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Aelesh

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Posts posted by Aelesh

  1. Current Username: Darkbeast_Paarl

     

    Discord(‘You got it’ does not suffice): Aelesh#8213

     

    Timezone(s) you mainly play: GMT

     

    What group/nation do you consider to be your main? None really; currently playing with some druids, have a character whose kind of affiliated with Devirad, another who's a paladin (haven't been active on them though). I float around.

     


     

    Have you held a staff position before? Yes; I have been on the MT, briefly as a manager, and I was put on the ET shortly before the purge.

     

    Do you currently hold a staff position? Nope, this would be my primary focus.

     

    Do you plan on applying for other staff positions? No, I would want to put as much effort into event running as possible.

     

    Have you ever been banned before? If so, how long ago and what reason? Never blacklisted or banned.

     


     

    What style of events do you feel you enjoy creating? High fantasy; somewhere between Tolkien, WoW, the Elder Scrolls, and some of the Studio Ghibli films. A mess of ideas basically.

     

    List three factors you feel play a part in a quality event and expand upon them. The ability of the actor to adapt to the scenarios thrown at them by the players is possibly the most important skill that a team member can bring to their events. No event should ever have 'a way it was meant to be solved'. The actor should work with their players to provide solutions, creating at least part of the event itself as they roleplay. Secondly, good writing. I know that might sound obvious, but reading other people's writing that has had a lot of work put into it, is what makes me want to come back to this server. Thirdly, attention to time and place; learning what to put emphasis on, why you would put emphasis on it, learning to suggest ideas without having to put them in your emotes; instructing your players what to do without spoon-feeding them, in a sense. Using tells to suggest routes that the players could take rather than outright telling them, allowing the players to create their own solutions rather than using the actor's own (kind of ties in with the first I suppose).

     

    Which member(s) of the team would you attempt to emulate and why? No one comes to mind. I haven't ever tried to emulate others in my roleplay or my attitude. I am me.

     

    Provide three event scenarios, in total, of the style(s) you listed above:

    Hunters from a small fishing village have begun to notice human hand prints, alongside the tracks of wolves prowling the forests. Sights of a vicious humanoid figure moving alongside this wolf-pack have become common, with arrow marks mixed among the claw strikes. Who could this outsider be? Why are they so intent on living with their wolven brethren?

     

    A group of dwarven miners have struck into a long abandoned cave system; ancient golemancy and runesmithing is strewn within, all in mysteriously good condition. What could lie at the center of this mass of machinery; and why has it been seemingly abandoned for so long? What could have driven the residents away? Or perhaps, they are hiding in plain sight?

     

    A host of animals have escaped from a wide swathe of forest, whilst an uncanny storm brews far away in the mountains. The spirits of Storm have been terribly angered by some transgression or another. With an entourage of attending shamans, can our adventurers discern whatever has upset these spirits? And more importantly, can they see to their troubles and solve their problems, lest the Storm last forever?


     

    Why do you wish to become an ET Actor Member? To be able to put my writing skill to good use. I've been a lore writer for a long time, and have spewed out piece after piece of work, and I'm very aware that none of that work has had an impact on the server. I want to put that skill to use in a niche of the server that it will effect the most.

     

    What strengths would you bring to the team? I'm a good writer, and a good conversationalist. I like to talk to people extensively about almost anything; if someone has a problem, they can always come to me and I'd be glad to talk with them. Likewise, if they need my help, I'm always happy to provide. I'm social, I suppose. I like to help out.

     

    What are your weaknesses? Being GMT puts me at odds with a large portion of the server; my timezone will likely prevent me from taking part in the really big events, and will force me to run events at times that suit me. A compromise can nearly always be found, but in the event it cannot, other actors will likely have to step in for me (though I'll do all I can to make things work).

     

    How much time could you give to this position in the foreseeable future? Quite a lot, certainly several hours every day, if not more. I have a lot of free time right about now.

     

  2. MC Name:

    Darkbeast_Paarl

    Character's Name:

    Ahanrel el’Av’norrar

    Character's Age:

    89

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

    Wood Elf

    Transformed form:

    Feral

    Creator's MC Name:

    _Sug

    Creator's RP Name:

    Taeral

    Briefly explain the lore behind this construct or creature:

    Cursed with a soul warping affliction passed down from ancient hunters who displeased the wandering Mani of Wolves, Morea, a Feral is a half-man, half-beast hunter of the night. Their wolves’ blood offers them heightened sight and smell, as well as access to a bestial form. The smell of blood is likely to induce this state, though it can be induced at will; whilst in this state, the feral grows in size and takes on a wolfish appearance. Their agility is also heightened alongside their strength, making them adept hunters armed as they are with their claws. This form is instructed by the ferals mortal appearance; a brown haired descendant will produce a brown haired feral, for example. High pitched sounds and bright lights are sure to startle a feral, whilst their beings are weak to holy magic, gold and silver. Ferals are incapable of wielding magic whilst transformed, and their hands are too misshapen to be used for wielding weaponry. Ferals may be communed with by a druid whilst in their transformed state.

    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:

    Nope!

     

  3. Name of Artifact: Palace of the Mind

     

    MC Name of person(s) currently in possession of Artifact: Aelesh

    RP Name of person(s) currently in possession of Artifact: Rathian Carcimor

    MC Name of creator(s) of Artifact (N/A if not applicable): Aelesh

    RP Name of creator(s) of Artifact (N/A if not applicable): Rathian Carcimor

     

    Effect(s) of Artifact: A truly masterful work of cognatism and arcanism, enhanced by the terrible power of blood magic. This crystalline, glass key flickers with amber light, a sea of tiny stars that glitter and shift as the key is moved about on its chain. Several diamonds are set into an elaborate fixture about the top of the key, woven with bronze and copper. Linked with the mind of its maker, this key is filled with a carefully constructed mind-labyrinth of rooms which can be accessed if the linked holder chooses to enter into a meditative state. These rooms can be reshaped at the will of the maker. Whilst within, the maker has an easier time of interacting with their horror, who has an almost material existence within this mind-space. As a result, should the maker hyperthought they would find their mind under much less stress than normal. This space also has the interesting property of being able to extract memories from the maker. Objects can be fashioned at the behest of the maker, completely removing a memory from the mind of the maker and turning it into an ‘object’ which can be later retrieved from within and replaced within the maker’s mind.

     

    The key can also welcome others within should they be willing; the key may be taken and ‘inserted’ into the body of another, entering into an ethereal state as the glass is temporarily transmuted into pure arcane energy. Once turned, one would find themselves within the mind held within the key. Should this ethereal form of the key be inserted into the body of the maker and turned, the maker would reassume control of all of their stored memories in a crippling torrent of thoughts.

     

    Red Lines of Artifact:

     

    Should the key be struck or damaged whilst in its ethereal state, the enchantment would be completely broken as the material is scrambled.

     

    If a character is to enter into this mind space, they must be entirely willing to participate in such.

     

    Other than the maker, other characters may choose to store memories within; these memories can only be recollected by the original holders of the memories. Memories within this space may, however, be replayed for all to see.

     

    The key cannot be used to enter into the mind-space mid-combat.

     

    Whilst clothing may enter into the mind-space, no actual physical objects can be stored within, nor can memories be 'removed' in their object form. They are sustained to the space entirely.

     

    Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed): Cognatism has been used to fashion the mind held within the key; arcanism and transfiguration are used to temporarily transform the key into its ethereal state.

     

    Number of duplicates of this Artifact: 1

    Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?: Yep!

    Have you applied for this Artifact before, and had it denied? If so, link the app: Nope!

     

    ---

     

    Name of Artifact: The Sanguine Wand

     

    MC Name of person(s) currently in possession of Artifact: Aelesh

    RP Name of person(s) currently in possession of Artifact: Rathian Carcimor

    MC Name of creator(s) of Artifact (N/A if not applicable): Aelesh

    RP Name of creator(s) of Artifact (N/A if not applicable): Rathian Carcimor

     

    Effect(s) of Artifact: A wand of ebony wood, the handle encased in a grey slate warped to fit the slender object. The innards of the wand are dotted with rubies and a thin mix of gold dust, whilst the stone hilt is covered in blood runes invoking the ancient powers of blood magic. Should a blood mage capable of casting arcanism wield the wand, they would find themselves capable of warping their art by focusing it through the wand after having shed their blood upon the wands’ runes. Their evocation would turn a blood red despite the aura colour; prolonged use of the wand would also begin to taint and warp their own aura colour, slowly changing it to the same crimson hue. Arcanism evoked with this wand would be comparable to water, or the blood from which blood magic derives its power, flowing easily rather than forming solid shapes. Whilst more controlled projectiles would become difficult, the new found liquid-like state of the arcane energy would allow more easily summoned bursts and sprays of kinetic energy.

     

    Red Lines of Artifact:

     

    Blood must be shed upon the runes of the wand prior to use, activating their powers.

     

    Projectiles (missiles, arcs, long distance rays and columns) become simply impossible to conjure. Trying to control such free-flowing energy to such a fine degree is too difficult for even the most masterful of arcanists.

     

    No matter what changes are made, this is not water evocation. The energy will be useful for short range splashes and blasts at best, but will never reach the fluidity of water evoked from the Void.

     

    Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed): By infusing one’s aura with the power of a specially crafted ritual made to alter the composition of one’s aura, the liquid properties of blood are instilled within the arcane energy used within arcanism. The wand acts as a filter by which to slowly infuse one’s aura with genus. Aura plays a major role in comprising one’s evoked energy, and thus it would seem logical that infusing it with genus would change the overall structure of one’s arcanism.

     

    Number of duplicates of this Artifact: 1

    Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?: Yep!

    Have you applied for this Artifact before, and had it denied? If so, link the app: Nope!

  4.  

    MC Name: Darkbeast_Paarl

     

    Character's Name: Arthur Dulgaster

     

    Character's Age: 19
     
    Character's Race: Human

     
    What magic(s) will you be learning?: Paladinism - Vindicator

     

    Teacher's MC Name:  Conspirator_


    Teacher's RP Name: Salem Wyvernbane
     
    Do you have a magic(s) you are dropping due to this app? If so, link it: Nope!

     
    Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes!
     
    Have you applied for this magic on this character before, and had it denied? If so, link it: Nope!

  5. MC Name: Darkbeast_Paarl

     

    Character's Name: Rathian Carcimor

     

    Character's Age: 118

     

    Character's Race: Mali'aheral (High Elf)

     

    What magic(s) will you be learning?: Mysticism

     

    Teacher's MC Name: Toodles

     

    Teacher's RP Name: Barrowlady Alnerok

     

    Do you have a magic(s) you are dropping due to this app? If so, link it: https://www.lordofthecraft.net/forums/topic/160435-arcanemarathians-water-evo-app/?do=findComment&comment=1516282

     

    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 magic is undergoing an activity trial and fails said trial, that you will lose the magic?: Yes!

     

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

  6. 5 minutes ago, The Fire Mind said:

    I really dig the events, and I understand why you used magic a lot in said events, but do you think you could maybe write a scenario that's less magically involved? Magic's cool, but sometimes there has to be a break on the magical, or at least have a very light tinge of magic in it.

     

    The height of summer has arrived in Axios; drought has set in and after several weeks, the earth has grown parched. Cracked earth and dried grass make marvelous tinder, and one misplaced spark has allowed a fire to take hold. Now rampaging throughout the forests, a small hamlet has been forced to evacuate due to the encroaching wall of flame. A group of mercenaries has been called upon to venture into the village to both retrieve what supplies may be left, and to search the town for survivors who may still be trapped within the ruins of the small town. Environmental hazards are many as the party travels throughout the area, avoiding falling buildings and combating frenzied wildlife whose minds have turned to hatred thanks to the heat of summer. The part is also aware that the ruling families manor contains a valuable heirloom, which if retrieved, would likely earn the favor of the inhabitants. The manor is the largest and most dangerous building thanks to its numerous upper floors, with each room presenting varying challenges to the party as they attempt to squeeze past fires and avoid falling debris.

  7. Minecraft Name: Aelesh

     

    Discord: Aelesh#8213

     

    Time-zone: GMT

     

    Do you, or have you held, any other staff positions? Please mention if you are intending on applying for GM as an ET: I have been a member of the MT, and a member of the management of that team.

     

    Where do you grab inspiration from?: Most of my inspiration comes from myself. Whatever events I run are based around ideas that manifests themselves that seem to have something about them that just ‘works’, and then I develop the idea from there into something that could be put into effect on the server. I’m most influenced by older fantasy fiction, namely work by Ursula K. Le Guin (Earthsea), whose work has influenced my conceptualization of fantasy worlds from a very young age. The Elder Scrolls are my video game fantasy universe of choice; the diversity and depth of its lore continues to interest me.

     

    What are your current list of characters, and are you willing to sacrifice any?: Selina Vientos and Arthur Dulgaster; I’d be happy to sacrifice either.

     

    What race, or group, do your events best cater to?: I can’t say that my events would be tailor-made to any particular groups. Though many of them might have supernatural/magical influences, I try to keep the ideas broad enough that they could be deployed and used wherever was needed to make them work.

     

    What do you believe are the key factors for a successful event?:

     

    • Accurate portrayal of the creature/being which you are currently playing. Bending the lore slightly to add a little spice to the action is a given, but maintaining cohesion with the setting of LOTC is a must.

    • Interactivity with the plot. Player characters should be placed first and foremost as the deciding factor when moving through the story of an event or eventline. As an actor, adaptation to support what characters choose to do is important. Being able to control the chaos caused by an off-the-wall action is important to keep the story flowing and interesting. Even if a particular goal might be in sight, an actor’s job is to make the path getting their as interesting and player decided as possible.

    • Leadership. As an actor, you are playing the role of DM; your job is to form a story out of the voices of your players and make sure that that story is cohesive. It is also important to solve problems and make sure that the story progresses without delay so as to prevent it from becoming stagnant. You are the clear voice of direction amongst those present, and it is important you take advantage of that fact.

     

    What strengths would you bring to the team?: My primary interest has always been in the lore of the server, which I have studied thoroughly. My timezone may also be viewed as a strength, since GMT has always been a timezone lacking in activity. I’ve also been around on the server for at least two years, so I’m a committed member of the community.

     

    Why do you want to be part of the team?: I feel as if the world of LOTC is lacking in vibrancy and energy. I want to try and restore some of the mystique to the world and make it exciting to travel through it.

     

    Create three distinct event scenarios based on the servers lore that you would organize:

     

    • A weather working shaman has been using his abilities to travel across the world by boat, blowing wind into his sails by calling upon his affiliated spirits. Unfortunately, an argument between the shaman and his allies has resulted in his spirits withholding their aid. Without a tribute to sufficiently restore their relationship and settle the argument, the shaman is stranded on the coastline without any wind to keep him moving. Players are tasked by the shaman to seek out whatever item he might suggest as a sacrifice and return it to him, the precise process decided randomly. A combat encounter with an animal could take place, or some tomb delving could arise as the adventurers look for a shamanic artefact to offer the spirit. This really ranges wildly, from flower picking to dragon slaying depending upon the exact nature of the encounter and the number present to take part.

     

    • A storm has recently passed through the deserts of the world, unearthing ruins buried beneath the sands. The designs seem dwarven, and venturing into the tunnel quickly demonstrates why; the air becomes chilly within five minutes of wandering, then downright blood freezing, before the gentle blue glow of thanhium illuminates the adventurer’s faces. Runework, half-finished golems and all manner of exquisite dwarven crafts litter the caverns below, whilst the main chamber unveils a beautiful forge which towers over the party. Upon the forge is a still glowing golem core, it's runework sparking with ethereal energy. Directions beside the core explain how such might be placed into a golem body; should the party manage to find such a body hidden within the underground labyrinth, placing the core into the golem would reward them with incredible knowledge. These dwarven craftsmen of old were certainly great golem makers, as the creation the party would awaken tells them of the story of these old dwarves, and how they come to vanish. In fact, this golem has an uncannily precise, first person account of events, talking of the many dwarves that wandered these passages as friends and family alike…

     

    • The mountains have been alight with lightning for many days now, and as our adventurers discover, an old magicians contraption has been calling upon the Void to summon storm after storm. Why this contraption has gone so haywire is unknown, but the strange creatures born out of the lightning which have been terrorizing local communities, demand swift attention. Upon managing to approach the device, the ghost of this departed sorcerer relays his unhappiness and its source, before bidding to engage the party in combat. However, should the party manage to quell his anger and solve his hatred, the party would avoid bloodshed and certainly incur some kind of worthwhile prize.

     

    How long do you plan to be able to work on the team?: As long as I can. Specifically how long that would be, I couldn’t say until life hits me with the next hurdle.

     

    Tell me a joke: i’m very unfunny

  8. Wandering around on LOTC can be hard during off peak times, and GMT seems to be pretty quiet; that's likely because I just don't know where's active during that kind of time zone. Keeping this short, are there any groups out there who are comprised primarily of GMT players and looking for another roleplayer?

  9.  

    Name of Artifact: M.A.C.L

     

    MC Name of person(s) currently in possession of Artifact: Aelesh

    RP Name of person(s) currently in possession of Artifact: Rathian Carcimor

    MC Name of creator(s) of Artifact: Aelesh

    RP Name of creator(s) of Artifact: Rathian Carcimor

     

    Effect(s) of Artifact:

    M.A.C.L (Magically Altered Conscious Liquid, colloquially referred to as ‘Mac’) is a small glass pyramid with sides five centimetres in length. The innards of this structure are filled with iron filings suspended in liquid mana. This solution may excrete from the sides of the prism and form ‘legs’ which allow the prism to move, and a single ‘arm’ which can hold objects up to one kilogram in weight. An artificial mind is embedded into the object, allowing it a limited consciousness and some degree of autonomy. Mac may be asked to ‘hold’ arcanism spells, up to tier 3; once summoned by Mac’s owner, the spell may be handed to Mac who will assume control of it, and begin to use its own mana reserves to sustain it. If an arcanism spell of less power than what might be expected of a tier 3 magician is given, it may use some of its mana to empower it. The spell may be returned to the original caster at their discretion.

     

    Red Lines of Artifact:

    Mac is only capable of holding items up to one kilogram in weight.

    Mac can last for perhaps half an hour of sustained movement before requiring recharging.

    Mac cannot travel more than fifty feet from their owner.

    Mac is incapable of ‘holding’ arcanism that exceeds roughly tier 3 in power.

    Mac cannot ‘help’ the owner cast their magic; their supply of mana cannot be somehow channeled into normal magic. It can only be used to hold magic.

    Mac has the mana reserves necessary to hold T3 arcanism for five minutes. Were it to do this, it would consume all of its mana reserves and would resort to using its liquid mana pool. Doing this would render it unable to move, and would require recharging to be used again.

     

    Explanation of effect(s):

    Mac is an artificial mind contained within a gem of solidified mana. This gem is surrounded by a solution of liquid mana, mixed with oil (for viscosity) and iron fillings. The artificial mind contained within the gem can ‘pilot’ this liquid mana as a body. Mac has a basic understanding of how it is that arcanism works, and thus can use its own mana supplies to ‘hold’ the arcanism of its owner. Mac has the ability to use a rudimentary form of voidal feeling to view mana around it, allowing it a form of sight.

     

    Number of duplicates of this Artifact: 1

    Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?: Yes!

    Have you applied for this Artifact before, and had it denied? If so, link the app: Nope.

  10. MC Name: Aelesh

     

    Character's Name: Rathian Carcimor

     

    Character's Age: 113

     

    Character's Race: High Elf

     

    What magic(s) will you be learning?: Blood Magic

     

    Teacher's MC Name: Seisraz

     

    Teacher's RP Name: Cosi

     

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

     

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

     

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

  11. Somewhere on the plains, a young man halts to raise a letter to his eyes; the hand shielding his eyes from the sun quivers feverishly as he does so, his eyes beneath jerking this way and that just as fiercely. Memories of the ocean, the harbor, a certain man who had spoken with him, memories of home and tranquility. Memories of his friends, and what family he had. Little by little, as was always the case, time had been scrubbing it away. This was but the final memory left to break.

     

    "You were always there, even if not in person. Mother's are pillars of support to their son's no matter the distance that might be between them. Even now. . . I feel that you are there for me, somewhere, in some way. One is not truly dead until their name has ceased being spoken, Kypris - my mother. Mother, m-my mother. . ." For a long moment, he is still, eyes fixed on the sun as it sets behind the horizon. The crimson of his robes billows with a passing gust of wind, before he slumps, and weeps.

  12. 6 minutes ago, 吳憾戰士14 said:

    We already have thulean (blood) druidism which in theme, function and idealogy is very similar to this, what makes this stand out as unique enough as a stand-alone lore piece which justifies its existence in an already very messy web of druid lore?

    0
     

     

    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.

  13. 4 minutes ago, Edeldrache said:

    Not 100% sure on druidic lore, but from an outsider perspective it looks like another Azdrazi type, very low amount of possible players and very difficult to find ways into group. If I just misunderstood, then nevermind.

    0
     

    It'd probably be an idea to clarify that once a circle has been 'filled', a new one can be made with 'Pactmaking', that should hopefully alleviate the low amount of possible players problem. On the other hand, this is no more difficult to attain than any other magic. Find a teacher, and the teacher inducts you into the circle if they're willing; identical to finding a teacher and being connected in any deity magic/dark magic etc, etc.

     

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