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jenny death
- Birthday December 7
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squak#8441
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SquakHawk
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i am my own master now
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Male
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Seattle, WA
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Character Name
Anethra, Sand
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deleting your comment "reserved" shut up @KidKrinkles average staff conundrum
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eam him
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a massive overcorrection from the era of flam-> rift lead to basically anything that isn’t changing 5 letters in a lore piece or using bears in an event to require admin approval ideally we’d also just not take two and a half weeks to vote on a single approval and further, the near full amount of that time spent waiting on one persons response
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Peace, Forged in Blood News reached upward to the surface, news from the Underdark proliferating as scarce messengers returned from the Underdark. Peace below the earth After the venture to Aevos from Almaris, Helviira and the Helviira Mori'Quessir were left in ruin. Clan Xalyth, the ruling tribe, was left in shambles with only their vast wealth remaining to their dwindling power. Vicarra Xalyth, a young Mori'Quessir thrust unto leadership of her clan, tried rebuilding a Helviira corrupt and broken. Whilst few of the clans (Heleda, Trissida) remained largely unaffected by the sacking, others (Torath, Xalyth, Mierillis'lysaen) had witnessed such untold destruction that their power remaining was few, and scarce. Clan Torath, given the non-lucrative jobs to remain in Helviira, largely departed from the continent back to Anthos. Mierillis'lysaen shattered amongst themselves, the mad bloodmages cannibalizing their clan in ouroboros. Whilst The Helviira Underdark suffered, it was just short of the death of Xan when one step was taken. One step that would change the course of Helviiran history forever. The Princess in The Castle It was with a dozen paladins that had raided Azdromoth's darkest cells beneath Tor'Azdraeth searching for an answer, a weapon to defeat the tyrant. Where they achieved success, they too found a Mori'Quessir rife with madness. A powerful mage that promised them power and reward in exchange for freedom, freedom which they granted her; and soonafter, benefit from. Felyndiira Mierillis introduced herself as a deposed Matriarch that could aide their escape from Tor'Azdraeth, and thusly did as her presence went quiet- but unforgotten. Nearly a decade after her return, did a missive go to the above as Aevos was granted a letter. CASHING IN MY FAVOUR was wildly successful as mercenaries flocked in droves to Felyndiira's offered contract desiring money, power, glory, and satiated curiosity. Though many backed down at her offer, those that remained proved a highly effective force in the battles to come. Three groups formed as wings of her private army - The Seekers, The Grub Bucket, and Tarot Club. The Great Game Earning the favour of disgruntled and desperate clans was not one easily found. Clan Trissida was the first of Felyndiira's desire, earning the approval of clan heads Yinvezz and Tealcin'Drathir Trissida after her three groups had been the only victors of the three Arena Games presented to them. The Gauntlet of The Moon, The Trial of Twilight, and The Final Hour of Night. Wildly approving of their garish and showful tactics and impressive nature, Clan Trissida swore to Felyndiira they would support her cause should the time of her rule ever come. The love of the crowd was the love of the clan, and thus, Felyndiira and her mercenaries became loved. The Forgotten Dwarves of Tal'Yrro The Ancient dwarfhold of Tal'Yrro was one besieged and eradicated by Mori'Quessir invaders centuries before descendants arrived upon Aevos. Tasked with finding ancient tools to buy the favour of Clan Heleda, a dozen descended into the depths of the dwarfhold and discovered relics and spirits of old. Destroying the rebuilt automatons, dispersing peacefully Heleda raiders, and releasing spirits trapped in the tangible memory of spite, the mercenaries successfully completed the task given. Offering over bounty of what they had found unrequired of them, they gifted Felyndiira with Argentum and Carbarum; gifts they would be repaid in, in time. Clan Heleda was given the tools of the ancient dwarves by Felyndiira, and thusly, began to support her rule. The Insidious, Starkly Mad When a new messenger had come promising truths about Felyndiira, most mercenaries had cared not to listen. Few ventured to meet Ilvarra Mierillis'Lysaen. Offering deception that would lead to the downfall of Felyndiira, even when given the offer of great reward, the mercenaries defied her and continue to swear fealty. In rage, she exiled them to Nowhere - breaking free by their own volition by uncrafting the puzzle she lay before them, one by one. Though their meeting was kept secret, many feared retaliation from the most powerful bloodmagi who too had feared a rule under Felyndiira. The Great Xalyth Gold Heist Tasked with now stealing the last remnant of Xalyth supremacy over Helviira, the mercenaries infiltrated the city and the Xalyth fortress to steal their greatest asset from under them. Sneaking and avoiding patrols, distracting guards, and utilizing hidden routes, near flawlessly had they executed a heist until a misstep caused a collapse; and the full keep's attention upon them. With a desperate last stand as they tried to find an escape from the walls, by the skin of their teeth did the mercenaries escape the wroth of Clan Xalyth. Enraged by the thieving of the only thing left of their might, they invaded Helviira and broke the peace of the five clans, causing a military occupation and shakedown that destroyed any good faith they had remaining. Xalyth gold that Felyndiira had taken, now being used to buyout Torathi loyalty with what legions remained. She would need enforcers of her rule, after all. Vicarra's Fall, The Unready Queen With disorder and disarray in Helviira, Felyndiira and her mercenaries emerged from the shadows to dispatch of the last remnants of Clan Xalyth and their Mageguard which clung desperately to waning power. Whilst Felyndiira and The Young Queen locked in eyes, her personal guard, including the famed Mori'Quessir swordsman Calatar, were defeated by a bloodied and beaten mercenary army. Given clemency by Felyndiira (With encouragement of her mercenaries), Vicarra surrendered her crown to Felyndiira who would now enforce the peace beneath the earth, and rule The Helviira Underdark as it's Darkqueen. And now? The peace of Above and Below is maintained as promised, as peace returns to Helviira. Though contact is distant, scarce, and with only one known entrance to the Underdark remaining upon Aevos, new would reach to the above of a prospering Mori'Quessir beginning to see Unity once again. Once a distant dream in a sacked and razed Helviira, the new five clans, Mierillis, Xalyth, Trissida, Heleda, and Torath, thrived whilst Mierillis'lysaen had all but vanished from public eye. While The Helviira Underdark begins an era of rebuilding and unity, one can only ask themselves in the infant stages of new rule. Would Felyndiira be the queen she promised to without the eyes of Aevos looking upon her?
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REVELATION | WHAT THEY LEFT OUT
squakhawk replied to Sean_VEVO's topic in The Halfling Realm of Dúnfarthing
Casreus wondered when there would be a worthy enemy to fight. Two now had cowered and mocked war as their homes burned. It was not so funny when their blood was shed and their fields were salted. He sought only a challenger which would face him with a passion for fighting which he had still yet to find. Perhaps there were none.- 56 replies
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[✓][CArt] [15] [The Black Nexus]
squakhawk replied to Zarsies's topic in Approved Character Artefacts
Approved. -
any other people 6'8+ here?
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Send it to the admins, send it to me, and it to any mod you trust. There’s a lot of oversight not only on moderation but on administration for this issue specifically with this initiative. A report sent is necessary for anything to happen, if we don’t already know about it. If you don’t send a report because nothing will happen, it’s a self fulfilling prophecy. My dms are always open and i’m always keeping a keen eye on stuff like this, especially now.
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That's the conclusion I came to when NLs were introduced to the idea of a 'nl contract' which would've been just a honor rule that nls dont use ooc. Most them said they want to, but don't want to because all it takes is one person to break it for it to just become useless. https://www.lordofthecraft.net/roleplay-leadership/ Just making sure this was clear in the post, these are enforceable and going to be enforced from hereon out. I say hereon out because I don't want people participating in stuff like this the last 3 weeks to immediately bloodbowl eachother, but it is a standard everyone is upheld to. But with how positive folks are and agreeable to not only this ruleset but mentality and upcoming changes, I'm really excited to seeing a betterment of roleplay as that sort of nuclear-disarmament of OOC begins to disappear.
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@import url('https://fonts.googleapis.com/css2?family=Lora&display=swap'); @import url('https://fonts.googleapis.com/css2?family=PT+Serif&display=swap'); #custom h1 { font-family: 'PT Serif', serif; line-height: 1; margin-bottom: 32px; } #custom li { font-family: 'PT Serif', serif; line-height: 2; font-size: 16px; } #custom h2 { font-family: 'Lora', serif; line-height: 1; margin-bottom: 1em; font-size: 24px; color: #3586b5; } #custom h3 { font-family: 'PT Serif', serif; line-height: 1; margin-bottom: 0.5em; font-size:18px; color: #448db8; text-decoration-line: underline; text-decoration-style: dashed; } table.center { margin-left:auto; margin-right:auto; } #custom p { font-family: 'Lora', serif; line-height: 1.6; margin-bottom: 1em; font-size:16px; } strong {font-weight:bold;font:inherit;} #custom td { font-family: 'Verdana', serif; line-height: 1.6; margin-bottom: 1em; font-size:16px; } hi meows :3c I want to talk pretty seriously about a problem I've noticed for quite some time, been involved with myself, and the dangers I foresee it has on the server. I'm holding this thread as a mature and serious discussion over the concern there is for OOC domineering over roleplay. Please, before you go to the comments, stew on your thoughts and consider what this post not only means, but means to you. First, let's look at the changes themselves. Roleplay Leaders and their Expectations As the backbone of our shared narrative, roleplay leaders are afforded a non-trivial level of influence. When we exercise this power with wisdom, then we grant our community delightful, cooperative fun. Good for our ourselves; wonderful for others. Without composure, we drive egoistic, divisive hedonism. Harmful for ourselves; harmful for others. It is in our interest to define which is what and aim to act mindfully. Let’s quickly define some terms I want to use going ahead. Metaplay. The play-beyond-play. Coercing, pressuring or ostracizing players to influence in-character outcomes. Out-of-character, backdoor driven narratives, events, or outcomes; fabricated or canned roleplay that serves an OOC motivation. IC activity that opposes the creative and spontaneous spirit of roleplay. Metaplay is the degeneration of roleplay. It may occur with or without metagaming & powergaming—but it does not include the facilitating or gathering of RP. Who is a Roleplay Leader? If your character governs, leads, or mentors others you are a Roleplay Leader! This may be as the head of a nation, a member of it’s council, or the head of a household—a roleplay leader has some level of authority over others. And, to the degree of people influenced by this authority, that much responsibility you must also wield. What rules/behavior are expected of a Roleplay Leader? Here is what is outlined in our new Roleplay Leadership Guidelines - designed to endorse the cooperative narrative we're trying to work towards. Protect the continuity and purity of roleplay; cherish and nurture the whimsical, spontaneous nature of roleplay. Do not conduct, or aid in conducting, metaplay. Discourage and report metaplay to Moderation. Knowing about and waiting for a convenient time—or knowing and choosing not to report, also violates this guideline. https://www.lordofthecraft.net/roleplay-leadership/ OOC and Roleplay - A Bleed An issue that has existed since the earliest days of this server has never seemed so prevalent now. While it is not wholly uncommon to see in reports, heard through friends, or even invited to experience it yourself - OOC has never been more integrated with roleplay than the modern LOTC. While this benefits in niche parts, there is a very large connotation that it eliminates roleplay, but more importantly, dominates the server to a fest of OOC plots and relationships rather than a shared narrative. I began this project with a few ideas in mind, as I believe that all good change on the server comes from the top down. Role modeling in my experience has been a very strong indicator on cultural shifts within the community, and so alongside a realms system update in progress, I decided to contact seventeen different current/former realm leaders (I would have contacted all 22, but over the course of a few weeks five were just unreachable to me/hogobojo). The list goes as below. I got some very insightful feedback from these interviews, and found that surprisingly, most of the realm leaders agree with one another and even improved upon insights I had not previously considered. They gave me ideas and improved on my own suggestions immensely. Feedback for that will be in the next section. However, a common thing I kept hearing was that pressure from one's own playerbase was a very large indicator as to why some NLs felt pressure upon their role. Not necessarily a pressure to hold up a community's interests, but a more common one that players within some realms pushed an OOC-First narrative, and that the server was a game to be won, rather than a narrative to play. People pushing for OOC group chats, alliances, schemes, plots, even characters, things planned out in advance which remove any and all opportunity for organic roleplay that made for some of the most iconic moments on the server in prior maps. With a laxing of requirements for realm application and submission, from many perspectives playerbases now aimed and looked for any and all excuse to divide from one another where previously there was harmony simply because the option was available for opportunity elsewhere now. This further divided players on an OOC level and caused an animosity as community members and leaders found themselves often picking between groups and camps. Further than this, with an unanticipatedly weak gating to war participation, many community leaders now feared how easily it was for groups to join into one another, and experienced first hand something like this. War would be suspected or declared, and OOC groups would flock to one side or the other upon the basis that one of the war participants was their OOC enemy, or friend. As I spoke to the NLs, nearly every single war on this map had huge turnout influence from OOC animosity one group held toward one another. Little roleplay was actually being done (Or had been done), with the bulk being organized discord meets, secret chats, schemes, and plots. There was a lot of opinion that there had been devaluation on the importance of cohesion, but as well roleplay and good faith based on the lack of enforcement of schemes, plots, ooc feuds, and so forth. Some say that a sort of genie has been let out of a bottle when this behavior became most prominently utilized sometime back on Almaris, and is something that has steadily spread and become a part of the undertone of normal that is completely unacceptable. While there have certainly (and are certainly) some counter-culture NLs who deny anything OOC and interact strictly with roleplay, from what I found and discussed it's not a majority as it should be, at least, not yet. Let me be clear here- Metaplay is not what the server is meant for, nor has it done this to this extent in the past. Frankly, it's unacceptable that Metaplay, has such a chokehold influence on some parts of the server, particularly in larger playerbases. But let's go further- why is it there, what can we do about it? More importantly, what are we going to do about it, as a community? The Plight of The Nation Leader (NL) Many of the NLs provided insightful feedback I really hadn't considered beforehand. While some lamented on individual grievances or specific circumstances, I found it really strange that so many of them - if not all of them - brought up common concerns and saw completely eye to eye with me on my proposed solutions, which were far less ambitious beforehand. In fact, most NLs not only endorsed The Spirit of Roleplay, but encouraged it go further than that to be a proper, enforceable guideline rather than an honorbound contract. It was the community that helped bring up these Roleplay Leadership Guidelines, and I think that speaks to the fact it's something the community needs. Many spoke of issues that often due to mounting pressures from internal councilship, or even nobility within their nation, had forced a sort of OOC-domination in some aspects of roleplay. That more times than not, the NL attempts to lead activities through roleplay, but is encouraged not to and some 'middle management' of nations are highly averse to doing things through roleplay avenues, such as diplomacy. Some go as far as sending birds with discord tags attached to organized treaties through such, others have (as seen in some reports, and further) organize family storylines, dramas, and characters through a complete OOC orchestration rather than individualized roleplay. Many spoke of issues with war participation, and the extremely lax nature of how one's 'activity' within a realm is determined. From a flooding of players on other servers to some nations, to mercenaries no longer taking payments and fighting on a sort of ego-stroke basis on one side or another, to OOC organization of wars, alliances, betrayals, and so on, that war was simply too much of a risk whereas they would be highly anticipating partaking in so. One nation leader stated; "It is as if any time, a forty-man rally can appear on the enemy side out of nowhere, and we just have to deal with that.". The Veletz war, Vikela war, Ravenswood war, even the Nevaehlen war at the beginning of the map were all individually cited as wars which were inflated and instigated by OOC motivation and disagreements between players, not characters. There was a strange common agreeance that most nations figure they could be a part of other nations, were the nation rules not so loose and vassal rules nonexistent. While most stated they would, could, or have, thrive(d) as a vassal under a nation, they feared the common player would simply lose interest due to the OOC potency of the title of "Nation Leader", and would instead just flock to the capital instead. There was as well cited concerns of nations who were in the past vassals, and how hot and cold some Nation Leaders were in pushing them OOCly at their whim rather than through character driven decisions or roleplay. Most critically, these decisions were often a sort of egoistic punishment upon vassals when a nation leader felt they may need to accomplish an internal conflict, rather than something organic or naturally lead. Nations who released their vassals did so behind the curtain, not wanting to lose that sort of pride that they had dominated another playerbase. There was too a discussion about how meaningless it is to be a Nation Leader, and more often than not, it is a reflection of one's OOC self rather than their persona. Whereas many famous and infamous kings and leaders of the past are still recalled by their first in-character name by this day both OOC and IRP, nowadays most people both cannot name many nation leaders, and recognize them by OOC status first. While the advent of Discord has certainly made this easier, it is difficult to attribute the dilution of roleplay singlehandedly to discord, as some older players may claim. Recalling Atlas, Arcas, even parts of Almaris, NLs who had been around for such maps recall the very same that things were not wholly to this extent before. While the server as a whole has vastly improved since in nearly all aspects, it seems this part - ooc domination over roleplay - has been a sort of insidious cancer thats crept up to be the sort of leadership metagame. Is this confirmation bias? Or maybe just a symptom of an older, working playerbase? Is this due to relaxation of rules, or even just the very culture of the server becoming one more hostile and player-persona driven rather than character driven? It's really hard to attribute it to one, or even say where all of these play out in their respective ratios. But one thing is clear - It has to change, and can't become even further the norm. What are we changing first? After speaking with the community leaders with the feedback above, we're going to be implementing a lot of changes to the server as things evolve over time. The more we push and the more results we get, I want to get a server that enables and encourages fun and cooperation rather than tribal attitudes. It may take a while, but we've got to start somewhere. Changes to Realms and Moderation will be coming first and foremost, listed below. For Realms, we are going to address the broken system that is the current idea of realm creation and upkeep. While it has serviced well as a low maintenance no-barrier-to-entry system, it has dissolved in the eyes of many the meaning of a community and to be leadership of a community. Not to mention with the multitudes of nations, the complete division of roleplay and the furthering of the "Island" effect that is separating groups from the server entirely. I've worked with implementation in the last few weeks on drafting a few changes that we can implement with the 1.20 update in the next month or so. These changes are proposing how to limit both the lower and upper limit on realms, limit their creation without destroying smaller groups, and making more protections for communities within realms so that there is no OOC-absolutism for how an NL may mechanically game their vassals to keep them on game-y lockdown. A new realm system will ensure a both self sustaining and self limiting concept that nations have both a minimum and a maximum size that scales with what a playerbase may naturally support, rather than artificially. I know this is a lot of political nothingburger words, but I don't want to announce a system that's still a set of what-we-want-to-do rather than perfectly defined words. I have goals that I've defined, and a general idea of how I want to do it that so far I've gotten universal agreement upon by NLs and Implementation alike, but I don't want to take that as a sign it's a flawless perfect, or even good, system. These changes are finished in draft and are awaiting further announcement once finalized and ready in the next month or two. For Moderation, we were suggested many times that not only are NLs heavily reliant, but outright dependent, on both the Implementation team and Moderation team for their tasks. Switching over locks is a pain as this is something that isn't tracked by anyone, and isn't so easy as running a single command. Buying, coring tiles taking up to weeks to complete, setting up LC regions and vassal regions and always having to wait. While the wait often is not long for moderation tasks, these are ones easily automated- and ones we limit ourselves by making so frustrating to run things by. Even now, systems that NLs are advertised as to how to setup like with Carts are inaccurate, and have not functioned since their inclusion into the realm rules. To improve this, moderation is going to be looking internally as to how to streamline their systems while Tech works on making mechanical function that removes the necessity of moderation for some of these tasks. We will as well be striving to complete a better War Participation system which looks into the justification of joining a war upon one side or another beyond the start of a conflict, and ensuring there is genuine roleplay done rather than simply hours on a persona in an area of the map. Closing Thoughts Ultimately, this is rounding up what I think can be attributed to a cultural issue on the server. Oftentimes a title given to things just deemed entirely unfixable by even the most determined of staff. This isn't even a particularly widespread or dominating one on the server- it's just an issue that exists, with certainty, that I have noticed growing for some time. After consideration, ultimately the community forms culture around the environment they are within. While there are many who venture forward with a roleplay-first attitude, it's something that has sort of gently decayed away from the server I, and others, once knew. This isn't a problem that can be fixed by a blanket ban on the concept, or a change of rules, or even the millionth restructuring of one system or another. But rather, a lot of different things which, even without this problem, could be better on their own. Things we should be doing, should have been doing, shouldn't be doing. While I could harp and virtue signal on the place roleplay has on this server, I'd encourage you take the time to read our Community Guidelines and Roleplay Quality Standards. Having existed for years, these posts do hold up fairly well in the modern day of really what good faith roleplay looks like, and what has a place on the server. Roleplay comes first, and exists for the purpose of enjoyment and fun. If neither three are present, what's the point? It is with certainty that one way or another, I and The Administration, are going to tackle this issue however we can. It isn't with a few words things will change, but the actions of an entire community that will change it. I hope you'll join me. See you around, Squak
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Amidst your mind did there stir the embers of a low flame. They burned, the scent of smoke fresh in the air as it had just been lit. The rustic reminder of a time simpler and more primitive when warmth was the first creation of man, a gift from the heavens to carve their own destiny throughout the world the four brothers found themselves upon. Memories wafted and reminded yourself before you felt the flames rise. A careful reminder as they licked the air and spit sparks that this type of power was one never meant to be held by any man, that power inevitably supersedes it's boundaries. That by the laws of it's own governance, flame may always supersede its bounds given the chance. You felt something curious, further beyond however. This was no dream of the past, nor your memories, but something further. You felt your heart weigh heavy, as you reached into your chest. Your hands parted through your ribs as if it was water within a stream, parting through as your still heart was held within your right so casually. It did not beat, but shook and vibrated quietly. There was a weight upon your shoulders, the burden of life and living, which kept your head low as you stared unto that which allowed your existence. It held for a long moment in throes of excited inactivity, before you felt it; the first beat, as the world was enthralled in inferno. Were things always set ablaze in a cascade of golden-red flame? Was the world always rife with such power? You looked back unto your heart which beat and undulated with such vigor and ferocity, your eyes widened as you truly awoke to the world you now lived upon. You tried to place it back within your chest, but your heart did not fit. It was not meant for you, yet it was yours. You shrieked, your scream otherworldly and nearly demonic- it was the scream of a beast, not any descendant or creation of them. And yet it called, your own alien cry lusting for something which was not yet there, that which you did not know. It burned your body as you were enveloped in the flame of otherworldly sorceries, your senses coming to as your hands trembled upon your chest, your heart pounding irreverently. You felt as if you could still hear the cry in the distance, as if it were a whisper upon the wind. Your senses rife with anxiety and unease. Were you prepared for what was to come?
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any1 else fighting on the frontlines of wakistan
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big 🐸 W any /aemob truthers in chat?