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Islamadon

Story Management
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  1. ARCHITECT LORE-STRUCTURES [ ʟᴏʀᴇ ꜱʏꜱᴛᴇᴍ ] ANNOUNCEMENT & INSTRUCTIONS Hello Little Squaklings, During the map-transition to Azuras, the Lore Team announced that it would be introducing the Architect Plugin [credit to @aeso] as a new type of Story Request. Having now devised a system, the LT is comfortable to begin a TRIAL PERIOD lasting until New Year [January 2026] to determine the existence of any fundamental flaws, bugs, or abuses that might exist with our proposed system. It is our hope that this system be intuitive for players and simple for LT ticket-takers. To request an Architect Lore-Structure, please follow these instructions: 1. Purchase an “Architect Voucher” at Cloud Temple for 500 minas. 1.1. Please note that this price is subject to adjustment at any point to scale with inflation or LT burden. 1.2. The ST Cloud Temple Shop can be found next to the Aviary. 2. Construct your Architect Structure facing EAST. 2.1. Please ensure that the Architect is facing EAST given that the Architect Plugin makes use of an eastern orientation for storing schematics. 2.2. Please keep the structure zone clear of any debris (short grass, flowers, etc.) that might clip into the world-edit selection zone. This ensures that the structure is isolated. 2.2. Please place a Red Wool (or obvious block) wherever you would like the Architect chest to be placed. This block must touch the ground. Please note how the structure is facing East, how the zone is defined, and how it is free of grass and clutter. Please note how the Red Wool is placed where the Architect Chest will be placed during the /sreq. 2. Perform any relevant roleplay. 2.1. Roleplay requirements may vary. For example, if desiring a Smogger, perform the Smogger Craft RP. 3. Compile your roleplay logs onto a Google Document. 3.1. Please ensure that the Google Doc can be visible by anyone who clicks on the link. 4. Place the “Architect Voucher” in an ST Chest. 4.1. Please ensure that this chest has a password via: /lwc -c password [password] 4.2. Please also store any other relevant resources, such as herbs, that may be required for the lore. 5. Make a Story Request, or “/sreq”, detailing a desire for an Architect to be made. 5.1. Please make the Story Request by the ST Chest. 5.2. Please relay the password to the ST Chest. 5.3. Please indicate what lore is being used for the Architect. 5.4. Please include the Google Document in the Story Request. 5.5. Please provide coordinates to the structure and/or selection zone. 6. Wait patiently for the LT to complete the Story Request. 7. Enjoy your new Architect Lore-Structure! ARCHITECT LORE-STRUCTURE REDLINES • Custom Architects will only be issued if they maintain Lore Relevance. This is to say that while the LT may fabricate a Custom Architect for Flesh Golem, the LT will NOT make a Custom Architect for a mundane table. The interpretation of this clause defers to LT discretion on a per-case basis. • Custom Architects will not be built by the LT. This is to say that all structures must be built by the player themself prior to issuing a Story Request. This may be accomplished through vanilla building or paid LC. • Custom Architects must align (roughly) to the dimensions or structure size as outlined within the lore. This is to say that a small lore mount, such as a Bokolo, cannot be the size of a house. The interpretation of this clause defers to LT discretion on a per-case basis. • Custom Architects cannot be used to bypass Mechanical Standards. This is to say that Custom Architects cannot be used to vault over walls, reach unreachable locations, glitch through gates, and so on. • Custom Architects will not be refunded in the event that you lose the item. If you perish mechanically, the item shall remain despawned or in the possession of another player, should they take it off of your corpse. Further, Custom Architects will not be refunded in the event that debris clips into the model; it is the player’s responsibility to make a clean selection zone. Custom Architects will ALSO not be refunded in the event of glitched debug stick pastes or improper transferring of entities such as MC Heads. • Custom Architects, if used for the purpose of griefing, exploiting, or purposefully disrupting RP may be subject to confiscation, and ST + Moderation punishment. • Custom Architects, due to mechanical limitations, cannot display sign data. As a result, any Lore Structure that requires an “ST Approved” Sign cannot be made into a Custom Architect. Cʀᴇᴅɪᴛꜱ » Aesopian [Architect Plugin] » Islamadon [Writing] » DrRandomK [Shop Building]
  2. 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.
  3. Cheezeboi deserves the promotion, he is a good worker and is receptive to feedback. Crunchiest also deserves a shot given this map would not have been possible without his vision.

    1. Show previous comments  3 more
    2. Adelemphii

      Adelemphii

      come join tech team and I'll give you permission to rewrite the drop system to make it overcomplicated to allow for per item drop chances

    3. Islamadon

      Islamadon

      I just want cheap saddles!

    4. Adelemphii

      Adelemphii

      here just for dingo I'll raise it by like 2% (idk the math, that's too much work)

  4. Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.
  5. Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.
  6. This lore has been denied. Went to vote, LT nub want. Instead we prefer the Voidal Artificery change that will be accepted coinciding this batch of approvals/denials.
  7. Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.
  8. Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.
  9. Danzen, whose Mahō slots overflowed filled with both Ki and Righteousness, managed to withstand the Color of the King - just barely - as he read. "Kimari da . . . Dai Sandaime has, at last, become immortal."
  10. Yamamoto Yoshinobu is the hero of Kurai-Kuni.

  11. Dwarves got caught with their pants by their ankles and now have to share...
  12. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  13. 1. FULL NAME: Ugokoyama Danzen 2. AGE: 26° 3. PRIOR EXPERIENCE: Bestia Conlectia + Ars Bellica 4. SIGNED NAME: 5. METHOD OF CONTACT: Letter [Islamadon]
  14. Is the server down or is my internet fried

    1. Show previous comments  1 more
    2. JoshBright

      JoshBright

      its working rn 

    3. Reckless Banzai Screamer

      Reckless Banzai Screamer

      California troubles, brevver...

    4. Rig

      Rig

      2 hours ago, Reckless Banzai Screamer said:

      California troubles, brevver...

      Is it just Californians being hit? LOL

  15. This lore has been veto'd . . . Spoke with Loremaster and Moroi loreholder on their thoughts. He explained that the rites Moroi should have are already on the Moroi page and that having them in 2 places will cause them to inevitably go out of sync. Also explained that: "Siliti = cosmic super BM event creature that still exists and still has special BM powers Moroi = player BM + Ibleesian Undead hybrid that can be good at BM but isn't Siliti tier"
  16. 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.
  17. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours. Already amended internally.
  18. Will need to verify with/ Squak because this was in no way communicated to me.
  19. 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.
  20. Moved to "Cultures" subsection of Miscellany, given it's not something that can really be Lore Voted. I do enjoy that Cathant is getting more development, though, and that you incorporated the Lu-Zhou peninsula.
  21. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  22. With fairness to Cheese, the Map being "delayed" is not a result of the Food Plugin. Cloud Temple is just recently wrapping up, and we've been finishing roads and cleaning up. Builders have been on schedule. The main reason for the delay stems from the Vault issues that kept us around ~10 days from transitioning to the Temp Map. We could not work according to the schedule because we physically could not start stitching builds onto the main map from the Build Servers until the Build Servers were shut down. How this ties into vaults IDK but that was the reason for the delay.
  23. Do not throw stones in a glass house Morgan… As for ST and the plugin, it’s w/e. LT maintains the view that it is not our responsibility to write and push lore to justify the actions of other teams when consultation is most often ignored. There does not need to be an epic lore explanation as to why food goes bad, it is intuitive. All said, Cheezeboi is trying to provide a reasoning for the plugin in good faith and so we have no qualms with his explanation, though it shouldn’t be cited as an actual map lore mechanic when drafting new lore (you are fine druids, the trees are fine).
  24. Cᴏᴍᴘᴇɴᴅɪᴜᴍ ᴏꜰ Mᴀᴛᴇʀɪᴀʟ Kɴᴏᴡʟᴇᴅɢᴇ [ ʟᴏʀᴇ ꜱʏꜱᴛᴇᴍ ] Mᴇᴄʜᴀɴɪᴄᴀʟ Fᴜɴᴄᴛɪᴏɴꜱ: Lore Materials are defined as Roleplay Materials (Minerals, Crystals, Woods, Cloths, etc.) that provide a unique ability beyond the purview of mundane function. Lore Materials are often used to supplement, enhance or interact with other lore pieces on the server and generally provide a boon in combative and/or non-combative roleplay scenarios. As a result, Lore Materials fall beneath the purview of ST’s Lore Team for the purposes of acceptance, balancing, and enforcement. Lore Materials necessitate an ST Signature to be considered valid. Lore Materials may only be distributed by means of Story Event or, in rare cases, LT-sanctioned item production (e.g., Rokodra, Arcanium). In the event that a player abuses the mechanics or systems of these Lore Materials, be it through ignorance or malice, one should expect to receive intervention and punishment by the Lore Team and, if required, the Mod Team. Each Lore Material is ascribed a rarity for the purposes of internal ST Distribution and Planning. This is to say that materials of higher tiers can expect to be distributed at a far lower rate than those of lower tiers due to their background or combative potency. ET who wish to distribute these Lore Materials must submit an “Event Materials Request” through proper channels and receive approval by ST Management. Open Materials constitute Lore Materials that may be produced freely without ST oversight or signature, though they remain subject to LT enforcement in the event that their mechanics are abused. Further, while the LT will generally not check for the roleplay production of these items, excessive production (i.e., renaming 200 iron swords to ‘Anorum’ at one time) may warrant LT intervention if bad faith is suspected. Lastly, in adherence to Server Rules, any item that bears an ST Signature shall be considered ACTIVE while on one’s person. This is to say that if one were to carry four maces of an ST Signed Lore Material, they would feel the weight and effects of those four maces at all times. ST-Sɪɢɴᴇᴅ Lᴏʀᴇ Mᴀᴛᴇʀɪᴀʟꜱ: [ Aᴢᴜʀᴀꜱ Cᴏᴍᴘᴇɴᴅɪᴜᴍ ] Name Carbarum Item Diamond Rarity Legendary [T5] Environment The peaks or depths of mountains. Item Description A chunk of extremely dense and heavy ore, with a blue hue to it. It easily shares many qualities with various types of glasses, from having a glossy sheen to crisp, sharp edges. This would also include the fragility of glass, being quite easy to break or shatter with a light enough strike from a hard object, such as a pickaxe. Name Drachalite Item Netherite Scrap Rarity Legendary [T5] Environment The calcified marrow of Dragaars, Draakars, Dragons, and/or Drakes. Item Description A dark, glossy-black remnant of a once exalted and terrifying creature. Appearing akin to volcanic glass, streaks of colored veins betray its true nature. Whispering, hissed words emit from the ore and reflect the personality of its source entity. Name Morion Item Flint Rarity Legendary [T5] Environment The corruptive lifebanks of the Abyss. Item Description Aurum, corrupted by the malignance of the abyss, which bore an irregular black core and was encrusted with fragile, jagged crystalline protrusions. Per its delicacy, touching this ore bare-handed risks certain scratching or splintering. Undead beings who grasp this material may recall vivid sensations of the life they have lost. Name Volatite [Boomsteel] Item Coal Rarity Exquisite [T4] Environment Frozen areas that once had volcanic activity. Item Description An ebony ore with sharp jagged edges, distributions of flint, and a coating of ash-colored dust. This ore is extremely heavy, akin to gold in weight. If a spark were to touch this ore, one would quickly discover its explosive properties, likely resulting in injury to those within close proximity. Name Thanhium Item Lapis Lazuli Rarity Exquisite [T4] Environment Extremely cold environments. Item Description Brittle, blue crystals that glow softly and bear the unique property of absorbing heat and mana. The delicacy of this crystal may prove hazardous, given that an errant strike can shatter the crystal in its entirety and render harmful shards if inhaled or ingested. In the event of consumption, the individual will be afflicted with Thanhic poisoning, a malady that disrupts the natural flow of mana. Name Resonantium Item Dragon’s Breath Rarity Rare [T3] Environment Huge veins of redstone, or petrified mana. Item Description An iridescent, violet-blue, and fluid metal which reacts to vibrational stimuli and mana. When subject to vibrations rendered by motion or sound, the fluid would shimmer its array of colors. Exposure to mana causes the liquid to hum lowly, stiffen, and “spike” outwards softly. Name Argentum Item Raw Iron Rarity Rare [T3] Environment The Mori-Quessir Underdark of Eos. Item Description A lustrous gray “fool’s silver” that, at first glance, appeared rather weak and useless. Soft and crumbly to the touch, one might only find use for this ore in deceiving merchants lest one understand its full potential. Name Fulgursand Item Glowstone Dust Rarity Rare [T3] Environment The Skull Sea coasts of Azuras. Item Description A thirty-five-pound pile of Fulgursand, which bore a pale, golden hue. When in contact with metal, it would emit a faint electric blue shimmer. Both magnetic and coarse, it can be abrasive and irritating, especially towards tinkered objects. Nevertheless, such wear remains largely superficial. Name Lunarite Item Nether Quartz Rarity Uncommon [T2] Environment The husks of crashed meteors. Item Description An otherworldly pale chunk of meteorite that possessed veins and flecks of a gold-like substance that glistened attractively in the light. If one were to lack an experienced eye, they might mistake it for quartz or gold were they not privy to its true nature. Name Azhl Item Charcoal Rarity Uncommon [T2] Environment Areas of molten material or volcanic activity. Item Description An ashy black rock which was soft and brittle. If struck with ample force, it would crumble to dust and become highly irritable to skin and membranes, causing sores and rashes. Inhaling the dust would afflict the lungs with Azhl Anemia and bouts of intense coughing. Name Blightstones Item Echo Shard Rarity Uncommon [T2] Environment Streams and rivers within the Fae Realm. Item Description A rock saturated in the natural energies of the Aspects and whose appearance and singing tune reflect their patron domain. Druids who call upon these stones over [2] emotes may interweave their aura to elevate their magical tier, or if already a master, may double the range of an ability for a single spell. Name Arcanium Item N/A Rarity Common [T1] Environment Void-Obelisk Forging Item Description A metal produced from esoteric voidal practices. Albeit bearing the physical properties of steel, it remains dense with Voidal Arcana. Its appearance oft reflects the magics of its creator, though it shall morph to match the element channeled via its wielding void-mage. Attempts to reforge this metal will render it inert. Name Rokodra Item Netherite Ingot Rarity Common [T1] Environment Moz’Strimoza or spawned by Rakir Forging. Item Description A dark-blue, perpetually chilling metal shaped by the ever-shifting planes of the High Hells. Resistant to all forms of heat, bar malflame, this ore would cause one’s body to numb rapidly wherever touched. Attempting to rework this metal by standard means would be futile. ST-Sɪɢɴᴇᴅ Lᴏʀᴇ Mᴀᴛᴇʀɪᴀʟꜱ: [ Lᴇɢᴀᴄʏ Cᴏᴍᴘᴇɴᴅɪᴜᴍ ] Name Proto-Salium [Frost Salt] Item Prismarine Crystal Rarity Uncommon [T2] Environment The frozen wastes of Almaris. Item Description A small fragment of green ice that emitted a strong, salty odor akin to an ocean shore. Its surface was irregular, rough, and marbled with white veins. Prolonged contact with the substance would render numbness or frostbite. A simple process of grinding will yield a sparkling, coarse salt ready for use. Name Lightstone Item Raw Gold Rarity Common [T1] Environment Environments of Holy, Deific Mana. Item Description A transparent golden gem that held a dim, sparkling glow. When basked in the sun, the gem will store light and, if tapped at a later point, may emit a luminance comparable to a torch. If one were capable, they may be able to contain holy power within this crystal. Oᴘᴇɴ Lᴏʀᴇ Mᴀᴛᴇʀɪᴀʟꜱ: [ Cᴏᴍᴍᴏɴ Kɴᴏᴡʟᴇᴅɢᴇ ] Type Name Metal Aurum [Gold] Arcaurum [Magegold] Slayersteel Narvaukiaan Bronze Daemonsteel [Netherite] Black Ferrum Kadarsi Steel [Qalashi Steel] Magnetus Crystal Titan’s Eye Quietus Crystals Anorum Adfectio Stones Chorustones Focus Crystals Manite Glimmerstone Kuila Crystal Stone Colorstone Kingstone Redstone Wiring + Tattoos Misc Chitin Spider Silk Wood Haganeki Blisterbark Oᴘᴇɴ Lᴏʀᴇ Mᴀᴛᴇʀɪᴀʟꜱ: [ Rᴀʀᴇ Kɴᴏᴡʟᴇᴅɢᴇ ] Type Name Wood Ikurnamon [Iron Wood] Wood Ashwood Rᴇꜰɪɴɪɴɢ ᴀɴᴅ Cʀᴀꜰᴛɪɴɢ: In order to reach the full potential of the aforementioned materials, a smith will be required to refine their raw ore into a refined state as outlined in the material’s “Refining Process” sections. The standard rate for refinement is constituted as [1] Ore = [2] Ingots. Individuals are able to use these ingots to fabricate items of many different varieties, and each of them retain their own material costs. Players may choose to store these refined materials as ingots for future use, or they may fabricate an item directly from the raw ore. In the event a player wishes to reforge a fabricated item, the melting process will subsequently lose material as “waste” and render only [½] of its original material value. This is to say that a Shortsword worth [2] Ingots will only render [1] Ingot if reforged. Acquiring a new description for an item does not require any addition or loss to material unless it is being reshaped. For the sake of CRP balance and ticket consistency, items may generally only be forged of a single material. This is to say that one cannot affix a Lunarite hilt onto a Carbarum sword to store an enchantment, nor can one weld a High-Density Volatite Maul to a Thanhic Axehead. This said, aesthetic features may be incorporated (e.g., Lunarite/Argentum trimmings) provided that they do not provide a secondary combative effect. The full list of Material Costs for Item Fabrication is provided below: Wᴇᴀᴘᴏɴꜱ 1 - Dagger, Spear, Ammunition [8] » Dagger = Dagger, Stiletto, Spike, Throwing Knife, Tantō, etc. » Spear = Spear, Javelin, Ballista Bolt, etc. » Ammunition = Arrowheads, Bolts, etc. 2 - Blade [Short], Polearm [Light], Axe [1H], Hammer [1H], Mace [1H], Bow-Limb [Short] » Blade [Short] = Arming Sword, Gladius, Scimitar, Katana, etc. » Polearm [Light] = Billhook, Bardiche, Glaive, Naginata, Trident, etc. » Bow-Limb [Short] = Hand Crossbow, Shortbow, etc. 3 - Blade [Long], Polearm [Heavy], Axe [2H], Hammer [2H], Mace [2H], Bow-Limb [Long] » Blade [Long] = Longsword, Bastard-Sword, Estoc, Nodachi, etc. » Polearm [Heavy] = Polehammer, Poleaxe, Halberd, etc. » Bow-Limb [Long] = Crank Crossbow, Longbow, etc. 4 - Greatsword » Greatsword = Zweihander, Claymore, Montante, etc. 8 - Titanblade » Titanblade = Dragonslayer, Buster Sword, Samehada, Zangetsu [NOTE]: The material cost extends only to the traditionally metal portion of a weapon. This is to say that one can only forge an Axehead and can NOT additionally cast its haft. Instead, a player must produce a handle or haft separately, as quantified in the ACCESSORIES section, if they wish to make a uniformly cast item. Additionally, a “Titanblade” constitutes approximately x2 the weight of a standard “Greatsword” and provides no additional cutting power. Lastly, ammunition such as bolts and arrows must be destroyed after being shot during CRP; ranged weapons of [1] ore more ingots (javelins, throwing knives) may be reclaimed. Aʀᴍᴏʀꜱ 1 - Gauntlet, Vambrace, Couter, Pauldon, Sabaton, Greave [incl. Poleyn], Cuisse, Visor, Gorget » Visor = Faceplate, Bevor, Mask, etc. 2 - Helmet [incl. Visor] 4 - Chestplate [incl. Cuirass + Plackart + Fauld + Gorget] =Wʜᴏʟᴇꜱᴀʟᴇ= 3 - Full Arm Harness, Full Leg Harness 6 - Full Torso Harness [incl. Chestplate + 2 Full Arm Harness] 12 - Full Body Harness [incl. Chestplate + 4 Full Limb Harness + Helm] [NOTE]: =WHOLESALE= Armor must be noted as a “Combination Set” in the item description. Combination Sets cannot be broken into individual pieces for reforging, and will be judged wholly for their =WHOLESALE= price. Further, individual armor pieces cannot be combined to make a singular item except through initial forging through the Combination Set. [NOTE]: The text “incl.” refers to the guaranteed armor pieces included in a particular piece or set. While forging, a player may opt out of including those additional pieces for customization, albeit retaining the same price. Sʜɪᴇʟᴅꜱ 1 - Small Shield » Small Shield = Buckler, Boss, etc. 2 - Medium Shield » Medium Shield = Round Shield, Heater Shield, Aspis, etc. 3 - Large Shield » Large Shield = Tower Shield, Kite Shield, Pavise, etc. [NOTE]: Shields forged entirely from a single material are expected to be far heavier than their wooden counterparts. Be wise to acknowledge additional fatigue incurred by the increased weight lest an enchantment or material property mitigate it. Aᴄᴄᴇꜱꜱᴏʀɪᴇꜱ 1 - Rings [4], Piercings [4], Bracelets [2], Small Metal Parts [2], Necklace, Weapon Handle 2 - Crown, Large Metal Part, Weapon Haft [NOTE]: “Metal Parts” are objects of different shapes and sizes made from metal, such as pipes, poles, levers, gears, etc. Anything larger than a person’s fist is considered to be LARGE. Cʀᴇᴅɪᴛꜱ » Islamadon [Writing] » Pallodium [Format] » Elrith [OLD]
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