish and kind. Despite this, they are far from uncaring; pink sprites are emotional and enjoy seeing others in love; so much that they go out of their way to make sure a couple stays together for a long time. Brown: Brown sprites are feral and unsocial. They are found in the strangest places, and only as to avoid any interaction with others. They are violent when disturbed, and quite aggressive. Orange: Orange sprites are self-confident, heroic and often reckless in attempt to prove said heroism. They will usually jump into fights in attempt to stop them without calling for any help, and be upset should they fail to resolve the conflict. Black: The black sprites are, much like and even more than their yellow counterparts, naturally evil. They go out of their way to terrorize the life of anyone they meet. (ET only) Defense Mechanisms With having no other way to defend themselves, sprites have developed a very effective defense mechanism in the production of toxins. These can be released instinctively, when the sprite is attacked (Two emotes to release the toxins), or manually, when the sprite attacks or uses this toxin for something else (Three emotes to release the toxins). The toxins have different effects that change between differently colored sprites. Green - Urushiol; After being exposed to a person’s skin, this Sprite can cause a certain, inflicted area to gain a large, itchy rash. The patch of skin that had been infected would be rashy, red, and extremely irritable. This can wear off after either proper treatment, or simply by waiting a few days. Blue - Formaldehyde; If a blue Sprite were to release this chemical from its skin to harm another, the victim would take on very minor, yet irritable side effects. Anyone subject to exposure would clam up and notice a pain in their throat and nose regions, as well as their eyes swelling up and becoming watery. Sky Blue - Psilocybin; When the sky blue Sprite exerts this toxin onto its foe, the victim will be subject to hallucinations of minor proportions. They'll most likely see distorted figures and discoloration, having everything be bright and brilliant. Grey - Propofol; The grey Sprite has the option to exert a highly anesthetic, drowsy chemical into another person or sentient being. This chemical will become active about fifteen seconds after being applied. It forces the victim to fall into a coma like, drowsy, sleepy state, confused and tired. This will last for around twenty minutes, unless an external effort is made to awake the victim. Red - Hydrofluoric acid; When exposed to skin, it’s initially painless. There’d be nothing to feel to the victim at first, but after about thirty seconds, the skin would start to feel a searing, burning pain in the inflicted area, becoming visibly red and irritated. Purple - Tetrahydrocannabinol; After this chemical touches flesh, over a long period of time, the inflicted person would begin to feel drowsy, dazed, and abnormally tranquil. The person would appear completely normal, none of the normal side effects of THC present, yet they’d still act extremely high. White - LN2; Should you upset a white Sprite, it has the option to release a light version of liquid nitrogen. This will instantly freeze a small patch of skin on a person, turning into a sickly hue of purple. It’d be amazingly painful to either move or touch, and requires proper treatment before becoming active again. The impacted area could probably be revived in fifteen minutes. Yellow - Saxitoxin; If a yellow Sprite were to be angered in any way, or provoked, it would release a small amount of temporary saxitoxin. When inflicted onto the victim, their muscles would become slow, weakened, and paralyzed. They wouldn’t be frozen to the extent where they couldn’t talk, but they’d be considerably disabled for around six to eight minutes. Pink - Dopamine; Pink Sprites are truly unique with their use of defensive toxins, as they fail to directly harm a person in any way. Considerably large doses of dopamine invade the targeted person, causing a rush of “happiness” to flood into their brain. This should cause them to be happier, easier to handle, and act friendlier for those thirty minutes. Brown - Trimethylamine; Should the brown Sprite become irritated, it could easily attack it’s larger aggressor, given it’s violent nature. However, if it should ever need a defence mechanism, the brown Sprite can produce a stench that sticks to any person that comes into contact with, or can affect anyone who sniffs the air around the Sprite. The scent will wear off once you cleanse yourself. Orange - Monosodium glutamate; The orange Sprite has the ability to pump out an extremely irritating, blinding and nauseating substance. The effects should be able to impact a person instantly, quickly blinding them for a solid fifteen seconds, as well as impairing their hearing, which they will slowly regain as they obtain their sight back as well. After those fifteen seconds, the inflicted person should only feel slightly dazed for about another ten minutes. This sprite could easily perform a fly-by, flash a person, and be on their way. Black -Ophiocordyceps unilateralis; The black sprite is unique as it does not release a toxin, but rather releases spores. These spores are released in a large group of fifty to sixty, depending on the sprites’ size. The spores released from the Black Sprite make way on the wind, targeting any insects in the area. The bugs are quickly overtaken by the fungus, their wills now putty in the sprites’ tiny hands. The insects will rapidly gather around the black sprite, moving as a hive mind. They listen to the sprites’ orders, though the timeframe that they will follow is limited. The mushrooms will eventually fall off of the insects, leaving them without a leader. Though, if a descendant were to come in contact with these spores, a rash would quickly spread over the area with blisters forming soon after. The rash would cause a terrible itch, and would remain on the descendant for a full elven day. Though this could be numbed using alchemical agents, there would be no cure to the rash. Culture Sprites have a very developed culture, which revolves around praising and enjoying what nature has to offer. They dress and decorate themselves with flowers, grow berries to eat and build shelter using leaves or roots. Most sprites see life as a blessing, and take care of the life they create. Two sprites that create an Acerfolia flower take care of it regardless of whether or not it produces another sprite. Sprites often celebrate nature with large feasts, for just about any reason they see fit; the planting of a new Acerfolia seed, the birth of a new sprite, or just a very sunny day. These often include various exotic animals, or even descendants, anyone the sprites choose to share the beautiful gift of nature with. Sprites do not have an organized government. They tend to stray from politics, and set very basic rules in their community, to avoid discomfort. Most of them do not have violent tendencies, and therefore do refrain from aggressively removing others from their society, should they refuse to abide said rules. Sprites, while usually childish when compared to descendants, are still responsible beings that manage a civilized community. Sprites all know and usually speak common, but there are some phrases from their own language that they use. Some are used every day, others are hardly used. Not all sprites use these phrases, but they all know them. Alyac - Hello, a greeting Sanya Nok - Stay Safe, a farewell Dalah’Sufral - My loved one, a partner/close friend Lys’iou - Many Thanks, a way to show gratitude Ku’ly Uiok - Growing Child, an Acerfolia seed/Small Acerfolia flower Kula Tomea Any’arra, Ku’ly Uiok - Healthy Growth, Acerfolia flower - a blessing for planting an Acerfolia seed
  22. https://docs.google.com/document/d/1SalDljjmSli9T7FKuezq1Wc49Uo6NSpw2CJfY8tFItc/edit?usp=sharing I'm absolutely terrible with formatting and whatnot, but here's the lore. All of this was written a few months ago, but nobody bothered to put it out there; this isn't perfect, but after putting alot of effort into it, I decided that just letting this die wouldn't be the way to go. For anyone who doesn't want to read, or has trouble opening the document, I'll sum the changes up. Changes Made Special Thanks To: Evangelli @Evangelli Gallic @TheCritsyBear Sim @Simochii Chris @christhemythical (Anyone else who helped with the lore, please tell so I can add you to the list!) anyways, I highly doubt this'll actually come through, but please leave constructive feedback and discuss things politely! (Edit: made a forum post instead of the google doc. https://lordofthecraft.net/forums/topic/174269-sprite-rewrite-again/ )
  23. I haven't seen that until now, but from what I know ghosts (and by extension haunts) still exist, it's just that the additions in that post don't.
  24. great lore, may want to change the name because haunts already exist
  25. its summer which means youre gonna be seeing a whole lot more of this guy

     

     

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