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Everything posted by Islamadon
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[Amendment] - Druidic Blight Healing
Islamadon replied to DragonofTaters's topic in Recently Outdated Lore
Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter. -
This lore has been denied. Brevver . . . Many of the abilities here can be done through base botany or potions. You didn't even write anything for Life and Coldness. This isn't even how ALCHEMY WOOOOOOOOOOORKKKKKKKKKKKKKKS. We cannot hope to track lone harvested symbols from herbs either, let alone account for their [1] OOC Hour shelf-life.
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This lore has been denied. This is not really an issue and this would only serve to complicate Alchemy Reqs (not going to pull up MAs). Further, if a Voidmage is not connected to the void while making Alchemy, why wouldn't they be able to produce potions? The 3 potion limit is intended to tie into the ST limit for ST signs a day; all you're doing when making 3 potions is using 3x the Herbs.
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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
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[✗] [World Lore] Mimickite - Fossilized Mimic Stone
Islamadon replied to Helmet's topic in Denied Lore
This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours. -
[✗] [CA Addition] The Twisted Ologs - Bone Giants
Islamadon replied to King_Kunuk's topic in Denied Lore
This lore has been denied. Basically, ST Management just fears misuse of Olog strength and street arguments over power-scaling in the midst of CRP. We'd rather avoid more of it. Also #Justice4Gilriik -
This lore has been denied. Basically, ST Management does not want to increase the difficulty it takes to access chests during heists, nor do we feel this would warrant an ST Sign. Essentially this would just be very difficult for moderation to handle and muddy theft rules.
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[CA Amendment] Demi-Djinn: Party Hands Rewrite
Islamadon replied to NightOfTheWind's topic in Recently Outdated Lore
Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter. -
Invest in the GOO.
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This lore has been VETO'd. Basically it's a hot topic issue right now and if anything like this were to be made into official lore, it will be done in house to ensure that it aligns with Lore Master visions, Admin wants, ETC. since it would change a lot about the server. Not saying that something like this is impossible, but right now ST need to sit down and actually consider the direction of descendant lore given the changes.
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Honeypot thread and will be called an evildoer with this post, but genuinely would like some clarification. Preface, I'm fine with no slurs or toxicity regarding these topics because I believe all people on the server should be treated with respect and that politics belong off the server. That said, please clarify what constitutes as Racism and Homophobia in greater detail. I'll provide some scenarios that I'm confused on. First, some people who like to be upset, in the past, have called Koyo-Kuni racist because its a Japan stereotype. If a random person says "This is racist, they wear Kimono and speak butchered Japanese with accents" does that constitute a ban because it mirrors an IRL stereotype in their eyes? Would I have gotten banned for saying "Owyn is a Farfolk" because some people with a bone to pick projected racism onto it? Will this be applied to a double standard where Farfolk cultures are off-limits whereas Highlanders and Heartlanders can be meme'd to oblivion? This is all to say, where is the line drawn between flavor RP, goofs, and bannable content? Second, what actually constitutes homophobic RP? This does not affect Koyo-Kuni (WDGAF) but I am wondering for factions like the Church (mi nub in church btw) if they just say "we don't want to do those ceremonies", that now constitutes a ban? If Human Lords remove a gay heir from succession because they marry another who cannot sire true-born children, is that homophobic RP? I grasp that slurs, targeting and harassment are forbidden - this is understandable and I agree. I assume the intent is for people who try to use LOTC as an outlet to bully others. I only worry that the broad language of the rules can be left open to wide interpretations and judged upon inconsistently, or in favor of people who are just trying to stir the pot by reaching or by projecting intent that might not be there. Again, if you call me an evildoer for this post, I've already served my time in la pinta and have turned a new leaf for 3+ years - go harass someone else!
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I don't want to feed his ego 🤓
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The ST you are referring to does not RP an actual angel but a Player CA; the purpose of the CA is to gaslight and deceive others given their patron is the Daemon of Trickery basically. He chose the form of an angel because he found it funny and gave good RP. He also had that character BEFORE becoming the Prince, which he only received post-war and I am sure he plans to follow ST ethics regarding NL-ship once he takes the RP throne. EDIT: Adding on now that I reached a PC. The reason I believe it stifles RP is because many ST enjoy writing and enjoy RP'ing. When they write a Culture for a player-group, be it a nation, a vassal, or some lore group, it is extraordinarily difficult to get the ball rolling unless they themselves, the primary writer, participates in leadership to some degree to help establish a standard for RP and to help people create characters in the first place. Naturally, other people can hold the position of NL, I do not think any is opposed to that. But Staff outside of Nation politics as a whole prevents Johnny Imperial from helping to develop good Court Culture because he pushes paper for SquakHawk. In my experience, I am one of the curators for Koyo-Kuni culture and religious RP and so this change WOULD HAVE directly affected my involvement with my friend-group had I not gotten permission from my Red Boss to ignore it.
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Just clarifying since there might be a misunderstanding, apologies if the tone seems defensive or rude I'm just information dumping. ST cannot use Event Characters for personal use. On the ground, ST Player Characters are exactly the same as everyone else. While it may be perceived that they have more stuff than the average player, it is more common that players who have PRIOR interacted with lore enlist themselves into the ST. I can say with total certainty for myself (despite serving as Lore Manager) that I have never once been offered a Magic or position by virtue of being ST. I would say the only advantage is OOC connections with other Staff Members, but anyone can be a sycophant if they suck up to the right people (obviously do not do this). Otherwise, the problem of spoon-fed events is seldom ever tied to actual Nation Leadership, or by request of nation leadership. In my experience, Event Runners would just rather run events for their friends because it's fun for them and because they feel like they'll actually have interactions rather than people loot sniping. I can also say from experience that an ET like Shorsand gets a devilish smirk griefing their friends' towns. As for loot (specifically the distribution of ST Materials), all proposals go through ST Management and it becomes rather obvious when people are just handing loot out to their friends - we shut that down to the best of our ability. At the end of the day most ST are creative people who just want to create. I've my own issues with these rule changes because I think it stifles RP potential, but it's admittedly difficult to understand from an outside player perspective rather than an insider ST's. All the Lore Team, for instance, benefits from being on the ST is some pex to /warp and /fly in exchange for doing tons of back-end paper work that genuinely sucks eggs. The Event Team, while being able to run events, seldom get to experience Events as players themselves. There is also a bit of a unwritten rule where Greens don't reward Greens.
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Orcs go to Apohet's realm [Stargush + Spirit Plane] . . . Malchediael would likely welcome Heroic Orcs though, since he favors warriors. See: General Cosmology and random claims.
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BRIEF ANNOUNCEMENT: MALCHEDIAEL AND THE TEMPLARS Hello, I am writing this brief announcement to inform the broader Templar community about some critical changes going forward. In short, per the conclusion of the Malchediael Eventline, Malchediael is NO LONGER INSANE! That’s right! Due to the efforts of the Templars who participated in the event, Malchediael has again found a sense of self, and has learned to work alongside Jophiael rather than incessantly trying to rip her from his mind. As a result, Malchediael has again attained an Aengudaemonic realm, thereby providing Templars with an afterlife. Malchediael’s realm, and his newfound purpose, shall be properly fleshed out in the coming weeks upon his Lore Page. I would elaborate on the event proper, but I do not wish for players to metagame the happenings and deeds of their peers. If players seek details on what actually occurred, FIND OUT IRP! That said, the outcome of the eventline was completely decided by the players. The Templars were presented the chance to shape Malchediael as a more wrathful, violent deity of war, or to give Malchediael peace of mind. The players overwhelmingly chose the PEACE ending. In the meantime, changes to the Templarism MA have been approved to reflect Malchediael’s new state of being, and can be found below. I note that, with regards to grandfathers, ALL TA HOLDING TEMPLARS shall gain innate knowledge of how to construct Flamewells, and how to perform the rituals thereof by means of a dream. That said, these TA Holders must actually perform the rituals in order to reap their boons. This grandfather extends ONLY to current TA holders, and thus one who might attain a TA tomorrow is inapplicable. Have fun! FAQ • “Where is the Flame Lance spell?” YOU CHOSE THE PEACE ENDING. • “Why steal from Seer?” JOPHIAEL IS ENLIGHTENMENT, SHE SEES THINGS. • “Can we use old ToJ?” MAKE A MART. • “I PK’d already, do I go to the Realm?” YES - WELCOME HOME. • “Why so wordy?” PEOPLE DOOMSPIRAL AND NEED HAND HOLDING. • “Templar bloat?” 2LBS ADDED WEIGHT < 500LB PALADIN. • “Templar bias?” WRITE PASSABLE CLERIC LORE. • “Will Malch notice me?” HE WILL NOW. • “Will Malch play a bigger role?” HE NEEDS TO DECORATE HIS HOME FIRST. • “Can Malch kill Mordring for us?” WHY USE A CANNON ON A RABBIT? AMENDMENT: BACKGROUND AND ORIGINS Malchediael continued to venture, appearing most notably during the Inferi Crisis as he and his Praxic Sun Templars fought against the demonic hordes. At the Crisis’ conclusion, Malchediael found himself hosting his sister - Jophiael - who had descended as the Sword of Horen. The Aengul of Enlightenment merged with Malchediael’s courageous and spiteful self, causing his mind to splinter into an incoherent rage. As a result, Malchediael began to mindlessly roam the heavens for centuries, fighting the likes of Voidal Behemoths and countless demons for the sake of mortals. Due to the noble efforts of his most devout, Malchediael’s mind has again found clarity and peace from the incessant whispers of Jophiael. Unlike other rivalries found within the heavens, Malchediael and Jophiael have come to trust one another deeply, working as symbiotic partners who temper one-another’s greatest flaws. While Malchediael rules over Jophiael’s domain as its King and Protector, Jophiael bestows upon Malchediael and his Templars with greater purpose, and a path towards a warrior’s enlightenment. Ever compelled to spread the blessings of the Aengul and to meet challenges head on, the Radiant Templars have since thrived throughout the world as heralds of Courage. Having entrusted his dream to his mortal chosen, Malchediael now awaits his disciples to join him in warrior’s paradise, where the souls of the fallen may feast, fight and oppose iniquity for all eternity. AMENDMENT: [T1] EMBOLDENED - PASSIVE A Templar, newly ordained, will discover that their inner courage has been bolstered substantially by their Patron. An ever present urge swells within them to meet challenges head on, and a Templar will thus yearn to overcome any obstacle, be it through bloodshed, games of wit or even artistic endeavor. Too is the Templar endowed with great ire towards those who would wrong their warrior spirit. It is for this reason that those who would attempt to invoke cowardice upon a Templar through sorcery would find that their curse instead spurs wroth within Malchadiel’s chosen. However, a Templar must be wary - wise opponents may be able to warp this blessing into that of a curse should they tactfully goad the Templar into blunders. Were a Templar to turn their back upon a challenge, they would become doomed with a gut-wrenching sense of shame and dishonor. Only through a quest of personal redemption would a Templar find remedy. REDLINES: • Templars retain the ability to feel fear; this Passive instead provides a constant push to meet any sort of challenge head-on. • Templars who refuse a challenge laid before them would begin to feel as if they were craven lest redeemed; what constitutes redemption may be RP’d to the discretion of the afflicted Templar. • Templars are by no means compelled to rush into conflict or traps, but they will feel its call and may even feel shame for not meeting the challenge. • Spells, Curses, and/or Hexes that would invoke a sensation of fear are ineffective upon a Templar and would instead enrage their target. This fury does NOT provide the Templar with additional strength. • While on horseback or an otherwise soul-bearing personal mount, these Fear Afflicting abilities will prioritize the Templar akin to a lightning rod rather than their trusted steed, a testament towards the beast’s trust in its rider and the Templar’s willingness to bear its burdens. This does NOT extend to Volatite’s Thunderclap, nor can a Templar sit on an ally to mitigate a hex. The battle-hardened focus of Malchediael’s mind is not isolated to the Aengul of Courage. Per the nature of the soul’s holy tether, the enlightenment gleaned by Jophiael may fortify the mind of a Templar when subject to dire circumstance. Were a Templar to be placed in a critical physical state, they will receive the aid of the seraphim to attain a state of heightened perception. The Templar will be subject to a state of lucid acuity as their mind transcends its fight-or-flight instincts. No longer burdened by doubt nor bloodlust, the Templar’s focus sharpens as the raucous chaos of battle dulls to but a distant hum, the world “slowing” as their gaze unfolds in every which direction. All shall be seen within an [4] block radius, the rest of the world fading to oblivion beyond its bounds. This clarity - this total situational awareness - becomes the Templar’s weapon. In this state, the Templar is not driven to destroy, but to respond with exacting grace and calculated strikes. Unwavering, a Templar may maneuver with fluid motion and heightened reflex, reacting to strikes from any angle lest otherwise occupied, and within reason. Any attempt to command or commune with this Templar would fall upon the deaf ears as foreign voices are drowned by the clashing of steel and the beating of the Templar’s heart. The means of remedy such a state is to thus bring an end to the battle, to pacify the Templar by means of magic, to knock the Templar unconscious, or to strip them of their life. MECHANICS: To achieve the Touch of Jophiael’s state of perception, a Templar must receive either [5] Minor Wounds, [3] Moderate Wounds or [1] Major Wounds amidst a CRP scenario. It is noted that each tier of wound does not stack or add to the other, and thus a Templar could remain normal with, for example, one moderate wound and two minor wounds. Minor Wounds: Scrapes, Bruises, Lacerations and First Degree Burns. Moderate Wounds: Broken Bones, Punctures and Second Degree Burns. Major Wounds: Impalement, Dismemberment, Mutilation and Third Degree Burns. • The Touch of Jophiael is the fruit of Malchediael’s partnership with Jophiael, and thus cannot be mitigated or ignored during any situation. • The Touch of Jophiael, once activated, may only be disabled by the cessation of combat, through the use of external calming magics, by rendering the Templar unconscious, or via the Templar’s death. The Templar CANNOT remedy themself. • Mutilation consists of eye gouging, appendage shredding, nose ripping, ETC. Effectively excessive torture. • Impalement constitutes a truly heavy puncture, I.E. a weapon penetrating through one’s body, and/or hitting vital organs. Be smart, not cheesy. • In the event a Templar is hit with a Blasting Potion, or another ability that inflicts multiple lacerations per its effects, it will count as a single wound with respect to its severity for the sake of balance. • While the Templar may perceive time as “slowing”, such is not literal. • While the Templar may also have “heightened reflex”, this does not constitute increased speed, superhuman ability, or an ability to dodge what is unreasonable. For example, a Templar cannot twist their head to avoid a crossbow bolt. Rather, heightened reflex refers more to the ability to perhaps see through feints or to react snappier than usual. • While being capable of seeing [4] blocks in every direction, a Templar will be unable to hear and smell or otherwise detect anything invisible or shrouded. Effectively, Touch of Jophiael grants a Templar an ability to view things in a pseudo-Third Person for a brief period of time, whereby they can react to enemies or attacks coming from their blind spots more effectively. This is not to say that a Templar can block multiple attacks at once and from different angles, but a Templar could twist about to block a sneak attack if they were idle prior. The culmination of a Templar’s pyric invocation, Flamewells serve as immense sites of consecrated will. When kindled by solemn invocation, these Flamewells bless its surroundings, sanctifying it as hallowed territory. The Flamewell itself functions as a permanent fixture that enables a Templar to not only heal, but to also perform myriad rituals that enable them to reach their peak. MECHANICS: Flamewells require [5] Templars to aid in its construction and [5] Emotes to kindle the Flamewell: The First requires the Templars to outline the site with Aurum, the Second to carve a Radiant Star with their weapons about the center, the Third to focus and draw upon the Templars’ courageous auras, the Fourth to swirl an ever brighter flame about their weapons, and the Fifth to project simultaneous Vigorous Blows towards the sigil. Clashing amidst the center, the five arcs of Holy Fire fulminate as a perpetual corona of burning light that emits a deep, resonant hum. Those beings which bask within a [10] Block Radius of the Flamewell shall receive the aforementioned boons and banes provided by a Brazen Bonfire. However, despite the similarities, the Flamewell proper carries with it a true heat wrought by the Divine. Any who would dare touch it, be they Templar, Descendant or Beast, shall burn as if plunging flesh into the maw of a volcano. It is from this overwhelming heat that Templars may forge new weapons, render slain foes to ash, or subject the wicked to torture. Too may a Templar conduct sacred rites within the heart of the Flamewell. Trophies [see: Trophy may be surrendered to the flame to accrue favor, and through this practice of noble sacrifice a Templar may prove their valor. In exchange, a Templar may reach their zenith by acquiring the favor of either Malchediael or Jophiael, or by having their blessings bestowed upon a new and powerful artifact. REDLINES • Flamewells should encompass a volume between 3x3x3 to 5x5x5 blocks and retain a ground-level golden border that surrounds it, with cut corners being permissible for the sake of aesthetic decoration. The [10] Block effect radius thus endows a Flamewell with a maximum 25x25 block area of effect. • A sign bearing an ST Signature must be placed either upon the fire proper, floating in the air in front of it, or upon the golden border proper. • Flamewells should remain mechanically accessible and abide by mechanical standards. For the sake of fair-play, Flamewells CANNOT be hidden behind Redstone Doors, given Malchediael’s distaste for cowardice. • Flamewells abide by all of the mechanics and redlines [bar effect radius] of Brazen Bonfire. This said, the Flamewell’s flame IS capable of producing true heat and burns [see: next redline]. Flamewells may be destroyed with [5] blunt, continuous strikes to its Golden Frame • Flamewells produce heat comparable to a volcanic forge or blast furnace. Too is this heat capable of burning Templars, Descendants and all Creatures (including Nephilim) that would touch it. • Flamewell rituals necessitate the sacrifice of Trophies in order to be considered successful, and each ritual retains its own methodology as explained in their respective section. Regardless of Ritual, to participate, a Templar must use THEIR OWN Trophies. • The construction of a Flamewell and its subsequent rituals requires every involved Templar to be T5. • Knowledge to construct the Flamewell is required to make a TA, though does not require notation on a Templar’s MA. This said, knowledge of the individual rituals adjacent to Flamewells are NOT required to make a TA. RITUAL: THE WAY OF SWORDS A Templar who would walk the way of the Crusader, the path of endless battle and fervor, may undertake the Way of Swords to elevate one their favored weapon to the peak of their bond. Through ritual, this weapon shall adopt a glorious form, reminiscent of the fabled Golden Weapons, and remain defiant in the face of superior means. It is by Malchediael’s will that any blade of mundane origin be able to clash against their better. MECHANICS: A Templar may earn the favor of Malchediael by plunging their chosen weapon into the heart of a Flamewell, alongside a trinity of Trophies. The Flamewell shall peel at the material, stripping it of its prior hues, rendering a golden sheen. The Templar, whilst surrendering their weapon to the Flamewell, must kneel and usher forth their Furious Flame. Malchediael, accepting the display of trust and partnership with their chosen instrument, shall bestow upon that weapon golden flames that never dim nor falter. Though granting no additional offensive boon, the Weapon shall burn perpetually with Malchediael’s holy flame [see: Furious Flame] and become effectively unbreakable by mundane or magical means, so long as it is wielded by its bound Templar. While in the hands of others, this weapon shall bestow weakness akin to a voidal mage, so long as it is held. Too shall the weapon function as a Soul-Vessel, wherein its bound Templar may store their soul into the weapon during “Second Chance”. While bearing the Templar’s soul, others may subject the weapon to a Flamewell as to commune with the Templar’s spirit. To expel the bound spirit, a fellow Templar need only wield the device and cast a Vigorous Blow. In order to disenchant this weapon and return it to a mundane state, a Templar must undertake one of the following methods: [1] The Bound Templar must bless a new weapon with this ritual. [2] The Bound Templar must PK without binding their soul to the weapon. [3] A Fellow Templar must expel the Bound Spirit via Vigorous Blow. REDLINES • While requiring no set Emote Cost to undertake this ritual, quality RP is expected and may be subject to ST Discretion. Upon completion of this ritual, a Templar shall make an SREQ to note it on their MA. Further, the knowledge of this ritual is considered RARE and must be taught IRP. • The Weapon produced neccessitates an ST Signature, and must clearly note its effects and who it is bound to. Redesc’ing the weapon is permissible, however performing the ritual on a new weapon requires an additional sacrifice of [3] Trophies. A Templar may only possess [1] of these weapons at any time. • The imbued Blade may be composed of any material and shall retain its base properties following imbuement, albeit adopting a golden luster and flame. ST Materials ought to retain some means of identification such as Boomsteel/Azhl Veins and Lunarite’s Glow. • INCOMPATIBLE materials include Thanhium, Arcanium, Argentum, Morion and any others that may be incompatible with enchantments or deific magic. Further, this weapon cannot be enchanted by additional means; if enchanted prior, this Ritual will override. For the sake of balance, Low-Density Boomsteel and Frost Salts will also be made incompatible with this ability, and will immediately get destroyed in the Flamewell. • The “effectively unbreakable” nature of this weapon refers to its inability to warp, chip, crack, or otherwise shatter. This does NOT grant the weapon offensive boons on the level of Carbarum, nor will it be capable of supporting large structures such as wedging a gate open, propping up a falling house, or perfectly defending against a large monster. In contests of strength, the Blade will always yield to the stronger force and give way. This said, the enchantment may be temporarily snuffed in the proximity of a Voidal Tear. • While communing with a Templar’s spirit, one shall be incapable of gleaning RARE INFORMATION. This constitutes sensitive knowledge such as Forging Methods, Rare Recipes, Magic Lessons, CA Weaknesses or other sensitive RP information that might provide an unfair advantage. The intent of the ability is to hear advice or engage in a pleasant chat from a deceased Templar rather than info-dumps. • While communing with a Templar’s spirit, one must attain OOC consent by the deceased Templar and have that player RP the Spirit for the RP scenario. The ST will NOT play that character in their absence, nor shall another player mantling or discord suffice as a valid medium. Just expel the spirit if they quit or are banned. • The Golden Flame wrought by this ritual provides the same combative advantage as “Furious Flame”, with all the interactions thereof [see: Bound Armament + Trophy], yet will not extinguish. Due to its perpetual nature, a Templar will not need to resummon Furious Flame upon this weapon following weapon switches, and may instantly dual-wield if it is the second weapon drawn. It is noted that if this is the first weapon drawn, the Furious Flame passive will apply to this weapon with no added effect, and cannot be “stored” for another weapon. • The Weapon will only bestow temporary Voidal Weakness if it is being held entirely by an individual who is not the bound Templar. This is to say that grappling the Templar’s halberd will not render Voidal-like Weakness so long as that Templar maintains his grip. • Those who undertake “THE WAY OF SWORDS” may not simultaneously undertake “THE WAY OF REVELATIONS”. To switch Ways, a Templar must surrender [6] Trophies as penance while conducting the other Ritual. RITUAL: THE WAY OF REVELATIONS A Templar who would walk the way of the Warrior Monk, the path of insight and piety, may undertake the Way of Revelations to open their mind to the great mysteries of the cosm. Through ritual, the Templar may cast away parts of their being as ash in order to comprehend the impermanence of life, that they might heighten the potency of their martial trance. It is by Jophiael’s will that a warrior become more than a weapon. MECHANICS: A Templar may earn the favor of Jophiael by surrendering an arm to the heart of a Flamewell, alongside a trinity of Trophies. The fury of the Flamewell’s heat will lick at their flesh, rendering Third Degree Burns to the afflicted area, while also subjecting the Templar to immediate Touch of Jophiael. In this state of invoked lucidity, the Templar must bear through the agony in total silence as they allow their limb to char completely, then casting it away as dust. Jophiael, accepting the display of self-immolation and dedication towards the path of Enlightenment, shall bestow upon that Templar new flesh and bone wrought by the Trophies that had been placed within the flame. The Templar shall be bestowed the ability to perceive Prophecy [see: Prophecy Lore] and extend the radius of their Touch of Jophiael to [12] blocks. Lastly, given the agony of the ritual, the Templar’s hair shall either bleach or fall out entirely. REDLINES • While requiring no set Emote Cost to undertake this ritual, quality RP is expected and may be subject to ST Discretion. Upon completion of this ritual, a Templar shall make an SREQ to note it on their MA. Further, the knowledge of this ritual is considered RARE and must be taught IRP. • The new arm rendered by the ritual (and trophy meat) will appear scarred akin to a burn victim. This said, despite the material used, the flesh rendered will not be considered “dark” and thus not weak to Aurum. For intents and purposes, it is a standard arm. • The Templar MUST choose between either bleached, white hair or total alopecia-like baldness. This choice cannot be changed after the fact, and the aesthetics may not be overwritten by means of Alchemical or Magical means. This said, one’s features may return to normal if they switch to the “THE WAY OF SWORDS”. • A Templar may receive relevant prophecies either through meditation or dreams, and may not be physically shown to others except by means of Enthralling Recount. Even then, the prophecy will not be 1:1 and shall be limited by the Templar’s ability to recount their interpretation of events. • Those who undertake “THE WAY OF REVELATIONS” may not simultaneously undertake “THE WAY OF THE SWORD”. To switch Ways, a Templar must surrender [6] Trophies as penance while conducting the other Ritual. RITUAL: THE WAY OF ARTIFICERY Templars, with fiery passion in their guts, may supersede the limitations established by the core of their blessing. Wrought by holy flame and shaped by conviction, a relic may be infused by the courageous touch of multiple Templars, often reflecting the nature of its makers. It is by the Templars’ will that personal trial be embodied in their craft. MECHANICS: Two or more Templars, in unison, may bestow a custom and personable blessing upon a relic by surrendering a sextuple of Trophies to the Flamewell. In tandem, the Templars shall subject their desired relic to the corona of the holy pyre, whereby it shall become malleable and infused with deific potency. The ash of the Trophies shall be sprinkled onto the relic, sanctifying it for the next steps. Thereafter, the Templars shall perform a freeform means of bestowing the relic its holy purpose, subject to their discretion. Examples may include the utterances of incantations, the casting of Templar spells, the etching of prayers, surrendering more tokens of sacrifice, or any other significant means of endowing the relic importance. NOTE: This Ritual serves as Templarism’s MArt Creation method, and thus any relics rendered are only considered valid with the approval of a MArt. The intent of these MArts is to retain a relatively low-power scale, and to amplify the aesthetic of Templar with unique and flavorful abilities endowed unto weapons, armor, banners, tattoos, jewelry and even mundane things like bowls. Please attempt to incorporate some degree of drawback. Lastly, the mechanics of these relics hinge upon the accepted MArt, and all are subject to the redlines below. REDLINES • While requiring no set Emote Cost to undertake this ritual, quality RP is expected and may be subject to ST Discretion. In order for the RP to be considered valid and CANON, a Templar must submit a MArt and have it approved by the ST. • The Relic produced neccessitates an ST Signature, and must describe its effects as clearly as possible, and include a link to the approved MArt submission. Redesc’ing the relic is impermissible. • This Ritual necessitates the cooperation of TWO or MORE Templars, and each Templar participating must surrender a Trophy to the production of the relic. A Templar cannot SOLO this ability or cover their peer by surrendering six of their own trophies, it must be cooperative and each Templar participating must sacrifice at least one Trophy. • All Templars who participate in the production of a relic shall be subject to the standard [3] OOC Month cooldown period for MArt submission.
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Guides have always been awful and always outdated, that is why I killed their requirement this year during the last major Lore Update and now just require emote examples in the actual Lore Subs. Prior precedent is understood by individual ST differently, I always tell LT to defer to either 1) the lore page or 2) SquakHawk. Some things are so minute and unimportant they don't require amendments and can just be told "no bro" or "that's fine". As for amendments, we vote on every amendment (unless genuinely unneeded) and debate as to whether they are required or not, and we post amendment logs in the Story Discord so that people can be aware of what was changed. Most amendment subs we get are normally derived from spiral theory-crafting where people either end up trying to shadow-buff lore or "fix" problems that aren't actually there. We see through these things, and understand much of it is the pursuit of clout (even though lore-writers will never admit to it).
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My job on the LT is to nitpick and you ppl are acting more negative than me . . .
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Is it really negativity? Or is it just a public observation of things that need drastic changing? Players can only do so much to maintain their own peace, but with looming dysfunctional members of management and a near impossible barrier of LT; kinda hard and discouraging to make changes on the player level.
Gotta remember, dookie rolls downhill; starts from the top. Change the top, trickles down to the rest.
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[✗] [Infernal Compendium Amendment] Aesthetic SSing
Islamadon replied to RockyTheWolf's topic in Denied Lore
This lore has been denied. We took this to an ST amendment vote and the LT voted against this change. From my experience doing Lore Compilations, the LT generally has been trying to get away from aesthetic soulstones and does not really want to encourage more of it. -
This lore has been denied. As was discussed with Sam in my DMs, it appears that there has been a previously established precedent whereby you can summon animals at different sizes provided that you are familiar with the biology. I.E. a small bear or a larger dog. Chimeric Alteration is intended to be for, say, putting bear claws on a dog rather than making a dog bear-sized (which would fall under gigantism). We will likely have an amendment in-house to clarify this, just don't powergame and understand that sizes don't translate 100% to amped power.
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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.
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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
