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JustMeMorgan

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  1. Adjustments added to most spells, nerfing water blast now to reduce distance moved @sam33497

     

    - Done

     

    p.s. please there isn't a 2 emote ice projectile it was me making a typo it's 3 emotes I promise

    24 minutes ago, PrimnyaQuorum said:

    Nerf Water Evocation 

    Looks neat! I just have a few questions regarding some stuff:

     

    - Water Blast: It's mentioned that the spell can be sustained after casting - does each additional emote of casting this spell onto a target push it back a further six blocks?

    - Water Shield: Is the barrier stationary, or does it move with the mage? Can the mage move while casting?

    - Water Whip: How long does the Whip last? More opinionated, but - should the blunt end of a whip not cause more then a few bruises?

    - Ice Projectile: I dont personally think the projectiles should become dulled the more projectiles summoned. If a Water Mage can spend six emoted uninterrupted charging 5 Ice Projectiles, their shouldn't be arbitrarily nerfed into having dull projectiles.

     

    I like the changes overall, and I think its a step in the right direction, but Water Evo I've noticed tends to lack that little extra oomph other Evos have - Fire has its burns, Wind has its stuns and pushback - give water a little bit to make it a force to be reckoned with, no?


    secondly quoting this again, I think for now I’m going to focus on getting the emote economy fair and from there go by community choice in a follow up expansive tweak for things concerning force and damage

  2. For any reference for how badly water evo is suffering:


    Translocation:

    Brisk step, 2 emotes and you can move 12 blocks instantly in a linear direction, PLUS you can also attack in with it (typically its agreed a player can move 8 per emote) I'd also like to add on top of this the clause in redlines is: "You may utilize any Voidal Shifting spell in tandem with swinging weaponry without disrupting connection in the same emote." So a 12 block blink with an attack involved in 2 emotes.

     

    Earth evo:

    Sand blast, 20 block distance, 2 emotes - Blinding attack to pretty much everyone in range

     

    Air evo:

    Air gust (stronger to water blast), 3 emotes 

    Air evo redirect (similar to water shield), 2 EMOTES

     

     

    7 minutes ago, Moribundity said:

    The changes look nice, but there's also some concerns I have. 2 emotes to hurl a sharp ice projectile makes bows redundant and may encourage spam casting. I think a lot more could be done to make water evo more on par with the other voidal evocations but I'm not sure reducing emote counts is the way.

     

    I'd say make ice sharp at t3,  allow water to potentially scald for extra damage at t3+, encourage more extreme bludgeoning damage or spells that scale with tiers.

     


    @Mori I've fixed where, minor typo where I meant third emote as in connect + charge + cast it (same to draw aim shoot)

     

    8 minutes ago, PrimnyaQuorum said:

    Nerf Water Evocation 

    Looks neat! I just have a few questions regarding some stuff:

     

    - Water Blast: It's mentioned that the spell can be sustained after casting - does each additional emote of casting this spell onto a target push it back a further six blocks?

    - Water Shield: Is the barrier stationary, or does it move with the mage? Can the mage move while casting?

    - Water Whip: How long does the Whip last? More opinionated, but - should the blunt end of a whip not cause more then a few bruises?

    - Ice Projectile: I dont personally think the projectiles should become dulled the more projectiles summoned. If a Water Mage can spend six emoted uninterrupted charging 5 Ice Projectiles, their shouldn't be arbitrarily nerfed into having dull projectiles.

     

    I like the changes overall, and I think its a step in the right direction, but Water Evo I've noticed tends to lack that little extra oomph other Evos have - Fire has its burns, Wind has its stuns and pushback - give water a little bit to make it a force to be reckoned with, no?

     

    Thankies for all the pointing out bits, I'mma make some more adjustments so hold on people for extra changes

     

    I'm also aware water evo has people writing new spells for it, if anyone wants to write steam additions o7

  3. 4 minutes ago, DISCOLIQUID said:

    idk even with these changes seems wishy washy

    Changes made where I've tested, if you could do better do better, I'm at least chipping into the marble

     

    Water Blast - Unspecified when usable or force, fixes applied.

    Water Shield - Took too long to cast, was simply not viable for any defensive purposes, especially when any other magic - I believe including some other evocations might do it better (i.e. translocation 1 emote blink)

    Water whip - never could pull it off as it just took too long, fixed accordingly. 4 emotes for a melee weapon you could just pull out? I reduced it to two emotes post connection with the idea the mage may not have it attached to their person, i.e. fixed to the floor in front of them. that extra distance between weapon and mage being the reason it costs more than just two emotes.

    Ice projectile - Similar to water blast, fix applied

    Water wave - Same as above.

     

    It's changes made where I've seen changes needed. I think that's something people need to realise we can do as a community we can come back to things and fix them later.

     

     

  4. Post production note:

    I am pretty sure I wish to make this as one of two posts, if LT willing they accept these changes, I will most likely produce a secondary post to adjust the threat of some of the spells, I do not want to see water evocation extremely strong or super deadly, however if the community makes an agreement to buff/nerf specific parts I am willing to help write a post to further that goal.

     

    Preface:

    I have been using water evocation since Axios, I have seen several different rewrites and guides submitted and used as the baseline. All of them have been messy and shoddy in structure. For the first two years I was using lore that specified you could have two emoted a chunk of ice the size of a torso at someone. It was broken, janky, old. Then we had some guides - not full lore, couldn't be that dedicated - to show us how to use it. Still, a bit janky and sore in places.

     

    I have made several attempts at lore, truth be told I cannot write well enough and descriptive enough to keep it cohesive, the tyranny of he who shall not be named destroyed a lot of lore, masterpieces by some people even, hours of work and proofreading for others. In it he also attempted to supplement players with once again shoddily pieces of work by making his staff put it through. Now they are not to blame in my opinion, as I see they were forced to make lore to fill a void that he left. 

     

    I went through Sorcerio's lore, its great, cute and neat. However when applied its slow, unwieldy and just not viable. Why spend three to conjure a shield of just water and fail, when I could dodge out the way, or hell teleport in one emote and be fine? It didn't work when it came to it. And that's what I'm trying to fix. I do not aim to make it overpowered, I'm not aiming to create a power creep - if anything I endorse other players, READ YOUR LORE, AMEND WHAT IS BROKEN. We are a community and we should work together to fix our stuff. - I intend on making this magic fun to use again, and fair to use again.

     

    For the betterment of all puddlemancers, I give you my piece de resistance, my bus, a list of tweaks and changes to make it better for us.

     

     

    SPELL LIST AND AMENDMENTS:

    (blue highlights in original for where changing, red in amendments for bits changed or added)

     

     

    Water Blast [C] - A decent spell however the blast was unspecified in force originally, literally said 'a descendants push' which could for instance be an olog shove or a halfling nudge? Secondly the casting was unspecified, am I blasting on the third or fourth emote?

    Original:

    Spoiler
    • By conjuring forth a congregation of water, a water evocationist can send forth a jet or projectile of water to blast opponents backward. While not very physically damaging, it’s force is moderately strong possessing enough force to send one toppling backwards, though holding no more force than a descendant’s push, likely causing them to stumble back around [3] blocks if unprepared, or even cause them to fall over. This spell for the duration will keep pushing an individual (if able) to a maximum of fifteen blocks [15] before fizzling out.
    • This spell can either appear as a ‘jet’ of water, or a sphere which may be cast towards an opponent. This may be modified aesthetically, though must remain in the general shape of a jet or globule of water.
    • Requires three emotes to cast [1 connect + 2 cast] regardless of shape. The water blast itself may be held back for up to two emotes before needing to be fired lest it simply dissolved. The attack can be sustained for up to [4] emotes assuming the mage has adequate concentration and mana. 

    Amendments:
     

    Spoiler

    By conjuring forth a congregation of water, a water evocationist can send forth a jet or projectile of water to blast opponents backward. Whilst the impact of this attack is not harsh enough to cause physical harm, the current and force is enough to force or push most common descendants back up to [3] blocks, depending on their weight and stance. Creatures of heavier dispositions, such as ologs, beings of stone, or those of ooze like qualities, may hardly loose footing or stumble at this blast, though may find it slightly disorientating.

     

    Requires three emotes to cast [1 connect + 2 cast] regardless of shape and is usable on the third emote. The water blast itself may be held back for up to two emotes before needing to be fired lest it simply dissolved. The attack can be sustained for up to [4] emotes assuming the mage has adequate concentration and mana. 

     

    Water Shield [C] - I think of this spell as a mage's attempt to block or prepare to block incoming fire, much alike a person running to cover, raising a shield or a translocationist teleporting away I believe it is more effective and in roleplay logical to decrease the casting time however also decrease the time it can be sustained, it is a panic defensive move.

    Original

    Spoiler
    • A water evocationist may create a disc, wave, or shield of shifting water which can deflect some projectiles, such as arrows, and can also extinguish flaming projectiles, assuming they can be extinguished. 
    • This spell requires three emotes to cast [1 connect + 2 form]. The water will appear to swirl about or rise upwards in a wave which will span no more than two meters in diameter. It may be sustained for up to [4] emotes before dissipating. This barrier will deflect projectiles traveling at the speed of an arrow or slower, as well as extinguishing flaming projectiles. 
    • For aesthetic purposes, the shield may appear as a small wave, disc, or other barrier, so long as it holds no solidarity and offers no protection against melee attacks.

    Within redlines

    • The mage must dedicate their concentration to the shield. Performing other actions while maintaining the spell will cause it to drop.

    Amendments: 

    Spoiler

    This spell requires two emotes to cast [1 connect + 1 form]. The water will appear to swirl about or rise upwards in a wave which will span no more than two meters in diameter. It may be sustained for up to [2] emotes before dissipating. This barrier will deflect projectiles traveling at the speed of an arrow or slower, as well as extinguishing flaming projectiles. 

     

    Within redlines:

    • The mage is able to move four [4] blocks per emote during the two emotes of it being sustained. This movement is performed as a slow meander in whatever direction they desire whilst they focus on the spell.

     

    Water Whip [C] - I have actually tried using this in roleplay combat about three times since this lore has been released, each time failed. The casting time is just way too long for any in roleplay use, It takes less time to take out a bow, aim and shoot it than it does to prepare yourself a weapon that has the same power as just a normal whip.

    Original

    Spoiler
    • A water evocationist who has learned to conjure ice can form a whip of water with spiked ice on the end. While being a [T3] spell, the ice will be rather crude and blunt, likely causing a few bruises should it hit. However, upon reaching [T4], a water evocationist may opt to make the ice more sharp, causing cuts, slashes, and even lacerations rather than providing blunt force.
      • Alternatively, a mage may create the whip out of pure water to lash at unprotected foes, leaving scratches and scrapes wherever it hit, as well as lashes.
    • The spell requires three emotes to cast [1 connect + 2 cast]. The whip itself will not extend beyond eight blocks in length, the spikes on the end of it being no longer than four inches
    • Water Whip can be maintained for an extended period of time compared to other spells due to its thin structure, typically holding out during a combat narrative if required and as long as connection is sustained.

    Amendments:

    Spoiler

    The spell requires two emotes to cast [1 connect + 1 cast] and is usable from the third emote onwards. The whip itself will not extend beyond eight blocks in length, the spikes on the end of it being no longer than four inches

     

    Ice Projectile [C] - Simple clause addition

    Original:

    Spoiler
    • A water evocationist who can conjure ice may form shards of ice which they can use to throw at a target, either as one or multiple different projectiles.
      • The projectile/s themselves are typically baseball-sized.The shards can be either sharp or blunt. Should it be sharp, it would be equivalent to a simple ferrum sword in terms of sharpness, though able to be shattered easily if it comes into contact with blunt force. 
      • Blunt projectiles are less brittle, hitting at the force of a baseball going arrow speed, though typically do not shatter.
    • Requires three emotes to cast [1 connect + 2 cast]. Additional projectiles require an additional emote to conjure, no more than five able to be charged at once. The more projectiles charged at once, the more blunt all of them become while simultaneously charged.
      • One projectile charged may be around the sharpness of your average ferrum blade.
      • Ice spikes may be capable of piercing unarmoured foes just as a regular blade would, but will likely only dent heavy plate, instead leaving a mild bruise where it hit regardless of sharpness.
    • Multiple projectiles may be fired at once, however, they must all be within the mage’s line of sight at once and all be fired in the same direction if this is the case, lest they dematerialize. 

     

    Amendments:

    Spoiler
    • Requires three emotes to cast [1 connect + 2 cast]. The projectile can be sent on the third emote. Additional projectiles require an additional emote to conjure, no more than five able to be charged at once. <removed this clause>
      • One projectile charged may be around the sharpness of your average ferrum blade.
      • Ice spikes may be capable of piercing unarmoured foes just as a regular blade would, but will likely only dent heavy plate, instead leaving a mild bruise where it hit regardless of sharpness.
    • Multiple projectiles may be fired at once, however, they must all be within the mage’s line of sight at once and all be fired in the same direction if this is the case, lest they dematerialize. 

     

    Water Wave [c] - (there's actually a typo in this that is on the original lore it says 1 connect + 3 form but prior says it requires five emotes to cast, rectified it here.

    Original:

    Spoiler
    • A water evocationist can conjure a large wave of water which they may push towards their targets in an effort to send them backward. The spell itself is very destructive, pushing back both people and objects alike in a small area.
    • The attack itself has a range of up to ten blocks, though can travel for up to fifteen once cast. The wave has a width of two blocks, though a length of up to five, constantly pushing whatever comes into contact with force equivalent to that of an orc constantly shoving the person backwards for as long as it is sustained.
    • Requires five emotes to cast [1 connect + 3 form]. The wave can be maintained until it reaches its limit of fifteen blocks, though may disperse earlier if the mage’s concentration is disrupted.
    • The spell itself, aesthetic wise, can be very creative. For example, one could make it appear as if there were a horse in the water running along with the wave.

    Amendments:

    Spoiler

    Requires four emotes to cast [1 connect + 3 form] It is usable on the fourth emote. The wave can be maintained until it reaches its limit of fifteen blocks, though may disperse earlier if the mage’s concentration is disrupted.

     

     

    Other spells not listed:

    Spoiler

    Ice Spikes [C] - No changes needed, I think it's actually the fairest spell.

    Ice Dome [C] - No changes needed, also balanced

    Hailstorm [C] - No changes needed, I found it funny this is the only spell that states when you can actually use the spell proper

     

  5. Along the streets of Talar'nor, a proposal or better described as invitation is put up through posters amongst several street walls and noticeboards. All of which invite those of the elitist variety, those who aspire to aristocracy and class to assist in the beginning of a new standing guild within the city walls.

     

    The Society of Common and Unified Mali

     

    The time for the Aristocracy to rise is now. Talar'nor needs a cultured community of people to guide etiquette and enhance the city's dwindling spark. With the forwarding of the Common and Unified Mali, a society of people shall form to bring prosperity and a proper sense of being to the denizens of this nation.

     

    The starting structure for this guild's code of conduct are as follows:

    i. Carry oneself with a high sense of being, one must be concise and literate with a proper sense of class and culture. Hold yourself with fine morals that line well with the codes of Talar'nor society.

    ii. Be irrefutable to the public. One's status should not be questioned or easily shattered, do not allow your position in the guild to become a topic of debate.

    iii. Be reputable, one must hold a craft or talent and wield it as well as ink and paper. Let known your ability and wield it to heighten the society.

     

    The society's activities would include typical assemblies, where topics of the world are brought into question, be it war or people of interest. Typically entertainment will be provided, betting on combats or races, or travels to other communities are all favoured activities for this guild.

     

    Recruitment will open simply as those keen on interested, once a selection of individuals who pen their names upon this notice are chosen and reviewed then further aspirants may be permitted to join upon accepting and achieving a challenge or goal set by communal decision of those already present within.

     

    If you find yourself with piqued interests in joining this guild, please pen your name below.

  6. As someone whose recently been trying to reimplement myself in the community - life had made me take quite the hiatus, I am finding it a slow but alright time rejoining, what I do wish is there was more stuff going on in the world, there are many landmarks and usable features but I just wish it was littered with a few more ruins, more ancient history and things people can adventure and talk about.

     

    RP is good and great, probably better than it has been for me though I do just sometimes enjoy running around looking at stuff, back on Axios I was constantly adventuring to just find used and abused event sites and other features, it let my mind wander and let me relax and was really enjoyable. That's something I want to see on this new map - a chance to just switch off if I'm not in the mood to rp and see the creations of others and the stories they wish to tell with it.

  7. On 8/15/2023 at 7:48 PM, terms said:

    Well in a way this is very offensive. As someone who was apart of this situation and having a great time doing some realistic RP for you to call me racist is very rude. And so i reply with a question , if you were walking down the street and you saw a green person would you find it wrong to call them something with resembles their colour? For example grass? If you said to them hello grass people would that be cause for an uproar that we are experiencing? The truth of the matter is that our characters had good RP reasons for our comments and people are blinded by racism in our world and arent thinking about rp.

     

    If I walked down the street and saw someone who was green, I would probably believe I walked into a live action casting for shrek.

     

    'Coal people' and 'darkie' are beating around the bush of real life slurs and phrases just much less explicit. You play in a game where many phrases are much easier and more accessible to you however you chose to take the ones that were closest to real life counterparts.

     

    "Knife ears" are an example of a fantasy insult to connote distaste towards elven people, In Skyrim for example they use the "Grey Quarter" for the area where dark elves are kept, this is an excellent example of "Hey, we have real life racial issues where using skin colours is a word of hostility to black communities, let's make sure to evade this issue by using the word 'grey' instead of 'black' or 'darkie' quarter."

     

    Furthermore, stating that the community is blinded by racism is a bit of an overstatement, apologies if I said you were racist, I was just taking a quick-fire straight approach, I don't believe you are racist in any capacity and the words used were just used in a quick minded way to denote a distaste to the elves, that being said they could have been used as a way to evade using real life racial slurs to denote black people, if used to just be silly and childish and as a joke or anything else, I simply just suggest caution

     

    I do believe this server has a very wide community of people, many on here may use it as a lil escapism from real life issues, I mean Paris had two nights of riots as Nahel was shot down by a cop, racial issues are still present in the world and LotC is a good escape for those players, having random people approach them and tiptoe the border with fantasy slurs is probably not the most fun experience

     

    tl;dr it's tiptoeing a border into irl slurs when you had a dictionary of alternatives welcome for you to use, all of which avoid this line and although I don't think you overstepped it, you sure as hell put your foot directly on it

  8. On 7/4/2023 at 3:48 AM, Mannamannaa said:

    IMO raiding or warclaiming forces should not use SS to travel to their target, but that's just me...'

    Yah that was a rule before, though the issue is now if someone pillars to say midlands 2 which is the closest pillar to x and y, one of them may be significantly closer and therefore has less prep time

     

    Running from a pillar to Nora'sath compared to from a pillar to Adria for instance is a significant time difference

     

    I do like pillars with travel, but I feel like they should be adjusted now to make it sorta fair for all nations to have a fairly equal distance between, one way to do this could just be getting a minimap, putting a waypoint on the cities that the original pillar was going to and finding a more equal distance between

  9. as long as it's not axios' caravan/boat hell I do not mind

     

    I enjoy the new system though my one comment is it may have issues when PVP returns

     

    Some cities have been shafted in being too far or in some cases too close to pillars, i.e. it could take 10 minutes to get your raid crew from a pillar to Nor'asath, whereas raiding Adria it's only like a 2 minute run, one nation gets a lot more prep time compared to the other, or for the attacker they don't have any element of surprise and the opposing force can meta rally quickly

     

     

  10. On 7/1/2023 at 11:50 AM, Olox_ said:

    Hello from greyscale Poland.

    I am here for exactly five years now but it is the first time I am doing AMA. Feel free to ask about anything really...

    This is all, have a good saturday.

     

    5l5R-6SXJNQmCxpkWJ6nqCr5bgdYYcVAHIh3fb_9VxohmCPyRHuTKJ5EXywtNI3G3LswhTs43hdy_TkbEG5TPn6-q3DQ9Oy6AxfVdkvPZW6NMTN3rJHZLCIbaX68xjt-k4p1CySP-O-NC2OhXxOBlmg

    FENN IN ATLAS BE LIKE

  11. Did you read my status post??? mr Markis

     

    29 minutes ago, DrunkPapaBear said:

    all the cool magics already require you to chant/speak

    (They don't btw, you can literally just sit silently and look at a place and bam you could cast a T5 ice spike into someone's cranium)

     

    2 hours ago, MeteorDragon said:

    snippy

    My only thing to consider abt what you said Meteor, is I'm guessing we both already add tonnes of flavour into our spells, movements, incantations, etc. But a lot of other mages out there would much rather sit in a corner and just emote the spell happening, nothing about their character and what they're doing. On top of that having requirements means it gives us some limitations rather than just 'oh if you can see you can cast' it also adds other requirements

     

    -+-

    Spoiler

     

    I did write a status post abt this idea recently, maybe an optional feat mages can take that will change how their focus and spell play works.

     

     

    My idea would be an optional feat that makes it so mages have to perform a ritual circle of some kind and an incantation. Rather than standard connection of spells (gets pushed, loses connection) it all relies on your circle and incantation, if you complete both then boom your spell is cast no matter how long it took or if you were hurt halfway through (example being during a fight, you are thrown away from your ritual circle but over a few minutes manage to get back to it, completing it and the incantation and thus casting your spell)

     

    I like the idea of making people have to do more to cast their spell, sure with stuff like illusion it might be sketchy but there could be exemptions or alternatives

     

    It's a neat idea that I'd like to see enforced, seen too many lazy mages in my time on lotc

     

    Beneath is an example piece of lore I just cooked up to describe how Incantations and Circle spells may be used and implemented

    Spoiler

    Incantations and Circles

     

    Circles - A mage constructs a small circle drawn in chalk or another material around them, adding in relevant runes or phrases within. They will then imbue this spell with their mana to turn it into a temporary yet static mana anchor of which their spell will draw energy from -+- Circle spells take up half, rounded up, of the usual emote requirement for a spell.

     

    Incantations - After completing their circle, a mage will then speak their incantations they have associated with the spell. These do not have to be anything standard, yet should typically have meanings they have associated with that particular spell, for instance a protective shield may have words such as "Defend, Protector, Saviour, Vanguard" in the incantation, whereas an offensive one may have "Destroyer, Vengence, Ruin" in it. It is generally suggested a mage develops their own incantations that they use for spells, but keep them the same as it is the repeated use that gives it power. -+- Incantations take the remaining emote requirement, mages will use phrases they have developed themselves for the spells, typically having a book or something similar to remember what phrases they use for what spells. It is through this ritualism that empowers the spell.

     

    After casting the incantation, no matter how long or how much damage the mage had taken, the spell is completed and is cast. The mage must however be able to speak clearly to fulfil their incantations - cannot be spoken whilst gagged or during a deathrattle for instance - and the ritual circle depending on the material used may be broken (such as water washing away the chalk, or one using a fine powder having it kicked and broken)

     

  12. 5 minutes ago, Luxury said:

     

    The closest comparison I can think of is magegold/arcaurum.

     

    Like Ruibrium Its a mage material that is ultimately pretty vague as to its inner workings aside from hinting at ‘Lithium’ which has no lore backing. I would only suggest using it as a comparison piece.

     

    Magegold ultimately exists freeform and unhindered by red tape, yet is quite different from this submission. 

     

    I'm checking out magegold now and it does look like an awesome comparison to what I'm trying to convey, I'll probably use some of it's detailing to help build up this lore too (mostly for redlines and whatnot) so thank you for drawing the comparison!

    Redlines also updated to further prevent use in combat or preparing to attack someone!

  13. 17 minutes ago, UnBaed said:

    snop

     

    (making pasta in a mo' so will reply n update later)

     

    I agree with the latter paragraph and closing sentence, I'll probably update it to not really require ST oversight, mostly was just me still in an older player mindset on stuff, I'll also try being a bit more definitive and unique compared to cactus green, one reason I like the idea of a non-cactus green narcotic is because cactus green is very typical and thematic towards orcs, having other options that do similar things allows for more diversity, though I will be making it a bit more unique overall.

     

    In times of the first para though, as someone whose been a player whose both attempted and seen attempts at forming headcanons that go against the lore narrative they always tend to fizzle out. I don't really want to write up this big cosmic idea of this crystal being a shard of xyz deity of debauchery, having come down in spiritual shards to be consumed by the descendants, a final piece before the aengul fizzled out bla bla bladdy bla I want to inspire people to have ideas and not feel persecuted or reluctant to share or create those ideas because they don't fit in with the forum page narrative of the lore.

     

    Think of this as at least a harmless experiment, testing if leaving things as an harmless open narrative is both appreciated and approved by the community, rather than having to lock it into the same 'must require a direct cause and effect explained, with diagrams included' piece of lore. 
     

    i guess what I’m tryna say is I just want to make some lore that doesn’t have to be tied down in a pretty bow, just have something that I know I’ll have fun with and many other people can also freely enjoy without persecution or resistance in what they want to do with it

  14. 20 minutes ago, UnBaed said:

    While this is a fair point to make, clarity in lore is far better than obscurity.  It can be written in a manner where characters would need to conduct extensive research to understand it--where they can form their own opinions [or just not be able to research it and form their own myths], but it should still have some mentions as to why it works the way it works.

     

    It just helps further establishes its place in the server lore and could potentially open up opportunities for how other pieces of lore on the server could interact with it based on why it does xyz, while also ensuring no one has a crazy take about the lore that goes beyond what's been accepted in the past because of a grey area

     

     

    Although I agree clarity is nice to have, I find that if I establish here and now a clear definitive reason why the crystals work the way they do then it stops any player from being able to discuss or argue their own ideas and reasons. I'll sorta use an analogy (putting in spoiler because it's a lot of text)

    Spoiler

    Player A and B are talking about a material that drains light and makes anywhere it is dark, player A says it could be the shard of a daemon of shadows. Player B says actually there's no way it could be a shard of a daemon, it must be some sort of spirit of shadows that is trapped in the stone.

     

    Neither A or B has a way to permanently prove their theory, and over time, perhaps even events that the staff team feel like doing player A or B eventually gather enough evidence of their reason to make an RP post, this RP post for most people seems believable and thus becomes the normal canon

     

    If I was to just simply write my definitive reason on why it works the way it does, player A and B would interact a lot differently.

     

    Player A and B are still talking about that material that drains light, but player A believes it how it is written, let's say it is a shard of a fractured daemon, whereas player B believes irp that it is some sort of spirit. Now rather than ever being able to change player A's mind, or in fact making anyone else in the community also go along with this head canon, player B is just ignored and rebuttled because well, in OOC they're wrong and as someone whose seen this stuff over time, if you're wrong about something OOC but your character thinks otherwise, you are just going to be ignored.

     

    I'd much prefer to leave my lore open ended, dangerous is not really how I'd describe it. I mean it's just some magical dust that makes wizards high but effects non mages differently, if there are cases where it is abused it can easily be amended. I put faith in the community I'm in to not exploit something just there for roleplay and has quirky, funny or unfortunate effects to people in the world.

     

    tl;dr I want to create fun lore with a wide possible applications in rp, from doing lines with your mage buddies, tripping balls within your noble house because you found your father's stash, maybe you're just curious of what it really is and you write a lore post talking about how you found some and what it's like, and maybe a theory you sketch up that people take a liking to.

     

    p.s. it's also why I didn't put a stupid list of side affects, I like the idea of people deciding how it'd affect their character themselves, rather than just picking up from a list, I mean if you take constant shrooms it does affect your psyche, if you live every day inhaling the stuff and you go sober what would happen to your character? it's up to them to decide.

  15. 6 minutes ago, Jihnyny said:

    This seems like a nice concept, however im unsure about the orc apart.

     

    the only red steel orcs have historically used was bloodsteel, a raguk steel. Which was gatekept in the past and having one come out of nowhere would be quite unusual. 

     

    Orcs using it was merely an example, red flashy crystal looks nice as a weapon. As said it'd be similar to an obsidian weapon, that being a sort of primitive crystalline weapon chipped into shape. An IRL example would be what aztecs have previously used (see below)

    https://en.wikipedia.org/wiki/Tecpatl

  16. Rephrasing what I said a sec ago*

    14 minutes ago, sam33497 said:

    Could use a lore explanation of why it affects mages and non-mages differently

     

     

    I fully encourage the idea that players will develop their own headcanon on why it works the way it does, maybe making RP posts on the matter too. I find LotC has way too many pieces of lore that have a set structure on why things are the way they are, of which the normal player would have no reasonable method of gathering that information, such as knowledge that should by now be completely dead because of time, or knowledge out of our hands that could have only been bestowed to us through literal gods and demons. I appreciate and like the idea that we form our own head canons on things, and well if the general population all accepts it as a good canon maybe it does become officialised over time.

  17. nm4LjR3.png

    https://www.youtube.com/watch?v=Ze7eweUQI9A

    sBfKQDQ.jpg

     

    "My senses tingle, I see colours past what I could imagine and even the stone bricks feel soft to my feet"

     

     

    Unrefined

    Ruibrium is found as clusters forming deeply rooted in the walls deep within caves. They feed off the atmosphere around its surroundings to slowly grow, absorbing moisture and what could be described as the air itself as those nearby it may notice the dryness of their mouth and tightness of breath. Ruibrium usually grows nearby geothermal activity such as geysers, geothermic vents and hot springs as they sap the humidity to grow. Present within the core of ruibrium crystals is a deep glow of a crimson colouration. If one was to crack open a raw crystal they would find that the centre core is powdery and as if a dust, whereas the outer shell has the same consistencies as obsidian.

     

    Spoiler

     

     

    Raw Applications

     

    Raw Ruibrium crystals are not very useful, they typically can be used as ornaments or in stranger cases crude tools. Orcs have been known to cut out the outer shell of the crystal into shapes for axes and such, forming what could be compared to obsidian tools but of an interesting red colouration that they take a liking to. The dust also when unrefined is mostly useless, often used as a red paint that seemingly glows in dim lights

     

    Harvesting Methods

    Ruibrium crystals are best 'ripe' when the core of the crystal seems to be glowing at its fullest, this is when the process of the crystal growth has turned the centre into a dust through processes unknown. Although harvesting the crystal is not difficult, taking merely a pickaxe swing to hew it from the rock or smashing it apart with a mace, harvesting the dust in the core can be difficult as if the crystal shell is shattered, the dust may be blown into the air and all attempts of harvesting it rendered pointless less the person has a broom.

     

    Harvesting Red Lines

    Ruibrium can be harvested from deep caves and player constructed mines, although it does not require ST oversight I'd suggest making locations approved by ST for players to harvest from in roleplay, not requiring ST signing. This gives players the opportunity to go out and look for where the resource is hidden, steal potentially from communities that have constructed mines and businesses and gives a lot of opportunities for the player to just look for it themselves in caves.

     

    Players who have constructed ruibrium mines should make it as if a deep mineshaft to find the material, with clear markers to suggest it is ruibrium - such as describing the thin air or arid environment present.

     

    Refined Ruibrium

    When processed, Ruibrium dust takes on an alluring red and brighter glow, having the consistency of sugar granules or fine sand it becomes much finer than it's original counterpart. 

     

    Spoiler

    Refined Applications

    Processed ruibrium has two properties, depending on the clause of whether or not the individual is attuned or a user of voidal magic. If the individual ingesting the dust either by inhalation or swallowing is a voidal mage of any form (e.g. evocation user), they would find a euphoric experience, typically accompanied by tingling and sensitivity in their extremities and a higher awareness to sunlight - although not uncomfortably, seemingly taking in 'colours and the world' more than they could before. This could for all reasons be considered a high for the users of the arcane.

     

    Those not voidally attuned also experience a high, though of a different capacity. Typically they will experience time passing faster and mild hallucinations, seeing shapes and more intense colours in their surroundings. These hallucinations are almost harmless (unless that player is wanting to have a 'bad trip') and cause no physical harm.

     

    though not of a similar kind. Typically experiencing time dilation where they may not notice hours pass, appearing to them as only a few minutes, as well as mild hallucinations such as shapes or animals, though typically unless the individual is having a bad trip these will not be hostile in any capacity. 

     

    Application Redlines

    Processed ruibrium has no combat advantages, be it during or preparing for combat. Individuals cannot intake it to make themselves faster or stronger in any capacity, or force someone else to ingest it to make them more vulnerable. This also applies to circumstances such as spiking someone's food or drink with it to make them weaker

     

    Bad trips also cannot be inflicted on a person, this is specifically for their own experience and gives rp opportunities. 

     

     

    Processing

    To process Ruibrium is quite a simple and easy task, it must firstly be heated in a bowl over steaming water as it seemingly 'activates' the crystals attempt to grow, once the crystals start glowing brightly they are then to be taken off the heat and ground quickly and thoroughly. This process is to be repeated till all the powder is fine and the glow seems to persist even when the dust has cooled down.

     

     

    Purpose

    Ruibrium has been repurposed into a narcotic, similar to an orc's cactus green but with more value for mages. It gives communities whom revolve around magic to have another thing to use or mayhaps worry about, maybe a drug crisis? Underground drug distributions? Maybe players from other nations will adventure out to find others who possess it, mayhaps some may become addicted to it and become violent if they are refused or prevented access to it.

     

    Spoiler

    7luNEyK.jpg

     

  18. THE CELIAN ACADEMY REFORMED

    ZZ4iIY-ncOQedizgZZnJys4QwB3-QDLVRp0U8Jd32WbP4OUs3yEtLJJ5k1PvSAaB9cAzWddO7-uwWq2Qsofsp9YMg8f7GE46f08r9532XYgBQlmLPoSPdye3gBlzeBm0zwR82Mz6k9AgrJzhDTWLkxGco8fJyUMlNyImOMTo7yhaLski1VYrfXRtFA

     

    Introduction

    -

    Welcome to those descendants whose knowledge is their ambrosia, to those who wish to learn and apply and to those of curious dispositions. Long has the Arcane academy of Celia’nor stood beside the palace itself, though prior halls were nought but quiet whispers with this reformation a new age will sprout from within those towering walls.

     

    Within our citadel of knowledge we house the finest of teachers and most sophisticated of scholars. We seek all those who are curious about the world and its secrets, be it mundane or not. 

     


    The Codex

    -

    I. Maehr ay Orrarne - ‘Do not hunt for knowledge’ As it will simply hide away deeper

    II. Hileia ay tuva - ‘Peace for all’ The secrets found in our minds and books are not for those of tainted hearts and twisted morals.

    III. Ceru’lye tufer - ‘Build mighty people’ You are powerful, use your power to bring those around you to a higher status in this life.


    Roles

    -

     Headmaster: Leader of the academy and responsible for organising all teaching staff and enforcing the highest standard of learning possible. They are also responsible for the conduct for students and student growth.

     

    Course Head:  Both teachers and overseers of these staff organise their courses and lecturers therein, they will typically either run their own lectures or oversee a lecture in their course performed by another lecturer.

     

    Lecturer/Mentor: The primary teachers of the academy, these staff run lectures and mentor personal students, they oversee most scholars and their apprentices.

     

    Apprentice: A personal assistant of sorts, every lecturer can possess one apprentice, of whom may be learning a specific art be it mundane or mystical or simply someone who helps to hand out papers during class.

     

    Scholar: Your everyday student, someone who has come to learn. They are expected to take their own course when available however may be able to drop in to other lectures if possible.

     

     


    6mJhjRhoDS1gW9i0yVEUNohkytgBa9QPYP2bF6QujgpPE75mK2xiKOT6_mvSDNSSIYM944vTiwLNUSI7TxBP-AnYNOagwZEtOCTntY-ZykqxTA04MDPL5VgssS28le977qXshckd4lJZDU8VfTBg7POEiRkjsV13u6Vul0zHlLI6Nu3gtvkxWbT-Aw

    Courses

    -

     

    Mystical: This course aims to provide a broad set of information on the topics of the Void, Deific and Dark arts as well as the creatures therein. This course is for those who are interested in the arcane and mystical, be it to further their current learning or to help them take their first steps into it.

     

    Warfare: This course aims to provide the necessities of warfare and creation, be it the history of swords styles and warriors, combat techniques, smithing and forging and lastly Herbology, for those who wish to tend and treat the wounds of war. Those taking this course may be blacksmiths, aspiring swordsmen or doctors.

     

    Diplomatic: This course is for those curious on world politics, geographic locations, the history of the realm as well as the different religions and philosophies that lie within. Those who take up this subject may be aspiring nobility or officials or even potential diplomats. 

     


    Activities

    -

    Whilst a member of the academy, scholars will typically find themselves either attending lectures or one to one sessions. As well as this there are interactive sessions, possibly heading to foreign lands or sent to research a specific thing.

     

    Mystical students may head out to damaged regions of the world to see the effects of voidal corruption,  students of Warfare might find themself practising ancient techniques from foreign lands, and students of Diplomacy may find themselves heading to court sessions within or outside of Celian territory to see how royalty operates and conducts themselves.

     

    Scholars when available may also wish to attend the writing contest, wherein all attendees will be given a full year to write a book or document detailing about a random topic with a prize of 100 mina being handed to the scholar with the best book. A secondary prize is that all scholars will find their books in the library giving them an excellent opportunity to put their mark in the world. 

     

     


    cRxCK2uVzWojp2nig_OXsu7nwJVngWrZLHx9DVplO4k6ZMGzjhu7ZIDqka-rDhcWQr5ZISpz4TmZiAbaW0YpOsZl7ogJiqOnQVRd0EaTQHGenjwiC0H6K9yp27lb7RIYaA3o6yxjYrIsUM-sL6GA7nhJ6HY0HHQ3h8nZaKr47r76j2NL7kAi8cTB1g

    Arcane Council

    -

    As the arcane art ebbs and flows it is an obligation to all descendents to maintain the realm when it comes to the Mystical practices. For this reason the Arcane council is formed of heads of different factions to prevent disasters occurring as they have in the past. This reformation comes to bring more power to all parties, and seeks to make sure all words are heard.

     

     

    The Coordinator

    Maehrlin’urthir - Leader of the Academy: This is the current headmaster of the academy, whomever that may be at the time. They will be the one who brings up different topics, are required to keep the peace in discussions and the one who must take in the votes of the different parties, they are unable to make their own vote or place their own opinion on matters unless there is a lock between all parties.


    The Sanerir

    Sanerir are the speakers of different respected independent parties. These individuals all will have respectable backgrounds and be knowledgeable in their own field and capabilities. Each organisation will put forward one speaker for their matter, whomever that may be. 

     

     Druian ay Saner - ‘Speaker of Druids’ : Individuals from one of each of the ongoing circles and groups able to put forward their opinions on the ongoing matters. They are also to put forward any opinions and concerns that need attending to the realms or Celia’nor itself to help keep the peace between Drui - Magi relations.

     

    Seth ay Saner - ‘Speaker of Void’ : Magi and sorcerers who are competent and experienced in their art, having also knowledge on the consequences of its malpractice these individuals will be used to place votes to better magis whilst also preventing corruption and hazards from sprouting.

     

    Lauriran ay Saner - ‘Speaker of Nobles’ : A noble or high royal from Celia’nor, as well as if required one a foreign one if it is of the topic discussed. These individuals will put forward their opinions to the council from their respected royalty as to maintain a positive relationship between academy and royalties.

     


    Applications

    -

    To apply, one must simply send a letter to the academy, bearing information of: Who they are, if they wish to teach or learn including what course, any capabilities such as magic arts and their current residence if within the walls or foreign.

     

     ((OOC, Reply to the post with an irp message styled as a letter and add your discord at the end. One of the lecturers will be with you as soon as available.))

     

     


     

    “Be it orc or halfling, lame or able, famous or obscure, all are welcome to the Celian Academy. Do not be deterred from applying based on your physical characteristics: it is the mind we are concerned with.” 

    Acalmaehr Sethironn’an, Headmaster

     

     

    Credit to Heftydonut's post of which I copied formatting in this reform

     

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