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The First Dark Hollow In the Lands of Yemos many winters and moons beyond the ages of kings and men, beyond the times of soldiers and sons, and fathers and warriors—in the times where the knowledge of the First Fires were traded—in the times where the waters merely met where North crosses into South, in the times where the only corruption to walk the earth deigns from mortal hearts—in the times before the Old Lords were old and yet still young and seldom having felt the earth beneath their feet—did mankind roam free. In what was was deemed the First Age of Man, where strength of body was valued over unimagined prospects of the void and illconcieved Aengudaemons. The men were wild and ferocious, their minds had seldom concieved words yet prospects of brothership and fraternity had transcended literary bonds in the social cues of the wildmen. These free men bent no knee, they wore no crown, they took many wives who bore only the strongest’s children—all strength to spur in more strength. In such an age of Men and Darkness, the feeble and weakest of the wildspawn were drowned in lightless pits of what would become known as the First Abyss, where the Second True Darkness emerged after the First Flames which kept men alive had been lost to the chasm, cursed to watch their brethren rape and plunder their lessers soon after fall to the temptations of the Betrayer. For the folly of man was within mankind itself; they were untouched by heavens or hells. From the beginning, they were impure, unjust, unrighteous and barborous. It was the doings of savages and lawless fiends capable of nothing but the most perverse lusts and mechanations known to man itself: mortality. In the lands of Yemos, there was no place for the enrichment of doubts or skepticism—and so those who did were cast to the shores of exile or drowned themselves within the True Darkness of the First Abyss. It was the most skorned among them who became cast aside in the bottoms of the First Abyss, in the darkest hollows of mankind, where he would take the mantle, the title: Y’ngore dak’Holwrah—in the primitive tongue “of the Dark Hollow.” For in the First Abyss, in a land without fire or sun, did Y’ngore come to see the truth in the wrongness of all men through stone and earth and time. It was in the First Abyss that Y’ngore watched mankind plead the very Gods who spurned them curses for more and more, yielding afflictions and shackles in the disguise of blessings. Tyrants, he called them—but not the Gods. Tyrants—Tyrants he called the Men, the men who would stand upon pedestals and wear crowns placed upon them by weakness and demanded their fellow’s proud knees to bend. For while Y’ngore recognized the truth of the Gods—the truth that the first Xionists would come to reach in the dealings of Malkaathe and Dhurzumkal and Brandh and the Nameless One and the Fifth One Who Was To Be—he recognized something that they did not see. Rotted cankorous dungeons of bones and flesh and the fettered corpses of newborn, in the pits of the First Abyss in Yemos, did Y’ngore come to a realization: that the crown and shackles of men were more imposing from the men than they were Gods. That mankind itself preferred itself in chains and in heirarchy, that men would prefer to be ruled over than to be free and they did so much freely to mankind itself—and so the Gods heeded them and gave them their own downfall by fashioning the First Crown, and the First Slave. These were beings who were weaker than all the strength of all the men, of all the strength of the Abyss, of all the strength of those who came before, and of all the strength to come after—and so they divided mankind, cursed them, blighted them, spurned them forth at one and then at the other. Man’s doing came by man’s hands. It was in this age that Y’ngore came to name not after the gods, but after the who began to bend the knee: The Second Age of Man. The stains of darkness and ire within the abyss—much like the Old Lord of Umbrage did in the many aeons to follow—would begin to gnaw at the mind of Y’ngore and those who followed him from the darkest recesses of the deepest chasms. Sanity, morality, the orderliness of the mind became but obstacles in the way of progress for who would become known as the First Necromancer of Men. Y’ngore’s disappointment and hatred for the Manslaves—what he branded his ilk and as a mockery of how Xionists began their faith for their hatred of Godslaves—would bore so deep within his mind, within his flesh, within his soul, that the darkness itself would spurn forth the First Darkhollow. No amount of bone or flesh or skin could fill the void that began to consume Y’ngore, and he began to become a slave himself to his emotions and depravity—fueling the sickness that dwelled within him in an endles cycle. The countless aeons that Y’ngore fed from the corpses and the half-dead living cast within the pits, did the men who wore their gold and crowns forget about the darkness of the First Abyss. Mankind would begin to draw hearth around fires and luxuries, jails for the damned, or a swift death for the unworthy. For long after the agency of life was picked clean by Y’ngore, there was nothing. He became the last of the Second Men to dwell in that chasm, consuming the rest from skin to hair to bone to fill the void within the Darkhollow he cursed himself with. And so, for a countless number of Aeons in the forgetted recession of the First Abyss, Y’ngore starved and withered—unable to the release of death or the damnation of Ebrietaes. It was in his stagnation that the curious nature of Yemos would emerge: stagnant lifeforce. It was not from the remnants of bone, or soul, or man—it came from within himself, and from without. The pit itself radiated with the hatred Y’ngore bore, and land itself began to hate with Y’ngore. Cyclic in nature, it fed him and he fed it. He loathed it as it loathed him and the man began to consume himself physically and spiritually until his arms could no longer reach his gut, until his legs could not carry his weight. In the darkness, he spoke to it, and returned its call in lowly whispers of gutteral half-hushed murmurs: Self-consuming… ...The oroborous. Self-consuming... ...The oroborous. Self-consuming… —The oroborous... The darkness granted Y’ngore enlightenment. It granted him power. He was one with the evilness of all men, the man that he was, the man that is is—for he is no different. From the evil of bones and madness, he climbed each rung of root. Each clasping darkness that consumed his body as it consumed his mind reached in turn to help him and yet devour him in the process. It was at the top did the Second Man, Y’ngore, cease to be a man, but the very thing that consumed him: dak’Holwrah—Dark Hollow. The first dakgul. The nameless wraith took no name so that he might not bind himself to the meaningless covenants of mankind, so that he may free himself from the shackles of the First Men who came before and have since fallen after. He wore a crown of bones, a robe of flesh, and a title stolen from the kings of men. Lordship. Shackles. Chains. Collars. These became the tools he needed to subjugate those to his will, the Oroborous, so that he too may become one with the self-consuming nature of Mankind, the curse that he or any other shall never escape, and so upon learning necromancy he gave himself another darkhollow to continually help the other consume itself. Strength of the Abyss II This magic is intended to overwrite necromancy, paladinism, Strength of the Abyss, Xionism, Mordu’s past and future lore posts, and force a rewrite for any future Aengudaemonic magic so that it can accomadate the spells laid out in this guide and magic lore post. This lore does not require a vote because it is already written into lore. Much like the oroborous, it exists to self -re-accept itself in any event it is shelved. Denying this lore piece will result in Swgrclan returning to the server, joining the LT, and returning LotC to its natural roots in the Dark Souls franchise. General: This magic does not function off of mana or lifeforce, but through mortal essence. When one begins to learn this magic—which they can only do under the caveat that they were once a Tier 5 necromancer—they are turned into a wraith over the course of several paragraph long emotes. This is left generally to player imagination, though it should fall into the standards of the Loreholder. If the user of the magic was once a wielder of holy magic, they must properly PK and make a new character. This new character then should eat the corpse of the old PK’d player, to which then they are granted wraithdom and all of the spells that go with this magic. This magic only has one spell, darkening, which may be interpreted how one pleases provided its used within the spirit of this lore. Darkening may be also used besides how it is written below in the following scenarios: raising undead, putting a second dark hollow in a necromancer, creating lore for the Black Nexus, and (with ET supervision) may be used to kill Iblees. Wraiths have come back, again, to offer necromancers and powerful circles of dark mages a chance at powercreep. While wraiths can be destroyed, they cannot technically be PK’d, hurt, stabbed, shot (in the event of any future gun lore), and more detailed below. Also, I have asked the LT to hide the related clotting/disconnection lore to this post to prevent metagaming. Even I do not know it—I had someone else write it for me—and I cannot risk other people finding it themselves and knowing it so it was hidden, renamed something else, and placed deep within the archives where no sane LT dare tread. Darkening: Spurning from both the Old Lords and the New Lord, Y’ngore, this spell utilizes the hatred of all mankind that is manifested within the darkhollow. Any being who is granted this additional darkhollow, deemed the Second Darkhollow, is granted the inherent knowledge of Xionism as well as the revelation of Y’ngore (above). The corruptive nature of darkening yields all men to the power of this truth, whether they are a sentient or inanimate object. By taking hold of another magical item, artifact, or Aengudaemon, one may begin the ancient process of darkening. Over the course of 3 emotes that span the size of several paragraphs a piece, one must being to convince the magic that it is a pawn of the Gods. This is done through channelling the powers of the Old Lords themselves, though no actual connection is made. Using this spell prevents the use of nearby birds and negates any emotes under a wordcount of 200 words. Any magic that falls under the arbitrary holy category may not be cast within the general vicinity of this magic, as darkening utilizes the powers of the dark hollow to suck in God magic and stagnant lifeforce that Strength of the Abyss used to explain anti-holy capabilities (please refer to the older, denied lore post that will not be linked because finding things builds character). Though not directly capable of being used in combat, one may channel their dark hollow so that darkening expands the use of this lore to justify things that don’t make sense. Additionally, more spell guidlines are listed above in the short lore segment on how darkhollows came to be. While chanelling this spell, one is required to think back on the life decisions that led them to this moment as their tell. This tell emote must be emoted in addition to the normal emote count in the form of three additional emotes. Because it is not a combat scenario to use a tell, one may simply fire their emotes in rapid succession. Emote guide: Because the Story Team requires this section in all lore posts, this section is here. However, as lorewriter, I abstain from giving an emote guide because creativity cannot be shackled by OOC forces. Redlines: This spell may be utilized in combat. Instead of emote counts, the spell is measured in word counts that cannot be less than a 400 word minimum, spell checked and perfectly punctuated. The effects of the spell do not begin until the minimum word count is reached. There is no required words per minute, so players are recommended to use this time to google a thesaurus and swap words out for words they don’t fully know. If this spell is used on an Aengudaemon, the player may absorb its power and turn any magics connected to that Aengudaemon into Strength of the Abyss II. Druids cannot dodge this attack because stagnant lifeforce specifically singles out Druidism. Darkening can also be used to explain any future magic or creature rewrite so that it fits the backstory the lorewriter wants to take it down. Denying lore that uses darkening is powergaming, a bannable offense. While this spell is being used, the wielder cannot be killed, PvP’d, or banned. At no time is the use of OOC permitted except to link a Beserk Movie soundtrack for people to listen while waiting. Darkeninging may be used on anyone, even another person with Darkening. One a person is darkened, they exist as a slave to the Darkener for one IRL year, in which time they must enact every command (non sexual in nature) that the Darkener commands them to do. If the Darkener is Darkened by another Darkener, the darkened person and all their darkened people are forced to follow the commands of the independent Darkener. Should a darkened person disobey, they are forced to abide by a PK clause hidden deep within the redlines. Though unrelated, any use of the word “Astral” may not be used in any lore. ScreamingDingo is granetd a lore approved copyright claim on this term, and may deny any lore that utilizes it—past, present, or future. Tier Progression: Tier 1: One may perform Darkening in 1000 words or more. Tier 2: One may perform Darkening in 800 words or more. Tier 3: One may perform Darkening in 600 words or more. Tier 4: One may perform Darkening in 400 words or more. Tier 5: The only way to become Tier 5 is to be loreholder and you still have to write Darkening emotes over 400 words. Tier Five is also the tier you become Wraithlord II in, allowing you to give Angmarzku a leadership role to create new wraith CAs and have him take it only to refuse to make more wraiths and go inactive while Geoboy and Parkins work on the next necromancy rewrite. If loreholder is passed on to a new person, they ascend to Tier Five after posting a five page research paper emoting the use of darkening on someone else’s lore to darken it for themselves. To verify authenticity, this must be handwritten and signed, mailed to Tythus LTD which will require a two week waiting period before the LT vote on it several times in two separate lore mags. The Dargul, Wraiths II Wraiths exist as the Darkwraith and Nazgul abomination of Tolkien and Dark Souls lore. Not only do players not know that fire can easily harm a wraith, a wraith can probably just jump in water anyways. Wraiths are darkhollows in human form, living, walking, and talking—perpetuating a cloud of stagnant lifeforce because they are also the Abyss itself. General: Wraiths II, which are variants of the four or five other wraith rewrites, are now the cannonical term for all future wraiths. Wraiths II derive their name from the second darkhollow they have within them, allowing them to perform spells from Strength of the Abyss II (notably Darkening). Wraiths came to being several times before, but this time Wraiths II are better and stronger than all the other variants. For future characters, it should just be common knowledge that wraiths disappeared because once before because without a second darkhollow, they are not able to stay manifested. Guidlines: Wraiths II must be specifically called their new names. Older variants of wraiths should not be mentioned, nor or are they much referred to in this lore due to the fact that the LT just shelves things without a canonic explanation so players are left in roleplay as former Tier 5 Gravelord Liches now as 16 year old children wondering how in the hell we got here from where we were. Wraiths can never be rewritten again after this, and Dardonas is the loreholder forever, even when he quits for months on end after one of his events goes bad and he has an episode causing him to be, or nearly be, staff blacklisted. Physical Description: Wraiths II are no different looking than previous wraiths, except they have two darkhollows which are only visible metaphysically. Wraiths are gaseous forms of darkhollows made to exude stagnant lifeforce outwards with twice as powerful emissions as before. They must always wear black robes and combinations of that with armor because this is the aesthetic that wraiths have always done. Wraiths are constantly draining things around them with carbon emissions. Eventually, when wraiths reach a playerbase beyond 5 CAs, the current map will undergo global warming and the future cataclysm event for all LotC maps will be a generic flood to prevent any future callbacks to the Beast of Mordskov and September Prince. Mental Description: Wraiths II are free from the mental insanity that bogged down their old coutnerparts. This is due largely to the fact that darkhollows used to cause mental instability, but with two of them they sort of cancel out. Wraiths are also immune to insanity by any other future magics because the second darkhollow slurps that up. Redlines: Although technically wraiths are perfectly sane, they may pretend to have mental illnesses to help undergame this lore so that it is not shelved when the LT actually come to read what is written despite them having passed it. Abilities Wraiths get two abilities: they can learn dark magic that is written by an OOCly person vouched for by a collective council of current Gravelords. Holy magic is not allowed to be learned unless it has been rewritten and darkened. Wraiths can also use husking, which allows them to walk around in a corpse. They still smell like a rotting corpse, and they can be forced out by destroying the body. The darkhollows, however, will prevent the body from rotting further so you can keep using the same skin. Redlines: Wraiths but inside of bodies. They can do everything else they did before, except now their carbon emissions have dropped by over half. Slice of life RP is permitted but frowned upon by the loreholder because spooks are meant to be villains. Credits: His Cameron Cloneship, Dardonas Swgrclan for writing original dark souls inspired SotA lore and darkhollow lore and necromancy lore and old lords lore and abyss lore and mordring lore and malghourne events and being a being a living LotC dark souls legend Phil for doubting my capacity to shitpost Necromancy Rewrite drama Lore Team being a bit of a meme at times and FlamboyantRage for being the consumer of lore
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So this caveat you linked is technically still lore, but most people do not roleplay ghosts in this manner anymore. Whether that is considered powergaming or not technically, at this point it has been mostly done away with in how people roleplay so I wouldn’t stand by keeping it. One of the big issues with invisibility nowadays is that it can be done instantly to avoid consequences and spy on roleplay. I think its a good step to introduce emote count to this, but I would suggest it as 3 emotes across the board. This is a bit vague. Ghosts are already limited in power in the first place and things don’t always break evenly. I would opt just to make it straight up demanifest a ghost if their host is destroyed. This is a bit of a buff. 50KG is quite heavy, all considering a ghost lacks a weightless form. While ghosts do need some more flavorful things to do besides be invisible and watch roleplay, putting them forth with the capacity of an average telekinesis wielding mage would is making a ghost more combative of a creature. Overall, I don’t think its a bad idea to start getting ideas for where to take ghosts, but I think that your rewrite needs more fleshing out and more development into some of the abilities, background and redlines since it largely seems to just take existing lore and update it with some pretty large buffs. While I listed some of the things that stuck out to me, there are a few other things such as the weaknesses to only aurum or an aversion to holy mages. One of the things the LT have been moving away from in regards to Holy magic versus Dark magic is making Holy magic and gold the only ways to take out dark creatures, so it would be something to consider tweaking if you move forward. As well, another issue I had—though not particularly that every piece needs this element—was a lack of background lore and history "fluff." Not having that sort of thing probably wouldn't outright get a piece of lore denied, but it's something that nice to include. Beyond that, I would make mention that gravens should be worked on alongside ghosts. Just some thoughts an opinions on your submission, I hope I don't come across as too critical.
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Viruses and DNA research are microbiology discoveries that well date after the techlock. In a fantasy setting, despite whether or not such a virus makes sense on paper (you seem to focus on the science behind it?), it’s much more farfetched and out of place. You’re better off coining it off as an alchemical serum or generic plague and writing up a history about it.
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aw **** I done goofed and thought you were keefy
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why are you accepting all these MAs so fast, I cant even meme and shitpost
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I guess we know who wrote the google doc equating the struggles of mineman to 1950s civil rights, my fellow american with unalienable human rights. I am sure Locke and Voltaire weep in their graves over this travesty of staff injustice on pretend blockboy.
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wrong. stick to rats
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then that means I’ll have to change this or he’ll have to change his stuff, but based off my work on trying to revive necro and other’s work, LT will probably tell him to gas the whole darkhollow thing (if they take the time to even talk with him in the first place and don’t outright deny it after months of zero communication)
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it doesnt remove necromancy from everyone, it removes darkhollows which the LT had already stated they did not want a single thing to do with any future version of necromancy. saying each and every darkhollow was clotted fits with that. also, LT criticize people for being vague; I think it stupid as **** for them to be hypocritical and just make creatures and magic go away with the fleeting bidding of admins/directors, so instead of vagueness, this is a lore reason why things just vanished
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Preface: This document was written to give a lore reason as to why both Necromancy and SotA just upped and left and their creatures along with it, as well as to promote a less Xionist dependent approach to any future iterations of necromancy. Sorrows and Sacrilege [https://www.youtube.com/watch?v=oN2Xs-MvxLw] I felt the tides of the abyss washing over me like waves, currents from all different directions—not of the ocean—but of sins stained in a gulf of madness; a gulf of mortality. The abyss resonates in all men, and thus we are all unclean. It was the Old Lords who once placed their fate unabated in the tidings of mankind. The Lord Malkaathe among them, who took with his brothers the art of Necromancy from the Betrayer, would become the living embodiment of all vengeance, all hatred, scorn, and blackness that was felt towards the corruption of aengudaemonic scourge. It was Malkaathe who churned the soul of a forsaken dragaar, Mordring, into an aberrant abomination. It was Malkaathe who spurned the first Khorgul, the Abyss Wraiths, and with them the capability to forge an army, headed by Wraithlords and elder Resonant Knights. And it was Malkaathe who became the first among the Old Lords to forsake all of mortalkind. What Malkaathe did not expect was the fallibility of mankind. Fleeting beings, corrupted, broken, rising and falling in cycles of hatred not imposed upon the Gods but upon one another. Centuries passed before Malkaathe came to understand this, and when he realized the abominable acts of twisting the greatest forces of the earth and mankind—lifeforce—into the darkest corruption among men: inferis. Among the patrons of a defiling art, the first prominent Naztherak were not simply evil men—but the least expected and most devoted among the Old Lord—wraiths and their cultish followings. For it was Xionist and defilers alike who partook, Malkaathe committed two sacrilegious acts to right his wrongs: the severing of abyssal resonance and the sundering of Necromancy. The First Sacrilege And now, you think you’re safe because you’re up here and we’re all under the earth, don’t you? Well listen here, child, the dead don’t forget, do you hear? The dead don’t forget. Of the defilers, many were once loyal Khorgul who had chosen power over what was deemed right by the Lord of the Abyss. To first make an example of them, Malkaathe took those who were foolhardy enough to venture towards the abyss and submit them through excruciating torment. Violently ripped from their incorporeal, gaseous forms, the abyss wraiths were split from their very souls and forced into a mortal vessel likened to what they were before. Those far from Malkaathe’s grasp only experienced a fragment of his ire, though were nonetheless torn asunder as their other kin and returned to imperfect mortality. Tainted like their teachers, those of mortal forms were evicted by the abyss they resonated with, incapable of summoning its forms. And so it came to pass that—mentor and student, wraith and wraithlord, forlorn and forgone—all attuned to the abyss were scorned and rejected from the raw essence of mortality itself, incapable of ever using its boons in such a form again. The Second Sacrilege We are damned; there is no escape from our fate. At the end of our days, we shall fade into that hellscape and suffer an eternity of torment. It was not the sins of the wraiths alone that Malkaathe feared, but the degeneracy that seeped into the very art he had stole so long ago for all of the descendants. Necromancy, as it had been known as the first mortal art, had fallen into the hands of sinners, thieves, demons and devils that had perverted its cause. Once promising, Necromancy now was a beacon for everything the Old Lords fought against Iblees and the aengudaemons. Malkaathe, with his strength and ire from dwelling in ancient Aegis, had his agents steal from the Gravelord Coven the Black Nexus. Intending to ensure a massive clotting ritual, he sundered the object and allowed its dark energies to flow outwardly in a massive aurora of stagnant lifeforce, sealing each and every darkhollow of all necromancers for now and always, and rendering the art as it was known inert. Bone to flesh, life to death, and Gods to Men — until a time would come when such things fated to be lost make would themselves found…
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I was told plenty of times as a new player to have lore reasons for creating new lore, yet this seems to have just appeared suddenly out of an ass without any real lore reason as to why people have suddenly forgotten how to make it and why it has different properties than it did before. also, are we ignoring the fact that the LT has a monopoly on a subsection of lore (being materials) having “removed” it from existence for an entire map, having explicitly told players not to touch any material lore for a year, and meanwhile none of the LT actually did their job until just now in submitting material lore? How about thanhium? If the LT actually did what they were supposed to, the September Prince of Nagasaki would never have happened how it was supposed to because there would have been lore explaining that thanhium isn’t uranium-237.
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Those mina prices are much too high, unless there is a proposal to ramp up the amount of mina from voting or other sources (which is idiotic because nobody sane in the head will grind out mina like this is some sort of MMORPG). Also, the region doesn’t need to be deleted, it can stay as an old build which a World Developer or ET Builder can come and make look more derelict. If you’ve ever seen Outerhaven, that build was the result of someone else’s build going derelict (via World Developer action), then some group taking control of that place, then stagnating and dying out, and once more undergoing the same process under a new group. Unless a build is a giant 40 foot penis statue, don’t touch people’s builds. That’s history, culture, and roleplay. Thirdly, what are the requirements for activity? Is this going to be some sort of tenure type system, where grandfathered builds no longer have to worry about activity checks after their prerequisite amount of time? Every human nation out of the 50 that popped up managed to last about 2 months or so, so why even do a 2 month activity check when its going to have the same result as the build rules now? Also, what are warclaim rules going to be regarding this? If someone is spending 40k mina for a plot of land to develop a group, what stops some nation from warclaiming them, taking the charter, and effectively screwing over a group’s hard work and effort to get the mina by getting rid of their land?
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[✗] [Reformatting][Rewrite] Necromancy, Fourth Generation.
dard replied to E__V__O's topic in Denied Lore
I’m not too much of a fan of the RPG mana bar type system where you have to watch your energy and lifeforce, all with arbitrary numbers. People with voidal magic do not roleplay mana properly, and having a system that is too mechanical seems a bit of a turn off, especially given that there will be no teaching restrictions. Also no dark stalkers -
Braith furls the document into a wad of disorganized creases and parchment. He peers through his windows, then sinks into his basement where he contemplates the nature of his depraved addiction.
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I say this in the most friendliest manner: don’t come back. Make something of yourself, get out of this degeneracy trap while you have the drive and commitment to do so. You’re gonna do good things out there, bro, you’re a creative guy. I wish you the best, hit me up when Warcraft 3 remastered or WoW classic comes out and we’ll play some games. Take care and have a good one.
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[✗] [Reformatting]Necromancy: Rewrite and Magic Guide [2nd Submission]
dard replied to Geo's topic in Denied Lore
LT have stated they won’t allow a full wipe to start fresh after they voted on it, so anyone with a MA previously will have one with any future rewrite unless they change their minds. @Geo In regards to bringing back wraiths: I really like the abilities you came up with, but I’m think its just time to pull the plug on them. I think you could come up with something different as a creature in its place. -
Atlas Anniversary Art & Writing Contest
dard replied to Xarkly's topic in News & Announcements Archive
The 7th of Sun’s Smile 1626, To the High Prince Loriens Silma and most esteemed Praetor Kairn Ithelanen of the Dominion: I write this letter with the utmost urgency. My last two have fallen upon deaf ears, but I implore you to send a scouting party to the edge of the Loftywoods on the far border of the Dominion. From high in the castle, I hear it—I hear them. Opulent and debaucherous, a group of elves and men and former elves and men lording in the mountains below the bridge, I’ve seen them. I warn my noble lords that what I share from this moment onward with you should not trouble the faint, female heart and those of weak constitution, praise be Aspects any who should have to recount what I tell them: undead lodge themselves above our most venerable woods. This past day I ran into a child, or what I had thought to be one. He was alone, and having approached him along the narrow bridge into the Dominion’s territory I simply wished no more than to save him from his abandonment. As he turned to face me, I could hear the croaking and groaning, a cacophonous forboding I could not stop when I witnessed the rotten, maggot-ridden face, sickly and egregiously damning all semblance of order. Much to my dismay, it spoke in a gurgling language that no mortal dare to know, and that all mortals dare not to know. Repeating such words now—I cannot fathom, and I wish not the horror and tempestuous, restless sleep on my respected lords. I beg thee, aide, aide for your people! Signed, --, a faithful steward 21st of the Eve of the Deep Cold, 1627, To the High Prince Loriens Silma and most esteemed Praetor Kairn Ithelanen of the Dominion: The dead, the dead have risen, my lords! They roam the streets, the roam the roads. Damnable, I fear telling this so boldly and without warning would damage my reputation, but I cannot bear the burden any longer. Please, my lords, send us aide. Just this week, I encountered a man clad in black robes, he had a face paler than the softest shade of moonlight. His smell was one of corpses and graveyards, a breath that reeked of cankerous, rotten flesh, but I knew him for the devil he was when I saw his corpse-stricken eyes, a dastardly dark mage if I had ever saw one. I drew my dirk on him and he shied away from me before I ran back to the sanctity of the Cloud Temple, and, as though in the corner of my eye, any sane man would swear he saw a corpse in the brush but I deign to say for certain. My lords, I beseech thee to aide thy citizens, my wife and child live here. --, a faithful steward 24th of the Amber Cold, 1628, To the High Prince Loriens Silma and most esteemed Praetor Kairn Ithelanen of the Dominion: My wife is survived by myself and our daughter, I fear she—nay, I know it well—that she has met the insidious necromancer who roams our borders along the mountainside. Along those winding roads and cabals of towering trees, there is no sunlight here—and if there was, nevermore will my sun rise again. If only I was there, I could have saved her. I recount my trip to Cloud Temple, offering the monks a tribute of thanks, and being halted on the road, alone, and wish my wife’s fate on no man or woman alive. The only will to live I have is my daughter, and I write this with the same urgency as my last two queries to your most noble house: please, my lords, send us help. --, your steward 16th of the First Seed, 1629, May you all rot in the foulest hells of Ebritaes: Thrice before, I had sent my requests to the Lords of the Dominion, and thrice after I have gone unanswered. I send this message alongside the corpse of my daughter to the city of the Dominion, where my fellow citizens may gaze upon your failures. Mauled, murdered, molested, and mangled—she did not deserve this, to be strangled and mutilated in a pool of her own blood before the dark things of the mountains left half of her flesh unscathed, all, so I imagine, to remind me of my place. I curse the Aspects, I curse these forsaken Loftywoods, I curse the dark magi and their deplorable minions, but most of all my lords: I curse all of thee with every stain of darkness and malice in my heart. When you gaze into the rotting eye of my innocent babe, I bid you know her name: --. I bid you gaze at what those undead demons did to her with ravenous fangs and rotting, yellowed nails. I bid you realize your mistakes, and that in the darkest scorn of perdition you suffer for eternity for what you have done. To my fellow citizens: I ask of all of thee to never tread in these foulest woods alone, lest you suffer my fate. I write this as my last, and now as the limitless reach of the dark-mongering and most malevolent corpse-men, I shall seek with my crossbow oblivion as my only reprieve from the torment of these woods. -- -
[✗] Frostbone Mix and Frostbone Armor [Material and armor]
dard replied to mateolog's topic in Denied Lore
Honestly, its not the worst concept though. You should keep working on this piece, remove thanhium and flesh it out a little more. I’d stay away from thanhium because of all the **** inconsistency that is going around with it. I don’t see why you can’t have some other type of material, maybe look through alchemy stuff, I think there is an oil that can radiate heat. -
Can the Lore Team plainly lay out their governing philosophy regarding existing magic and creatures, and criteria for new magic and creatures?
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shulker boxes aren't a thing in LotC, so its not as if every item will be taken. the only reason why I can see someone clinging to not wanting to lose their amateur worded flavor items is that they feel an entitlement to them just like many feel an entitlement to their characters. it's already bad enough that goons can wack you with left mouse button to take your pixels to put into chests and will never see RP again, but don't deny the fact that people are stagnating potential dynamic RP
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having stuff sit in a chest for months on years untouched seems more prone to being called hoarding than taking something with the potential of using it for yourself, selling/fencing, or creating more dynamic RP. at least if items moved around there is the potential for them to be used or involved in roleplay, whereas if they are stuck in a box they'll never amount to much of anything
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remove having chests somehow become unlockpickable after an arbitrary amount of rolls and allow people to steal as much **** as they can. it creates dynamic RP, and having some skygod powers preventing people from being able to take make believe items from chests is an useless rule that encourages this pixel hoarding crap going on. all that it does is create an entitled mentality and inhibit roleplay, such as playing as a thief-type character. if you lose your pixels, have your imaginary character hire some kid playing a pretend bounty-hunter and conduct an investigation on the virgin scum who wasted their time and stole some wacky artifacts.
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neat but how do i use this to make my character win the pretend fights?
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IC information Name: Gavan'iir Alkorel Race: Mali'Aheral Nation: None. Age: 100 Experience: Late mercenary work in Outerhaven OOC information IGN: Dardonas Timezone: CST Discord: Dardonas#6440
