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Unwillingly

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Everything posted by Unwillingly

  1. "hope this helps" daughter or "it's just dark humor" son

    1. Show previous comments  3 more
    2. KeiaTypeBeat

      KeiaTypeBeat

      "hope this helps" daughter

    3. Songwitch

      Songwitch

      Hope this helps daughter

       

    4. Frisket

      Frisket

      Wat is the context behind these two

  2. this doesn't address like 95% of the concerns presented by myself or others, whether or not they could even be warclaimed in the first place isnt really the claim bc regardless we now know they definitely can be and all of those concerns still stand
  3. interesting choice to make lairs be warclaimable now, thoroughly disagree w/ this for a few reasons -lairs as communities will almost always be fundamentally smaller weaker than nations. it's not a matter of a place being incidentally weaker due to just playing their cards wrong or something, they're purposefully designed to house smaller corners of the community. lairs are necessary for darkspawn groups in particular a lot of times due to requiring a certain amount of autonomy to pursue their own niche of RP without being meta'd or cucked by OOC baggage so they never ever have the manpower nations do. they dont even have their own mines to grind for gear in a hypothetical WC, and good luck being a darkspawn group trying to get nation mine access in a way that matters -because of this, there's not a single lair on the server that's so problematic that a nation cannot deal with them without a warclaim (don't cite hexicanum, it was done in mutually good faith and coordinated player events and you know it!). darkspawn groups are so laughably timid when it comes to conflict RP, there's dozens of lairs who have collapsed because they got overwhelmed and dogpiled by multiple groups at the same time. raids ARE the warclaims to these small groups. keep in mind, too, when a lair gets a fire lit under their ass, it's usually multiple groups nations and playergroups and darkspawn hunting guilds doing it at the same time. people work together in RP, because while obviously darkspawn are a universal evil, they're also where all of the bored people go to stimulate their RP storylines and it continuously stacks the odds against people who are already the underdogs. when the black church tried to do stuff that wasn't just hiding behind 40 redstone doors in a cave they got raided day in and day out by every darkspawn hunting guild and nation and holy group on the server and now they're in stasis -this is just another means of monopolizing the amount of power nations have over smaller fish, which as far as I knew, staff/admins have been trying to resist for years so it's why I'm particularly confused this rule was changed. what lair was suddenly so problematic between this map and last that it necessitated nations be allowed to warclaim a 12 man darkspawn lair that can barely organize itself? I am far from a darkspawn sympathizer OOCly but u guys should be trying to support these communities and give them the tools they need to actually be impactful so they don't just sit around 24/7 afking like they've been doing for the last 3 years. it's not good for lairs and it's not good for the rest of the playerbase that whenever someone tries to be the foil to the "good-guys" day to day slice of life larp they get wiped into oblivion. it's good that darkspawn exist (to what extent they try) to interrupt the flow of RP and give the average player storylines to attach themselves to and pursue also lairs can already be evicted by PROs so this is just beating a dead horse lol
  4. the magic lore rn technically speaking isnt in the best spot but man does naz have some cool world lore. even ignoring a lot of its flaws naz still excels in areas other well written magics dont and leaves a lot of storytelling up to player liberty, same goes for templar
  5. Long have the elven people toiled on the tides of war. Such was often Galahad's sleepless woe, thought the promise of union revelry brought great warmth with it.
  6. whats some creature or magic lore this server doesnt have but you've always wished to see added

    1. Show previous comments  29 more
    2. Unwillingly

      Unwillingly

      28 minutes ago, sarahbarah said:

      playable mermaids or fairies :) I love the fairy lore u originally wrote, but I think it'd be super cool to see actual CAs yk

      once I am done with my naz stuff I plan on writing a playable faefolk FA to compliment the original NPC fairy lore c:

    3. sarahbarah

      sarahbarah

      45 minutes ago, Unwillingly said:

      once I am done with my naz stuff I plan on writing a playable faefolk FA to compliment the original NPC fairy lore c:

      I can't wait to see this!!! 

    4. BonesOfTheEarth

      BonesOfTheEarth

      @Unwillinglywhat naz stuff are you working on or is this just Mysticals soon(tm) lore...

  7. E L B I L O K ’ S A E H E I A L Founded 12th of Snow’s Maiden, 268 S.A. elBilok’sae Heial, or the Artisan’s Concord in common, is a community of both archivists and crafters sworn to the duty of promoting elven artistry, culture, and commerce. Guided by a strict set of bylaws, elBilok’sae Heial divides its crafts into five subdivisions called branches, each representing the five erudites of elMyumier’tir: Textile for the Gryphon, Armory for the Dragon, Rations for the Stag, Art for the Unicorn, and Utilities for the Basilisk. All are collectively guided by a strict internal hierarchy that ensures its continued tasks and operations are fulfilled within Caras Siol. ᴛʜᴇ ғᴏʏᴇʀ ᴏғ ᴛʜᴇ ᴀʀᴛɪsᴀɴ's ʜᴀʟʟ · ────────────────── ⋅᯽· ────────────────── · ʜɪᴇʀᴀʀᴄʜʏ Head Artisan The appointed steward of the Artisan’s Guild, the Head Artisan safeguards tradition, ratifies bylaws, oversees inter-branch balance, and speaks for the guild in matters of state and culture. He is often the one most endowed with crafting technique as well. They work directly with the Ivory Crown on matters of funding and mercantile work, and are expected to exemplify mastery in more than one field. They also promote Journeymen into Masters. Master Masters are experienced in their field, and serve as beacons of admiration to the lower echelon. They uphold guild standards, issue bounties, sponsor initiates, and are entrusted with the instruction of Journeymen and Apprentices alike. They oversee the initiation of Seekers and promotion of Apprentices Journeymen Fully initiated artisans whose apprentice work has met guild standards, Journeymen may now fulfill bounties independently, pursue commission work, and guide learning Apprentices and are eligible to sponsor Seekers. To be promoted from a Journeyman to a Master, they are not beholden to any aspirant task, and must instead be hand chosen by the Head Apprentice based on their dedication, technique, and commitment to the guild’s bylaws. Apprentice Apprentices are the newly initiated artisans who have recently passed their sponsorship and crafting trial. They may not pursue independent orders, nor use the guild’s patent, and are mainly expected to improve the skill and technique of their craft for little reward until promoted. In order to be promoted, one guild bounty must be fulfilled without aid and without pay. Seeker The untested petitioners of the guild, Seekers are casual applicants who have made their intent to join the guild known and have been accepted for consideration. They seek sponsorships from an internal guild member, and are tasked with creating one testament craft, called a Tufern (derived from elven, meaning “construction or craft”) which will be scrutinized and observed by guild Masters when presented. ʙᴀᴋɪɴɢ, ᴜᴛɪʟɪᴛʏ, ᴀɴᴅ ᴀʀᴍᴏʀʏ ᴡᴏʀᴋsʜᴏᴘ ʙʏʟᴀᴡs I. No guild craft may deliberately undermine guild bylaws in the name of profit, mass distribution, or deceit. II. All guild works must be marked with the Artisan’s Guild patent, author signature, and date, regardless of intent to profit or distribute. III. No guild craft may promote political agendas or ideas, as all crafts are to remain impartial to worldly affairs. Only the Head Artisan may grant exceptions. ɢᴜɪʟᴅ ᴄᴏɴᴅᴜᴄᴛ I. All members shall respect the hierarchy and decisions of the Head Artisan and Masters. II. Disputes between members shall be addressed through guild council, with impartial consideration for skill, cultural knowledge, and guild values. III. Gossip, the disparagement of work, or unauthorized public criticism of members’ crafts is prohibited. ʙʀᴀɴᴄʜᴇs While not strictly binding, it’s not uncommon that guild members will specialize in one or two of the five craft fields, called branches, each of which represent the cultural tenets of the Law of Myumier. Below are some examples of field crafts one may devote their work to. Textile, The Gryphon ──────────── ɢᴀʀᴍᴇɴᴛs ᴀɴᴅ sɪʟᴋs ᴊᴇᴡᴇʟʀʏ ᴀɴᴅ ᴘɪɴs ʙʀᴏᴏᴄʜᴇs, ʟᴇᴀᴛʜᴇʀᴡᴏʀᴋs ᴀɴᴅ ᴡʀᴀᴘs ᴄᴏsᴍᴇᴛɪᴄs ᴀɴᴅ ʙᴀɴɴᴇʀs Art, The Unicorn ──────────── sᴄᴜʟᴘᴛᴜʀᴇs ᴀɴᴅ ᴄᴀʀᴠɪɴɢs ɪɴsᴛʀᴜᴍᴇɴᴛs ᴘᴀɪɴᴛɪɴɢs ᴀɴᴅ ᴍᴜʀᴀʟs ᴘᴏᴇᴍs ᴀɴᴅ sᴏɴɢs Utilities, The Basilisk ──────────── ᴛʀᴀᴠᴇʟɪɴɢ ᴋɪᴛs ʟᴀɴᴛᴇʀɴs ᴀɴᴅ Fɪʀᴇsᴛᴀʀᴛᴇʀs ᴍᴀᴘs, ᴄᴏᴍᴘᴀssᴇs ᴀɴᴅ sᴇxᴛᴀɴᴛs ᴛᴏᴏʟ ʙᴇʟᴛs Armory, The Dragon ──────────── ᴡᴇᴀᴘᴏɴs ᴀɴᴅ ᴀʀᴍᴏʀ ʙᴀᴛᴛʟᴇ ᴘᴏᴛɪᴏɴs ᴍᴀɪɴᴛᴇɴᴀɴᴄᴇ ᴀɴᴅ sʜᴀʀᴘᴇɴɪɴɢ ᴛᴏᴏʟᴍᴀᴋɪɴɢ ᴀɴᴅ sʜɪᴇʟᴅs Rations, The Stag ──────────── ᴡɪɴᴇs, ᴍᴇᴀᴅs, ᴀɴᴅ sᴘɪʀɪᴛs ʙʀᴇᴀᴅs ᴀɴᴅ ᴄᴜʟᴛᴜʀᴀʟ ᴅɪsʜᴇs sᴘɪᴄᴇs, ʜᴇʀʙᴀʟ ᴛᴇᴀs sᴇᴀsᴏɴᴀʟ Fᴏᴏᴅs · ────────────────── ⋅᯽· ────────────────── · ᴇxᴘᴇᴄᴛᴀᴛɪᴏɴs Guild Production Guild production forms the backbone of the guild’s economic and cultural activity. When not pursuing bounties, commissions, or trade, guild members are expected to contribute to the guild’s personal wares. While day to day crafting does not expect to pay, they may pursue any form of craft within the five branches and donate it to the guild’s display units or archives. Most day to day crafts, especially those of unique makeup or quality, will be either displayed or stored away. Bounties The most sought after of guild activities, bounties comprise of quests or objectives issued by Masters in exchange for mina payment. These quests may range from the creation of single desired objects, or complex trading missions and work in foreign lands. Guild members may either work together to complete bounties, or compete with other members to steal them. It’s important to note that while bounties offer payment, each quest is transactional and expects quality on top of diligence. Personal Commissions When one has reached the rank of Journeyman, guild members may fulfill private contracts on behalf of the guild within guild standards and bylaws. These requests may come on the behalf of families, individuals, or private institutions both local and abroad. Additionally, locals or steadfast allies of Caurost may receive discounted prices for their requests on behalf of the guild. Trading Primarily as a means of guild outreach, guild members may pursue commerce and mercantile work to the public and foreign lands. This includes selling items in guild shops, markets, or through state-sponsored exchanges. When pursuing trade, it’s important to note that while commerce allows artisans to gain renown, the pursuit of profit must never compromise quality or guild expectations. ᴀʀᴛ ᴀɴᴅ ᴛᴇxᴛɪʟᴇ ᴡᴏʀᴋsʜᴏᴘ ʜᴏᴡ ᴛᴏ ᴊᴏɪɴ In order to join the Artisan’s Concord, one must first fulfill the following criteria: ⊱ Candidates must be either recognized citizens of Caurost or trusted allies of the state. ⊱ Candidates may not hold membership in any other artisan guild. ⊱ Candidates must possess a foundational skill in craft which can be improved upon or developed. ⊱ Candidates must be above the age of sixteen. Should the above criteria be met, candidates may seek membership by becoming a Seeker, untested petitioners who have made their desire to join known and have been formally accepted for consideration by guild Masters. To become a Seeker, a candidate must: I. Make known their wish to join the guild to a Master, where they will be expected to offer a short prose on their understanding of guild culture and purpose. II. Seek sponsorship from a standing guild member of Journeyman rank or higher, vouching for their diligence, dedication, and suitability for apprenticeship within the guild. III. Craft a Tufern, which will serve as a testament to their current skill and latent potential. The Tufern will be submitted to the Masters for scrutiny in order to determine whether the Seeker’s hands and mind are worthy of guild mentorship. Guild headquarters are located in Caurost’s Market Plaza between elTaeluir Asimulum and Komnenos Enterprises, further announcements and organization to come soon.
  8. this is the only thing I'd like to respond to but the thing about the infighting among naz is that it's less so to be approached as "every man for himself" and more so a psychotic sense of factionism that's meant to reflect the infighting of the rokul. in moz lore the rokul don't just slaughter everyone that isnt themselves or their loyalties, there at times can exist very crude alliances and conspiracies and backstabbing plots etc between each of them, its very fluid. the politics and relationships are constantly changing in moz so I think it makes perfect sense for this to be reflected in game. and also the reason zar'akal make more zar'akal from a lore perspective is because 1. a zar'akal can be an aid in the revival rite, and 2. they can be an aid for disconnecting other naz, as well as the aforementioned need for alliances or whatever other subjective RP reason etc
  9. why do you think it should be shelved?
  10. I'm curious to hear some internal dialogue surrounding naz lore in its current state, as I do not regularly interact with most naz players outside of a select few. this is a thread open to both naztherak players and non-naz who regularly interact with the magic and its players. if you at all have any thoughts or opinions on this lore this is your opportunity to gush, please be thoughtful and helpful in your feedback are there any glaring or fundamental flaws you recognize in naz lore? be it mechanics, consistency, or lore usage? are its systems too complicated to learn and absorb, or should it encourage unique class-building? what are your favorite and least favorite spells and rites? whats something you would like to see changed, added, or removed from the magic? generally speaking, do you enjoy roleplaying the magic either as a Naz yourself or interacting with it as an outsider? anything else you have an opinion on? much obliged : ) if you have opinions you'd like to quietly voice as well my DMs are open
  11. where cleric

    where milen

    where war rules

    1. Show previous comments  1 more
    2. Baccaaa

      Baccaaa

      nothing ever happens @Unwillingly

    3. Frisket

      Frisket

      You guys are asking for too much… maybe we will get another apology post

    4. Hiccup392

      Hiccup392

      where xan

  12. can we just bite the bullet and mercy kill food expiry already pls

    1. Show previous comments  7 more
    2. greisn

      greisn

      this map was supposed to be the big one guys!

    3. Mescaffier

      Mescaffier

      (and none of the staff care because they're in /god and don't need food)

    4. Turbo_Dog

      Turbo_Dog

      Spamming cookies is the best method if you don’t log on regularly and want something that never expires and you can get a lot of. Not as relevant as these other comments but this is a small tip

  13. At the behest of Emperor Hadrian's most vicious hand, Galahad was swiftly course corrected from such an erring path. God save the Emperor.
  14. already fcked up 2027 gonna be my year 🔥

    1. Metamancy
    2. lemonke

      lemonke

      I have been saying "this year will be better" since 2023... maybe 2027 will be the real one...

  15. goodbye 2025 hello 2016! anyone know the lotc teamspeak ip

  16. most memorable, narratively compelling, or emotional RP encounter? favorite niche of RP? (if any) long term lotc aspirations or projects? be it an RP pursuit, a type of character, OOC project etc. anything
  17. military RP used to be such a staple niche of RP on the server but it feels like it's slowly been disappearing for the last few years. ofc there's been sporadic exceptions, the opportunities exist on paper, but it broadly doesnt feel as saturated or "relevant" as it used to be. does anyone else feel this or am I just looking in the wrong spots

    1. Show previous comments  7 more
    2. Asutto

      Asutto

      the military industrial complex (pvp unions) and it's effects on society (military rp avenues)

    3. Stag

      Stag

      Much like many facets on the server the military pipeline has been shortened. People are less willing to play punching bag #3 just as they are less willing to roleplay tier 1 magic learning for 3 months. 

    4. Adelemphii

      Adelemphii

      Quote

      2) Mil RPers generally grew up or became real soldiers.

      I tried to join the military but I am an auto DQ which is very unfortunate. Now I get my military larp in by playing milsims like Arma 3, MCRP just doesn't do it for me anymore as I've found myself more interested in combined arms experiences which are not really anything you experience in minecraft.. Also I don't have much joy for PVP anymore.

  18. Issued by the Ivory Crown & Grace of the High Prince 12th of the Sun’s Smile, year 265 S.A T R A V E L A D V I S O R Y ON WAR & MOBILIZATION To the Denizens of Cauróst and her Kith, In light of recent affairs surrounding kidnappings, enemy raids, and assaults upon leal subjects of the Empire, the Ivory Crown henceforth decrees a period of interdiction. These attacks are believed to be targeted and deliberate, subsequently necessitating the following travel advisory: ❧ Travel in number. The more, the better. ❧ Remain armed, and never travel without a mount. ❧ Halt for no-one, no matter the reason. ❧ Avoid busy trade routes, and steer from unnecessary travel. ❧ Do not disclose your identity or affiliation to suspicious individuals. Lie if you must. ❧ Do not idle beyond city walls, even in the woods, without necessity. ❧ Report any suspicious activity or bandit patrols to local authorities. This advisory shall remain in effect for the duration of the ongoing war, or until rescinded. Citizens are directed to contact the High Prince in the case of personal inquiries. Signed, Galahad Ílumrin High Prince of Cauróst, Prince of Malinor & Eldest Son of Húrin Ilumrin
  19. In Galahad's tenure, he had come to understand clearly the motives of High Elven opportunists. It was this understanding that taught him to so mercifully stay his blade in spite of immeasurable transgressions, attacks, and violations upon his people at the hands of their rulers and gentry, and part of him believes the vindiction of the Mali'thill stems from an envy that it took little more than the folly of their own viceful rulers to bring ruin to their motherland. "The blanched marble walls of Haelun'or are lately turned a much softer shade of gray with the deposition of the Mali'thill. It smells of unearthed stone and a gentler future for Elvenkind, one that cannot be had at the hands of opportunists who seek to sabotage the pursuit longevity in the name of a suicidal blaze of glory." says Galahad, before reminding: "This creed of elves– who had made a brazen attempt on my life, the life of my descendants and progenitors, sought to decry Caurósian dignity like dogs, and now sow wroth upon the Autumn Prince and his people– shall not so easily seize Malin's mantle. This is little more than an opportunistic recruitment drive dressed with the fires of rebellion. Heed not the word of silver-tongued charlatans."
  20. hello lotc story team builders and builders in general my favorite and least problematic community hello hiiiii

    1. Show previous comments  3 more
    2. Random

      Random

      Build Team having their jobs taken by MAP Team drama

    3. PolarLoLs

      PolarLoLs

      I'll start, build team dont do shit bruh lock in

    4. ImmortalShadowZ

      ImmortalShadowZ

      Heh. Now we just fight the team that stole our job.

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