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Sorcerio

Creative Wizard
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Everything posted by Sorcerio

  1. After some consideration and thought on community feedback, I have decided to self-deny this piece as it does not serve the best interest of the players nor the lore. Though I believe the concept to be viable, the intricacies need to be ironed out and, should I even persist with such a project, totally revamped and resubmitted. That said, the formulation of certain responses certainly left much to be desired in terms of feedback and were rather disheartening if anything. Though I appreciate your fervor for your playerbase, I think there are more respectful means in which your thoughts could be relayed. To those of you who did provide valid and respectful feedback that lead me to this decision, thank you.
  2. Just to clarify, this is not nerfing alchemists, it's only making it so mages can't use potions and spells in the same encounter, or at least while still having potions on them. Mages don't passively cause them to explode, only when they choose to establish a Voidal connection. You can still practice alchemy, you just don't need to be using both at the same time. I'll edit it so mages can't just walk up and cancel potions, that's not the intent. It's only meant to harm mages who try to cast and use potionry simultaneously. Sorry if that wasn't clear.
  3. The mage themselves doesn't suffer problems from the potion, its that reacts to them. If a mage connects while holding a potion then it explodes and likely causes them harm depending on what it is. Non-mages don't really have to worry about anything since there's a clause against weaponizing it.
  4. I'm totally down to amend this, though the main idea is really just to prevent mages from going in guns-blazing with both their magic and like an entire arsenal of like 10+ potions. Not to mention, alchemy as it stands has little consequence at all for basically magic-tier versatility, which makes it even more viable for magic stacking. Besides, regular alchemists are relatively unaffected by this, and mages can still use alchemy, just not in tandem with their spellcasting.
  5. The purpose is primarily as a result of both making lore sense and preventing a common form of minmaxing. Though there are instances of other such groups doing what you've described, I've yet to find an adequate means of actually explaining the incompatibility to the same extend as I have here.
  6. I can probably change the region radius since it's not meant to be region-wide cancellation. I'll also probs change the effect radius to 1 meter. The main idea is to prevent mages from using both these and their magic in the same encounter without some degree of added risk, not to mention that it doesn't make a lot of sense to either way. It's meant to prevent magic stacking, not make alchemy weaker.
  7. The Alchemic Fault Tales are often told of magicians who dare to dabble in material philosophy; an art antithetical to their arcane craft by its very nature. This polarity amongst the alchemic and the arcane yields many perplexities, yet the greatest and most notable among them is the volatility of alchemic imbibements when exposed in close proximity to a voidal connection of any sort. The general concept of this is simple: Should a voidal connection of any sort come within one meter of a potion, be that a connected mage or other source of voidal energy, the potion would be made to fizzle out and be rendered inert. This does vary significantly depending on the inherent volatility of the potion in question, for while an illuminating flask may simply sputter and lose its glow upon meeting voidal energies, a will’o wisp may suddenly combust in a furious rage, inflicting grievous, if not deadly wounds to the haphazard alchemist. This makes it nigh impossible for mages to carry potions on themselves should they hope to cast voidal magic in the same encounter, lest they otherwise risk injury or even death. This effect is far more profound should the alchemical solution be brought into a region of intense voidal energy, such as a rift, tear, or other such anomaly. Potions that enter the immediate radius of a voidal tear or obelisk will be rendered inert, though the passive radius of such objects would not cause any harm. Additionally, those who would be so mad as to dabble in both the voidal and the material would be made to suffer from great confusion upon attempting to learn alchemy. Those who have established an adept voidal connection, or anything higher, will find an additional time and study required to adequately understand basic alchemy In brief, the proposed changes are as follows: Any voidal connection, directly combative enchantment (such as a fire projectile ring, etc.), or attack activated within one meter of an alchemic potion will either fizzle out or combust depending on the natural volatility of the potion. Mages will not be able to cast should they have potions on their person in the same encounter. Damage caused to the wielder of the potion can be anywhere from benign zaps of static energy to fatal explosions of whatever element the potion is made of. This cannot be weaponized by magi as the explosion occurs almost instantaneously following connection. Mages who practice Arcane magic should RP the learning of alchemy as being more difficult to grasp due to the fact that they are trying to directly practice due to the polarity of arts. This is more so flavorful than mechanically capped. Note that this only applies to regular alchemic potions, not other sub-branches of alchemy unless stated otherwise.
  8. If you could change any one thing on LOTC, what would it be and how would you do it?
  9. Project Release - Ecosystems Good Afternoon LOTC! Sorcerio here from Lore Team to talk to you about our latest project release: the Ecosystems Project. As you may have read from our summer announcement, the Story Team had taken on the Ecosystems Project, giving brief clarifications on biomes and locations within the realm and adding a plethora of unique creature resources for player-run events. Though in the past there were a few resources left to players, they were rather undefined and often remained unnoticed. However, over many dedicated months of work, the ST have finally released the project and made it available to the playerbase, which can be found below: It is our hope that the players will use this lore to take initiative with events, allowing them to further roleplay in their communities without necessarily needing an event member to do so. Any player group, alongside event members, is allowed to use these creatures, whether they be a hunting guild, a city guardforce, or simply a small band of friends, so long as they follow the lore mechanics and have the expressed consent of all parties involved. Simply for clarity, I will reiterate the general rules of player-ran events below: All of the following creatures are player event resources and thus are not meant to be played as a regular character or persona, and thus do not require a CA or application to use. These creatures exist explicitly for the purpose of OOCly coordinated events between players. These creatures may not be tamed as pets or companions nor may they be played outside of the player event unless stated otherwise in the lore. These creatures may not be used to attack other nations. These creatures may not be used to defend your own nation. The use of these creatures in events will not be granted any support from ST; trophies made are to be player signed and mundane in accordance with the lore unless specified otherwise in the lore. Abuse of this piece and the creatures it allows is not to be tolerated. Severe consequences will be handed out for abuse of this event resource. If you have questions regarding what is allowed, ask an ST. In regards to submitting new creatures in the future, any accepted lore will be moved to the non-playable creature subforum as they have in the past, albeit now with a link to that lore present in their respective biome’s topic. Special thanks to Squawkhawk, Spoons, Auric, Kalehart, and all the members of the Ecosystem Project for their tremendous dedication and support in bringing this project to fruition! It truly was a team effort! If you have any questions regarding player events or the creatures themselves, please reach out to Kalehart, SquawkHawk, or I (Sorcerio) via forum PM, an in-game ticket, or a direct mention in the Official Lore Discord.
  10. awh this is so cute! I kinda wanna play a halfling now...
  11. Mayhaps I'll respond at a later time, though I think it'd be neat if this topic was pinned!
  12. LOTC: how does one describe such a thing? It is much more than a Minecraft server, or even a roleplaying game. It is, rather, a community, set out to tell a tale, a tale so complex and diverse that it is often different for each tongue who tells it. It is a story not composed by a single author, nor a novel scribbled down by a familiar hand, but rather, a composition of many, each having placed their own unique mark upon the vast pages of the server's history. Whether one has poured in only a handful of hours, or perhaps their entire heart and soul, everything that LOTC is now today, both good and bad, is the ultimate result of those investments. No matter the increment, there is, in every interaction, the opportunity to expand upon that tale. Some may choose rebuke and disclaim that notion, whereas others may falsely appraise it, granting it virtues it does not hold. And still, some may not truly understand the role they've yet to play. But though the server has many problems, I believe its merits are far outweigh its vices. For the past ten years, LOTC has allowed the creation of many stories within a singular world, building upon each tale told over a decade of storytelling. And despite all its flaws and maladies, I believe it still holds true to that mission, and will continue to carry it through. Only when it no longer holds that sentiment will LOTC ever truly perish. Maybe that is a bold and delusional claim, perhaps one too bold for one who has spent so short a time on the server. But in the three brief years I've spent here, I have found LOTC to be everything I have said, if not more. It is a unique experience in which we can all share. No, it's is not perfect and has many flaws. Players fight, quarrel, and all engage in all variety of vile things. Seldom do they agree on anything, nor do they have the same goal, but that is simply the reality of human nature. And it is upon that which this community has thrived. LOTC has lasted this long, not because it sought to create something that did not yet exist, but instead drew upon the innate creative desire of the human mind. It allows each person who joins to enter a world in which their mind may run free, and they may influence its ultimate course. That, I find, is the ultimate beauty which LOTC holds, because calls to each player to make something of it, whether new or old, for good or ill. And in the end, no matter how their tale is told, every player does come to tell one.
  13. The lord grows impatience as he still awaits a response to his first letter.
  14. Concealed by mist and the spray of pale brine, a decrepit lord pens a letter to the Rustlers, bound in rotting barnacles and blackened wax, bequeathing a single request: "To those who would make such demands over so menial a life, I would ask this: that should those you've addressed fail to meet your demands, you grant the skull of the matriarch to me, in exchange for a unique gift of which I myself will endow. However, my patience is thin, and I demand a swift answer." Signed, — The Lord of the Fenmoor
  15. Yo wtf fam..

    1. Melpomenne

      Melpomenne

      yea bro u tell em

  16. "No society mustered shall e're surpass that of the grandeur of Ando Alur!" An elf spoke.
  17. Not particularly a fan (mostly because I hate horn people RP), though I still think it's interesting. I'll give more thorough feedback come voting time. I do like the formatting though!
  18. What's your dream job/career? How'd you first discover/get into LOTC? Who/What inspires your style of writing? Do you still write outside of LOTC? If so, what have you focused your writing on? What's the typical process you go about for recording your videos? Do you have a general idea of what is going to happen beforehand or is it mostly impromptu?
  19. Where's my credit for my suggestions??? Great work tho
  20. Me n the boys getting ready to blow some place up
  21. The Thaumaturgic Amplificare While many sages and wisemen have mustered immense feats of the arcane, their power is limited still by mortal capacity. Thus, in the long-forgotten halls of Rivel, there was derived a means to excel the boundary of a sorcerer’s mortality to manifest even greater wonders of magic. It was with this need that the Arcane Amplificare was derived: a potent device which had bore witness to the fall of many cities. Employed both as a siege engine and as a means of magnificence, these devices bolster a mage’s power tenfold, allowing even a small handful of evocationists to muster a truly terrifying amount of power. Function Similar to a Casting Focus, the Thaumaturgic Amplificare hones in on the mage’s power and focuses it, amplifying the spell cast tenfold through means of augmented focus crystals. This would fire a more accurate and potent beam of arcane energy depending on the evocation used. Being a form of siege weaponry, these focuses are rather similar to cannons in the sense that they are not easily moved, as well as requiring a substantial amount of time to charge and fire. However, this device is incredibly delicate, and even a slight amount of damage or abuse may yield its destruction. Thus, certain archetypes of magic may not be applied to the Amplificare lest they overload the tool. Creation The creation of a Thaumaturgic Amplificare demands the creation of five solid arcanium rings which scale down from largest to smallest. Typically, the largest of the rings is no larger than two or three meters in diameter, and the smallest may range to about the width of a human head. This may vary slightly depending on the general scale of the amplificare, though typically remains constant. The rings are wrought of Arcanium lined with magegold. This is a rather delicate process and requires a workshop environment in which this may be performed, as otherwise the machine is extremely volatile. Once the machine is made, it is important to have it fastened to whatever surface it is on, as the force of the spell channelled through it may be enough to cause it to fly back if not properly bound, easily resulting in the shattering of this rather fragile device. Powering There are multiple ways in which an amplificare may be powered, the most common of which is via the mana of a single tier five, or two tier three magi. The mages powering the amplificare must be separate from the mage who is focusing their spell, as otherwise the spell will simply explode with no effective means to power the crystals within the focus. Alternatively, however, other methods may be used to forgo the presence of a powering mage, and instead allow the focusing magi to cast the device on their own. This requires an immense amount of power granted only by either a mana obelisk or a voidal tear, though in the case of a Voidstalker operating the machine, they may power it themselves as a surrogate mana obelisk, albeit requiring twice as much mana to power. Though it is unlikely that the weapon would be present in immediate proximity to the source of power, mana ley lines may be utilized, and other methods of mana transmission, to power the weapon from a reasonable distance. General Redlines - Amplificares must always be stagnant when mounted. They cannot be moved through whilst in combat, including by means of ologs, constructs, carts, or magic. - The creation of amplificares must be learned from one who understands how to make them, whether derived from a book or teacher directly, and is not assumed knowledge by any mage, including those of the former iteration. - Only T4+ mages may successfully operate the amplificare. Each spell focused would be equivalent to a tier five spell and would exhaust the participating mages accordingly. The radius and sizes of the spell is based generally off the number of mages participating in the operation of the amplificare, though one mage, even with a tear or obelisk present, will only ever be able to manifest a 5x5 meter spell via the focus. - After firing, mage's cannot cast other spells for a minimum of three emotes assuming they still have mana left. - Attempting to fuel the Amplificare with non-arcane magic is impossible. - Smaller, portable versions of an amplificare cannot be made. - Amplificares cannot be pre-charged before combat. - Cannons may fire up to sixty meters (shout range), unless in an event where they may fire beyond this threshold should the overseeing ET(s) allow. - The explosion of a spell destroys the amplificare, causing critical harm to those nearby. - Warclaim Stats and Usage is not written at this time, as it requires work with Moderation and Techs who will release a comprehensive siege guide at a later date. - Amplificares require RO permission to damage a region, save for in the instance of warclaims wherein such is overseen by the Moderation and Story Teams. Purpose and Citations
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