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SoulReapingWolf

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Posts posted by SoulReapingWolf

  1. 6 hours ago, LorelessPuddleMancer said:

    Demands:

    • Charters = Small size without upkeep
    • City areas = Centralised (Not more than >10 from CT, get someone to start a timer and run for like a couple mins and once it reaches 10 mark a pillar to show that is the furthest extent a place can be put)
    • Have many more options than before, this map it felt a bit railroading on where you wanted people to go
    • More mountains n stuff, this map has felt p flat as all the high places are occupied or never too close, have like mountainous passes in the roads and stuff near cities to really give the world some geography
    • Can we get some more fantasy locations lmao, I want floating islands and massive forests, have it non-build-able but put stuff like events n history on it
    • Try to create more things on the road, recycle from other maps the carts, pit-stops n stuff like that to really revive the map, Axios was good at having things on the side of the road that gave it life

     

    Reasons:

    • Helps keep roleplay centralised, means people can’t just build side-cities, they have to work their way up through that (e.g. a hamlet of 3 buildings turns into 5 then walls, then 9 then gets tiered up due to having more than 15 people a day etc etc) this progression will also help prevent the boom n bust of cities (Gets built, really active start and takes up a large space, then dies out soon after for one reason or another, an example of this would be Llyria or Rosenyr, no offence to them of course)
    • No Atlas version of Fenn where you were running for 30 mins to get there please
    • This map had a bunch of options which sorta guided where people should go
    • Mountainous areas help create some life, there are changes in the relief sure but no misty white peaked mountain ranges like on Axios or Atlas
    • Its a fantasy server, why are we so keen on avoiding fantasy topics and instead stick to a less magical setting, it really clashes with magic on the server
    • The roads are more dead than my grandparents so please give them some life

     

     

    Conc:

    I do thank those who built this map, however as with all maps there are always flaws, hopefully next map we get perfect

    Nice players can now make demands... (?)

     

  2. 10 minutes ago, BrainHurty said:

    genuinely don't think this is necessary, shouldn’t be a redline. I’d leave these kind of things up to players and how they wish to RP their kha. As i, personally, play one which highly likes riches and anything shiny.

    100% Agreed we’ll work on removing this type of stuff and are working towards making the race more enjoyable and less restrictive.

  3. 32 minutes ago, Dardonas said:

    so they are infertile too because of the curses, yeah?

     

    a pointless debuff tbh, its not really necessary

     

    so if you cut off their tail, can it regrow by itself?  Can you have a golemancy prosthetic tail?  An animati prosthetic?  Or is this permanent.

     

    specify this

     

    I get where you’re coming from but this is gonna turn into some uwu ****

     

    The first part is fine, but I’ll advise you make a culture section for the latter half of this, it really doesn’t fit as a mental descriptor.

     

    I’ll be straight chief, this is really only here for flavor for what it looks like.  Mechanically, nobody enforces darkness in RP.

     

    yeah, you’re gonna not only have to get the LT to vote yes on this, but also somehow we’ll have to sit down with the dev team and they hate doing anything or being spoken to

    Thanks for the feedback tbh I think I agree with most of the points you raised. We'll need to make sure some of them are clearer and consider maybe removing the ones might be pointless. (The Kha not being able to walk properly however has been in the lore for some time now so I don't know if it can be changed.)

  4. 1 hour ago, TheAlphaMoist said:

    I hate kha and this rewrite makes me hate them even more. It’s far too overbearing for it to be a race submission. They’re even more akin to cats now, and there is a stupid amount of nonsense added to the redlines. Can’t drink alcohol, can’t remove their tail, it’s very very silly. If this rewrite were to be accepted as is, a group of bandits could begin a kha purge simply by removing their tails. I have to wonder if the kha playerbase as a whole was spoken to about this rewrite, because if the majority of them are okay with this overbearing and controlling cultural nonsense, you can consider me baffled. 

    Its a good thing this is a draft and the idea of posting the lore os for you and other people to give constructive criticism. We've heard some of tbe positions on some of the redlines and we've been making edits along the way. We asked the kha players their opinion on their rewrite and to lend a hand in it and some helped others didnt.

     

    Thanks for the feedback.

  5.  

    4 minutes ago, Demotheus said:

    I don’t see anything regarding this specifically as a red line but are we meant to assume that they still carry the Elven curse of infertility? It should probably be explicitly written in the red lines if that’s the case.  

    As it happened before Ibless cursed the descendants we are hesitant to touch the curses. But we'll be asking and working woth the Lore sect for this piece to make as much sense and to fit the server the best eay posible.

  6. 5 hours ago, Bananasaurus said:

    I think a kha would eventually get used to having its tail cut off enough to where they could eventually stand on their own, but more athletic feats would be impossible. Just like gumans who have their big toes cut off. @EnderMaiashiro

    This could be considered or they could take the prosthethic path? But I'm sure Ender will reply shortly.

     

    4 hours ago, Demotheus said:

    Ah but weren't their life expectancies always the same as or slightly longer than humans? 

    Their age was similar but there never was a reasoning to it. After reading the lore it seemed highly unlikely for a "goddess" to create a perfect race and have them have the same lifespan of a race that has been cursed with short life and its mentioned in the original lore that metztli started doing this experiments when aeguls and daemons still roamed the lands which leads us to think that the creation of the Kharajyr happened before the ibless war thus before the mortality curse.

    1 minute ago, BrandNewKitten said:

    And why such a heavy enforcement on the dialect when in character is where you should be enforcing non-washing?

    This one is the only one I don't agree with you on, the same way as the tusks of an orc affect his speach the fangs and canines of a kha and their maw affect the speech of a Kha, kha that where raised in other cultures however tend to adopt a different accent. For example a kha that was raised among dwarves might have a combination of their accents with a bit more dwarf prominent one. 

     

    The other redlines we are wprking on to make the race enjoyable and not a pain. Thanks for your feedback we'll get working on fixing some of this.

    5 minutes ago, BrandNewKitten said:

    No heavy armor is super super lame. Of course they wouldn’t be as agile with it on but to outright ban it?

     

    This one is a bit hard to enforce to be honest, and there are not instructions on overheating and its not something I've seen anyone in the server rp yet, I think we'll make it so kaybe they can wear it but are still clumsy and feel heavy with it given the whole race is more of a agile and speed reliant race.

  7. 1 minute ago, Demotheus said:

    Wasn't it humans with cats? Not elves? 

    In the Original Lore it’s unclear with which descendands Metztli did the experiments that lead to the creation of the Kharajyr, with this rewrite we aim to fix this problem and make it clear, as she was looking to create a “perfect” race we’ve chosen the elves which usually are seen as “superior” in fantasy worlds.

  8. As a player with a Kha that was raised by the Dwarves, I felt this a bit constricting as well but this is why I added the following paragraph.

    1 hour ago, EnderMaiashiro said:

    However, due to the perpetual hunt for their pelts some Kha’ have been raised in varying cultures and among different races, which has, in turn, lead to their culture losing certain traditions practiced in the past and unavoidable collection of new ideologies or practices from those cultures. Some of these cultural influences include: the Dwarves, the High Elves and the Trade Federation of Sutica. The Kha’ that have been affected by said influences often create prides of their own with unique cultures and beliefs. 

    The main culture and behavior of the Kha as a race is mainly the one posted here and is not as much as a barrier but more of a “guide” towards what it’s mostly like, however, different players can develop their characters in a way that strays away from this and fits more with their upbringing and their current character development. 
    We are always open however to suggestions and would like to hear more from you. 

    BTW I’ll be working soon on posting some of the different cultures Kha have acquired throughout the years living with different nations. If you are interested in this feel free to contact me.

  9. A drunk Stormbreaker smiles and sends his crab to Talon’s Grotto to deliver a note in a bottle to their leaders that read. ”You should’ve sucked their toes fool, now you’ll die a corwards death” The Stormbreaker would go back to his brewing and hope he could salvage some wood from the remains of the ugly city to make at least a fishing raft.

  10. I’ll admit I was hesitant at first, but I think that despite the grim theme I enjoy this. the art certainly follows that. To be honest I’d aim for it to go first through an event creature only stage so players don’t ruin it as it comes out. Then after an ET has shown a bit how they work players can follow that example. 
    (I don’t mean you or Jentos will butcher it just other players might.)

  11. A dwarf is informed of the content of the parchment as he sails the seas and thinks of this act as the equivalent of that Duke kissing the Orc Leader’s Toes and laughs “They hope to be a nation and are already bending for t’e ‘umri to take em from be’ind” when he’s able to get some air  he informs the wheelsman to turn his ship towards the east and heads back home.
     

  12. Hmmm after reading the lore piece and other magic submissions I realized that there is only 1 thing I’d change, that being the number of slots it takes. 
    I understand when magic like Druidism that is filled with spells, creatures, and other branches (shapeshifting, healing, blight healing, etc.) has a bigger cost in terms of slots but the extent of Runesmithing I believe justifies it being a 1 or 2 max tiers. (OPINION)

  13. 15 hours ago, Sybbyl0127 said:

    Giving it an actual timeframe means a golem player will have to sit and wait it out, even if they know that their impera has gone on hiatus or quit the server, or been banned. I don’t know many people [including myself, I’ve been playing them for years] who would want to do that. If I can’t find my Impera in like idk, 3-4 days of logging on and not seeing them, I’m likely to move on. Even if they haven’t left the server, clearly our roleplay times don’t meet up and I need to find someone else.

    Yeah,  not giving a timeframe means you’ll see golems hoping daily from impera to impera saying oh no he was inactive or inventing an excuse for that.

    As Z3m0s said, golems aren’t exactly known for their free will, Daedra has written the lore that allows golems to adapt, to learn, but they are still servants, they must follow certain protocols, most Golemancers I know tend to make the protocols so they allow some freedom to their constructs. But if you don’t like needing commands to rp then don’t play a construct that requires that.

    It’s like trying to play a paladin assassin, it doesn’t work that way!

  14. 5 hours ago, ScreamingDingo said:

    I normally don’t comment on lore because I try to keep my “real” opinions out of lore.

     

    unironically this completely destroys the direction that this xionist “patron” was trying to go into. What you’ve done is instead humanise a construct that was meant to essentially mimic the mystery and depths of the ocean and turned it into some fantastical generic deity. This is exactly not what to do for a deity post.

    What can be changed to make it better? I understand your point on not humanising her and keeping her as a mystery but I also understand the struggle of having a daemon with one or two paragraphs tops and could be 100% useful to improve a ocean driven roleplay.

  15. Is there any way you’d let people like Aesopian or Haunter back on the Event Team?

    Do you feel like LoTC is an important part of your life?

    Which Admin do you disagree with most?

    Is there a moment in which you just think **** it I don’t agree with any of this?

    What would you like to see come out of the loregames?

    Do you think there is any way you’d play a Kha?

    Do you think LoTC will survive over time?

    What do you think should make a comeback?

     

  16. MC Name: SoulReapingWolf

    Character's Name: Tharaman

    Character's Age: 37

     

    Character's Original Race (N/A if not applicable):

             Not Applicable

     

    Transformed form:

             Kha'Pantera

     

    Creator's MC Name:

             Not Applicable

     

    Creator's RP Name:

             Metztli

     

    Briefly explain the lore behind this construct or creature:

             

    Kha are creations of the daemon Metztli, they are seen as humanoid felines and each sub-race has defining characteristics and in my case, the Kha’Pantera are commonly known as cunning and stealthy, due to their fur colorings they blend easily with the night and are hard to read (their expressions) this types of kha are not the most common and in the past were mostly scouts and spies for their race. Kha possess different abilities due to their feline heritage, they have claws 1.5-2.5 inches in length, have sharp teeth which also make it hard to speak properly which can be noticed in their accent. The Kha also possess the ability to eat almost everything, have a heightened sense of hearing which allows them to hear if anything is happening behind them and greater night vision (or vision in darkness) than other races.

    According to the latest cultural reform I found on the Kha, their culture went from a more tribal/primitive culture into a more nomadic/peaceful and loving culture, the Kha are not the most common nowadays but they love cooking and making festivals. They follow the way of Bayla and wish to reach enlightenment thru peace and serenity and following in this path. The way of Bayla allows Kha to have a deeper connection with the world around them, making them tend for nature in a way in which you would maintain your body pure in order to rise to the stars in the afterlife.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?:

             Yes

     

    Are you aware that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             Yes

     

    Do you consent to accepting what may happen to this character?:

             Yes

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             No

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