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ToodIes

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Posts posted by ToodIes

  1. Name: Revion Tathron
    Age: Ninety-eight.
    Race (If not mali'ker then an interview will be required): Mali'ker
    Notable Skills: Writing, scholarly duties, diplomacy.
    How many will be moving in with you? No one but myself.
    Do you accept the laws of Ebonglade and by extension Laureh'lin? Of course.

     

    MC Name: Toodles
    Skype: Y'all have it

  2. Meanwhile, in the depths of a Library, a Dark Elf ponders what he had seen near the Druid's Grove a few days ago.

    "Such finesse, such grace!" He mutters to himself, recalling the ninja-like movements of the Orcs, dodging and blocking heavy weaponry, seemingly with ease.

    "I didn't know Orcs were capable of such..."

  3. 4 hours ago, ArcanicFable said:

    @Toodles78 I'm curious if you either read the lore, or just skimmed it.

     

    One: Transcendents have no eye-problems, they keep their eyes, unlike wraiths. I don't know where you got the idea they have bad eye-sight, but I guess you're a pretty imaginative guy.

    Fine, would you prefer the term 'eye coloration problems' rather than 'eye problems'?

    Two: Transcendents cannot interact directly with the world.

    Coil form, or with the powerful magic they should have... This also has nothing to do with my post.

    Three: Wraiths are created via dragons who gift them the draconic vessel. Transcendents are created by a ritual that involves a trinket.

    Wraiths are also created through a ritual that involves a trinket, it's just called the 'Immolated Catalyst' rather than the 'Arcane Trinket'.

    Four: Although they do not need to eat or sleep, the coil-body will suffer for it-- boons for a cost.

    They still don't /need/ to do it, my point's still valid.

    Five: Transcendents are also effected by thanhic alloy.

    ...My point's still valid there as well. Just listing ways by which Transcendents and Wraiths are different don't negate any of my points on how they're the same.

     

    Not to mention Wraiths will also be affected by Thanhic alloy if they practice any magic. It messes with their mana as well.

     

    Now, let's break this down, shall we?

    First, why gold and Fi effects them: Both wraith and Transcendent are affected by gold due to the same reason: They're unnatural. I'm not too sure about Fi though. Because FI magic drains ones mana, and the Transcendent is a being of, you guessed it, mana- of course it will be effected by them.

    I wasn't really asking for an explanation, but thanks anyway?

    For clarification, Fi' kills Wraiths for two reasons. One-- it can cut the bond between them and Mordring when they're a normal Wraith. Two, it steals the Thanhic Mana produced by the armor of Elder Wraiths, which is necessary to their being.

     

    Second: The reason why they can't practice deific magics. Because Wraiths are DARK beings, they cannot learn deity magic. Because Transcendents have to already have magic, and because the void scars their soul, they cannot learn Deity magics.

    Look through your own lore. Where does it say Transcendents already have to have magic?

     

    I'll agree there are some similarities, but by all means, they are different.

    I didn't set out to prove that they were the same, I was merely countering your point that the only reason they're similar is because they share a spectral form. That statement is what I disagreed with.

     

    And finally, Transcendent is already a term, lore-wise. Not that that really has any bearing on anything, but hey, the more ya know! 

     

  4. 1 hour ago, ArcanicFable said:

    Triggered. They aren't really wraith-like, aside from the spectral form. They aren't even mist/ash-clouds, they're effectively humanoid forms of pure arcanic energies in the Transcendent form.

    I disagree.

    • Both require a form of catalyst to become their respective forms; the Immolated Catalyst and the Arcane Trinket.
    • Both are able to hold spectral and physical form, and the physical forms for both have eye problems.
    • Both have a normal version and Elder version.
    • Both have increased learning speed in their respective branch of magic; Transcendents arcane, Wraiths dark.
    • Both cannot practice deity magics.
    • Both are harmed by gold.
    • Both are weak to Fi’.
    • Both have the Spectre mechanical race.
    • Both are immortal, and don't have to eat, sleep, etc.
  5. Liches such as Artius can't learn deific magic, and I'm also quite sure that they can't use it as well.

     

    Other than that, it's a good piece of lore; and I don't have enough knowledge of the old contract magic to compare the two. However, I think it'll probably fall to the No More Magics rule, as it would still be adding another magic that is not currently implemented. Then again, it might not.

  6. MC name: Toodles

     

    Character's name and age: Revion Tathron, 90

     

    Character’s Race: Dark Elf

     

    What magic will you be learning?: Electrical Evocation

     

    Who will be teaching you?: Lefkos Glowsbane (Fury_Fire)

    Do you have a magic you are dropping, due to this app? If so, link it: Nah.

  7. 7 hours ago, aerialkebab said:

    These aren't common creatures. They're not going to be played by retards, don't you fear. The point of this lore entirely is aesthetic, not material gain. On one hand, it depends -- good characters fear things. If it happened to my character in that kind of circumstance he'd go "****" because he'd give in to fear and panic and likely realize there was a **** up and maybe he wasn't so empowered as he thought. Fear and pain changes somebody, no matter the creature. 

    That doesn't change the fact that they can still do what I described in my earlier post.


    You're wrong, only in the circumstance that a Witch didn't know magic before being cursed. Their body is frozen in the state it was when it was living.
    So I'm only wrong in a particular circumstance, and I'm right in the other.

    I'm a Necromancer. I know this. My point is it depends on the point of view regardless because it can still be justifiable by some and considered evil by others. A matter of perception.
    You're contradicting yourself; you said there was no way to justify it earlier, and thus that was what I was arguing against.

    It's both a matter of balance. The soul is what holds magical connections or abilities, that's why Necromancers can't raise a Mage's corpse and use its magic without raising them instead as a sentient being, a Lich, which holds either a soul shadow or an actual soul, I'm still unsure. I believe it's an actual soul.

    And that answers my questions on why their dark magic abilities are lessened by Darkening... How, exactly?

    You're right, Liches have souls.


    That not all evil entities have to be undead and can be more Death Knight esque. 
    That has nothing to do with my original point, being "The Arch-Drakaar being the only thing able to make one of these was exactly my point as to why the one extra dark-sided goal it provided was limited. "


    Difference is Wights are undead, these are living beings. These're not undead transcendants, They're Reavers, creatures spawned from dark magic and dragon blood who have the capability to reach the pique of mortality instead of being a withered husk of somebody. Reavers do need to eat, just not at the same intervals as the common person. I didn't include their dietary habits for the sake of not making the piece convoluted, but there's very few circumstances where a character eats anyhow. 

    But that's beside the original point that my post was countering, being "That makes them "evil" no matter how justified. ", in regards to some Transcendents having to drain. I merely mentioned Wights not having to drain, which you apparently interpreted as the main component of my argument and decided to counter.


    They can acknowledge that they are long lived at the max, no further. 

    Then put that in your lore if you haven't already.


    I don't think you realize the scope of what holy magics and aurum can do, along with the debilitating mental strains and limits on magic. A quick warrior could drive an aurum weapon into the crook of a Reaver's armpit during a fight or a cleric could light them on fire -- holy flames feed on either taint or soul-bould afflictions deciding on the magic sect (i.e. Ascended and Tahariaens). These creatures may very well end up hunted constantly, that's enough to warrant them being somewhat strong.

    A quick warrior could attempt to stab them in the armpit, and be easily dodged as that's incredibly hard to do. That's hardly a weakness, anyway, if armpit-stabbing or its like is the only way you can go with gold.

    Holy magics, as you say, will be able to floor them; but how many characters on the server practice offensive holy magics compared to those with gold weaponry? One lesser-seen counter doesn't suddenly make something balanced.

    Just because these creatures-- all five or six of them, as you said before you edited one of your posts-- can't be given all of these strengths merely because they might be hunted.


    Just before now I told you that Azdromoth isn't the only one capable of making these. It's not rocket science, while it has some complications it's rather simple from an ooc standpoint. It's just a matter of whether or not the LT would open up these as being able to be created by other Dragonkin. 

    If that's the truth, then edit your post to include this. 


    You're wrong. It again depends on whether or not they learned after they were cursed. Let it be noted Frosties have five kinds of magic they're open to and Reavers would have three, one masterful, two adept all from one pool of Dark Arts such as Mysticism, Blood Magic, Necromancy, and Soul Puppetry and Shade. All of those are plenty to find a good power set. 

    Well then I'm only half-wrong, which means I'm also half-right.

    You also said these couldn't learn Shade.

    ...Not to mention you countered that one point of mine twice, in two different parts of your post.


    You've given the implication constantly with "un-unique un-unique un-unique." These're balanced, as well. Frankly, you don't seem to realize that these things aren't immune to normal weapons like most other dark beings are, it's a potent path for those who want to be disguised as normal people while also being able to hold their own in martial combat. 

    Un-unique isn't the opposite of cool; but let's not argue over semantics.

    And when you say most other dark beings, you're not factoring in Gravens, Dreadknights, Paleknights, Darkstalkers, Liches, Ghouls, dark mages in general, Wights when possessing a body, and Harbingers to an extent.

    It's a potent path for dark mages aligned with the Arch-Drakaar who want to be disguised as a normal person while also being able to hold their own in both martial and magical combat. Extremely limited as well as powerful.

  8. 1 hour ago, aerialkebab said:


    1. Any Drakaar or Dragaar can actually produce these, not many of them of course because it's quite an investment. Whether or not the blood takes hold during the ritual is decided by the creature app and is at the discretion of LMs.
    Check the first sentence of your Summarization, then. As well as the first sentence of your Ritual.
    2. Abilities are logical. Soul distortion equates to a lack of substantial identity, that's why they can change slight things about their body since their soul blueprint has been mangled.

    I'll concede the point on being able to change their ear sizes and skin color as I don't know enough about soul blueprints to argue. Their abilities may be logical; what of their limitations? How does a soul get Darkened, and yet, lose proficiency in Dark Magic? (i.e. only being able to hold 3 subtypes.)
    3. It's a means to transcend that's grey, it could be good or evil depending on perspective.
    In that case, every means of transcending is grey. It can all be good or evil depending on perspective. It's just a matter of opinion. Not unique.
    4. Gold doesn't cleave through armor. That doesn't mean holy fire won't still burn them, they are classified as tainted creatures therefore it'd be illogical to take one on with a clunky golden weapon directly.

    And thusly, they only have one real weakness, that only a small minority will be able to exploit. Other things are merely limitations.

    5. I don't see really why it wouldn't be cool for there to be a playable kind of lesser Dragonkin for those who strive for it. That's just me though, I'm biased since I wrote the damn thing.
    When did I say it wouldn't be cool?
    6. Contribution - You cannot overcome the need to feed on life-force or meat for either Necromancers or Frost Witches. That makes them "evil" no matter how justified. 
    Firstly, have you ever heard of the Redshrouds? Or merely draining life-force from things that deserve it, thus justifying it? It's not unjustifiable by any means.

    Again, there are still Transcendents that don't have to drain or eat anything; like Wights.
    7. I don't see how something isn't unique when it's a lesser kind of Dragonkin that doesn't suffer from pestilence and disease and can hold Dark Arts without being withered away. Either way, with spell-casting you'll always end up using one or the other.
    Lesser kind of Dragonkin: Aesthetic. Not suffering from pestilence and disease: disease is hardly roleplayed anywhere from what I've seen, as well as it sharing this characteristic with every Undead. Holding Dark Arts without being withered away is firstly what causes it to have so few weaknesses... And correct me if I'm wrong, but do Frost Witches also not wither from using Dark Magics?
    8. Yes, it's a method to change yourself with Dark Magic. But also note the impact and self-sacrifice the character has to undergo in order to be mutated. Of course it plays into the hands of a Dragonkin, you need their blood in order to be transformed. 
    Also note the impact and self-sacrifice required to mutate any character into anything else with Dark Magic. No one gets through it unchanged, this is un-unique in that regard. 

    The Arch-Drakaar being the only thing able to make one of these was exactly my point as to why the one extra dark-sided goal it provided was limited. What are we trying to prove here?
    9. If people're already immortal there's no sense in prohibiting something that could define them as it IC. Whether the character thinks they are or aren't is the question. 

    Death is so convoluted, with monks reviving everyone, people never remembering dying, people being physically unable to express how the monks will revive them without a PK. It's like everyone is already immortal, and should be able to express it IRP, yet OOC rules prevent it.

    But I digress. It's just aesthetic, and it'll take a lot out of roleplay. These things can be like "Ha, kill me, I'm immortal," without fearing a PK, as they can't physically be PK'd. They'd be able to acknowledge the fact they can't die, as normal characters aren't allowed to do with the monks. Unless you add some sort of clause in there, saying how they can't acknowledge their immortality... But that would just bring us back to characters not being able to believe they're immortal. It's sour or useless either way.

     

  9. The Harbingers Darkreavers of Setherien Azdromoth.

    That's the first thing I'm not fond of with this Lore. Basically, it would give a single event character the ability to create a limitless amount of powerful entities. And, unless Azdromoth isn't that smart, he's going to make sure they're loyal to him before he makes them a Darkreaver.

     

    Secondly, some of its abilities aren't very logical. Hooray, you have Dragon blood; now you can switch around your skin tone and ear shape.

    Basically, this gives any humans or elves the ability to imitate another respective race of humans or elves. 

     

    Many of my old arguments against the precursor to this Lore still apply, but I'm not going to repost them here. Basically, it makes people aesthetically immortal when they already are mechanically. It negates the largest disadvantage of dark magics (physical weakness), as well as absorbing some of the weaknesses they already would have had due to practicing them (being weak to gold, holy magic, et cetera; I know Mystics have these weaknesses, not sure about the others). Not to mention, it being able to wear armor practically negates its weakness to gold:

    Phil stabs the Darkreaver with a gold sword, its dire weakness!

    Darkreaver laughs. A small dent appears on his armor from the aurum blade.

     

    And now to analyze the "Contributions to Roleplay".

    -Means to transcend without being evil.

    Attainable in so many other ways. There's hardly anything on the server that requires your character to be evil; except for Wraiths, and debatably Shade magic. Other beings categorized as Transcendents may have to drain life-force or eat the flesh of men, but that's merely an obstacle to overcome.

     

    -Are a powerful force that can still be killed.

    Also entirely un-unique. Look at anything more powerful than the average human for this.

     

    -Additional dark-sided goal for players to pursue.

    It's just another way for people to get more powerful through dark magic. Although it's not even that; it restricts a player to have to join the Arch-Drakaar to get this goal. It plays right into the hands of those supporting the Arch-Drakaar.

     

    -1

  10. MC Name: Toodles

     

    IC Name: Dravos

     

    Original Race [n/a if not applicable]: N/A

     

    Transformed Form: Arcane Familiar (Arcane Type)

     

    Creator [mc name and ic name, n/a if not applicable]: Avenel  (knghtArtorias)

     

    Briefly explain the lore behind this construct or creature: An Arcane Familiar is similar in function to a Golem, being that it obeys its master's commands without hesitation, having no free will of its own. They are created through a combination of Conjuration, Transfiguration, and one of the following evocations; Fire, Water, Earth, or Arcanism. Arcane Familiars have many types which determine their characteristics; the one in question, an Arcane Arcane Familiar, is the "jack-of-all-trades" of the five. While it is capable of easily interacting with the physical world, like its more solid counterparts, it is still able to "cast" parts of its body like the liquid familiars. When "casting", Arcane Familiars are not able to evoke elements from the void; it must eject them from its own body, limiting how much it can cast before it becomes too insubstantial to function. Familiars are composed of three parts; the cylindrical Arcarum core powered by a mana gem in its center, the plates that outline the "body" of the familiar, and the evoked element that makes up the familiar's "body". When attacked in the evoked elements making up its form, an Arcane Familiar will take little damage; however, when the plates shaping the boundaries of its body are damaged severely enough, the Arcane Familiar will become more and more unstable. Eventually, as is the case with the liquid familiars, damage to the plates will cause it to explode, uncontrollably summoning its element. 

  11. A great tree swayed in the wind. Its multitude of new, green leaves swirled and churned, overjoyed at the end of Winter and the coming of Spring. Malin's Welcome, 1564.

     

    An elf wearing a uniform of a similar green color sat, deep in the depths of the same tree. Save for the single torch illuminating it, the prison was dark, and oddly cold. Arthan Raell, uncle to the elves who had so many atrocities attributed them by Celein, conversed with the man in the cell he was guarding. This man was gaunt; broad shoulders, green eyes, being pale of skin and dark of hair. This man was a Shade.

     

    As the man's eyes turned black, Arthan quickly strode out of the dank place. His head inclined; up the stairs, two Dark figures could be seen. Another man, cloaked, hooded, with four tendrils of pure shadow extending from him; beside him, a frosty blue woman, radiating cold, some form of shard in her hand. The coward responded as cowards do: "Oh, **** it. This isn't worth dying for."

     

    Arthan Raell was a very logical elf. He would not fight a battle he knew he could not win. He would also die on his knees, facing the wall, as the icy shard cut through his neck. His body would later be found, presumably by the other Vigil; blood spewed across the floor, blood wiped on his now-red uniform, all of the flesh deftly sliced off of his face. His last words were only heard by the Frost Witch standing over him, who would be eating him not soon after.

     

    "T-toast, madam, toast with -  with lots of butter."

     

    Did Arthan Raell, Elibar of the Vigil, deserve to die? Perhaps not. Perhaps he did-- the chainer of children to chairs, he who healed so elves could later be dumped in acid. But as incarnadine fluid gushed from his neck, his last thought was not selfish; it was merely of golden-brown toast, covered in delicious melted butter. 

  12. So... So many questions.

    When you say they learn any dark magic 50% faster, do you really mean any? Or are there dark magics they can't learn, such as Shade, Fi', Frost Witchery, or others?

    Can they use/learn Arcane magic?

    Exactly how high in tier does the Dark Arts user have to be?

    Are they weak to Fi', or alterationists? Or merely holy magic users, magic-wise?

    Can they pass gold barriers when Husking?

    Can they only husk corpses? What about suits of armor, as Wights can?

    Is the Draconic Vessel an MC item? How quickly can it be summoned/put away?

    You say they're significantly weak to sources of bright light-- what effect would being out in the Sun have on them?

    What sort of physical strength do Wraiths have? Would they be able to wield normal weapons, even if they knew dark magic?

     

    And now for my opinions.

    Bluntly, I'm not sure how much I like this lore. It encourages, well, quite a bit of killing. Three kills to become a Wraith, fifteen to make a Dragon, and then having another Dragon on the loose? Not to mention the whole concept of more minor evil beings-- Gravens and such-- suddenly getting far more powerful and being bound to kill for their Drakaar master.

    Also, the whole business with Ghouls and Gravens, when their soul has already passed on, now being able to use magic.

    The Draconic Vessel-- it seems like it would summon a drake rather than a dragon, honestly. Considering it's a Drakaar that's facilitating the process.

     

    Not going to -1 or +1 it. At least, not yet.

     

     

  13. 13 minutes ago, Hedgehug said:

    Usually asking for magic is quite the taboo.

     

    I suggest making a dwarf and roleplay/integrate into their culture, before IC'ly finding a teacher.

    Last I checked, you didn't need to learn Golemancy to play a Golem, which is what he was asking for in the post.

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