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Tato

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  1. holy retard this is roleplay server????? bruh id love to be forced into rolling instead of roleplaying everytime someone has a fuckin spackattack
  2. You’re a potato >:)

  3. I’ve many times considered the idea you’ve here, and it’s a decent take, however, I think you should elaborate on the nature of this flower or just allude to it in some obscure subtlety. I also reckon you should find an alternate mechanism to the effectless dueling as I cannot imagine the horrors unrestrained and ineffectual casting will facilitate. I do think elaboration on the uses, particularly in different applications, would be great as the invasive collision of occultly unnatural flora from the voidal Otherwhere into the natural mortal realm do be kinda intriguing.
  4. I want to preface this by making clear: I do not agree with the execution of Runesmithing on this server in any of its iterations, despite the versatile and intriguing concept of its nature. Nor do I agree with what actions of the Runesmithing player base I have seen as myself a player largely disconnected from any personal/continued association and interaction. I am biased against this lore because of its precedent, content and use. I am also biased against the lore and its writer because recently, in a particular discord, I was privy to the bragging and boasting of the writer to the acknowledged shitty and unfair contents of the lore. While I unfortunately have no record of what was spoken and I do not wish to twist the words of the writer, there was clear knowledge of the imbalanced and inappropriate nature of capabilities in the lore, which he had stated – by my memory – he had hoped to have passed by oversight due to the immense amount of other, distractingly inept contents of the lore. The lore is evidently rushed, else the effort input was minimal, with the informality, lack of clarity, and poor recycling of flawed chunks from the previous lore. Standing out the most is the lack of any specification on the piece’s general interaction and association with other magics (excluding abilities which target other lore), as well as the lack of any indication as to the magic slots it takes (if any other magic is allowed???). Also absent is any tier progression; the only references to tiers are in regard to the capacity of runes. The Order of Ograhad is a hot mess that contributes nothing apparent to the lore except a shoe-horn into compliance with the “Arch-Runelord”. It is stated in the redlines that “joining the Order is not necessarily required”, however, in the brief description prior it is stated that “[the Order] is the single, primary order to which all runesmiths hold their allegiance.” Which sounds horrifyingly like a tactical device to assert control of the magic beneath a façade of it being ‘optional’. Though, granted, it could also be a poorly implemented and written attempt to force the ‘Tenets of Ograhad’. The Tenets of Ogradhad are godawfully presented, frankly. The second redline of the description prior (The Order of Ogradhad) describes that “all runesmiths MUST follow the Tenets of Ogradhad or risk potentially being disconnected by the other runesmiths for their perceived crimes.” Which further reinforces the ability for the magic’s head player to control as it appears the Tenets are subject to perception. For rules to be subject to ‘perception’ allows the corrupt and nefarious players to OOCly dictate an agenda as any action may be ‘perceived’ as the breaking of tenets, as any action which breaks them subtly or secretly may be not be so; the ‘Order of Ogradhad’ can both eliminate those they do not like, and those that RPly oppose them in secret. I could be wrong in this assumption, but there is a severe lack of clarification on the nature, depth and specificity of these tenets. There is no specification to the extent in which they apply, and I am particularly curious as to the intent of the second tenet “A runesmith shall not associate himself with the undead or unnatural and shall attempt to destroy such creations as they are corruptions of natural creation.” – Are you turning Runesmithing into a Holy magic of righteous religious zealotry? Additionally ‘natural’ is a very vague and interpretive term; to the Druii ‘natural’ is of Nature and the Balance and excludes Descendants while accepting ‘Blood Magic’ in most forms. Previous iterations of Runesmithing have allowed its cooperation with Void magic (though I wouldn’t know after reading the lore if its allowed) but the use of the Void is subjectively (bordering objectivity) unnatural. The third and fourth tenets have short and unspecific ‘elaborations’ but none of the others do?? The ‘elaboration’ of the third tenet ‘clarifies’ that it a runesmith who broke it would… “be stripped of their art to preserve the sanctity and purity of the Creator’s work.” But is that not the intent of all the Tenets in the event of their breaking? Again, is there any redemption – or can that one thing that guy did like 8 months, 6 days, 5 hours and 41 minutes ago be brought up again? The Binding Ritual has had the opportunity to be polished or edited in the rewriting of the lore for all its flaws but has been lazily copy-pasted from the previous lore. The ‘chance’ death has to be the most poor attempt at any ‘thrill’ or ‘danger’ associated with the taking of the magic and serves as a very poor narrative device. It completely disregards and does not allow for any ambiguity or creativity (which while sometimes capable of contributing negatively to lore is an extremely important manner of adding depth to it; and may be aptly applied to ritualistic/passive/personal scenarios such as this) as the very poorly written process is outlined to the dotand does not allow for anything but ‘chance’ to affect the prospected runesmith – which seems extremely unreasonable and inapplicable to the patron of knowledge (or, in the case of it being ‘applicable’ to ‘realism’; it too disregards such as every character is forced into the same scenario, process and reaction). To fail is to develop no narrative. To fail is to suffer nothing as there is no associated magnitude, even further so diminished by the capacity of a player to simply have their character reattempt it in the event of failure. I would imagine this ritual of connection could be well-developed by allowing the student/teacher to affect the success chances (positively or negatively) by specific actions, as well as providing a more loose guide to the process (specifying what should be done, rather than what needs to be done. Why require a red-velvet blindfold?). Disallowing the student any memory or interaction with the event turns it into a chore rather than an opportunity for development. There is no apparent explanation for the destruction or disappearance of the Runesmith’s tools, which I would think is an important clarification. Disconnection shares inherent flaws as the Tenets of Ogradhad do. The manner of ‘spiking’ is interestingly written but the applicability and use of it is limited. There most definitely should not be a lack of a limit on the spikes being produced- and they should not be able to be used by simply ‘anyone’. The four metals proposed are so poorly described in barely two paragraphs each that it seems a mockery of serious pieces – which I recommend heavily as inspiration to reformation: https://www.lordofthecraft.net/forums/topic/191288-world-lore-the-magegold/ https://www.lordofthecraft.net/forums/topic/191284-world-lore-gold/ https://www.lordofthecraft.net/forums/topic/189546-world-lore-aurum/ And plenty more you could easily find yourself. I cannot fathom how Blood Marking could be described as “one of the darker sides of Runesmithing” for it involves nothing nefarious; contrary to the requirement of deaths and sacrifices for many, many parts of Runesmithing- which put the Smiths in parallel to the intents of the unnatural beings they ‘so despise’, quite ironically. The most disappointing and abhorrent aspect of the lore, however, is not its deprived writing, but the content of such- the capacity of the abilities. They are extremely incoherent, follow little theme, are imbalanced inappropriately and would seem awful to have to interact with (for any player base having to endure them in negative scenarios, further perpetuating the stereotype of the misuse of magic). The versatility of the magic trumps that of Druidism even, and is but a single magic. One can be an immortal being with every sense heighted capable of immense strength and magical abilities that have no effect to suffer and are determined pre-combat and have access to pseudo-lightsabres (which I believe was one of the writer’s bigger boasts), holographic devices and inexplicably abhorrent lightning gauntlets. It seems the lore was heavily inspired by Starwars. I am not bothered to dissect each rune after the prior wall of text, but one would think they should be redone in new iterations rather than simply copied, else the failings of the lore prior persist. The push against the techlock in this lore as “steam engines” are capable of being made by the runes, cannons are written in and the Isles of Ruhn are a concept had and hated. Runes of the flesh are so fuckin poorly done when they coulda had potential. I’ve given up on elaborating but this whole lore piece is frankly horrible. Half of it is the reuse of prior, trashy lore and has not improved in the slightest. The other half is stupid additions put in to empower the playerbase and contributes next to nothing to the narrative and other players (except for power and giving out magic abilities hehehehe!). I’m disappointed in the endorsement of the other players of this piece if they’ve actually read it and so loved it. I have no affiliation with the lore, but time and time again in the many rewrites that have been posted, I have been let down by my faith in the LT to deny **** lore. Runesmithing has always been broken. It has always been ****. I think the lore that is constantly recycled needs to be thrown out and Runesmithing abandoned, or a completely new take on it is necessary- because I do acknowledge and agree that it is an important part of Dwarven/Brathmordakin culture.
  5. I adore the concept of cabalistic magi abusing the Void to tear forth from the Otherwhere alien inventions and sorcery. I think the intent of this piece would align in a similar manner but I think you’re missing some parts and hitting other parts which shouldn't be there. It feels the parts lacking aren’t the parts that should lack to be ambiguous for creativity. ill explain more of my fuckass opinion if u want to pm me also i ******* hate your formatting but its ok
  6. 2 up 1 down makes for positivity
  7. A rat notes particularly the man’s appearance; for how amusing would it be- his again disappearance upon his return, should the little woman be blessed so. Similar to the pig, the rat also consumes the poster copy.
  8. I can only bear to read so much of it, especially the giant ass block of spells. It appears to be far less convoluted, and while I don't think izkuthii are particularly necessary & there have been some pretty retarded players with it, the izkuthii RP once created a memorable event that was incredible by a seemingly minor interaction; involving Haense (?), Haelun’or, Sutica, and a giant lovely shitstorm.
  9. Death is special to none, in it there is no reprieve for rat souls are wicked
  10. Beneath the Shade In the thick woods, where light filtered through the virescent facade of the Mother’s great dark oaks and the cool air damply hung, stood a boy beneath the shade. His form blended with the Forest’s green and brown mosaic, assisted by the tranquil grasp of shade and darkness which blanketed the emerald domain. His light brown skin, perhaps out of place in the Forest of oaks whose dusky hue complimented the deepness of the shade their mighty canopies offered, mimicked the grey-brown of figs and oaks and pines. His dull emerald gaze, a hue unspectacular and unsaturated in the presence of other glorious greens, reflected the newly fallen leaves and the trodden grass of the woodland. The whipping of the boy’s robed garment in the gentle breeze which held a light, cold sting, could not be distinguished from the rustle of the Forest’s tall grass and bountiful bushes, and the gentle tremble of the leafy roof above. As Aelor Caerme’onn stood before a decidedly approachable dark oak, with room enough for the song and dance he so desired to hone, and tilted his wooden quarterstaff tipwise to his stationary opponent, the boy discovered alien intricacies of his form. The way his breath slowed to a subconscious, controlled pattern he could not quite distinguish, but knew was ever-present. How his bare feet spread across the emerald verdance as they sought comfortability and sturdiness in stance. His muscles, albeit weak and atrophied, tensed in preparation. His focus sharpened upon the dark bark facade which hid the inner wooden flesh like shielded skin. It dawned upon the boy, old of age yet younger of growth, that these doings were not his own; as those in his spar previous, with his mentor, were not his own. He understood that the lower-bound swipe that offset the Taliame’onn was the impression set upon his memory by his brother. He realised that the strike, in the manner of Siss’siru, was guided by a force invisible. The guidance of his lethargic form and the blessing of some courage and push usually alien, were at the command of such guiding force. He understood, then, that in the moment where he inexplicably triumphed in the fight, that that guiding force was his father. The Caribou Druid imbued the boy with that foreign courage and drive; his father’s hand lifted his form, and guided his staff. He understood, then, the Father, the blessing of the Father. the balance of the Father. A wetness stained his dull emerald gaze, and his vision was hazy. Tears had formed. Maudlin weakness had worked itself in, again, yet such was banished swiftly as the boy steeled himself, and swept the tears from his eyes. His feet, held tilted on the frontal in agile-anticipation, spread apart. His breath fell in a light rhythm, his chest rising and falling to the tranquil hymn. His right hand gripped the upper-bound, as his left met the lower-bound. His left foot swiftly stomped forth as he rounded the bottom of the staff to collide with the thick, dark bark of oak. The heavy strike resounded with a thwack, and Aelor continued; again, rounding the bottom of the staff back so the front may forcefully come forth in a declining jab. It again collided audibly, and off-set the boy’s balance. Aelor lost his footing, and tumbled back. He said naught, and cried naught. He stood, again,
  11. VOIDAL TRANSLOCATION OVERVIEW An eldritch enigma; seemingly infinite in its givings and unrivaled in the capability to create and withdraw, the Void is most often abused for such evocations. Where the traditional magicks harnessed through magi careless of consequence conjure elements, life, or illusions, Voidal Translocation - a magic whose origins are obscure; commonly spoken to be ‘developed’ by aged magicians - does quite the opposite of conjuring, giving unto the endless expanse of the Void mortal instruments and materials, albeit only to later be taken back. Evidently, a connection to the Void is required before any form Translocation may be enacted. Translocation requires an [MA] for a character to practice, and a [TA] for a character to teach. Translocation is a Voidal practice, under the branch of Alteration. The magic requires [1] Slot, and may be dropped freely. MAGIC EXPLANATION The principle of Translocation is derived from the reverse of Evocation; where one must understand the properties of the element or know the truth of an illusion, a Translocationist must know the data of the object. While weight measured and perimeters determined are mortal constructs without place in the Void, the concept of such - that an object has a mass, area and such qualities uniquely specific to it - defines the capability for an object to contain the enigmatic theory that is mana. A Translocationist needn’t define an object by the measurement of its physicality, for such is infinitely specific and the precision required is unable to be had by most, if not all, realmly beings. Such techniques were therefore developed’ by magi, that determine the mana capability of an object - one of two primary foundations that permit a mortal to reach their hand, with the power to both give or take, into the realm unknown; into the Void. For a mage to Translocate an object, they must have an understanding of the ‘mana capacity’ or ‘mana signature’; the ability for an object to contain mana, as all objects do. While inherently a near inconceivable object to the regular mind, a ‘sense’ for such can be developed by the mage (ie. Voidal Touch). So too, as the mage must understand the mana of an object, must the mage know the potential of an object. Oft common knowledge and rarely limiting the Translocationist - as one needn’t account for every possibility - the energy of an object, both in its physical form and ability, and in its potential. While seemingly complex, the requirement is simply that a mage must understand the use and capability of an object: a ceramic bowl is a solid, not subject to sudden or rapid shifts in its existance, as liquids, or magic, may be. The ceramic may be a container for other objects, and so too may it shatter whether thrown, dropped or crushed. Such is the simple extent of knowing its corporeal interactions required, though expanded familiarity will only ease the process of giving and taking with the Void. For a mage to Translocate an object, they must have an understanding of both the physical and potential capabilities of an object; what it can be used for, and what it can withstand. An object with shifting mana or energy [liquids, gases, magic, living entities] cannot be Translocated under standard circumstances. PROPERTIES OF TRANSLOCATED OBJECTS Objects translocated do not maintain their momentum, though the capacity to translocate objects in motion is limited. Organic objects may not be translocated, and any attempt to do so will result in such simply passing through whatever translocation rift may be conjured. Magic may not be translocated and any attempt to do so will result in such simply passing through whatever translocation rift may be conjured. Objects remain in the same state as they were prior to being translocated. DEFINITIONS Mana Signature | As all objects contain passive mana, the mana signature of an object is the unique capacity of an object to contain such. Two objects may be physically identical, but detail inconceivable or unperceivable to the average being alter the infinitely-specific measurement that is the mana capacity. Object-Potential | The object-potential is a theory unique to Translocation which defines an object by its physical properties and its physical capabilities, thereby requiring a mage to understand and familiarise themselves with the object to be translocated. As the potential of any existing thing is infinite, it is impossible for a Translocationist to grasp even a minor percentage of it. However, a translocationist need not understand everything but rather enough. Translocated | Pertaining to all spells of translocation; dispersion, convocation, displacement and diversion (unless otherwise stated). Persistent | Implies a quality of a spell that allows it’s continued manifestation, usually taking the manner of a minor ‘rift’ or ‘portal’. SPELLS & ABILITIES Voidal Touch [Combat + Noncombat] Akin to Voidal Feeling (an informative feat of another form of Alteration), Voidal Touch is a simple tool, though more mundane than its sister ability, to which the Translocationist may use for the gathering of information of an object. Whilst with familiarity and mastery, a mage may come to approximate or recognise the mana signature of an object, the Voidal Touch is used to sense, through minor meditation, the accurate mana capacity of an object to be Translocated with the Void. Dispersion [Combat + Noncombat ] [Standard + Persistent] One of two stock spells to Voidal Translocation, Dispersion does unto the object as the name implies; disperses it, unto the expanse of the Void. Two methods of dispersion, alike in capability and differing only in situational application, are known and capable of being practiced by the typical mage. The first of the two allows a mage to disperse an object focused upon (standard), whilst the second allows a mage to create a resolute ‘rift’ of sorts that allows the continued placement of material into it (persistent). Convocation [Combat + Noncombat ] Whilst none of the mortal realm, the Translocationist included, could truly perceive nor even conceive the conceptual existence of an object stored within the Void, the practiced mage can, with their limited knowledge, establish an anchor to beckon such material back into the realm. Displacement [Combat + Noncombat ] [Standard + Persistent] An abhorrent abuse of Translocation by mortals whose grasp on the practice was illicit to the naturality of the Void, Displacement is the aduleration that allows an object to be momentarily dispersed and convoked in a fluid dance, effectively teleporting it. Diversion (Partial Displacement) [Combat + Noncombat] A spell complementary to displacement- colloquially labelled ‘Partial Displacement’- as it mirrors the adulerated theory of such practice and differs only in slight practicality, Diversion is the act of half translocating an object through the rifts summoned, effectively diverting the location of a part of an object. TIER PROGRESSION Tier 1 | [Beginning → 1 Week] Tier 2 | [1 Week → 2 Weeks] Tier 3 | [2 Weeks → 4 Weeks/1 Month] Tier 4 | [4 Weeks/1 Month → 8 Weeks/2 Months] Tier 5 | [8 Weeks/2 Months → 16 Weeks/4 Months] RELATIVE MANA REQUIREMENTS PURPOSE CREDIT & CITATIONS Flamboyant rep | Lore Games Elindor | Original Lore SourDough | Translocation Additions/Amendments Isaac | Consultation
  12. Tato

    Hiren's Death [PK]

    In the sickly cover of wicked odours and recondite darkness, where horrors birthed atrocities in the absence of others’ eyes and consequence had no definition, the mage, as filthy as the faecal-crusted stones turned blackened-brown from an agonisingly sweet and vibrant aquamarine and whom was stained by the abuse and misuse of the alluring greatness the Void offered so freely as but a facade, did not perish alone to whatever soul so righteous but so evil. Closed eyes watched. Dead eyes watched. Every utterance heard. Every whimper heard. The others linger The elven birthed but alien born child was home; with the rest of the Federation’s waste. With every other dead by the hands of mindless sheep to the shepherd of irrationality, the unspecial, insignificant boy lived only on through the thick and putrid stink of Sutica’s sewers- one sourced but minorly from the excrement of It’s herd. Death is special for none Another corpse rotted in a corner of the fetid labyrinth; a rat of the sewers, a sewer rat, lay in tatters of cloth and sickly protrusions of bones beneath thin, decomposing skin. Another boy, another rat, in the many hauntings of the sewers. Surely not alone, not the only.
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