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dard

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Posts posted by dard

  1.  

     

    MC Name: Dardonas

    Character's Name: Orion

    Character's Age: 0

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

    Transformed form: N/A

    Creator's MC Name: RollForWitches

    Creator's RP Name: Klaus


    Briefly explain the lore behind this construct or creature: Animii are automatons constructed in the likeness of sentient life, though completely synthetic.  As they are created in the image of their makers, they function similarly.  Animii require a frame much like a skeleton.  From there, synthetic veins are constructed and filled with an alchemical fluid.  This fluid acts somewhat similarly as blood would for descendants, pumped through the construct via a clockwork-type mechanical heart.  As such, damaging their vein-like vessels would render them incapacitated if they were to lose "blood" equivalent to what a descendant had lost. While they will not succumb to falling offline due to age or disease, alchemical fluid cannot coagulate to clot and prevent rapid leaking--it must be patched and repaired.  Reagents can be added to help mold the personality, and the frames are not limited to humanoid shape, allowing a degree of creativity in how a tinkerer wishes to mold their creations.  While not innately slaves, should their creator will it, selective obedience to commands can be attained by instilling blood of their masters into their alchemical fluids, though only commands from their donors will be followed.  While an Animii may be compromised by attacking its joints,  its most vulnerable spot is its gear-heart; destruction or removal of this core part will quickly and promptly shut down the automaton.  Despite this weakness, a gear-heart possesses the capacity to be "overclocked" and increase potency in combat via speed or strength--however this is high risk, high reward--and can render an Animii vulnerable and weakened for two hours afterwards, up to complete shutdown if this "overclocked" state is maintained for too long.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it: No

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

    Do you consent to accepting what may happen to this character?: Yes

    Have you applied for this creature on this character before, and had it denied? If so, link the app: No

  2. 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 

  3. Gruko reads over the notice, scratching the back of his stubble laced dome.  

     

    "Maukta am remember thiz pinkeh bruke Maukta tue.  Latz keep latz peeperz un hum." 

     

    His mask looks down to the gnarly toe that never quite healed the same way, shaking his head.

  4. Gruko squatted down, looking to the sky as he thought about the news that spread like a uproar across the continent of Atlas. The Maukta spit on the ground, donning a wicked grin beneath his false face.  

     

    "Nub uv Krug. Nub uv us.  Maukta am pleazed.  May da hunurlezz bruddahz at leazt hunur da lazt wordz ov dey 'Rex.'" 

     

    A muffled cackled emitted from behind his mask as Gruko rose to his feet and allowed himself to feel the winds of change upon the desert sand.

  5. MC Name: Dardonas

     

    Character's Name: Xaleskar

     

    Character's Age: ???

     

    Character's Race:

             Wraithlord

     

    What magic(s) will you be learning?

             Naztherak

     

    Teacher's MC Name:

             Jelonny

     

    Teacher's RP Name:

             Glineth

     

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

             No

     

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

            Can do

     

    Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?:

             Yeah 

     

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

            No

  6. Xaleskar placed his eldritch, metal talons upon the surface where Varen'thal's corpse lays.  His open, ceaseless cowl stared emptily at the face of the man who once swore himself to his service.  

     

    He pondered how he got to where he was, how Varen'thal got to where he did.  The two of them started down a similar path.  Each was a dedicated child of Xion, yet here one stood in the glory undeath and the other trapped within the maws of the soul stream. 

     

    Would it had been different if Varen'thal took up tutelage under Nasir in his Knighthood?  Could it have saved him? Perhaps if the coven had made wise and given him the gift—the curse—that plagued Nasir to the threshold of death... 

     

    The thoughts were fleeting, the Wraith did not tremble or shake.  He did not cry out or smile in a nostalgic reverence.  Not because he could not recall what such emotions were, but because he was incapable of doing so.

     

    "I feel nothing."  The wraithlord's visage remained fixated on the eyeless cadaver before it turned to Adremeich and went along his path.

     

    There was one last fleeting thought, the figure pausing as he parted from the dead.  It was something, however, not for the eyes or ears of mortal Man.

  7.  From what I can see, the reason why there was two rewrites was because there were just different views for the direction in which the magic should change, not because there is a fracture between users in the community.  As someone who helped work a little on Geo's rewrite, I will say that I thoroughly respect Zarsies (and the others who worked with him) and the effort he put into the rewrite.  I think he is a talented writer and he definitely has some creative concepts I never would have thought of with the magic, some I think better than Geo's and vice versa.  Whichever rewrite goes though, I one-hundred percent believe it will change the magic for the better and tackle the problems that the current iteration of Necromancy has both in their own unique way.

     

    In terms of what I think Zarsies' Rewrite could use is a magic moderation tool; specifically, I'm talking about the removal of clotting/sapping.  I believe that, while you should exercise caution in who you teach, you will not be able to catch them all.  Perhaps I am being pessimist for thinking like this, but I've had many experiences where people put on a front but revert to a state of tastelessness when they are not watched.  I would like to point out the issues with the Rebel Necromancer charade—where at one point Ghouls had CA hold because of which—where the magic was handed out to people who should not have gotten it and creatures were made out of players who should not have made them.  The reason why this group was allowed to get so out of hand was because of the absence of the Black Nexus (which is another ordeal) and clotting .

     

     

     

     

  8. 1 hour ago, Abyssus said:

    why did you make two different types of wraiths

     

    There is only one type of wraith, its just that necromancers can take a similar path to become one.  With current lore it makes sense for Abyss Wraiths to gravitate towards necromancy, and for some necromancers to gravitate towards Abyss Wraiths.  In that instance, it seems a little odd for a necromancer to drop their magic for three months to become a Resonant Knight to then become a wraith.

  9. 12 hours ago, Humanistic said:

    Necromancy and Undead are stagnant without Iblees. Every magic comes from a higher power but Iblees has not been heard of for many maps, undeath has been lacking. Shamanism in itself is quite a chaotic belief/magic but Undeath as a magic should ultimately be the most extreme case of Daemon magic.

     

    Shamanism - Daemon Apohet

    Druidism - Aengulic Aspects

    Ascended - Arch-Aengul Aerial

    Undead - Arch-Daemon Iblees?

     

    Have to disagree.  Ascended and Clerics are struggling with the aftereffects of being shoehorned into one style of RP because they have been forced to with that lore by an almighty being.  Necromancers have had some interesting RP.  The issue comes when spastics get ahold of the magic and walk down the road asking Joe Blows if they wanna learn Necromancy.

     

    11 minutes ago, Humanistic said:

    Then how do they get their power? It's only passed to followers by a higher being.

     

    Necromancy was originally from Iblees then it was stolen from him.  The lore is a bit complex, but if you're getting at why this lacks the backstory portion I believe its because there was no real need to change what was there, just many of the mechanics.  So instead of a lore post,  Geo posted this as a sort of Magic Guide to lay out the magic more clearly.

  10. 8 minutes ago, Gladuos said:

    Doesn't answer the problem that necromancy is just being given more creatures instead of less, as asked by the lore team. Also doesn't really answer how I feel liches shouldn't be slaves whatsoever. If you want an endgame for necromancy, make them it instead of giving them wraiths.

     

    Deathknights and Gravecallers have been removed.  Wraiths are not being added, they are being shared. Thats -2, +0.

     

     Wraiths are also not an "end game" because they are limited.  They are an alternative and have their drawbacks to Liches.  Even in SotA they are not an endgame, they are a choice.  For all intents and purposes, they are still a Strength of the Abyss creature.  It does not make sense for someone who wishes to become a wraith to drop their necromancy for three months to become one, however.  

  11.  

    9 hours ago, Smaw said:

    My only concern again is the large number of variations I can see within this, and the idea that the Black Nexus cannot be destroyed.

    The Black Nexus was never meant to be some dark magic holy grail for holy mages to target.  It has always been means to moderate the magic, lest we get another iteration of the Nexus essentially removed from roleplay and a group of players who sole job it was to destroy necromancy by spreading it and its creatures to new players for the purpose of lackluster bandit roleplay.

     

    3 hours ago, draja said:

    What does this refer to? As in, a cleric or an ascended can’t just heal it the way they usually do? What’s the greater force that’s capable? You say greater healing methods can- examples? 

     

    The wound will heal physically but it'll have a scar that will hurt as if it's still wounded until it is healed, iirc.  The scar can be healed by holy magic.  I would have preferred the term "living scar" since it better characterizes it.

     

    2 hours ago, Gladuos said:

    I don't like that the slavery of liches is kinda more enforced with this lore. No phylacteries and necromancers can easily just PK them? Personally, I prefer it when liches have total free will and are moreso the epitome of necromancers, ones that have transcended mortality through wicked means. They are meant to be the masters in every other medium and I can't help but feel the concept is cheated here.

     

    Also it looks like the same huge number of constructs are still present here, not answering the LT's issues just because you "feel" like it. Not only that, but you've added more constructs by giving them access to wraithdom. Oy vey.

     

    3 hours ago, Fury_Fire said:

    Better than being range-pk'd at a moments notice with 0 chance tbh

     

    Phylacteries were being stored in Echests and at bedrock level locked chests that were impossible to get to.   The other problem was that Liches promoted a creature that was supposed to be a high risk high reward type playstyle being shifted into a no risk all the reward; new Liches were the only ones shoehorned into being slaves.  The number of players who will have access to sacraments will be very low, and only Necromancers who know the sacrament can use the specialized life-drain.  This was more so done to moderate the issue of spastic darkstalkers and liches who'd suicide at city gates, rather than hunt down rogue Lichtypes.

     

    Also Wraithdom already exists, this is simply allowing for the creature to be shared between Necromancers and SotA under the exact same predicament.  There is still only allowed to be four wraiths under a single wraithlord, and four wraithlords in total.

     

    2 hours ago, ForeverGinger said:

    On the topic of Wraiths it mentions Lichs are able to become Wraiths.  Does this extend to all Lichtypes, Darkstalkers included, or just Lichs in particular?

     

    Only Liches who have mastered all the Necromancy spells (not including sacraments).

  12. I'm having a hard time trying to grasp the differences in this one and the one that was submitted earlier.  The only real difference I'm gathering is that there are no triggers to force a transformation (blood, trauma, pain, ect.) and limits on which magic users can become it, which seems to only really be druids or blood mages.

     

    12 minutes ago, DarkSoundwave said:

    Feeding: A feral must eat raw, bloody meat every elven day (Every IRL day). They need to consume enough meat to equal the weight of a sheep. (150 pounds spread out over the course of the IRL day)

     

    That's a lot of meat in one day.  150 steaks just about.  Even spooks don't need to kill a person every day, I feel like this could be reduced to make it practical.  

     

    Also, what are the consequences for failing to feed?

  13. Thanks, that answers most of my questions.

     

    1 minute ago, Starfelt said:

    They will be enforced, we've spoken with the LT about such.

     

    Would it be plausible to draw up a standard set of redlines?  I was more or less getting on the issue that it seemed rather ambiguous and lacked a somewhat definitive set of triggers.

  14. 1 hour ago, Gladuos said:

    Yikes, talk about endless fluff at the beginning. Maybe put that into a spoiler so it's easier to skim over the stuff that matters?
     

    I haven't read the whole lore yet, but it seems druid ferals have been entirely removed to begin with. It says in there that ferals cannot learn magic.

     

    They cannot use magic while in their lycan form.

     

    8 hours ago, Starfelt said:

    A druid's communion can be used to persuade the feral into calming down or doing as the druid wishes however cannot force them. Ferals are also unable to wield weapons and magic while within their lycan form, instead they utilize their natural weapons: their claws and teeth. However a feral’s form is not infallible for should a feral practice any magic which would corrupt their body and weaken them their feral form also becomes stunted and crippled by the same magic; casters possess more frail and sluggish feral forms whereas those without are strong and dextrous.

  15. I thought it was decently well written and it seems to address a lot of the concerns I at least had with it and I know you put a large amount of time and effort into it.  Here are the things that stuck out to me while reading this and my concerns:

     

    6 hours ago, Starfelt said:

    Challenging
    The challenging of an alpha requires certain things to first be done before they may challenge anyone. Firstly they must be a Crescent Moon Feral, additionally they must gain the support of two other ferals, then once they’ve got such they may meet with the alpha they wish to challenge and agree upon terms of the fight, if any. The fight may be fought either in the descendant form though it would be hand to hand, or in the feral form. The only time an Alpha may decline a challenge, is if the feral challenging them was to harm a pack member  in the times before the fight.

     

    I feel as if there should be some sort of risk involved.  I think I've mentioned before a PK system would be nice, or perhaps a delayed death (i.e. 3-5 days to reform) with likely banishment from the pack.

     

    I do not understand the purpose of Alpha's being able to decline a challenge for "harming another pack member" when they require two pack member's support.  I'd suggest that an Alpha may only be able to decline a challenge if they have previously defeated them in combat.

     

    6 hours ago, Starfelt said:

    A druid's communion can be used to persuade the feral into calming down or doing as the druid wishes however cannot force them.

     

    I imagine this would only serve to help reinforce that druids would be the "better" ferals since they could lull their pack mates back to a sense of sleep.  Just above it is also states as it can persuade, which leaves it open to the feral themselves whether they would or not.  While it seems great for non-feral druids since they are not forced, it seems like it "buffs" druid/feral interactions in the cliques where druidic ferals are a thing.

     

    6 hours ago, Starfelt said:

    -Poor Smell (While within their descendant form, their sense of scent is as if they have a stuffed up nose.)

     

    This seems counterintuitive to blood being a trigger. Is there smell just normally dampened to all things but blood?

     

    6 hours ago, Starfelt said:

    Triggers
    Ferals are naturally volatile creatures, they are short tempered beasts and quick to anger. Certain things enrage ferals even more: anything that may cause them high emotions of fury, hate, anxiety, or sadness, enough blood to be lethal to a mortal, acute or prolonged pain although this varies with pain tolerance. Ferals make poor doctors or soldiers due to the presence of blood or pain and often transform in those circumstances.

     

    Incredibly intense pain/emotional agony such as the loss of a limb or a loved one.
    A cup of blood may also cause the creature to transform unwillingly if they do not leave the area shortly after exposed to such.

     

     

    Are these to be enforced?  The former half of it seems to be suggestions whereas the cup of blood is not specific on how much time can pass.  If possible, I'd suggest to hard define these so it isn't ambiguous.  3-4 emotes around blood, perhaps could cause it.  Maybe for the pain have it be sudden unexpected pain or bodily trauma.

     

    6 hours ago, Starfelt said:

    Wolfsbane Potion
    Although the alchemists failed to make a cure for the ferals, they did succeed in finding a way to allow ferals to suppress it. Through a mixture of certain herbs and the blood of the one who wishes to use it, they can create this potion. It must be injected into the bloodstream once a week in order for the effects to last. The ingredients of the suppressant potion are Blissfoil, Wisp Breath, 1 Cup drinkers blood, and 1 Wolfsbane plant. Mixing these together and bringing them to a boil, will allow for it to work. However the if one uses the potion to often, they’ll find that the effect begin to lessen until they cease to work at all (Requires LT approval)(Must be Rply Made)

     

    Is there a weakness to this potion besides repeated use dilutes the effects?  This feels like it might become draught 2.0.  Is the suppression potion going to be known by all immediately or will it be closely under lock and key pending IC knowledge?

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    Username Dardonas

     

    Discord Dardonas#6440

     

    Timezone CST

     

    What group/playerbase are you most involved with? Rogue spook stuff

     

    Staff History

    I just applied to ET builder prior to filling out this application.

     

    Ban History 

    I have never been banned before.

     

    Blacklist History:

    I haven't been blacklisted from anything.

     

    What do you want to join the Event Team?

    I have a lot of spare time on my hands, I enjoy having fun roleplay with others and creating an enjoyable and fulfilling atmosphere with roleplayers. I also applied for ET build team so it'd be nice to do events with the builds I make.

     

     

    Why should we accept you onto the Team?

    I'm a decent writer, in fact my studies in college revolve around such a thing. Being able to roleplay and write eventlines seems like a great path forward regarding my career interests. As someone who tries to center themselves around the roleplay aspect of LotC, I think I could work to help create a quality standard for roleplay for the community. I am also quite immersed in Dark Magic lore, one of my main characters themselves being a spook—I think that more having more Dark Fantasy type roleplay is something I could greatly aid with on the server. I try mostly to get along with people I can get along with, so reaching out to other groups and players I don't normally interact with seems exciting and prospective.

     

    What kind of events do you aspire to create?:

    Dark Fantasy, Low Fantasy, Dungeon-esque type events usually spawned from some sort of "quest giver" type scenario (i.e. bounty boards, mysterious old man, or just a site that need only be found in organic travel).

     

    What makes a good event? 

    The most important part of having a good event is dynamism. If a player opts to kill first and negotiate later, that should have some sort of repercussions. If a player tries to be more heroic than smart to stop some menacing creature there should be some sort of risk. Perhaps there was some foul intent behind that bounty you just did—was the group you really killed the enemy or were they a victim of circumstance; any scenario when you begin to question if you are really the hero you think you are. This creates a realistic and immersive roleplay environment that myself and many others enjoy through dynamic interactions.

     


     

    Create three in-depth event scenarios. I’m not looking for some prelude or whimsical idea here -- we want an indicator as to your talent and potential to be on the ET. You don’t need to write a word-for-word script, but we want a solid structure and plan as to how you’d organize and carry out an event:

    The Fellowship of the Prophet

     

    Sightings have been seen of an odd group of travelers of mismatched races escorting a old man in tattered robes.  A bounty in place alleges they are cultists who aim to bring the return of their foul Daemonic master.  There is little detail on the group other than they seem to be searching for something, of which it is unclear.  

     

    The bounty placed on the robed old man is substantial, but the paper requests alive.  His companions all seem armed and ready to fight back if need be.  When the old man is approached, he claims to be a prophet of a higher power of which you have never heard of.  He and his companions all implore the player group not attack them and insist the bounty is from a malevolent presence trying to thwart their mission, though they seem to keep the details secretive.  The Old Man says they cannot match the bounty, but they assure you the good that is to be done in their work and would instead ask for your assistance in keeping them safe.

     

    The player group is then placed in a scenario where they must choose to trust the Old Man or attempt to capture him.  If they aid the Old Man, they will find that he is what he claims to be: a clairvoyant who is indeed being hunted by a dark force who seeks to have the clairvoyant under their thumb. Throughout the journey similar thought-provoking scenarios will arise where players have to make a hard choice and rely on their integrity and wits.  They must see if their morality has a place outside a lust for power and wealth.

     

    The Fair Necromancer 

     

    There have been indiscriminate tales regarding a priestess who can perform miracles in a small village.  She has returned children and parents from the brink of death, returned withering crops to life, and cured many of diseases effecting the elderly.  Citizens in the village praise the woman, showering her with lavish affection and thanks.  She refuses all monetary gifts and any positions of power.  It is unclear where she derives her healing potential from, only that she has it and uses it for good.  On the surface, the village seems a prosperous place. 

     

    However, when the light fades from sigh goes down there are whispers of two radical groups of cultists: one group who worships the priestess like a goddess and desires to keep her safe, and another that fears her and wishes to put an end to her foul magic.  The player group is contacted by the priestess herself, who seeks the aid of players to keep her safe from both groups.  Early in the journey, it is revealed she is a necromancer of many years old who has reformed from a dark path as an Iblees worshipper and uses her "gift" to help the people of the small town prosper.  The player group can decide whether to side with the priestess or either group of radicals, each leading to a different but equally compelling journey where players are forced to define good, evil, and redemption.

     

    The Search for Yl'taros

     

    A young and adventurous Mali'ker has been spotted in Sutica recruiting able bodies for an expedition at high sea in order to search a mysterious stretch of ocean around Atlas which has been the center of disappearances for many ships in the area.  Players are given the choice to board his ship at the prospect for discovery—and of course—treasure and mina.  Avast their journey, they soon discover that the crew itself is a group of rapscallion pirates.  Their captain—the young Wood Elf who recruited you and them—will find himself mutinied by cowards on the ship to be marooned with the player group on a small island near where they had originally set out to search for.

     

    With no ship, the players and disgraced captain are left to discover the mysteries of the island and its connection with the mystical Ancient Yl'taros Empire ruins on the island, and how its all linked with the disappearances on the ocean surrounding the island.   The Captain will make suggestions and try to lead the course along the way, where the player group can either decide to accept his lead or tell him to follow theirs—in each case—mistakes will definitely be made.  Players will need to learn to use their wits and judgement as they move further inland to understand the circumstances surrounding this new land.

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