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Sorcerio

Creative Wizard
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  1. Only offering positive critique here, no harsh judgement. Firstly, do you guys have statistics for the number of retained accepted players yet? If so, that would be a great thing to add to these monthly posts. Maybe do something like adding the player retention from the previous month, etc. Secondly, I noted a large percentage of apps being denied right off the bat. While I understand that there is a reputation to uphold concerning quality and criteria to be met, perhaps it would be best if we tried to amend the reason for why so many apps are being poorly made and denied? Is it because of vague instructions, lack of comprehension, etc.? I think if we address this, and ideally correct it, I believe there will be significant improvement, or at least an otherwise reasonable understanding as to why so many are failing acceptance. Otherwise, keep of the great work! Glad to see CT getting back into the swing of things!
  2. Lore has been implemented on the primary Mysticism post. This post has been moved to avoid lore clutter.
  3. Omg how could you troll πŸ’’ 😑 the playerbase like this so many hard working players πŸ’ͺ πŸ‘·β€β™‚οΈ were fooled by your barbaric and sick 🀒 f*cking jokes and we were all excited 😲 to finally have shattered the constraints of the techlock πŸ”« πŸ”’ but now we realize it's all a facade 🎩 boo hoo 😭
  4. And so another court convened, beckoned by whispers in the dark - invitations unseen. They called to one another, each in their own tongue, gathered before the pool - the waters churning with the blackened, rotten taint. The air grew heavy, and the murmurs subsided, each looking then to the lord that stood in the pool below - whom uttered a woe'd decree: "What one was lost shall na'er be found." "Our mercy stolen, to vengeance ever-bound." "Deprived us our wholeness, took it they did," "We paid the price no wealth could bid." "Now they come again, beasts wrought of fire," "A world to plunder, bathed in unmerited ire." "Thieving, scouring, raging - they tend the ember of war." "Knock... Knock... Hear them rattle 'pon hell's door." And so they set out to do the work their master bid.
  5. * Read the preface for information regarding applications * Preface: "What are we if not some pensive reflection?" The Spectral Codex Plagued by dubiety, the dead do not always slumber, resisting the sweet embrace of demise which beckons their spirits to the Soulstream. Many among them would believe themselves held to a singular, unfinished task which demands their presence in the Mortal Plane - leaving the soul to remain restless until the mission is completed. All other motives are made obsolete, the spirit determined to enact this irrefutable duty; whether that be the guardianship of a loved one, or some relentless plot of revenge against the foe that slew them. These souls may linger as some macabre remnant of rotting bone which seek to ensnare life from the living, or perhaps a fleeting silhouette of mist that beckons an unearthly chill. No matter their chosen manifestation, one thing remains ever clear β€” it is most unnatural that the dead do anything beyond rest. Overview of Phantoms Phantoms, otherwise referred to as spectral undead, are deceased mortals who traverse the hair-thin line between the material realm and the Soulstream. Bound to the mortal realm, phantoms embody the true essence of mortal persistence, being themselves a product of the sheer will and the refusal to pass on. Spectral creatures are completely composed of a metaphysical substance known as Ectoplasm, a strange meld between life force and mana. This allows phantoms to appear as anything from an intangible flame to a dense fog, taking on a variety of hues. Their phantasmal nature also allows them a variety of other capabilities, from telekinetic abilities, to being able to change their entire forms to that of an animal or some hideous abomination in the case of a poltergeist. As they are not mortal, they need not eat, sleep, breathe, bleed, or require any form of sustenance, largely unaffected by blows that would kill even a mortal. They are mostly intangible, though at times may be able to forcibly manifest in order to achieve limited interaction with the material realm, whether that be by some holy craft, or a pact with occult sorcerers. Despite their abilities, the existence of a phantom is melancholic, their spirit denied entry into the Soul Stream. These creatures are prone to numerous mental afflictions which make their presence nothing, if not miserable - each day a greater struggle as their mind wishes relief. Nonetheless, as much as they may hope for release, their spirit clings to the material world. Phantoms can thus come to envy man for their abilities, and can encourage them to sap away the essence of mortals to reclaim it. This may cause them to spiral into madness, shifting them to become a malignant Poltergeist, or Black Spirit. Some, however, come to terms with their state, transitioning to a Specter or White Spirit, and may be granted the token of peace. Phantom Fruition Ghosts are formed upon the death of a descendant, brought about when the soul is disrupted on its way to the Ebrietaes, instead pulled back to the material realm. This most commonly occurs when a mortal dies rather gruesomely or in a sudden fashion, wherein they would linger instead of passing on into the Soulstream. This process is by no means instantaneous, and may span over months - if not years and longer - of the spirit dredging up enough ectoplasm to compose their spectral vessel. Many would awaken to this new state oblivious, whether rising from their bed at home or assuming consciousness at some familiar sight. Often, these wayward souls would simply continue about their β€˜mortal’ life as if nothing had happened. But inevitably, they may find that the world about them has shifted, and thus may begin to unravel. The Nature of Ectoplasm All spectral creatures, whether they be fresh revenants or timeless specters, are completely composed of a metaphysical substance known as Ectoplasm; a strange meld between life force and mana. This allows phantoms to appear as anything from a gooey liquid, dense gas, or even a cold flame, ranging in a variety of hues and tones. The nature of this ectoplasm allows them to influence it by sheer force of will, permitting them feats of telekinesis, changing their forms to that of a spectral animal, and even turning invisible. However, ectoplasm is also intangible, rarely interacting with mundane items, as most regular weapons will pass through the phantom harmlessly. Phantom Pain Tolerance The way that Phantoms experience and react to pain varies depending on the variety, expanded on in their respective sections. The speed at which they will regenerate from non-fatal injury also varies, not only based upon location, but also by what the phantom was damaged by. As they are dead, phantoms have a more muted sense of pain than that of regular mortals, and such would generally feel more as an uncomfortable sharpness which often causes the spirit to recoil rather than thrash about. Of course, different phantom types may react to damage differently, with revenants being the most susceptible, specters moderately so, and poltergeists the least. Death and Reformation In the event that a Phantom demanifests, they are temporarily banished from the realm, unable to assume a form within the mortal plane for a short while, wherein their drifting soul settles back down somewhere within the material realm and slowly rejuvenates its store of ectoplasm. However, ghosts may only manifest a set number of times before their spirits are severely destabilized; cast entirely into the Elysian Wastes for a period of time to gather itself back into a functional state. The Banishing of Phantoms Whilst a phantom may be demanifested to briefly ward them away, their tenacity is seldom quelled, requiring that mortals take even greater measures to fully banish a phantom from the plane. This would demand an intense ritual that any mortal may learn, though seldom often, with which a group of mortals can chose to force a phantom back into the Elysian and prevent them from remanifesting within the material realm - though only so long as they have made the necessary preparations. Incorporeality By far the most curious capability of spectral creatures, allowing them a degree of incorporeality. It is by this trait that phantoms are made as physical as light or fire would be, albeit with the caveat that they struggle to interact with the material realm as a result. Though they may pass harmlessly through most objects and people, they cannot move mechanically in ways that a normal person could not. As well, they are able to both see and physically interact with other phantom creatures in the Elysian - though in this regard they are not privy to actually seeing into the Elysian Wastes, not having the same negative downsides of being blighted by geists and lesser souls as those who are afflicted with the Curse of Vivification. Demanifestation Most phantoms are intangible, meaning that they may not be harmed by mundane weaponry. They are, however, still incredibly vulnerable to the effects of aurum, which interacts curiously with lifeforce. This allows for any sort of golden weapon or object to touch phantoms as if they were corporeal, regardless of what state they are in. Similarly, gold lines may also prevent weaker ghosts from crossing lest they risk painful demanifestation β€” though more potent phantoms can cross it at the cost of being thrown out of invisibility. Direct sunlight is also uncomfortable to ghosts and will weaken their ability to fade fully from mortal sight. In this vein, any sort of raw energy may be capable of meeting most phantoms’ ectoplasm and interacting with their mana, including abjurations, electrical evocation, and holy flame; each running the risk of destroying these entities. However, magic or sorcery that utilizes concrete, material components to try and harm these creatures will often be shirked off with ease, such as druidically manipulated vines, telekinetic manipulation, or even spikes of earth evocation - simply passing through the creature. Nonetheless, any sort of would-be fatal blow by means of one of these would capably demanifest the phantom. Upon demanifestation, a phantom would be forced to retreat to the Elysian Wastes, where they are forced to slowly re-establish themselves within the material realm over the course of one Saint’s Day, as if they had died once again. Shifting Polarity Though remarkably rare, it is possible for the two developed varieties of incorporeal phantom to switch the polarity of their mental state. If a poltergeist is somehow quelled to a great extreme, it is possible that they may find peace within themselves and with the reality of their demise, and transition into the state of a specter. Conversely, if a specter suffers some great trauma in their undeath, and becomes consumed by violent emotion or denial, they may devolve and warp into a twisted poltergeist. The Revenant Among the most tragic of spirits is that of the Revenant, for while bound to the mortal plane and perpetual unrest, they are consistently barred from interaction with it. Often disoriented and forlorn, these spectral entities transition the hair-thin veil between the realm of the living and that of the dead β€” locked in ceaseless purgatory where it may be left so much as a forgotten memory. By lingering in the Elysian, the ghost is rather disconnected from the mortal world, hampered by the unseen shackles which bars them from the living - and prevents them true release. Physical Description Rarely do newer ghosts make themselves visible or adopt a tangible form, often instead remaining invisible and silent despite whatever efforts they may make to communicate. In instances where the ghost does choose to manifest, they often appear as they did in life prior to their death, albeit shaded in dreary and depressing greyscale hues devoid of color. Though not as daunting as a poltergeist, ghosts may appear to embody subtle, muted hints which point to the means of their demise - whether appearing more pale and shrivelled from old age, or perhaps having some dull stain of grey around their neck had they been decapitated or bled out. Usually, this trait is not too particularly gruesome or striking, being somewhat more elusive the less and less the individual is aware. Though immune to most forms of mundane attack, revenants struggle to interact with the material realm. Whilst a blade would simply pass through the phantom without resistance or injury, they would in turn find it difficult to do so much as open a door on their own. The exception to this is that ghosts are incredibly vulnerable to even slight amounts of aurum, capable of being demanifested by a single swing - and thus are unable to cross gold lines. Mental Description Most ghosts are oblivious to their current situation, lingering in a state of confusion and perhaps even disorientation, alike to as if one had but just awoken from a deep slumber. This is represented best by the hollowness they bear to their eyes, having no pupils or irises in which to distinguish them; merely left as β€˜blank’ slates. Upon waking up, most phantoms will simply go about doing whatever it was that they normally did whilst still alive, whether a farmer were to tend to their fields at dawn, or a guardsmen make his way along the alleyway for routine inspection. Though often melancholic, not all ghosts are entirely despaired, and some may actually enjoy their undisturbed state of being should they have been preferring such in life. However, these creatures are far more prone to bouts of frustration and anxiety than when they were alive. Some phantoms may often be aloof and hesitant in their decisions, and may even be stubborn when attempting to perform a familiar task to the point of obsessing over it; and with each passing day, they may become more and more despairing. Ghosts have only begun their journey in unlife, and as such have a long path ahead of them in order to pass from their state of limbo and into the Soulstream. General Abilities While in their fledgling state, a Revenant possesses only a small number of abilities which they may use at their disposal. The learning of these abilities takes time and effort, something that the Revenant will develop as they come closer and closer to the full realization of their situation. Phantasmal As incorporeal undead, ghosts possess a myriad of qualities linked to their state of being, whether that be their intangible nature or their lack of respiratory system - these traits nevertheless a clear distinction between them and the living. Invisibility As they are still bound to the physical realm, yet also hold some footing within the Elysian, phantoms may bring themselves closer towards the Wastes, lowering their presence within the Material realm, and thus hiding themselves from mortal sight. Weak Grasp Revenants, having not yet known the nature of they death, have a feeble ability to interact with the world through means of direct interaction or telekinesis, capable of manifesting a rather weak, ethereal hold upon some objects. Spirit Progression Death is extremely traumatic and shocking, especially for those who have passed. Having the lowest mental fortitude of other phantom types, revenants are made incredibly distraught upon discovering the nature of their death, retreating to some secluded location. During this period, the revenant will be flooded with vastly ranging emotions and feelings, as it reflects upon the matter of their demise and ponders how it is they might respond. Often they will seek to expel other individuals who attempt to enter the location, sometimes being misidentified as a poltergeist. With the realization of their death, the ghost may draw upon the Geistreach ability and begin to sap away spiritual essence in order to grant itself comfort and restore the feeling of β€œlife”. Revenants are the weakest of all specters, not yet being accustomed to their ectoplasmic vessel. In this state, the phantom is oblivious to their demise and will generally attempt to do what they had done in life as normal, despite the fact that nothing they struggle to interact with the mortal world. The more they begin to notice strange occurrences around them, whether a glass suddenly falls out of their hand, to a woman shrieking when they approach, the more they may become frustrated and driven to investigate the source of these peculiarities. In essence, new phantoms must be awakened by absolutely undeniable evidence of their death. This could be anything from the sight of their body in their own grave, to being the fact that everyone seems to ignore their presence. However, this evidence must be something that the ghost cannot interpret as part of their own delusions or more than a β€œbad dream”. General Redlines The Poltergeist Poltergeists are black spirits who have come to deny and reject the nature of their demise, absorbed by the trauma which it has wrought β€” and choosing to engorge upon mortal essence for the sole sake of reprieve. They are unhinged and feral, driven into the deepest depths of mental illness and unrest by the unbearable stress of death. Unable to be at peace with their new state, the mind itself wars with reality, thus making them deeply unstable and miserable. Though not necessarily evil, poltergeists are a dangerous and violent variety of phantom. Physical Description Whilst a freshly-wrought haunt may subtly point to its demise, the poltergeist is a far more gruesome and wretched thing, emulating in detail the means in which it had passed. Often, these creatures take on shades of pale crimson, onyx haze, and other dark shades which lie in-between, their ectoplasmic vessel ridden with festering blood which streams from their neck, or perhaps bloated and half-decayed should they have drowned at sea; their ethereal flesh kneaded crudely around glowing bone. They often speak in wails, rasps, or perhaps even choruses of terror and melancholy which ring from every side. Though as spectral creatures they do not harbor much physical prowess, poltergeists are capable of drawing upon their utter rage to perform terrible feats in efforts to spite the living. The poltergeist exists in a state of incorporeality and is immune to most attacks, though are still susceptible to aurum alloys, holy magic, and energy-based magic. Mental Description Having pondered upon their death and rebuked it, the phantom is cast into a furious state of mind, envious of the living, and forsworn against whatever, or whoever, it was that had slain them. What empathy they once held for the living and their fellow spirits has been worn away, leaving almost nothing but a volatile reactivity drawn from their emotional turmoil. These spirits have chosen to reject their nature, and have done so with a violent and unhinged fervor; they know what they are, and the knowledge torments them. It is a terrible reality that they live, but one that they cannot bear to truly accept. While not necessarily malevolent by nature, poltergeists can often best be equated to predatory animals; acting on instinct and emotion, quick to violence and at times opportunistic, and hostile when perceiving a challenge to their dominance. It takes a great deal to inspire these troubled souls to move on to the Soulstream β€” as they must move beyond the denial they exist in, and find peace in what they have become; a chance seldom had. While possible, it is extremely difficult for them to break through the chaotic fog that shrouds their minds to find such peace. General Abilities While Revenants struggled to control the realm around them, a poltergeist’s immense rage and negativity boosts their manipulation over the physical realm, fueling their powers with hate and disdain for all. This is what makes poltergeists truly dangerous, as they typically use their powers in almost animalistic and emotion-driven ways. Phantasmal As incorporeal undead, ghosts possess a myriad of qualities linked to their state of being, whether that be their intangible nature or their lack of respiratory system - these traits nevertheless a clear distinction between them and the living. Invisibility As they are still bound to the physical realm, yet also hold some footing within the Elysian, phantoms may bring themselves closer towards the Wastes, lowering their presence within the Material realm, and thus hiding themselves from mortal sight. Influence Poltergeists are capable of manipulating a single object through telekinesis, requiring that the object be within the poltergeist’s line of sight and within a certain range. Shapeshifting Poltergeist can manipulate their own ectoplasmic form into that of a predatory or scavenging animal, or a more monstrous representation of themselves. Possession Through shifting their ectoplasm into a foreign corpse, mind, or other vessel, a poltergeist can effectively manipulate it with ill-intent, allowing them to puppeteering it. Corporeal Shift In pulling their forms closer towards the mortal realm, a poltergeist can manifest a physical presence which they may use to interact better with the world around them. Poltergeist Haunts Should a poltergeist so vehemently wish to spite the living, they may chose to take up a haunt, a unique ability wherein the spirit surrenders their capacity outside of the region, though in turn are gifted an astonishing degree of omnipotence. Haunt Abilities The below abilities are only applicable when within the poltergeist's haunt. Leaving the haunt will make the abilities unusable for so long as they are away. General Redlines The Specter Specters, otherwise known as White Spirits, as the most empathetic of all three specter subtypes, having come to terms with their demise and current state of being. While poltergeists have come to loathe the living in lieu of their death, the specter instead has chosen to embrace it, whether fully or with some reservation β€” though still accepting nonetheless. They are often graceful, melancholic creatures, who, while still suffering misery, have found peace within themselves and come to share that peace with others despite the grim existence they are prone to. Physical Description Being far more passive in nature, the specter bears rather subtle ectoplasmic tones β€” generally soft, bleached shades of cerulean blue or white. Having accepted their demise and the state in which they lived their life, the specter’s appearance resembles a more elegant reflection of how the individual looked whilst alive, or perhaps viewed themselves in pure regard. Though this effigy of their mortal self is not perfect, and may have traits that could be considered unsettling by some; eyes without pupils or irises, skin that appears porcelain and without flaw, they are far less intimidating than their seething counterparts, and more well-defined than the fledgling ghosts. Like ghosts and other phantom creatures, specters possess full incorporeality and are even capable of moulding their vessel β€” though are still vulnerable to aurum and magic. Mental Description Specters have come to terms with the nature of their death and their rebirth as a lingering spirit. Though still prone to depression and sorrow as a result of their state, they are not nearly as unstable as poltergeists, confused as revenants, or obsessive as some gravens. These gentle spirits tend to edge on a passive demeanor, though are nonetheless tragic and depressed as a result of their inability to pass into the Soulstream. However, it is their characteristic of acceptance that makes them what they are. This variety of phantom can be shy and elusive, at times wary of mortals and their reactions to the undead, though some may be less timid than others. A specter is not prone to fighting, and will avoid conflict wherever possible, unless acting in their better nature to assist a fellow ghost, or even a mortal in some circumstances. General Abilities As incorporeal undead, specters possess a myriad of qualities linked to their state of being, whether that be their intangible nature or their lack of respiratory system β€” these traits nevertheless a clear distinction between them and the living. Specter Sanctuaries Specters who have come to true terms with their death may choose a location they find fitting, establishing a place in which they might meditate and ponder, or perhaps lament, their current state of being - as well as offer sanctuary to those who seek similar reprieve. General Redlines Mystic Amendment The following amendments tie in heavily with the previous lore and upon up a degree of necessary interaction between mystics and phantoms that was previously not covered in former lore. You can see the main mystic post here. Change: To: Change: To:
  6. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
  7. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  8. Can someone please bring back text indenting on posts?

  9. Somber, cold, pale - The unlit heavens churned ceaselessly, shrouded by blackened cloud, as the moon itself t'were ensnared by the ravages of the storm. Yet within the cathedral, a sable baron processed down the isle, among the last of those faithful to his once-righteous cause. The winds wailed from beyond the stone walls, the candle flames quivering as if caressed by the wind's dying kiss - vainly dispelling that encroaching shadow that licked along the marble floor. And with each hushed step, the howling winds curtailed their bemoaning fugue. Now, atop the predella, the baron spoke these words, each syllable grazing against the cold air of the church, so that both saint above and demon below the earth might hear this creed; "Faith upon ye whom'st heav'n so bore, For age to age, thy faith be scorned. Would not the holy heavens so strive, To grant the souls of man reprieve? For what pity, o' what grief it has been, So see the righteous fall yet again." And so the last of the flames died out, snuffed by the shadow. And so the house of light was left a house of dark.
  10. Silent are the feet.Β 

    1. IsaaKc

      IsaaKc

      FEET? VOIDAL FEET??? CAN YOU PLEASE GIVE ME VOIDSTALKING? I LOVE VOIDAL FEETS!

    2. Xx_BloodStalk_xX
    3. rukio
  11. This is always a question I've struggled to answer. Personally, I've always struggled to develop characters quickly and it takes me quite a bit of time before I can come up with a good one, and even then, it might be fun in concept, but horrible to play. However, I do tend to draw a lot of my characters from novels and books. It may seem stereotypical and bland, but I do enjoy using the LOTR as a good medium for inspiration - though not an outright replacement for self-generated character concepts. I think, for the most part, I've gone about by having a base-line personality and allow them to develop from there. For example, one of my current characters, actually took a very interesting turn this way. They were probably one of my most innocent and benign characters, and yet narrative twisted them in such a way that makes them utterly indistinguishable from who they once were. Yes, and only very recently too! This isn't limited only to impactful events, but sometimes just ones that I think would be neat to write about. I feel that posts like these help to relay the mind of a character better than regular roleplay interactions, as you're not usually emoting to the other person what your character is thinking. With these, however, I've found that it allows other players a sort of "window" into the mind and soul of another character, which I personally think is really neat. Here are some examples if you want. I apologize, they're a wee bit edgy: Absolutely. I myself tend to struggle with being mesmerized by the concept of a character, only to play them for a few days and becoming bored. I've found that planning what to do with a character ahead of time almost never works, and that it's best to act in response to roleplay and let narrative leave from there. Otherwise, you become disappointed and more discouraged over what could otherwise be a neat character. This is a difficult question as well. I tend to jump around with goals a lot and I find it difficult to stay in one place all the time, though I have managed to become a bit more focused recently. It is good to set out a series of goals for a character, though I believe that the goal set should be one that is realistically attainable and makes sense for where the character is in terms of their narrative. Sometimes yes, other times no. I've always enjoyed my characters ending in a memorable or tragic way (mostly because I'm dramatic), though sometimes that doesn't always go according to plan. I usually let narrative dictate what happens with my character and tend to focus more on what they are doing now, though I also find that planning their end ahead of time can help to keep them affixed towards a certain narrative as well. Its a very difficult thing to encounter a lot of the time. On LOTC, we're given the great ability of being able to pretty much do whatever it is we want, capable of avoiding virtually any consequence or interaction we want. There are some who might say; "simply go to the monks", otherwise just ignore the alteration to their character by making another, or simply avoiding the roleplay of the negative effect whatsoever. This typically comes as a result of players feeling like the consequence or detriment didn't really fit their desired narrative for the character, which I can understand considering people do want to be able to have fun. However, I also believe that at the end of the day, the story we're creating on LOTC is not our own, nor our characters', but a very broad and over-arching narrative that contributes to so much more than any one individual or player-group. With failure, I've always recommend that players address things narratively. Allowing for detriments and negatives to happen to your character, even if it wasn't one you intended or liked, arguably draws you more to the character as a result. They become more precious because they're not only a product of you, but a product of interaction with others, allowing them to become something far more complex than they were before. For example, I try to hold my characters to a strict PK clause and not use the monks. I do understand that this is not a very easy thing and I by no means expect other people to adhere to it either. Nonetheless, my point does stand that people should face consequence with the mind of "what happens in roleplay is narrative". Of course, this is only an ideal, and it can't really distract from the reality that there will never be perfect resonance among the LOTC playerbase. Still, I do believe that the more people who manage this mindset there are, the better the server ultimately becomes as a general whole. Overall, I hope this helped a bit. I know my responses seem very clichΓ©, but they really are what I've found to be engaging on this server, at least to me. Just about anyone could write a novel to be more consistent and flowing than LOTC, and yet it still ends on the final page no matter what is put into it. And that's why I love LOTC so much, because it's not a single narrative with a single end, but a continuously living story with so many different outcomes and events. It allows a sense of creativity that no author could imagine on their own, and I think that's what attracts so many people to it. Only thing now is for players to realize that. Anyway, if you need my help or have any questions, feel free to shoot me a PM on discord or the forums! Good luck with your character and welcome back! (EDIT: im a bit sleepy so I'm only now realizing grammatical errors. Forgive me)
  12. Veggie Tales was a time and if you disagree then you had no childhood.Β 

    1. Show previous comments  2 more
    2. monkeypoacher

      monkeypoacher

      my parents weren't christian enough

    3. Benjikhei

      Benjikhei

      Allow us to introduce ourselves meme intensifiesΒ 

    4. drfate786
  13. An old philosopher would firmly press his fist to his chest in salute, before hacking out loudly.
  14. Watch me Translocate Voidal Magic Lore into the Void and shelve it :3
  15. Forgive me for asking, but what on earth is a "Soul Warden"?

  16. Atop the high hills which overshadowed the vale, a tragic figure once stood; pale and sallow, like a willowing wisp which beckoned cold through the bone. They stared upon the cursed earth that lie below, a reflection caught in the wake of their gaze. What an honorable end that matron had met, so tragic, and yet so fitting, to die beside those she so loved. A chilling breeze swept across the gleaming wood, the winds whispering in lament, moving the lord's spirit to break out in a somber eulogium: "I heard the earth go silent, when her spirit so fell." "But how her end was met, no tongues dare tell." "Her death lie unseen, obscured by dreary mist." "But come now, isn't it said that ignorance is bliss?" "More painful, no death could ever have been..." "T'was not body that ailed, but her spirit made thin." "Alas, now she lies deep, deep within the earth." "Her fate now closed, through green rebirth." "Her soul does dwell within the Aspects' wood;" "A verdant kismet, an end thought good." "She rests there evermore, and I bid thee pray:" "Watch o'er thy kinsmen, 'ere the break of day." And so the tongues did cease, the sun creeping across the shadowy veil beyond. A single candle had been lit before the lord, flickering softly in the morning dew, as the figure watched the day rise.
  17. Upon hearing the news, a wandering philosopher makes his way to the principality in swift deliberation to console and inquire of the recently liberated peoples of Rubern.
  18. Sodden scripts are sent at once to the throne of Kairn, pleading a certain request.
  19. Glad to see you joining us on LOTC! Could definitely use some more long-con villain appreciators so I'm excited to see whatever it is you bring!
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