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Aelesh

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Everything posted by Aelesh

  1. What's the point of a druid growing a tree? What's the point of arcane art with arcanism? What's the point of blessing someone with courage? What's the point of cursing someone to fear the colour yellow? There are many magics that have purely aesthetic, interesting mechanics in them. Chronomancy, like them, has both very aesthetic and very usable spells.
  2. You cannot predict events with chronomancy. At all. Under any circumstances. There are trillions of possible futures, and finding one that lines up with the present is simply impossible. Then, continuously moving that field back in time would be futile, wouldn't it? The magic is not all powerful, since there are some things that are too difficult for it to do, like continuously protecting a field against people's changes. You have, in writing that, discovered a limit to the magic, in that you can totally counteract it by exhausting the mage, or interrupting their ritual, etc, etc.
  3. Future sight has been specifically written such that you cannot metagame with it. Finding a future that lines up exactly with the present is simply impossible. If someone does that, you just ban them for metagaming, because you cannot do it under any circumstances here. Future sight is intended as a means to see many potential futures - it's a religious or spiritual experience. Sampling the many trillions of ways the universe can turn out. Enjoying the splendour of probability, potentiality and chance.
  4. Rewinding time is more difficult than running time forwards. The more change that is being enacted by running time backwards, the more difficult the change is to complete. Setting a field on fire and then running time backwards would be, very, very, very difficult. If you did that, you'd be completely spent. In fact, I don't think you could do it without killing yourself. You wouldn't even have enough mana to run time forwards on that field again. What's more, setting the field on fire again is a big change. That would also require a ridiculous amount of mana to accomplish. The idea is simply so impractical you'd never do it.
  5. we are now criticizing parts of a magic, that haven't been written. future-magic-critique - we don't even need this chronomancy stuff if we can see into the future already.
  6. I have in fact read the lore and seen all of those things. If they are so vague that they could be one way or the other, why not make them actually vague, as opposed to 'vague enough that we don't know for sure IC but we have a piece of lore OOC that confirms it'? There are many stories of people being the reincarnated something or someone IRL with various vague memories. Why do you need a piece of lore to confirm that your vague memories are in fact, real? Why not just, roleplay with them? It's your character and you can do whatever you want with them, including give them various vague memories. Maybe they are in fact memories from a past life. Maybe they are simply memories from their childhood, muddled up. No one will ever know, and we don't need a piece of lore to confirm it; or, importantly, to deny it. There is no reason to have a piece of lore that confirms what you or a character believes. Simply believe it, and act like it is true, and people will be free to agree with you or disagree with you, and none shall be the wiser for it. Same thing goes for the interactions with the Ascended; if the 'blemish' is so vague, the Ascended could simply choose to roleplay it as being present. Equally, they could choose to disagree and say 'no, I don't agree with my fellow Ascended's opinion'. They don't need a piece of lore to confirm this for them, they can simply roleplay it. Not everything has to be confirmed to be roleplayed, that's the beauty of not having all the facts. Mystery is a wonderful thing, and we need more of it. It's what makes the real world so incredible. Wiping it out in our fantasy setting will kill the fantasy.
  7. If IC, no one knows you're the reincarnated character... Why not just, believe that they're reincarnated? Your beliefs about your character do not HAVE to be validated by lore. Just choose to believe whatever you want, no one can stop you; and if someone chooses not to believe you well hey. LOTC is a malleable lore setting, we don't need apps made specifically to force people to agree that your character is reincarnated cause the staff said so. And the comparison with magic doesn't work, since you get very real abilities that actively affect other peoples characters.
  8. more in the way of virtue, 'purity of spirit', like nobility and stuff, not purity/cleansing in the same way as tah
  9. Still looking, in case there are any skinners out there who would take up the offer!
  10. In light of Sporadic's comments, which I have hopefully responded adequately to, I just want to say that if the LT/MT have any further issues that I would really appreciate you point them out to me, or getting in contact with me. This lore is meant to stick within the bounds of already existent rituals present within blood magic; the only factor that has been changed, is that a practicing mage of the needed element/substance/realm is replaced with more Awakened blood mages. The number of magicians shouldn't change, nor should the blood sacrifices; the magic is staying basically the same overall, it's just acquiring an interest in the gathering of knowledge (and ensorcelling rituals, but those are fairly inconsequential). If there are still further concerns, I want to discuss them and I want to fix them. I just need to know what they are to be able to do so.
  11. Hello, thank you for reading! - Currently, blood magic is already capable of this kind of cataclysmic magic. Events have been run in the past where blood mages have used this kind of magic; I have even been told of an event that took place in Athera wherein a giant demon creature was summoned! Of course, those kinds of creatures would be played by ET members, and likewise, this kind of cataclysmic magic would require ET to keep an eye on things and roleplay the effects. I appreciate that you may not like just how powerful this is, but it is currently accepted within pre-existing blood magic lore on the server, and can already be done. I will add a red line to stipulate staff must be present for this kind of ritual if it is to be used on a settlement or populated region, however, so that it will be properly over seen in those event-like cases. In addition to this, I have actually had people tell me that the roleplay this would bring to a nation/settlement would actually be welcomed! Rebuilding the settlement, roleplaying the consequences and such is actually something people like the idea of. This kind of change brings about a lot of roleplay to a region. - Druids, for instance, have written into their guide that there is 'no known limit' to their abilities. Their age determines how theoretically powerful they can be. In the same way, I have written in a system whereby users of the magic can grow very slowly in power over time, in the same way that a druid grows very slowly in power over time. This is slow enough, that whilst a character may become very powerful, they will never achieve 'demigod' status. Druidism has managed to make this system work for several years now, and I think it can work here too; common sense is king, as they say. In addition, the lore specifically states that knowledge gained via these rituals will always be in the form of 'proverbs/sounds/visions'; I was meaning to imply here that Awakened blood mages will never happen upon explicit knowledge. It would never be anything highly specific, moreso an (as you say) philosophical/metaphysical/religious understanding of the world. The idea here is that these mages will have a very 'vivid' experience of the world. They will be able to describe earth to you based on how it sounds, they will be able to experience the 'taste of starlight', hear the wisdom of the oceans. Imagine druidism's communion, but for all areas of the world. The gathering of knowledge, is meant to be a method of higher communion and almost 'kinship' with the universe. - I would be happy to write in a red line that stipulates a sign must be placed to detail the time a ritual site was scribed, and that the MT must be made aware when this sign is placed; that way, a record would be kept of exactly when and where the Diagram was created. If scribed in an on going session of roleplay, and then used in that session, the problem shouldn't arise as to 'when was this Diagram created?', I don't think. If the lore is accepted, I've the idea to work on a long guide for the magic that goes into more depth even than the lore, detailing emotes, equipment, and further roleplay ideas to spice up the magics use. In that way, I'll definitely be porting the lore onto the forums in a more easy to read fashion. Hopefully that clears up a lot of your concerns; a lot of the hyperbole in the lore is moreso to inspire a sense of awe than anything else, though I know that can be detrimental in what is meant to be a factual piece, it's never interesting to read a very dry piece of lore. EDIT : I have also just made a little edit to the text dump, hopefully making it easier to read!
  12. Current blood mages are left exactly as they are; they use their runes to bolster their other magical skills using their genus (or just their genus if they're not doing a ritual), rather than these blood mages, who use their genus to bring about power directly from their runes. Normal blood mages are completely and utterly unaffected by this in every way.
  13. Got it, thanks very much; I'll give them a look! I'll keep that in mind, thanks!
  14. Got any examples of your previous work?
  15. Heyup; starting up a dwarven character and need a decent skin to work with, willing to pay out 2000 minas for it. If you could post below with some of your previous works (or PM me if you'd be more comfortable), just so I can get an idea of your skill, that'd be great.
  16. The word count is necessary for the amount of information that there is. If needed, the rune section is pretty much a carry over from normal blood magic (with some additions), and can be skipped in its entirety. It is simply there as a reminder and compendium of all runes that the magic works with. The guidelines section at the end is also mostly red lines being restated from the document, or further clarified; it does not have to be read in its entirety either. The aesthetics and closing thoughts sections are likewise optional. That should knock a little under 3000 words off of the total that have to be read, if one should be so inclined as to forgo them. Whilst this lore is not really the most complex in its mechanics (essentially boiling down to blood sacrifices and various combinations of runes to program rituals), there is a lot of background information that I felt needed to be emphasized and discussed in full.
  17. This is an addition; an entirely separate branch of blood magic for people who want to delve into it more. No, current blood mages will remain as they are.
  18. The above is a very large, very ugly, very difficult to read text dump of everything in the following document: https://docs.google.com/document/d/17Jsh9vatoGrHf_S8-RAZU61h4e39IYOxeMesvRQ2FZM/edit?usp=sharing I would highly recommend that people read the document over the text dump, but for the sake of protocol, the text dump is there.
  19. This isn't the case of someone being banned or being inactive; this is someone who has died. Changing his lore now that he has passed away isn't the same as changing someone's lore who has gone inactive of their own free will. His work is the memory we have of him on this server. He didn't choose to leave, he didn't choose to leave this behind. Leaving his work as he meant for it to be is the most we can do for someone who worked so hard for this server. I have no idea what you mean about Latin though. Latin is Flexio. Why would Ikuras speak Flexio/want others to speak Flexio?
  20. Just the kind of thing that druidism needs; an addition that can do nothing but good. Nicely done.
  21. A nice, subtle addition that'd be sure to give people a useful tool to work with. Well written. +1
  22. Thulean druidism is simply normal, deific druidism plus blood magic. It has no outstanding abilities which differentiate it from normal druidism bar power. The Burden has a differing set of abilities (Harboring/Becoming/Rending do not directly mirror any power that a druid currently has) that are not solely based upon blood magic. The Burden is really comparable to a form of witchcraft more than druidry. A collection of spells that draw from across the spectrum of mortal magic. Again, the similarities are only surface level. Blood magic may be the base here, but the function, style, and essence of the magic is totally different and fulfills a niche that neither druidism or thulean druidism currently fits.
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