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squakhawk

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  1. Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.
  2. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
  3. this is absolutely fantastic i love to see metrics like this. I'm hoping to see things move on forward a lot. Keep it up dudes, hoping that the new content creation stuff goes well! I'll be working hard on my piece.
  4. Arcane Scions Background/Origin The choice of strength and magical prowess is one most fundamental to crafts of Voidal provenance. It is a burden chosen to be beared by every magus with their initiation, a price to be paid to become attuned to the arcane potentialities of the Void. Yet there remained those discontent with this wretched curse craving a means of redemption so as to harness the best of both worlds, and thus came the birth of the Arcane Scion. Like numerous other feats of higher arcane sorcery, the true origins of Scions are ambiguous at best. Thought to have first been pioneered by disgruntled mage-turned knights of Skravia who desired to return to their martial roots after years of horrific servitude, Arcane Scions are the culmination of these efforts, an equilibrium reached between physical competence and spell potency. Knowledge of the craft soon spread and permeated across prolific sorcerers across the realm, becoming extensively employed by knightly legions led by battlemages such as those of Rivel, the fabled Judi, and now the descendant flock. Magic Explanation The Imperfect Soul The Arcane Scion is a rejection of The Void in it’s traditional practice, an effort to attempt to utilize The Void’s boons in a different manner unlike what has been known and practiced for centuries. In an attempt to take an intermediate stance between the immaterial and material, a Arcane Scions utilizes The Imperfect Soul as a method to realise their intent. The Imperfect Soul is a Scion’s soul after it finds itself under extreme duress with The Rite of The Voyager. The soul of the Scion is rendered then partially sealed of Voidal Poisoning, the tear once previous mended partially to allow for a weaker form of voidal casting, in exchange for various boons granted; a far more stable connection, lessened voidal poisoning, and so on. Most importantly, the Soul of one is rended partially, the extreme stress brought on by the Rite causing one’s body and soul to partially split- explained further in effects below. - The Arcane Scion is the voidal opening within one’s soul being partially sealed, maintain by the potency of magic which would constantly seek to break it. - The Arcane Scion requires 3 slots dedicated to Voidal Magic to learn. Arcane Scions will lose their ability to practice if they lose knowledge or practice of Voidal Arts. - The Arcane Scion is self-taught, initiated through ritual. - The Arcane Scion is a Feat and one would make an app for so. This app requires aiding-magi to place their approval on the FA. - The Arcane Scion is mutually exclusive with other Voidal Feats (Eminence, Artificery, Voidstalking) - An amended connection allows Arcane Scions to experience reduced voidal poisoning, and a much more subtle connection to the void, in exchange for a weakened potency in their casting- such as a 6 meter range of spellcasting, a halved manapool, and only ability to cast spells that have a mana-cost of Tier 3 and below. Connection Becoming an Arcane Scion through The Rite of The Voyager is akin to disconnecting a voidal mage, although only partially- it is creating a nonpermanent seal upon one’s opening to the veil, a stitching which will never fully heal so long as the user remains their practice. Yet, keeping themselves from overexertion, allows that seal to stay- and thus, their practice a tentative, delicate balance so easily undone. The Rite of The Voyager is a ritual discovered in years past, an imperfect ritual which continues to evolve and practice as it endures onward. “The Voyager '' is representative of the voidal magi, forging a path and making new ground as they tentatively find a new medium for Voidal Magic. Requiring two additional voidal mages and a voidal construct (Obelisk, Tear), or alternatively, a single Voidstalker may facilitate an entire ritual. The Rite involves two voidal magi and a voidal construct. The construct will maintain a stable connection with the user, acting as a sort of ‘lifeline’ throughout the ritual. The user would then begin experiencing a draining effect by two voidal magi who would sap mana from the user who would maintain an open connection. Doing this, the magi would be put under extreme duress as their voidal connection is partially sealed, yet mana continues to flow- the tear in the soul which allows the voidal connection yet remaining open, as opposed to closing which would normally be found in those who would cast Voidal Arts. Often the rite is unsuccessful, and with certainty- failure or not- the one undergoing the rite goes through traumatic and dramatic change. Should the rite be unsuccessful, the failed-scion would find themselves suffering from complete exhaustion for a full year (1 OOC week), with the inability to cast Voidal Magic through that duration's entirety. As difficult as it is to attain, it is easy to lose. One may lose their status as Scion should they begin overexerting themselves and undoing their mended soul by casting oncemore. This is as simple as using a muscle which has been deliberately controlled, and exerting it. This does not mean one may overcast in exchange for dropping Scionry. This is simply an explanation as to how the user may drop the Voidal Feat, and may not be utilized in combat. This may bear repercussions at later tiers. The Voidal Capabilities of the user are as well limited with the invocation of the rite. The Voidal Connection becomes much less unstable, and caps the user at casting spells with a Tier 3 manacost or below, with a much smaller mana pool- half that of normal. Furthermore, with a maximum of a six-meter range for a spellcasts, the arsenal of a Scion is somewhat limited without inflicting self harm- something they are not immune to, and are much more susceptible to given their close range. Aswell, one still requires focusing- albeit minor- to cast their magic. An Arcane Scion may not make use of Arcane Foci. The range of a Scion will remain capped at [6] meters and may not be increased by other means. An Arcane Scion's Voidal Connection is much more subtle and unperverted, which allows them to utilize Voidal Magics with a much less debilitating degree. At the exchange of a much more stable and sustainable voidal connection, it is significantly weaker and far less volatile than the standard Voidal Mage - hence why their manapools are halved, and spells, limited to Tier 3 or below. Physical Effects With The Scion’s physical form somewhat separated from their soul, there is both new consequence, and detriment. To begin, one’s Voidal Poisoning would weaken. Stamina and strength return to the absolute maximum, the peak of the descendant’s race. This cannot be modified by any means magical or alchemical, given the enduring presence of their voidal connection, even if weakened. Yet, this does not free them of their burden. The Voidal Poisoning experienced by a user is mild, albeit still there. Wearing more than a heavy chestplate with medium armor-pieces, a Scion would find themselves far more quickly exhausted, and unable to cast magic. Second, the mended soul is not without consequence. Soul-afflicting spells or effects, such as Malflame, Dragonsflame, and so on, are debilitating for a Scion to experience- any direct hit of so upon their flesh, even in minor amount, would cause them to link with directly once more with their soul for a brief moment. This causes the Scion to be stunned for a full emote (Or a few seconds in narrative), breaking any focus, connection, thought or action they would be or might have been performing in that time. They however, do not experience any increased damage from the soul effect, simply a stun, interruption, and agonizing pain. Following this rejoining of soul to body, the soul remains within the body as it recovers, preventing its distancing or application otherwise for a brief period (remainder of the encounter), and equally preventing the Scion from experiencing such a intense, stunning agony for that time until the soul recovers and relapses its distance from the body. Mental Effects The mentality of a Scion is extremely troubled and disconnected. With their soul lagging behind their physical form, a Scion may seem distant, awkward, and unreceptive. Though their body and mind are in real time, they may seem somewhat disconnected from the true personality of the persona they inhabit. With such, a Scion may come often to delusions, fallacies, or conflicts of self with extreme insecurity and they would often be uncertain whether their thoughts are truly theirs, or merely instinct. Consequently, a Scion would always seem to act irrational and rash, or cautious and indecisive without much in-between. The question of free will would always be at the forefront of a Scion’s mind, whether or not they are truly themselves- as natural instinct would come moment before what the true psyche would yield. With so, in total, a Scion may have the following changes in psyche; - Horrid indecisiveness, the inability to make decisions, particularly under pressure; exclusive with rashness - Rash, primal impulsiveness, the inability of foresight and forethought; exclusive with indecisiveness - Ego death, the loss of persona and character - Dysphoria, the uncertainty of whether thoughts are logical or emotional - Easily impressionable, the inability to discern right and wrong, to make opinions of their own - Though they may not be, a Scion may develop a multitude of personality disorders that associate directly with their response to the amended connection - most notably, Borderline - Personality Disorder, Schizotypal Personality Disorder, and Dependent Personality Disorder. Redlines -Scions may wear a heavy chestplate with medium armor-pieces at a maximum. This is classed as [Heavy Armour] as per techlock guidelines. Abilities [Passive [Noncombat]] - The Distant Connection Bearing a connection to the Void suspended in a precarious equilibrium, the martial Scions are granted further resilience to harm that may otherwise disrupt and even debilitate the average magus. A Scion has a much more stable and focused connection, able to withstand minor wounds, cuts, and bruises without breaking connection. However, solid strikes upon the body of any weapon class, loud sounds or sudden intense stimulus would break connection as normal. Redlines -A “Minor Wound” is defined as a simple hit taken, such as a graze, a parry, a blocked attack, or glancing blows. Wounds which would be sustained from something as simple as a hit with a mace, a stab with a dagger, or a cut of a sword, are not considered “minor wounds”. Pebbles and similar spells or effects would not break connection. - All movement rules while casting a spell apply. - You can maintain your voidal connection while sprinting, but cannot charge nor cast a spell while sprinting. -Dodging does not interrupt spellcasting -Spellcasting takes, while only a minor amount in this lore, still focus. One would not be able to dodge something like an arrow, multiple attacks, or a surprise attack while connected. -If/when a Scion is wounded, their connection is broken upon that emote. Their spell would fizzle out and they would have to connect in the next emote. -If disconnected, one can reconnect after an emote as with normal connection lore. - Due to the Distant Connection, charging a spell may be done as its own separate action if connected to the void. This may not be done during the same emote one uses their action to sprint however. Sprinting interrupts charging your spells. Charging while attacking with melee or other mundane means is permissible. - Due to the intensity of Combat a Scion is incapable of simultaneously casting a charged spell, and doing any other significant action in the same emote [i.e. attack, block, sprint]. Casting constitutes as the primary action per standard rules. Spells that have an overtime effect such as Enwreathe and Smokescreen, etc. may be deployed as a cast and then, during the following emotes, the Scion may attack or engage in other primary actions while maintaining these effects, provided that Voidal Connection is maintained. - Establishing or re-establishing a connection to the void still constitutes its own own action. This means you cannot swing a sword, sprint, etc. and reconnect to the void in the same emote. - While able to learn and master spells above T3, Scions are limited by their manapool and can only cast spells which equal to T3 in cost or below. That is to say, if there were a T5 spell which cost the mana of a T2 spell, they could cast it. Spell modifiers which are above T3 can be used so long as the spell they are used on does not exceed T3 in mana cost after the modification. These modified spells are still considered the tier of the modifier for the intents and purposes of interaction with abjurations and other lores. [Passive [Combat]] - Soul Lag A terrible consequence of the duress upon which the souls of Scions forever suffer, Soul Lag is the mild weaponization of this unnatural state of being and an impromptu pioneering of the first Scions of Skravia. Perceived as an artform to be refined by those more seasoned, this trait causes the Scion to manifest an ethereal afterimage which haunts every action they take. A Scion may have a sort of “Shadow” of itself which mimics it’s actions, a few seconds behind. This shadow appears in most actions a Scion may take, from something as simple as picking up a cup, to swinging a sword. The Soul-shadow which appears would be an intangible being of force, unaffected by means of combat which do not afflict the soul directly. When in action, a soul may repeat the last nonmagical emote (or few narrative seconds) of the Scion exactly, at a quarter of the strength and force a Scion had initially applied. Redlines -Nonmagical in the context of this spell means anything utilizing magic. This means with enchantments, a Shadow may not activate or utilize an enchantment, yet may wield whatever the enchanted object is all the same without its effects or activation. -Soul Lag counts as a minor action if using CRP rules. If they have been updated since their original iteration, this redline is to be revised. -Soul lag had a range of wherever you were last emote, and if using a projectile, wherever exactly that projectile was fired, regardless of if line of sight is currently maintained. -A Soul-Shadow is heavily telegraphed, given the user has taken the action, and the Shadow repeats the exact motion seconds (noncombat), or one emote at maximum (the very next emote after the copied action during combat), later. -A Soul-Shadow would last only for the action it is copying. It would then take an emote between actions for the shadow to come out once more- meaning, a shadow may not act as a second persona copying the actions of the Scion an emote behind. -Soul Lag cannot deal a killing blow. -A Soul-Shadow hit by a soul-afflicting spell or magic (Dragonsflame, Malflame, etc.) would stun & interrupt it and the Scion, and inflict a twice as agonizing (Meaning, completely debilitating), pain upon the Scion. A Scion struck by a Soul-Afflicting spell or magic will find their Soul Lag does not remanifest for the duration of the encounter, preventing this stun from occurring more than once per encounter. -A Soul-Shadow never (Or rarely) appearing in combat with something which may affect it would be considered powergaming at ST Discretion. Soul Lag must manifest at least once every [4] emotes within combat, regardless of who the Scion is fighting. -A Soul-Shadow may often take periods between manifestation when not under duress. Thus, meaning it does not have to be emoted doing mundane or simple tasks and scenarios (E.g. you don’t have to emote a shadow constantly walking behind you.) -A Soul Shadow would always take after the original, unaffected form of the Scion, in an ethereal light of the Scion’s aura colour. They would be easily transparent and would not block line of sight in the slightest. -A Soul Shadow would have any non-soul-affecting spell or material pass through them harmlessly. [Spell [Noncombat]] - Soul Control After a sufficient time of experiencing and utilizing Soul Lag, as Scion may employ their Soul Shadow in limited fashion outside of combat, to a number of benign or helpful ends. In two emotes [1 Connect + 1 Cast], a more autonomous form the the Soul Shadow of a scion may be made to appear before the caster, able to be commanded telepathically by the casting scion. Although it has limited intelligence, the Soul Shadow is able to do simple tasks such as playing cards or other games with the caster, simple forging processes such as hammering, or other flavorful mundane tasks. Redlines -The Soul Shadow cannot enter combat. Were combat to begin, the Soul Shadow would return to the casting mage. -The caster cannot see or hear what the Soul Shadow sees or hears. - The Soul Shadow cannot use complex tools or tools heaver than steel (e.g. magical tools, crossbows, potions, Blue Steel, Carbarum, etc) -The Soul Shadow has limited intelligence and cannot do more than flavorful, simple tasks that the caster is already aware of. -The Soul Shadow cannot speak unless the caster speaks, in a mimicking fashion. -The Soul Shadow cannot go through or be summoned through walls or any barrier the caster cannot go through. -The Soul Shadow cannot go further than 10 meters from the caster before the connection is cut and the soul returns to the body of the caster. [Spell [Combat]] - Limb Lag Alongside their masteries of Melding the inanimate and unfeeling , an amputee scion may push the limits of their arcane a step further to form a temporary replacement for long absent limbs. A scion who is missing an arm, leg, hand, foot or any number of digits may pair their Melding and Soul Lag abilities to uniquely compensate in battle. In [2] emotes [1 Connect + 1 Cast] during which the scion must stand completely still, one may form a temporary extension to an amputation site which is not freshly injured or already home to an artificial prosthetic. This replacement limb, spectral and arcane, manifests in accordance with the scion's anatomy and whilst their "Shadow" will noticeably now lack these body parts, rendered incapable of executing Soul Lag actions that require them. Limb Lags (of which a scion may create no more than two) are temporary, strenuous expressions of a scion's mana and fractured soul. Whilst having no effect on a scion's stamina or spellcasting in the moment, the spiritual strain a Limb Lag places on a scion's fractured soul makes them impossible to maintain permanently. Whilst they cannot feel pain from mundane means, a Limb Lag is always physical and tangible, mirroring the strength, speed and dexterity of the scion's organic limbs. The arcane itself is no more dense than flesh and bone would be and, if damaged to any extent that would disable a mundane limb, will de-manifest in its entirety, requiring the ability to be re-cast. Though the limb cannot be abjured, other magic-disrupting blows such as from thanhium, null arcana or auric oil treated weapons will also cause the Scion to feel the same pain as if struck in their physical flesh before de-manifesting it as normal. Limb Lag will always appear inherently 'magical', radiating the scion's aura about a translucent and untextured cast of their lost limb, though its aesthetic may be uniquely styled to fit the scion's arcane specialisations should they so choose: -Illusionists are capable of recolouring their limbs as they please, as well as turning them opaque and dull or radiant and fractal. A limb cannot be disguised nor camouflaged this way, however. Nor may it be made to appear mundane. -Transfigurers are capable of touching a mundane material and absorbing its texture into their limb. For instance, by touching iron and making their limb appear rusted and metallic. This has no functional impact on a limb's actual composition or utility, . -Translocators may have gaps in space along the length of their limb, where an elbow might disappear into one rift whilst a forearm re-emerges from another. These rifts may be no more than three inches apart. The volume of the limb will lessen and adjust its structure to accommodate for these rifts, meaning its overall size and shape will remain the same as if it were mundane. -Elemental Evokers may retexture and animate their limb with their chosen element. Flaming limbs will give off light and be warm to the touch. Frozen limbs will be reflective and cold to the touch. Earthen limbs will be jagged and coarse. Air limbs will howl and chime when moved and billow at the touch. These effects may vary with different expressions of said evocations, though will never reach combat relevant extremes (E.G. flaming limbs never be hot enough to burn someone). -Conjurers are capable of forming fleshy circulatory networks beneath the translucent surface of their Limb Lag. All other attempts to augment their limbs would fail, however, as they are forced to instead utilise their jing ability as normal. -Limb Lags are strictly temporary, and cannot be permanently manifested. They will last the full duration of a combat encounter as needed and will always be conjurable when required in life or death scenarios based on instinct, though without immediate threat/ out of combat the limb can only be retained for one OOC hour at a time. -Limb Lag cannot be used on fresh wounds nor internal organs. To create a replacement, a severed limb must have had time to stabilise and scar. That is to say Limb Lag could not be used to replace a limb cut off in the same combat encounter, nor could it be used to 'heal' or bandage a scion in any way. -scions who are simultaneously Amputated mystics or possess any form of prosthetic on their desired limb (animii, golemancy, et cetera) cannot utilise Limb Lag in tandem. That is to say this ability is reserved for scions which choose to forego a limb in their day to day lives, only manifesting one when it is crucially needed. -Limb Lags share all of the vulnerabilities of the scion's remaining Soul Shadow. For instance, if a Limb Lag is burnt with malflame, the Scion would be stunned and interrupted, causing the limb to de-manifest and afflict the scion with double the pain usually experienced by said magic. -Whilst a Limb Lag cannot feel pain outside of the aforementioned, it can still feel strain and fatigue like any other limb. Limb Lags are only as strong, capable and hardy as the scion's physique would allow their natural limbs to be. -Limb Lags cannot be conjured in space, and must be attached to the site of a prior removed finger, toe, hand, foot, arm or leg in accordance with the scion's anatomy. Only two 'major' portions of a Limb Lag may be created at a time, such as a replacement arm (any proportion), full hand, leg (any proportion) or full foot. Any amount of 'minor' proportions of a Limb Lag can be created such as fingers and toes as well as strictly aesthetic 'filling in' of scar tissue, missing ears, eyes, noses et cetera. Only the aforementioned fingers, toes, hands, feet, arms and legs created by Limb Lag may be functional; a replacement eye could be conjured with Limb Lag for aesthetic purposes, but a scion would never be able to see with it, for example. -Instantaneous changes to Limb Lag made by the scion's other voidal magics are intended as strictly aesthetic, and will have no bearing on a limb's strength, endurance or density nor provide any combat relevant benefits. -Tier 3 [Spell [Noncombat]] - Arcanic Meditation Arcane Scions with their augmented connections are able to induce a deep state of rest upon themselves in a feat of lesser mentalism, often employed by Scionic Spellswords in the midst of sieges and sorties where proper rest is often a luxury. A Scion is eligible to enter a much deeper state of rest than a normal descendant, in rather quick fashion. In [1] emote [1 Connect], a Scion may enter a deep state of rest, to act as a physical and mental recharge. During this, their Soul-Shadow would float above them as a representation of the rest. During this rest, a Scion is completely unable to react to any outside stimulus, almost in a comatose state. Coming out of rest, a Scion would be very well rested and recharged, but drowsy and ineffective for combat for [3] emotes, for a few narrative minutes, afterward. Redlines -Arcanic Meditation does not regenerate mana, spell-slots of any kind, wounds, enchant-limits and so on. It is simply a meditative-like sleep. -A Scion’s Soul-Shadow may be struck as normal while in this state, and would by no means disappear or react if something were to happen otherwise. -Arcanic Meditation would act as a pseudo-sleep, and would take at least four narrative hours to bear it’s benefits of rest. [Spell [Combat]] - Melding Adept and experienced in combative and generally impromptu magics, melding is a trademark capability of Arcane Scions, serving as a useful tool in battle as a crossover of transmutation and ancient arcanism. A Scion may be versatile in situations where required. Using pure mana, one may make minor adjustments to existing objects. After [2] emotes [1 Connect + 1 Cast], one may make a temporary (until the end of combat, or 10 minutes in narrative), amendment to an item already existing up to 1x1x1 meter in size in total. An example of this may be adding more grip and blade to a dagger to turn it to a makeshift longsword, or patching damaged or incomplete armour with an arcane protection. Redlines -An Melded item would only last until the end of combat or for 10 minutes in narrative. -Only one item may be melded at a time. -Given the temporary nature of Melded items, they are obviously not ST signed. -A Melded item may have it’s amendment broken instantaneously by means of Abjuration or Thanhium. -Given the clunky nature of quickly changing the purpose of an item, it is likely that item will be ineffective as it’s actual counterpart. (E.g. a dagger with an extended blade and hilt would not be as durable, wide, or controllable as a shortsword, making them non ideal) -A Melded weapon, being entirely made of mana, is able to harm beings weak to voidal magics the same way as any other spell. (i.e. Feeling like a hot iron.) -A Melded item would only be as hard and durable as its steel counterpart at most. -The larger an amendment made, the more mana this spell may take. At its maximum, a full meld would expend as much mana as a Tier 3 spell. -A Melded item would appear as an ethereal (either partially, or fully) extension of the original item, and would bear the aura colour of the Scion. -Melding cannot create objects with Melding, only amend them. -Most melded items will be not nearly as effective as their proper counterpart given their makeshift nature. However, items specially designed for melding may function as normal- at cost of being impractical or outright unusable without its application. [Passive [Combat]] - Vent An involuntary and reflexive response to regions of excess mana, the bodies of Scions expel this undesirable surplus in the form of concentrated fumes of aura in order to prevent disastrous and even fatal destabilisation of their precarious condition. Susceptible, are sions to what would benefit other voidal magi- given the absolute stability needed to maintain a Scion’s partially sealed connection, any overflow of mana may be damaging. While with an excess of mana (Via Tear, Node, Hearth, So on) for a prolonged period [3+ emotes], a Scion would need to vent off the excess in order to maintain their stable connection, in a gradual and gentle manner. A Scion, passively, may vent pure mana via a freeform tell which would manifest in their aura colour. Redlines -Should excess mana not be vented (or in the process of venting) while under effects of excess mana, a Scion would find themselves effected by Voidal Poisoning as normal, -Anything which may replenish or fortify a mage’s manapool would require Venting while under it’s effects for [3+] emotes. -If stepping out of the radius of a fortification/replenishment of mana, the mage would be required to vent for [3] emotes afterward. -Given the excess and overflow of mana given by Venting, beings such as The Afflicted would instantly be able to tell the voidal presence, even if the vent is subtle or hidden. -Venting may be done in a freeform manner, such as aura burning from the eyes or from the Scion’s whole form. -Thanhium upon a Scion’s person would become steaming hot while venting, [1] spellcast of the Scion or directly hit causing it to superheat, and [1] additional spell causing the Thanhium to melt. -Venting may only be done in presence of a tear, hearth, node/hollow, obelisk, or Voidstalker and their respective radius. Tier Progression Tier 1 A Scion would have the mental and physical changes immediately take shape, thought the mental changes would be slower to onset than the physical. They would be eligible to utilize Vent and The Distant Connection. This tier lasts two weeks. Tier 2 A Scion would have the mental changes arrive in full swing, though if disconnected, they would slowly recede over time. A Scion is eligible to use Soul Lag and Arcanic Meditation. This tier lasts two weeks. Tier 3 A Scion would be at full stability, attenuated to their new connection. Even if disconnected, their mental effects would be permanent, and the Scion would count as having a Tainted Soul. They would be eligible to utilize Melding, Limb Lag, and Soul Control. Purpose From my perspective, I’ve seen significant complaint about the weakness of Voidal Magi. With a (hopefully upcoming) minor amendment to Connection to return it some strength, and some hopeful additions to Evocation & Eminence which should likely aswell be coming soon, I’m hoping this can finally put an end to it. While Voidal Magic has had significant addition, it did lack a powercreep which I deliberately kept it away from in worry of a lack of study. Voidal Magic (I personally find) is heavily underutilized because of a terrible theorycrafting plague that people are fully convinced they will lose no matter what because they are weaker. Frankly it is frustrating when I have no sample data to gauge how strong voidal magic is. With this Voidal Feat rounding out the main Archetypes of magic, and amending Voidal Poisoning to allow a spellblade like archetype, I’m hoping that I’ll see more conflict and roleplay to come from this Voidal Feat. Credits SquakHawk (Writing) Johann (Writing)
  5. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  6. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
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  9. did you really @ the entire story team in the staff discord to decide to make this post
  10. Discord: squak#8441 IGN: squakhawk Skins: Lannister, Creed Lannister; 300 mina Creed; 500 mina Conversion: nop! creed was outbid previously so i'm just reposting the total post to be safe :)
  11. This lore has been denied. We're looking to tighten standards on Eco Creatures given the slow overgrowth of posts which have occurred, while we are looking to fill out our world with unique and interesting creatures alongside the mundane, this creature is far too similar to a piece accepted some time ago called the Dwarven Riding Beetle, which fills this piece's intended niche quite nicely. In any case, thank you for your submission.
  12. Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.
  13. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
  14. Discord: squak#8441 IGN: squakhawk Skins: Lannister, Creed 300 mina/each Conversion: nop!
  15. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
  16. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  17. Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.
  18. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
  19. combining with @Delmodanas my last longstanding predecessor this i think makes for write #19 cant wait for the twentieth
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  21. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  22. everything wrong with the server one way or another relates to @Heero

     

     

  23. alterac valley roleplay

    1. Nug

      Nug

      zug zug

    2. squakhawk

      squakhawk

      when the **** did i type this status update i dont remember this

  24. squakhawk

    ST Nodes

    Cooldowns for a long time have had hidden additional days to vary cooldown tacked on. Very recently have we added greater variance to this. Not only this, but typically nodes are rather unrewarding for people going to solo-harvest- aswell limiting them, as the same individual/group can be on one cd at a time. This allows for greater variance into who collects nodes. The simple issue is that people spend too much time for grab these things, and camping them- no matter the cooldown, the unpredictability, the restrictions, people will always camp. Simply put, it will never change, no matter how we change the system. Which we do, greatly. The greatest bad-faith-manuever we've seen is players breaking nodes others have collected, with knowledge that another will popup somewhere else. Thus, we aren't replacing nodes being destroyed for the time being. Battle Nodes are and have always been a successful system, but no ST has the consistent time or patience to answer to every single-harvester with an entire event, even if small. Not only this, but the greatest detriment is that the player comes back a day later, or comes back with a rally. No consequence but time wasted on the ST's behalf. pls dont use wandering souls Materials are greenlit for rewards in events, which has been done in the past albeit sparingly- publicized cooldowns are and have been a nightmare despite how entertaining they may be. Battle nodes are Tier 3 nodes, which explain the better droprates- and they're ran on a volunteer basis, and the ST that run them do quite enjoy them- i'd rather than force more on them to spread them thin given how impatient some players may be. Your last paragraph is for the most part true, in any case. There isn't an easy or a better way to do this. Not one which works for everyone. Simply put, the best that could be done is that knowing sure, these materials are special, but they're still there if you harvested them or not- which means roleplaying by getting them by trading, fighting, so on. After trying out the mini-system of publicized CDs for Lightstones, while they work, it's simply because paladins aren't going to fight one another personally about it, and they'll just harvest it at the witching hour the day it's off. Your TLDR is for the most part right, and the system we're following. We're working (rather, waiting on techs, for nearly a year now) on having Tier 3 nodes automated, but we've had countless roadblocks put in our way on that technical side. Implementing them would probably diversify a bit the variance of nodes and who's harvesting them, but I'd not add 6+ more nodes on a (statistically more often) shorter cooldown than normal to exhaust the team more than needed. While not every st will agree with my opinion, its the simple, frustrating truth. If there are workable suggestions, or suggestions granted, we'll gladly implement them. But in most capacity, the options we have gotten or want are implemented. In any case, I'm sorry this isn't the answer you guys probably wanted or expected. If there are any suggestions on this thread (now knowing the policy above), I'd be glad to hear them out- here, pms, forum pms, so on. But really, it is a system I want and have always wanted to improve, I'm just completely stumped on how to do it.
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