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squakhawk

Story Administrator
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Everything posted by squakhawk

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. A Hero threw her hand's up in the air, frustrated! The Aeldinic knight cried aloud to the annoyed investigators she was 'hired' to protect. "She said she was undead! We saw more blood in her house than at a butcher shop! But NoOoOOOo, it is us who get banished for a week!"
  6. 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.
  7. Application ((MCName)): SquakHawk ((Discord)): squak#8441 Name: Anethra Uradir Age: 292 Heritage: Mali'thill Affinities: "Many"
  8. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  9. Lore has been implemented on the Cannibal Alchemy Post - https://www.lordofthecraft.net/forums/topic/194404-✓-reagent-lore-cannibal-alchemy/
  10. 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.
  11. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  12. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  13. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  14. Story Update - Summer Hello everyone, squak and Lumii Story Management here. It’s time for another story update. It’s been a while, and we’ve got a new dictator admin leading the team. Here’s what we’ve been doing, and plan to do, in the coming months. Ecosystems We are going to be doing a major update on ecosystems on LOTC. In the past, it’s been rather vague what creatures or flora exist in certain spots, or if they exist at all. Our plan is to create a post which outlines all of these facts -- where certain flora or fauna exist, what their effects are, and how they can be used in player-run events. There will still be the opportunity to submit new, unique submissions. These new submissions, however, will not be elaborated on in the post, instead just having a link to their respective lore (where these things should be outlined, anyways). This project has already been started and a bestiary post will be put out soon. We’re also going to be working on cleaning up older pieces that fall into these categories, and updating the more meaningful ones (like voidal horrors and dragons, for example). Lore Criteria & Submissions On the topic of submitting new lore pieces, it will be good to note that we plan on updating the submissions forums. Over the years, the standard for lore has raised and what is expected of a piece has changed. The forums, however, are a little outdated and need to be updated with what the LT currently expects from new pieces. There are a few unfollowed & unimplemented rules from past administration that need revising. We’re hoping this makes it easier and more clear as to what we expect from players. As well as the usual guidelines we expect people to follow, there will be a more general ‘thoughts’ category -- this will help show the way the team tackles lore pieces, like what and how they look for things when reviewing. Aswell, we’ll be delving into dogma on lorepieces, and what’s been observed throughout the years as successful and unsuccessful strategies for implementing and writing lore. There will be both specific, and broad examples. We’re hoping to make things much more clear in the future to ease the process both for the LT and the general playerbase. Nodes It’s time to add some more nodes to the server. If you fancy taking another trek around Almaris, you might stumble upon a Lightstone, Kuila, Quietus, or Titanseye node. These will all be automated (kind of like the vortex nodes that we’re all familiar with), and have a personal cooldown. You might still have to worry about a bandit camping the node, but no need to worry about it already being harvested with Personal Cooldowns. We’re going to be closely monitoring the amount that can be harvested from these and you can probably expect changes as we tweak it to prevent an overabundance of these materials. These will be implemented in the very near future as the plugin becomes functional oncemore. Tier 2 nodes are also being introduced as well. These will be player-signed nodes, solely for the purpose of environmental flavour and adding interesting pieces to the overall environment. You might be wondering what’s going to happen to Carbarum -- which was originally planned to be one of the tiers in vortex. Carbarum will be event only. There will be no Carbarum 'node' on Almaris. Carbarum is exclusive to meaningful events and expeditions. Events that involve Carbarum will have a lot more depth to them rather than just coming to pick up your fancy material. There will be dynamic roleplay which happens, and Carbarum may not always be guaranteed. The ST feel it is best that this material is reserved for eventlines only, such as the battle-nodes which ET have been picking up fantastically as of late. We’re recruiting. The LT is recruiting. We’re specifically looking for talented people who are interested in writing heavy projects with specific directions in mind. We also need a few more people who are interested in providing reviews and feedback on lore. If you think either of these are something you would be interested in, throw up an application and we’ll be reviewing them soon. Don’t be afraid to put up an application and see how it goes. The end of Alchemy & Botany Mags Alchemy and Botany as a subgroup has been somewhat slow for some time, albeit, it had far-completed the expectations given of it when it was initially tasked around the first Alchemy & Botany rewrite. Thus, it has been merged back into regular Loremags, and submissions are still, and should always be open for Alchemy and Botany. MArts, given their individuality and the rapid-speed of their reviews, are still held to their own review group however. Feedback noted. We’re taking team-wide performance feedback. We will be linking an anonymous poll to see what areas we can better work on going forward. Admittedly, we have grown a little complacent as of late, but our new dictator admin is whipping us back up into shape. Please be as honest as you can on this form. It is for the better of the team, and the server. Your answers are not connected to your name, username, or IP in any way, shape, or form. We ask for your name if you wish to be personally contacted about your feedback and suggestions. Any comments, criticisms, thoughts and opinions can be shared here or on the thread below. We ask as many players as possible to please fill this out. https://forms.gle/isNVc74jNKz3ypR57 Voidal Project Ends The voidal project is finally coming to an end. A huge thank you to everyone who helped out, and specifically the following folk for their diligence and effort throughout the project: Dibley Johann Kalehart Zidoax Pundimonium Witchlore Auric_Saint LT did surgery on a grape At the current time, ST is rather proud of the current state of lore, although we’re constantly looking to improve in any way we can. For the last year, ST has radically changed and shifted in identity and outlook on lore, from Flamboyant’s harsh and two-dimensional attitude on lore and the loregames, with how players handle it and ST’s involvement, to the modern supportive attitude it has now. Recently, Lore Management has been implementing slowly and subtly a system now coined Lore Surgery. Practically, it is a list of hard-defined rules, tools, and outlines we use in lore protocol to help lore. With help of the ST Administrator, Lore Surgery focuses on rehabilitating lore and giving it every chance possible to succeed- as opposed to endless shelf, rewrite, denial and acceptance loops many find themselves in. This can range from extra grandfathers, more TA slots, event-related injections of MAs/CAs, and working with or without ST on amendments needed for the lore as problems or issues arise. We’ve been implementing this lore protocol since March and have found grand success in it’s implementation so far, thus making it official. If you are curious of which lores have currently undergone in some form Lore Surgery, the list goes as follows. Affliction Anthroparions Arcane Displacement Chi Frost Witches Mysticism And a few more (unnamed) in progress, although policy has lined up for success. It may be worrying to some, particularly tight-knit communities and loreholders who wish for their lore to be unaffected by change. It is with merit we say for each of the above, in direct and loggable capacity, loreholders at the very least are notified of the current state of their lores activity. Administrator ScreamingDingo Management SquakHawk Middle-Management Kalehart Spoons Lockages Pundimonium Disheartened Lumii (Thank you for writing this post!!) A special thank you for exceptional and hard work goes to all those who'd helped in all the projects we wrapped up during the Spring and Winter. The Racial Project, Voidal Project, Lore Rules Project, and so many more- the team could not be possible without you.
  15. you really shouldve listed this as not an st official thing but here's some factual opinions and epic thought from the lore manager's perspective after doing this for what, a yr and a half now I'll preface my thoughts with this. 1) One of the primary reasons modern necromancy exists, is due to the second grandfathering. After Dardonas left due to huge irl obligations and Sliceman fell off the face of the planet, myself, and a few others, were grandfathered to Tier 5 and given TAs- Students of Dardonas, for the most part. I was given the option to shelf necro, but given it hadn't even got off its feet- I wanted to help it, and so I taught a few students, who in turn taught a few students, and are effectively the fathers of modern necromancy. 2) After dealing with probably one of the most tumultuous periods of lore pre, during, and post loregames as manager and not, I've got a lot of speaking power on the subject and have a lot to say- I'll detail further below. Let's begin with obvious issue. The current necro lore is problematic, yes. It's two most glaring issues are the inconsistency between the guide and the lore, which has spawned countless confusions, and the poorly written Simulacra which makes Liches and Darkstalkers tedious, and rare. Those two aside, let's dive a bit further. Necromancy is without doubt one of the strongest magics on the server. Singlehandedly with corpsecrafting, being able to have something akin to an undead golem-olog, and a humanoid- both of which are capable of having multiple appendages, fully customizable weaponry and armour, and are absolutely unaffected in any notable way by Aurum or Holymagic. While one may not play a "Swordsman" necromancer, they very well may be accompanied by additional darkstalker(s), which while tedious to make, are still additional capable undead. I draw a lot of lateral comparisons between Necromancy and Mysticism. While Mysticism has more strength in player-controlled Eidola, these Eidola have significant drawbacks and weaknesses completely unfound in Necromancers, their undead, and their creations. Mysticism, while hosting a more focused lore, has performed significantly more in a far shorter amount of time than Necromancy could ever hope for. Consistent and numerous amounts of player conflict, inter-magic conflict, and noteriety, Mystics have done what Necromancy was meant to do, without even attempting to do so. Necromancy, in the entirety of it's iteration, had one major instance of player terrorism- in which while indeed, the sore players involved did attempt to metagame and ruin the players (Going so far as to propose rules that exclude certain playerbases at large from having villainy performed against them, even when it was OOCly consented by the players), and indeed that did put a dent in Necromancy's momentum- When the material incentive (lifeforce) was dismissed due to now knowing Necromancers could drain one another, the incentive to interact with players was gone. Necromancy lore allows for rituals to thin the veil of dead and undead, has huge cultural tie-ins with Rh'thoreans and their roleplay, references to The Red Faith in it's modern dogma and to wreak havoc- yet, it hasn't happened. Now, let's look past Necromancers, into the playerbases. While mostly involved in Oren, and many in said nation having a deeply flawed concept of magic and it's interaction upon the server (as seen with multiple instances of certain darkmages in the nation being metagamed and powergamed against), alongside the issue of a highly outdated idea of magics (With some going so far as to say it takes a long time to learn magic, or that they may get "one shot" by spells which don't exist), it isn't impossible. While the headache is indeed annoying, the ST have taken a much harder stance upon metagaming and powergaming, both in and out of magic, and have cooperated with moderation multiple times on punishing so. We've worked tirelessly to make sure any lore is played with and against fairly, and justly. While still we bump into issues, there have been significant improvements- and with written it "Forget-me" clauses in Necromancy, there is not much of an excuse as to why there has been no roleplay, particularly considering how other playerbases have succeeded to come through so- again, notably Mystics. Even so, there is always the rest of the map to interact with. A lot of people are at fault. Flam, for accepting an incomplete and unfinished lorepiece. Some playerbases and select players, who've repeatedly posed issue directly to Necromancy, but antagonist roleplay at large. Necromancers, for having a functional and opportunity-having lorepiece which enables them to be highly powerful villains with multiple methods of enacting terror (Plague, raids, draining, so on), who simply haven't. I've been looking personally a bit further into what could be fixed. Now, what could be fixed? I'll begin off the bat with a question and answer that seemingly comes up for any problematic or struggling lorepiece. Rewriting it won't solve the core problems. We have, and I have, seen multiple times in my tenure and under my management, that rewrites don't solve problems. I've noticed many trends, of which most I'll describe in an upcoming Story Project to be unveiled in the next week or so, but many trends which indicate repeat problems. Rewriting a lore is the immediate answer many playerbases have to magics struggling with activity, power, theme, and so on. Sure, a rewrite will iron out the inconsistencies with the guide and the lore, sure it might even make Simulacra a bit more interesting and easier access. But, the real issue lies within this- Necromancers already can, and will even in a rewrite, perform villainy and be successful and interesting antagonists. Modifications, while bearing drawbacks, allow for interesting niches and specifications. Black Alchemy has potions interesting and unique to it, practically re-written by Mordu so that it could function in modern alchemy. Maledictions allow for unique encounters and different ways to approach magic that isn't *casts spell. Simply put, the basis if all there. When people think Necromancers, I'll even go to my favourite two Arthas and Kel'Thuzad- they plagued and poisoned grain and water supplies (you can do that), you can summon the dead en masse (with groups of necromancers, you can do that), you can drain the populace of life and raise undead servitors, commune with the dead and so much more - The basis, the tools, are all there. It is simply by fault of Necromancers, and their antagonizing groups, that they haven't been utilized. A rewrite, if anything, would serve to temporarily (if at all), boost activity cultwise, which we aren't looking for since that has been necromancer rp for over a year, and perhaps that would be the extent of it. What necromancers need is a shift in leadership. Hell, even to split. To un-pk, requires a few friends- indeed, but regardless you will still, and always, be able to ressurrect. The goals of necromancers, to antagonized, to terrorize, shouldn't be solely incentivized by material gain- it should, as with the magic's utilization, matter upon the character, the cult, their ideals and dogma, their ambitions and wants. The Necromancers need to spread further, break the iron-clique they have formed unless it is broken for them, to use their magic and their characters to what they should be, what they want to be- not what they are. The magic does not make the character, nor does the magic play itself. Nor will it ever. It is dependant on driven players with interesting and developing characters who are not afraid to lose, to be involved in the story, to- even if they die- simply respawn, pick up their tools, and go at it again. A character which sits with the magic and simply waits to be called upon, reactively rather than proactively, provides and adds nothing but to be a background NPC, and when that is what the magic has come to- a dream of "What could be", it serves no purpose. This is what necromancy is right now. What could be. On a personal level, on a player level, and on a staff level, I want to do everything in my power to make it a simple- What is.
  16. 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.
  17. 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.
  18. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  19. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  20. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  21. An old, decrepit Vizier husked in shadow, only disturbed by candlelit flame, was bent over an aged and lightly waterlogged cushion-chair as he took quiet, deep breaths. The clanking of a steady march against stone quietly grew louder from behind the elf, as it eventually came to a stop but behind him. Unsettled, did an oustretched appendage covered in chain offer a scroll. Hera looked upward a moment to the noise, somewhat surprised as if he'd heard it but distantly - shifting rightward to view so. "Dragă, do not make me remind you oncemore -" he paused, before stretching his neck leftward- an old bone popping quietly as he did so. "Domn - fetch me my glasses." The elf called with some irritance, before taking the scroll, the limb shrouded in mail retreating back to the darkness of whence it came. He opened it, squinting and bringing the paper close in candlelight, the nails upon his wirey fingers longer than the distance at which he held the report. "Ah." He uttered, clearing his throat. "They desecrate and mock my son even after his death." The elder-Rh'thorean muttered, a brief bemusement coming to a face so unfamiliar to it. He looked across the table which held candleflame, a thin penumbra of a figure sat bit by his side as the brief amusement had ended, setting aside the jealous and childish writings of an admirer to the base of the candlestick which still burned yet quietly. He returned to solemn silence, waving off in some irritation a hollow figure which would hold his spectacles, before backing oncemore unto the shadows of the room.
  22. i also took it like 6h after work and i dont know what i answered differently but i guess im based at this very moment
  23. With solemn silence did The Herald scratch his chin in thought. How much more was sutica willing to suffer? Obviously given their recent fight- none, it would seem. As he pondered the thought, he readjusted the warhammer which sat upon his pauldron. Still, despite it's modifications, it weighed heavily upon the elf, as did his thoughts. Killing, even if done in war- surely it was not worth the pitiful demands Sutica had originally made? Even then - to begin with, were those lives worth it? Dwindling was the sunlight and the elf had decided to head home.
  24. Sand was reminded of his favorite Thomas and Gerald manga stories he'd read in his time harboured in Cathant.
  25. should i worry ab you doxxing yourself to me just like on a whim or is that a standard that happens also im rly jealous of your gamer fridge makes even @Lhindir_s gamer fridge tremble 1) most memorable character moment 2) what is your favorite fantasy setting 3) do you like to read/watch ****, if so, whats your favorite (of each preferably) 5) what comes between 3 and 5 6) u got any sagely advice for young lads out there you ******* boomer 7) favorite magic/ca/feat, bonus pts if its underrated asf
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