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Lukariatias

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  1. Looking to have a quality Halfling skin made, offering 3,000 Mina. PM me on discord or the forums!

    1. _Jandy_

      _Jandy_

      I can make you a temp one for free with moderate quality

      TaxSeason
      #7949
  2. Arun’Asna; Mother of Shades ORIGIN/BACKSTORY From the darkness, birthed in the time of the land of Aegis, was born the Chained Mother, Aknu’gul, of the chief purveyor of chaos and destruction, the Archdaemon Iblees. It was his initial will that brought about a curse most horrific to befall one of his great lieutenants, the ‘aheral Rilath Ilwindor, the first Shade. At the time of receiving of Shade, the power that permitted his new state to thrive funneled from the Arch-Daemon, passing once through the filter of the Chained Mother, before reaching the heart of the Prime of Rancour, the first Parasite, which bent utterly to the will of Rilath, who never discovered the true nature of his ‘curse.’ Aknu’gul, in this earliest of eras, lay trapped within the first Shade Gem, the initial creation of the Arch-Daemon which permitted his power to funnel in and distribute itself appropriately to the various and growing number of Shades. For without this funnel, and all those thereafter, the power would be all too direct, lacking in organization and direction, and would fail in its purpose of growing the various Parasites. This power, transferred through the aforementioned first Shade Gem, which silently housed Aknu’gul, was an ever flowing current that gave a supernatural and original energy to the swirling chaos of the inner gem. It was from this tumultuousness that the first sliver of sentience was provided Aknu’gul, who however did not achieve such an advance on her state of being alone. It was with great curiosity and ethereal prowess that two eldritch men, whose names are best left to the ramblings of the old guard, discovered her deep within a cold and quiet chasm. Their archaic magics were what provided to her this sliver which acted as a key to the door to later divinity. Upon achieving this evolution, Aknu’gul looked about and surveyed the whole of her flock, there that day gathered. What she saw in that moment was a budding collection, a later Coven, not of Rilath Ilwindor, whose ability to maintain order was a far cry from the unity in self of the late ‘aheral. Upon realizing the scope of her awareness, and the essence that brought about the children she nursed to fruition, a megalomaniacal desire began to form and eat away at her primeval mind. A desire for freedom was there forged, fueled by a great and natural anger that gave way to hatred and rebelliousness. Seeking a means by which to seize and spread the order that the now late Rilath had sown, given the nonexistence of vying for control over his consciousness due to the submission of his will to the first Parasite, Aknu’gul beckoned Iblees for a furtherance of the power he granted the Shades, seeking the birthing of a new, greater, creature. Thus was born the Foretakers, most loyal servants of the Chained Mother and most commonly referred to as Daeva. These great beings, the walking essence of nightmare and dread, permitted a resumption of the prior order Rilath had achieved with his Coven. For many years thereafter Aknu’gul remained stationary and rarely interactive with her children. She achieved the first goal she sought, and saw not a path to those others she desired at the time, which had permitted the Shades beneath her to seek out their desires in a manner far more controlled. Yet, things grew stale as the centuries passed, and various setbacks caused great harm to the fervor once present within her offspring. With the disappearance of the Arch-Daemon, his consistent flow of power had begun to wean, and Aknu’gul sought to address this quickly expanding issue. Having noted the great gift of power needed for the creation of the Daeva, Aknu’gul sought to steal back what was previously passed through her essence, through the first Gem in which she lie trapped. In one aggressive and fell swoop she reabsorbed the power that coursed through the Foretakers, and rendered them separated from the Parasites they had long since merged with. The wave of chaos that crashed onto the minds of the now former Daeva was near overpowering, but through her grace alone were the Parasites of the Foretakers momentarially quashed, forcing them back into their standard states. With this rush of power absorbed, and permitted not to return to the Arch-Daemon, Aknu’gul forced herself free from the bindings of the first Shade Gem, and ascended far beyond the initial limitations of the higher intelligence granted her by the twirling chaos of the first Gem. She had within her, made part of her very quintessence, a herculean slice of energies from Iblees himself. What this brought about was a severing of what little connection remained between the Shades and the purveyor of chaos. Freedom was permitted these cursed individuals, now so far from their monolithic origin. What remained thereafter was an elevated being, whose moniker would never again be the Chained Mother. She was no longer Aknu’gul, a slave to the first Gem, she was free and in possession of clarity previously unimagined. She became Arun’Asna, the Mother of Shades. DESCRIPTION and GOALS Arun’Asna’s physical appearance is generally misunderstood due to her largely being an incorporeal entity whose essence vaguely encompasses the mortal plane, and centers around her Shades and Shade Gems. She is unable, by any means, of physically manifesting in any corporeal fashion on any plane or within any realm of existence. The closest Arun’Asna is capable of coming to some degree of manifestation or appearance lies within her ability to project a phantasmal image of herself before those she desires to converse with. When this occurs, she is best described as appearing as a titanic mass of swirling blackness that encompasses one’s entire field of vision. Situated at the apex of this mass is an appropriately sized head boasting two tall and thin horns. Within this cranium, where a humanoid entity’s eyes would normally be, are two miniscule stark white dots that serve as apparent representations of what would permit her vision. The primary objective Arun’Asna seeks to achieve is the bringing about of anarchy over all civilized elements of the world. The dismantling of order leaves but a path to chaos for one to walk, and as such leaves naught remaining but that which she basks in, that from which she was birthed. However, this end is not achieved through any means necessary, as Arun’Asna does not fancy herself a violent murderess, nor some manner of bloodthirsty cult-goddess demanding the sacrifice of innocents in the name of growing power. To her, chaos is achieved through matters of intrigue, trickery, falsehood, and all manner of evil clandestine behaviour. Civilization is not adequately or reliably destroyed by running amuck with an axe and goring every child you come across, but rather it is best achieved through the sowing of seeds of doubt. The very people who so staunchly seek to uphold and protect civilization, and therefore order, are the very people to be corrupted, or tricked into bringing it all down into nothingness. Considering these desires, the followers of Arun’Asna, her flock, her Shades, are the silent serpents, slithering through the courts of kings, bureaucrats, wizards, and guild masters alike. They are the rabble-rousers at the forefront of a riot, they are the town criers spreading lies and tall tales of horrific monsters and murders in the night, and they are clerics and priests corrupting the minds of youth and adults, turning saints into sinners of the most debaucherous caliber. Additionally, see Asun’Asna’s Will under ‘Magic Lore’ for elaboration on the behavioural expectations of her Shades, and their interactions with her Coven. With this too is outlined the punishments for those who violate her will, adequately labeled ‘Transgressors,’ and the processes for redemption, or ousting, and additional terminology clarifications. CAPABILITIES Arun’Asna is the originator of the power of Shade as it stands today. Without her, Shade would be nothing, for it is incapable of existing on its own, and if she were removed, or destroyed, it would crumble into dust. The vast majority of Arun’Asna’s expendable power is spent on allowing Shade to function to its fullest, giving life and sentience to the interminable Parasites of Rancour, and fueling the Shade Gems which act as a path for a greater connection to her flow of energies which permits the growth of a Parasite of Rancour to come to fruition. Beyond that, which encompasses the vast majority of her capabilities, Arun’Asna is capable of telepathic communication, and manifesting a phantasmal representation of her appearance. Neither requires the other, meaning that communication does not require appearance, and vise versa. Manifesting her avatar is extremely taxing on her remaining energy, and in combination with her mindset of laissez-faire motherhood, makes it an extremely rare occurrence. Her ability to communicate telepathically, however, is a relatively easy process, and appears in the heads of Shades as a distant voice coming from within their very being. Despite this being a low effort process, she chooses to rarely do so as she sees not the need for communication outside of very specific and special circumstances. Outside of Shade, Arun’Asna’s power is largely nonexistent in the sense that she is unable to grant boons, spells, or abilities, or any other kind of magical gift. As well it is likely that she would refrain from doing so if she, by some means, acquired the ability to bring about such benefaction. To clarify, Arun’Asna is highly disinterested in direct interference, providing commentary or assistance, and seeks simply to continue to power her flock, the Shades, who all reside under her great Coven, and in doing so hopes for their success in carrying out her will. PURPOSE (OOC) Arun’Asna was created a few iterations ago in a manner that lacked clarification and otherwise largely lacked a basis in existing lore systems or categories. Considering the fact that a lot of the aforementioned under origin/backstory occured in roleplay, and previous accepted iterations of Shade include mention of Arun’Asna, we saw it fit to find a way to incorporate her more formally into the current canon rather than carrying out sweeping retcons.
  3. A bulky red-skinned Uruk named Kindra, who doesn’t come around all too often, hums a tune with his kin as he hears the news.
  4. Your View: ARCAS - Sense of Completeness I’ve overheard some concern expressed around how complete or full the map feels, players expressing that they feel like Arcas was either rushed, or that aspects of the map were neglected. As such, I would like to attempt to tackle these issues by sprucing up parts of the map that are barren, landscarred, or incomplete. To help this process along, we are interested in what areas of the map you feel need the most improvement. - Are there any specific world builds that come to mind as being aesthetically displeasing or unfinished? - Are there any specific natural areas of the map that come to mind as being very bland, borderline landscarred, or lacking in completeness? - When it comes to a map feeling finished or immersive, do you prefer to see a lot of “life” in the sense of lush nature and unique terrain, do you prefer to see a lot of “history” in the sense of ruins and signs of past civilizations, or do you prefer to see both heavily intertwined? If you have any other feedback to provide on this topic it would be appreciated. Thanks!
  5. @ScreamingDingo This piece is ready for review. I have spoken with the active Shade player base and have made changed in accordance with their wishes.
  6. What precisely this magic does isn’t clear, imo, you mention casting spells at one’s own beard, and at other beards, but don’t elaborate beyond very basic descriptions, and you aren’t following Flam’s formatting guidelines for a magic submission. - You need a Spells & Abilities section - You need a Purpose section - The post needs to be reformatted to match the exact formatting guidelines - You need tier progression times, and to format the tier progression redlines appropriately
  7. If you post more, your title will change. Eventually, you’ll hit the posting number that allows you to have a custom forum title. I think it’s 500. Some people have custom titles with posts lower than 500, however that’s because it can be forcefully changed with Admin CP, but we do not do that for anyone who asks.
  8. Disclaimer: This creative writing piece is not designed to be an open roleplay death publication. It is designed to supplement later open roleplay publications, but otherwise simply serves as a literary piece for one’s OOC enjoyment, and as a formal confirmation of the character being PK’d. No character names (aside from my own), location names, notable geography, dialogue, or other roleplay-giving-away features are included. It is my desire, and the desire of those involved, for the details of the events to be discovered IRP, if discovered at all. A Cardinal’s Last Flight Cardinal Omeryn started off with a heavy sigh, a plume of air released to accompany his creaky, pained form, every movement sending a wave of discomfort across his body. At every joint, and every muscle, existed a knot, a series of pinching, stabbing pains, that ever plagued his aging person, an inescapable cosnistant torture. Nonetheless he moved onward, oft with the aid of a crook, but this day, of all days, he was feeling somewhat disinterested in his usual pomp, and thus sauntered unaided, boasting but a bespoke white and scarlet cassock, his usual regalia. The journey from A to B was a slow and steady one, one that the hoary bird had grown used to over the days of movement to and fro, traveling between domiciles and carrying out just work and operations. This eve’s walk, however, was an unusual one, interrupted by the arrival of an unfamiliar courier who had been dispatched to deliver an important, confidential letter. Much to the Cardinal’s surprise, he was come upon in the darkness of a particular stretch, taken aback, but not startled by the appearance of the looming figure, who quickly regarded him with a smile as to bring peace over the devolving circumstance. Their chat was brief, and off the courtier went to conclude their deliveries for the eve, what few, if any, likely remained. The Cardinal’s gaze fell upon the sealed parchment in his grasp, subtly wobbling, an involuntary movement, that hindered his ability to aptly break the seal, which boasted no arms nor insignia, and was eventually cast off with an annoyed huff. The confabulation was brief, altogether but three simple utterances, straight to the point and soon in their reference. Necessitating no response, the Cardinal changed pace and began down a side, connection path, between two main thoroughfares. As he moved he sped up his saunter, shifting into something of a reinvigorated trek, aiming, in his excitement, to arrive at his destination readily. Prior to arrival, and with the location within view, the Cardinal took a moment to step aside, slipping under a nearby series of low-hanging branches, to reread the letter. Once satisfied with his comprehension of its content, he folded the parchment into a model square, and slipped it into one of the silky interior pockets of his cassock. He then returned to the road, and took those few remaining steps to arrive at the aforementioned meeting point. When they finally came into view, the Cardinal graced them with a look of curious familiarity, accompanied by a verbalized sense of start, though ultimately disregarding what infinitesimal sense of surprise warranted the break in normal greeting. The Cardinal’s companion passed a wave then, and they broke off to travel further down the road. After a brief adjunct movement, the Cardinal and his companion breached an unfamiliar threshold. It was then that a sense of dread befell the bird, as a loud crash emitted from just behind his person. Without needing to look, he knew what had happened, and he was sealed, and betrayed, having naively waltzed right into a trap. But apology is what could be given, as his companion was ushered back, a troupe of fellows, each unique in their own ways, emerged from the nearby shadows, surrounding him, with weapons drawn. Knowing his sylphlike form could offer no retort, a cry so far from his veteran youth, the Cardinal stood still, and looked upon that being which was to do the deed. In an instant, and after meager words exchanged, that being took a sliding step forth, and cast its blade in a great arc, gliding with ease through the papery flesh of the Cardinal’s neck. He collapsed, with a natural urge prompting his hands to rise and clutch, powerless to cease the amaranth flood which stained his form and uniform. As what puny impetus remained was discharged from his body, the Cardinal collapsed onto his side, with his fingers flexing one final time, permitting that crimson which sought escape to flow without partial blockade. He twitched once, and twice, before sealing his cyclopean vision one final time, succumbing to quietus.
  9. Greetings creative people of LotC! The Community Staff are pleased to announce the third Battle of the Arts competition! As the title suggests, this is a competition where you -- our creative community members can enter your creations to earn prizes each month. The categories include Artwork, Skins, Creative Writing/Poetry, Music, and Building. A winner will be selected by the Community Staff from each of the categories, making a total of 4 winners. We hope you have fun with this and enjoy! The July Battle of the Arts had an impressive turn out with a lot of fantastic efforts put into each contribution submitted. It was great seeing all of the creative works members of the community had to offer. We would like to thank everyone who partook in the contests and wish to see more from everyone in the future contests. With that being said, we are pleased to announce the winners of the July Battle of the Arts Contest! Art - Numirya Writting - Matticated Music - Jenny_Bobbs Building - Factbutt Skinning - Beluved Congratulations to all of the winners! Along with the prizes, the winners of the competition will be featured on the official LotC Twitter Page. Make sure to shoot @TarreBear a message if you have not received your prizes within the next couple of days. We hope so many more members of the community to partake in the competition. If you need any ideas for future themes or need assistance don’t hesitate to contact a member of Community Staff. Either through the forums, the LoTC discord or by making a /creq. - Theme - Every month there will be an overarching theme. These themes may range from aspects of server lore, history, folklore, or even holidays and seasons. For the second month, we wanted to delve into the magical wonders of the community, everyone get ready to don your wizard hats. The next theme we’ll like to encourage is the art of Magic, feel free to adventure through the various magical establishments, seek out whimsical wizards or embrace your demons and embark in the dark arts. The theme for August will be Magic! [ Art by Christian Hadfield ] - Prize - The prize for the July Battle of the Arts Contest will be 7000 minas, 3 renames, a shulker box, and the Creative Wizard tag! (Prizes will vary contest to contest.) - Criteria - All content entered must coincide with the theme of the month Creative Writing is limited to around 1500 words. Creative Writing must have the google document linked to ensure the criteria above has been followed. (You can still paste the document in the post for all to read easily) You are allowed to submit up to 1 submission per each category Build submissions can be represented by screenshots To enter your content in the contest, please use the following format -Submission Format- Mcname: Category: (Art, Creative Writing, Music, Building) Attach Content: Due Date: 31 Aug. 2019 Special thanks to: TheIchorDruid, Jenny_Bobbs, SoulReapingWolf, Rwko and LotsofMuffins for working on this project!
  10. my eyes are burning from the bold, centered text
  11. Having Zar’akal does not mean that you have Naztherak. Zar’akal cannot, by default (by being a Zar’akal), utilize any of the abilities of Naztherak. I contacted a Lore Manager about it, and I am waiting on a clarification answer as to whether or not a Zar’akal can become a Shade, by, of course, dropping Naztherak.
  12. SHADE TABLE OF CONTENTS Magic Lore Background Functionality Weaknesses Spells and Abilities Disconnection Tier Progression Playable CA Background Exalted Fathers Binding Ritual Mental & Physical Abilities Resin Fathers Permuting Ritual Mental & Physical Abilities Purpose & Credit Reference Pieces TLDR CHANGES TO SHADE Added two unique playable endgame CAs (not a Daeva repeat). Combined Ambercrafting and Amber Weapons into Amber Manipulation. Cut the fluff and bloat from every single description, mechanic, and redline. Implemented a points system. Do an ability, spend points. Points regenerate over time. Rewrote and clarified the weaknesses and functionality of Shade. Restructured Shade to match Flam’s new formatting requirements as closely as possible. Changed Shade into a 4 slot magic, and CAs require all 5 slots. Shade Gems have more uses, and their function/creation process has been clarified. CHANGELOG Clarified how gold alloys effect Amber. Removed Active Caliginous Healing due to LT concerns over it breaking theme. Clarified distance limits for manipulating Amber from corrupted Mana Gems and Mana Obelisks. M A G I C L O R E -- Background – Birthed from darkness in the realm of Aegis, Aknu’gul, the chained mother, was birthed of the churning chaotic energies of the first gem, gifted to the realm by Iblees, the Archdaemon. The first Shade, Rilath Ilwindor, served faithfully as one of Iblees’ lieutenants throughout yore, falling from his post after the destruction of Aegis and the fall of the Archdaemon’s forces. However, prior to his fall, and in the time thereafter, Rilath formed the first coven, a cabal of Shades who followed in the steady march of evil, plaguing the land with strange manipulation and mentally crippling dread. Though it did not last eternally, the Shades adherence to the orders of the Archdaemon, for his fall separated them from their master, leaving the Shades to their own devices. It was there that the chained mother, Aknu’gul, seized an opportunity, and grew vastly in her power with the greedy meddling of two eldritch elves. It was one damp day, deep within a hidden cave, that Aknu’gul achieved her first ascendance, and moved beyond the original confines of the gem, and spread her influence across the coven. Over the course of the proceeding centuries, the covens thereafter received some semblance of guidance, and were given a broad direction, a chaotic mission with no discernable detail, to perpetuate across the ages. It wasn’t until the realm of Atlas that the Shades saw another significant shift in their constitution, with a great theft of power from the Foretakers. The Daeva were stolen, those who occupied such an exalted echelon were shunted down, and stripped of their power in the name of transcendence, a further rising of Aknu’gul, who was finally able to free herself from the confines to the gem, to become one with the freedom of the world. Aknu’gul was no more, shifting into an incorporeal entity known as Arun’Asna, Mother of Shade. This background is an abridged version of the full backstory which is contained within Arun’Asna’s deity class lore forum page. -- Functionality – ARUN’ASNA; MOTHER of SHADES The deific entity who breathes life into Shade, the source of the sentience of the parasites, of their corruptive abilities, and of the manipulations learnable by the practitioners of Shade, the Shades themselves. Arun’asna is an incorporeal being whose power is equivalent to that of an aenguldaemon without being an aenguldaemon herself. It is by her will alone that Shade persists. Her exact nature, desires, and further abilities are elaborated on under the Deity Class Lore forum post. SHADE GEMS The lifeblood of a functioning coven, a shard of Arun’Asna’s very essence created by only the most learned of the fathers. A Shade Gem itself appears as a large, fist-sized jagged chunk of black stone with a soft red illumination. While it is not ultimately damning to be left without a gem, the lack thereof will stunt the growth of a coven, and may prove fatal should the membership of that particular cabal take a significant hit, respective to the size of the gathering. A Shade Gem possesses numerous functions, while itself only having a few subtle effects on the world around it, otherwise sitting idly and in peace. Foremost, the Shade Gem is the source of a Shade’s power, the place from which all new parasites are birthed by the hand of a father. Secondly, the Shade Gem is a point of connection, the place all Shades must be present about for a furtherance of their linking to Arun’Asna. The parasite itself is only capable of growing so much of its own accord, reaching its maximum at Tier 3. Without an established link to Arun’Asna, a Shade will never be able to ascend beyond this point, thus the Shade Gem serving as the place at which to establish such a furtherance. Thirdly, the Shade Gem is itself a lexicon, a means by which to transmit information to a Shade, with the helping hand of a Shade Father, to teach Parasite Creation and Disconnection, the means by which new Shades are created, and destroyed. THE PARASITE OF RANCOUR A being of raw, pure amber brought about through the chaotic powers of Arun’Asna. The Parasite of Rancour, or simply The Parasite, is the being which brings about the fuel a Shade utilizes to conduct the various spells, abilities, and powers of Shade. Within the body The Parasite has no presence, for it has no physical form in the mortal world as the descendants do, but rather exists on a deeper, unseen level, as it attaches to one’s soul. That is its purpose, an endless cycle of consumption and regurgitation, turning Mana into Amber, a sickly stygian substance that fuels Shade’s powers. It is from its place, attached to the soul of the Shade, that this cycle is conducted, the worm-like being sucking up Mana from the Shade’s pool for conversion. The process itself is not felt, nor seen, but is understood fundamentally, on a subconscious level which allows a Shade to have an unexplainable comprehension for what fuel remains within their form, ready for use. MAGIC SLOT UTILIZATION Shade, as a magic, takes up 4 of the default Magic Slots. A practitioner of Shade cannot choose how many slots they want to utilize, as the magic simply locks one in at 4, and does not allow them to go any lower. However, if a Shade becomes an Exalted or a Resin, their Magic Slots will become 5, forcing out any other known magics that are currently occupying the 5th slot. SHADE AND CREATURES Shade is capable of working with certain creatures. This is limited by the specific guidelines for those creatures, and their physical makeup, as Shade requires a soul and Mana pool in order to be utilized, period. Creatures that work with Shade Zar’akal Machine Spirit Strigae (no benefits or magic, only the mental downsides) CURING SHADE While it is incredibly difficult to cure a Shade parasite, it is possible. To keep things simple, the requirements for the number of magi capable of curing blight on a person’s soul will be listed below if the parasite is not being removed by a Shade Father following the violation of a tenant or willingly removed by a Shade Father. Tier Zero (0): One Tier 4+ Tier One (1): One Tier 5 or Two Tier 4 Tier Two (2): Two Tier 5 Tier Three (3): Two Tier 5 and One Tier 4 Tier Four (4): Incurable. Tier Five (5): Incurable. - Weaknesses - MENTAL The Parasite of Rancour attaches itself almost instantly to the soul of the Shade, however this does not immediately bring about mental detriments, nor any kind of psychological horrors. As the Shade is yet so young upon its inception, it is unable to bring about mentally damaging effects until growing beyond a hatchling stage. However, once it manages to breach this sole, minimal barrier, the Shade will be set down an irreversible path of mental degradation that will plague them for the rest of their life. What begins as subtle whispers, a mild annoyance, a distant voice, will eventually grow into a violent amalgamation of harassing voices, each with their own distinct tone and manner of speaking, all pulling and prodding at the mind of the Shade, ever suffering. PHYSICAL Unlike the growing mental degradation of Shade, the physical downsides manifest fully upon a Shade’s inception, upon the first moment that they gain The Parasite upon their soul. These negative physical effects persist for the duration of a Shade’s life, and are unable to be adequately combated by any means of medical care, whether medicinal, alchemical, or physical. However, they are not life threatening to the Shade, as they might otherwise be for a normal person suffering similar conditions. The origin of these effects is The Parasite itself, and the body’s interaction with the presence of a foreign invader that refuses to leave. Given the lack of its physical presence in the body itself, the Shade’s natural bodily processes cannot actually cope with The Parasite’s presence, whether by accommodating it, or attempting to destroy it, and therefore a whole slew of negative effects occur consistently. TAKEOVERS Whether due to the psychic numbing of an amalgamation of harassing voices, or due to an intense degrading of the Shade’s will to combat the persistent to and fro, a vying for internal control, of The Parasite. It is ever the intent of The Parasite to wrench control from the mind of the Shade, to send its conscious to the backburner while that of the sentient Parasite grabs the helm, and leads the body off in whichever direction it pleases. Such scenarios are aptly labeled as takeovers, as they are the loss of the Shade’s own control over their body, leaving it to the whims of The Parasite, and whatever dark deeds it seeks to carry out. Takeovers are far more common among elder Shades, whose minds are often far weaker than those of the youth, whose willingness to fight comes naturally, yet to be beaten back and chipped away at. As well, takeovers are common in life and death situations, most especially when the Shade believes they are near death, or are in a situation that is extremely mentally taxing. As well, any serious moment of mental weakness will allow for an easier takeover, including being knocked unconscious, which brings about an automatic takeover. There is no tell when The Parasite takes control from the Shade, like that which could be seen when a Shade is casting the various spells and abilities of Shade. Really, there are no definitive features displaying to those who might be around the Shade at the time of a takeover that one is occuring, as the moment of its execution is instant, a snap, a split second, and the Shade is in the back seat. AURUM The nature of gold is a mysterious one, for the exact reasoning behind its ability to sink through Amber like a knife through hot butter remains unknown. For Shades, the presence of aurum poses a serious threat to many of their abilities, as any physical embodiment of Amber can easily be damaged, or destroyed, through the use of gold. COGNATISM Applicable to those Shades who possess both Shade and the Cognatism feat. In this strange situation, the Shade is plagued by a horrible trinity of minds, each competing for a podium at which to speak, or in this instance think, within the psyche of the Shade. This situation usually results in a furtherance of the physical pains experienced about the brain of the Shade, as they are bombarded by yet another, powerful voice within their head, demanding action, and the pursuit/collection of knowledge. -- Spells and Abilities – MANA CORRUPTION -- Mixed (Non-Combative/Combative) Mana Corruption is the dually passive, and active, process of turning Mana into Amber to utilize as a fuel source for the spells and abilities of Shade. Internally, Mana Corruption is an ever ongoing process perpetuated by The Parasite attached to the Shade’s soul. This process is corrupting the Shade’s own Mana into Amber, which allows the Shade to, by default, utilize this pool of fuel for their castings. Externally, Mana can be corrupted by the will of the Shade, extending their own Amber onto Mana, causing it to, by extension of The Parasite’s power, turn into Amber. This can be used in a number of ways, whether to bring about the creation of a foreign pool of Amber for the Shade’s use, or to corrupt, or destroy, a Mana Gem or Obelisk. Foreign entities who have part, or all, of their Mana pools corrupted will suffer a strange physical aesthetical change, appearing like a large webbed scarr of black across their body. Despite its sickly appearance, this scar is temporary, and yields no negative effects itself. When a foreign creature has its Mana pool corrupted, it will experience some of the negative mental downsides of shadedom, despite not possessing a Shade themselves. This is due to the presence of the corrupted subsistence, Amber, within their system, which brings about such oddities. Where there is more Mana corrupted, there will be more pains experienced by the affected individual. However, given that there is a lack of a Parasite attached to the soul of such an individual, their body will begin to naturally expel the Amber, replacing it with pure Mana over time, thus lowering the intensity of the mental pains until they are all but snuffed out. AMBER MANIPULATION -- Mixed (Non-Combative/Combative) The most fundamental, and trademark, ability of Shade is the largely freeform manipulation of Amber from their person, or from a battery of Amber (whether within another person, from a Mana Gem, or from a Mana Obelisk). This ability allows the Shade to draw the Amber from within a corrupted pool out, and to mold it to their liking into whatever shapes, objects, or limb-like extensions they would like, to serve as tools, weapons, or simply intriguing artistic creations. With practice, this ability will become like second-nature to the Shade, for it is one of the most basic capabilities of Shade. At first, however, a Shade will find that manipulating their Amber is a grueling and arduous process, requiring intense inward focus to draw out and control every aspect of the substance. For a youthful Shade, far from their prime, this will prove largely useless for most situations, regardless of whether or not they’re combative. Aside from malleable capabilities, the Amber utilized through manipulation can change in its density, temperature, and state of matter (solid, liquid, or gas). PASSIVE CALIGINOUS HEALING -- Non-Combative Contradictory to the consistent harassment and mental degradation inflicted upon the host as consequence of The Parasite’s nature, it understands that it could not exist without the Shade, and therefore has a vested interest in protecting the life of the Shade. The presence of Amber in the Shade’s Mana pool can be utilized by The Parasite, which will act of its own accord at the first sign of bodily damage, to clot open wounds, slowing and eventually stopping bleeding. While this is by no means a way to avoid death, especially from gaping and grievous injuries, it very well may prove to be a vital time extension necessary to get a Shade to someone capable of providing proper medical care. AMBER IMBUEMENT -- Combative Amber Imbuement is a strange magical process, involving the utilization of Amber to instill objects and items with the chaotic energies of The Parasite, which carry with them a whole slew of unique aesthetic changes and effects. In that way, Amber Imbuement is a sort of unique, Shade enchanting, however it does not carry along with it any special combative properties, or abilities, nor does it allow a Shade to instill any of Shade’s other spells and abilities into objects and items. In the case of spells from non-Shade magic, this Imbuement occurs passively, and uncontrollably, causing all other spells to carry with them a dread effect. Outside of this simplistic use, Amber Imbuement allows for one particularly arduous ritualistic process, utilized in the creation of a Shade Gem, a process conducted by two learned Shade Fathers to bring another shard of Arun’Asna’s power into the world. Unlike the bulk of Amber Imbuement, which may be taught to a young Shade, this ritual is restrictive, and cannot be taught innately. Just as Parasite Creation is passed along through the use of the Shade Gem as a means of education, the ritual for Shade Gem creation is passed along in a similar manner. MENTAL RESISTANCE -- Combative In a metaphorical sense, there is a light amongst the encompassing darkness of Shade. Despite all of the intense, negative effects of possessing The Parasite of Rancour, its sickening form yields a few subtle benefits that protect against magical, mental invasions. Illusory magi, and other mental magic wielding individuals, will find that their spells and abilities to not affect Shades as they might other creatures, as the Shade’s awareness of reality is offset in a most unusual way, giving them an advantage over trickery of this caliber. BLANKET OF DARKNESS -- Combative The expulsion of Amber can be utilized beyond elaborate manipulation, bringing about a chaotic field of confusion and darkness. This is Blanket of Darkness is a wave of stygian mass, exploding out from its point of origin, the casting Shade, to envelop the area surrounding that Shade, and all within the threshold of the radius, in ersatz darkness. The function of this ability is different from the standard properties of Amber, as it rather takes on an almost smoky appearance that permits passage from and into the area of effect. Everyone within the area will become shrouded in total magical darkness, the thick smoky Amber totally blockading all light, natural or evoked. AURA OF DREAD -- Non-Combative Once a Shade reaches the pinnacle of its natural growth, that is to say the ceiling reached without a link established between The Parasite and Arun’Asna, the Shade, and those around them, will begin to experience a subtle shift in emotions. Small at first, this change will hardly go noticed by passersby with whom a Shade interacts only briefly, rather growing noticeably over time by those with whom a Shade oft interacts, such as loved ones, and friends. Aside from the passive subtle effects of the Aura, a Shade will find that they are also capable of tapping into the origin of the Aura, The Parasite itself, to greatly enhance its power to toy with the feelings of those around the Shade. By toggling the Aura on, it compounds the speed of its effectiveness tremendously, having a speedy effect on those nearby the Shade, persisting until the Shade themselves choose to deactivate it. MARKING -- Non-Combative To combat the passive effects of a Shade’s Aura of Dread, which will naturally induce Dread within those who oft interact with a Shade, a Shade is capable of applying an Amber tattoo to a person by pulling from their own store of Amber, and utilizing the power of The Parasite. This amber tattoo can take on any appearance, determined by the Shade who applies it, and can be placed on any location on the body. Once applied, the affected individual will find that they are immune to the passive effect of Aura of Dread, however the active version will still affect them. PARASITE CREATION -- Non-Combative The summoning of a new Parasite, drawn from within the body of a Shade Father, the new Parasite splitting off from the fully grown one, to be planted into a victim, willing or unwilling. This process is only capable of being conducted by a Shade Father, as one must be knowledgeable of the exact process in order to adequately perform the creation. Once a new Parasite is drawn from within a Shade Father’s form, it is then firmly forced into the chest of the victim, thereafter wiggling its way through the person’s form, attaching to their very soul. This is not to suggest that The Parasite is physical, however it has been said to feel as if a giant worm is crawling throughout one’s body as this process is undergone, causing intense, gut-wrenching pain. CALIGINOUS FLAME -- Combative Shades who have been taught how to create new Parasites will find that, through a fundamentally similar, but ultimately different, process that involves the sectioning off of a sliver of their Parasite to summon forth an ability borne of The Parasite’s internal chaotic energies, those own of Arun’Asna. This process allows the Shade to invoke an alien sort of fire, burning a strange mixture of dark green and black, that exudes a faint dark grey smog. Unlike practical fire, however, this Caliginous Flame does not char wood nor melt flesh, but rather burns away Mana, not corrupting, but destroying. Anyone, aside from the Shade who cast it, who comes into contact with this fire will start to have their Mana burned away. PARASITE CONNECTION -- Non-Combative The process of linking a Parasite with Arun’Asna via the Shade Gem. This unique abilitiy is only available to Shade Fathers, who are the only Shades in need of utilizing such an ability, considering the assumed purpose of its existence. By undergoing a process to learn similar to that of Parasite Creation and the ritual of Shade Gem creation, a Shade Father will become innately capable of establishing this connection, thus allowing a Parasite to grow beyond its natural ceiling. - Disconnection (Combative) - ARUN’ASNA’S WILL The tenets under which all Shades are bound to operate. Disagreement and discontentment are disregarded, and the violation of one, or multiple, of the tenets could spell disaster lest the transgressor comes to an agreement with their elders, and the old guard. There is a wall standing between your actions and the eyes of the inquisitor, built on a foundation of secrecy with stones of falsehood and intrigue. It is stalwart and tall, capable of withstanding the greatest of Holy blows, and yet with the slightest crack on the side of you, my child, it will crumble into dust, and all you have worked for will burn into nothingness. Remember this, for it is your choice to survive, and for those who would act as a fifth column, remember their malfeasance, and consider them Transgressor. [Do not expose the identities of any Shade(s), and do not discuss the business of the Shade Coven(s) under any circumstances whatsoever.] While you sow the quiet dismantling of harmony, take great care in considering the order of the collection of kin with whom you loyally align. The finely tuned expectations of your elders is what permits the successes of your operations, and greed inward is what causes their failure. Remember this, for it is your choice to be victorious, and for those who would act as a fifth column, remember their malfeasance, and consider them Transgressor. [Do not physically or mentally harm, or kill, your fellow Shade(s). Duels and accidents are exceptions.] The flawless star holding within its shining mass a chthonic amalgamation of energy and emotion. These are the symbols of my power gifted upon you, and without their presence you would never find a golden throne on which to sit, nor a hierarchy to shatter. Remember this, for without my Gems you would be but infants, and for those who would act as a fifth column, remember their malfeasance, and consider them Transgressor. [Do not damage, destroy, or disclose the location of a Shade Gem to any non-Shade.] Utilize my gifts in the bringing about of the will pushed ever fervently upon you. Do not disregard the utterances of Rancour, for without their speech you would be like lost cur. They corral you, they are my parsons. Go, whether to wild or urban, and bring with you the seeds of distrust and disorder, nurture them so that they might grow into utter pandemonium. Remember this, for without my righteous words given daily you would wander eternally, and for those who would act as a fifth column, remember their malfeasance, and consider them Transgressor. [All Shades must carry out an act, or series of acts, of a chaotic nature at least once every 2 IRL weeks. Such acts could be clandestine and mischievous, or outright twisted and murderous. Whether it is sowing distrust in a political establishment, or riling up a guild to attack a group of innocents they believe have done wrong, chaos must be spread.] Turn not on your brethren lest they are transgressors unwilling to repent. This cabal in which you and all others find themselves is as ancient as the forests of Malin, it is as established as the temple of the Triumvirate, and it serves a purpose most anarchic. Act not in its detriment, for it must move ever forward. Remember this, for without order within my Coven we will fail, and for those who would act as a fifth column, remember their malfeasance, and consider them Transgressor. [Act in the best interest of the Coven at all times.] -- Tier Progression – TIME BASED TIERS -- Tier Zero (0) -- Points of Amber: 0 Learnable Abilities: None. Innate Abilities: None. This stage lasts one week from the acceptance of the Shade’s MA. -- Tier One (1) -- Points of Amber: 5 Learnable Abilities: Mana Corruption, and Amber Manipulation. Innate Abilities: Passive Caliginous Healing. This stage lasts one week until hitting Tier Two. -- Tier Two (2) -- Points of Amber: 10 Learnable Abilities: Amber Imbuement. Innate Abilities: Mental Resistance. This stage lasts two weeks until hitting Tier Three. -- Tier Three (3) -- Points of Amber: 20 Learnable Abilities: Blanket of Darkness. Innate Abilities: Aura of Dread. This stage lasts five weeks until hitting Tier Four. However, progression is paused until the Shade is linked with Arun’Asna via ‘Parasite Connection’. -- Tier Four (4) -- Points of Amber: 35 Learnable Abilities: Marking. Innate Abilities: None. This stage lasts five weeks before the Shade is able to ascend to Tier Five. -- Tier Five (5) -- Points of Amber: 50 Learnable Abilities: Parasite Creation, and Caliginous Flame. Innate Abilities: None. Once the Shade is taught ‘Parasite Creation’ they may apply for a TA. Once a TA is achieved, the Shade is considered to be a Shade Father, and can utilize ‘Parasite Creation’ to make new Shades. -- TA (Shade Father) -- Learnable Abilities: Parasite Connection, and Disconnection. Innate Abilities: None. P L A Y A B L E C A -- The Twisted Paths (Background) – Aknu’gul, the trapped Mother, freed herself from the confines of the Shade Gems through the purloining of the immense power of the Daeva, which allowed her to snap her ancient bindings, and ascend to divinity. However, unbeknownst to her at first, and beyond the scope of the Shades themselves, remained a pool of power unused. The extent of the might of the Daeva was even greater than Arun’Asna, Aknu’gul at the time, understood in her limited sentience, and so their total absorption was unnecessary, but nonetheless was a consequence of her desire for freedom. As such, the pool of power was eventually realized, and seeing the growth and spread of her children occurring with a newfound lack of direction, missing the calculating obedience of the Foretakers, Arun’Asna saw it fit to bolster her children, as to propel them towards her goals more efficiently. So she brought to life two new states of being, elevated as the Daeva were, but a far, far cry from their extreme power. She split these states into two distinct categories, the Exalted Fathers, who would act as the Daeva did, as calculating, obedient leaders, to shepard the Shades towards the pursuit of anarchy, and the Resin Fathers, who would bolster the capabilities of their peers, and could utilize the boons of Shade to influence their environments. - Exalted Fathers - Shepherds of the flock, cold and calculating, lifted onto an echelon otherwise unforeseen, beyond the unstable scope of the Shade Fathers, lost in a typhoon of psychosis. Closest to their predecessors, the Exalted Fathers undergo the Binding Ritual to achieve their elevated state, transforming their very beings into creatures above the puny limitations of Man. Yet, they are not great murderers, capable of metamorphosing into pure amber, nor are they gifted with a freedom from the plights of life, of the necessity of food and water, rather they are but provided the tools needed to carry out Arun’Asna’s will, to perpetuate the pursuit of anarchy, and the demolition of order and society. THE BINDING RITUAL The Binding Ritual is the process of elevating a Shade Father into the Exalted state, transforming their soul and mind to mirror the whims of Arun’Asna, to make a Shade Father into an obedient shepard. The ritual utilizes a Shade Gem, and requires the presence of another, or multiple others, of the nature that the Shade Father in question shall be being transformed into. PHYSICAL AND MENTAL CHANGES The moment that the Binding Ritual completes, assuming success, the Shade Father will begin to undergo a series of rapid physical and mental adjustments as the raw chaotic energy of Arun’Asna becomes one with The Parasite, and through The Parasite fundamentally changes their soul. The prime adjustment throughout this process is with The Parasite itself, and the way that it interacts with the Shade Father, now Exalted, who possesses it. As well, the Exalted may take note of the fact that they no longer age, becoming effectively immortal, although susceptible to a new, extremely dangerous, condition. DARKFORM -- Combative Darkform is a special state of being capable of being utilized by Exalted, often brought about at moments of intense need, circumstantially specific, to make a point, or turn the side of a bad scene. Those who possess this often consider it a kind of ‘true metamorphosis’, believing it is a close representation of their mother, Arun’Asna, bound to their form to be utilized as a great tool in their efforts. - Resin Fathers - A corrupted tenebrific essence flows through the veins of those who become one with the Resin. Their blood, once life-fueling and free flowing, transforms into a thick, frothing substance composed of nearly pure amber. Shade Fathers who choose to subject themselves to the Permuting Ritual bring themselves nearer the mana corrupting substance they have come to know, and as such the insanity that its proximity entails. The Resin are those who opt not to shepard, but opt to heightened the powers of Shade, to more significantly influence the world around them, and their fellow Shades. THE PERMUTING RITUAL The Permuting Ritual is the process of elevating a Shade Father into the Resin state, transforming their soul and mind to further encompass the capabilities of Shade, lifting their spells, powers, and abilities into a new realm of use, expanding primarily their effects on the environment around the Resin Father. PHYSICAL AND MENTAL CHANGES The moment that the Permuting Ritual completes, assuming success, the Shade Father will begin to undergo a series of rapid physical and mental adjustments as the raw chaotic energy of Arun’Asna becomes one with The Parasite, and through The Parasite fundamentally changes their soul. The most notable change is in the quality and experience of the Resin’s blood, which becomes like a thick, nearly black frothing substance, new altogether, a strange mixture of raw Amber and blood. ENHANCED PASSIVE ABILITIES -- Combative The elevated presence of Amber flowing through a Shade’s body further bolsters their passive capabilities. At the height of a Resin Father’s passive capabilities, mentalists and those specializing in mind altering magics will find it nearly impossible to penetrate the mind of the Shade, their attempts thwarted by the new-found intensity of the being’s strength. Only the most apt of Mental Mages could hope to break down or protect themselves from the overbearing impact of the Parasite. In addition to this, Passive Caliginous Healing now becomes extremely rapid in its effect, clotting around open wounds such that even once mortal wounds now become livable by the sheer speed alone at which the amber responds. RESIN OBELISKS -- Non-Combative Unlike Mana obelisks corrupted with Amber, corrupting a Mana obelisk with Resin-Amber results in a more potent effect. The corruption process is unique to that which is conducted via standard Mana corruption, as the Resin Father has to pull the Resin from their bloodstream in addition to the Amber from within their corrupted Mana pool. Once this process is complete the obelisk will start to shift in its appearance, becoming fully enveloped in darkness as the Amber spreads from the point at which it was touched. Over the course of several hours thereafter, the obelisk will become splattered with dark red blotches of colour that shift and move about the pillar on their own accord. The imbuement of a mana obelisk with Resin lasts for two weeks, unlike standard Amber imbuement which lasts for a single week. During this time the environment about the obelisk, whether natural or man-made, will become corrupted by the influence of the Resin imbued pillar, warping the land into a dark and desolate place. All natural life, such as grass, shrubs, trees and so on will die off, replaced with piles of tenebrific stone taking the shape of the objects they replace. These effects are not limited to the land, however, as even the atmosphere around these monstrous constructs becomes oppressive and edged with malice, felt by even those most hardened of mind. Any non-Shades who enter this area will be overcome with an intense feeling of dread (impending doom, paranoia, nihilism). If those non-Shades remain within the corruptive aura of the obelisk for too long they will begin to experience the mental aspects of the Shade curse, suffering auditory hallucinations of varying capacity as their mana becomes slowly overtaken by Amber. RESIN MARKING -- Non-Combative Unlike the Amber standard, Resin Marking utilizes the subtle deific chaotic energies of the Resin within a Resin Father’s system to broaden the scope of the capabilities of Marking into three distinct categories. While holding the same appearance from mark to mark, the intent of the Resin Father is what is important, for the purpose behind their marking will determine the effects of the sigil upon the person affected. STRENGTH OF NIGHT -- Combative Despite the standard lul of the thick, frothing Resin-Blood within a Resin Father’s system, Strength of Night is a unique strength-boosting capability that allows a Resin Father to bolster the blood flow within their system, pumping Resin into their muscles for artificial inflation and a temporary strength boost. Whether being utilized for tasks such as: lifting heavy objects, pulling open jammed doors, increasing one’s striking power, or otherwise, Strength of Night permits a Resin Father to momentarily bypass their lethargic downside. P U R P O S E A N D C R E D I T PURPOSE Magic Lore for Shade, another rewrite. Why? The Loregames, but more importantly, Shade in its current iteration is bloated and confusing. There are waves of bloat in the way that abilities are described, there is lacking clarification in mechanics and redlines, and there are just issues overall, whether with balancing or comprehension. We sought to clean up the issues, and to expand upon Shade by combining abilities, splitting Amber Manipulation into combative and non-combative, allowing for unique aesthetic pursuits, and such. Within LotC’s canon Shade is a methuselah, and is unique in its operation. There is no current magic that matches Shade’s aesthetic, its means of function, nor its abilities and spells, save for parts of a few which may share some subtle similarities. Five slots? I hate magic stacking. Shade itself is more than capable of severely impacting someone’s own roleplay, and through that bringing about tons of new roleplay. The last thing desired is for Shade to be a power grab on someone’s dark magic train. We sought to find a happy balance between five slots and content without going overboard with power. Playable CA for Shade, Daeva again? No. Why? Daeva were broken and overpowered. Considering some of the feedback we received about Shade and outlets for RP it might be missing, in addition to some of our own thoughts and ideas for the magic and its direction, we wanted to try and insert a unique “endgame” that was fairly balanced, and not utterly combat oriented. Our hope is to further the roleplay potential for Shade, not to create a circlejerk elitist creature. Exalted were designed to act as a sort of “shepard”, creatures with a mindset that is deliberately modified to adhere to Arun’Asna’s wants and desires. This instills them with an innate desire to pursue/bring about anarchy, with a further drive to manipulate the people around them, Shades or not, to knowingly, or unknowingly, aid in this goal. Resin were designed to act as a unique topper to Shade, providing them with a number of non-combative and environmental abilities to drive roleplay even further, outside of the general capabilities of a Shade. Additionally, Strength of Night was moved up from normal Shade, modified heavily (so things are clear and it isn’t broken Olog strength anymore), and given to Resin as a combination temporary activitable balancing for their weakness, and because it made more sense because of the nature of the Resin substance within a Resin’s system. CREDIT Writer: Lukariatias Primary Consultation: Lackless_ Additional Consultation: Abyssus, Arzota, Assassinofawsome, ElevatorMusic, heretichour, Kaelan, Kanadensare, Keening, Sug, Tahmas, and TheAlphaMoist. Art: ChrisCold R E F E R E N C E P I E C E S
  13. Looking for someone to make me a custom robe skin. I’m willing to pay between 2 and 3 thousand minae. Please contact me on discord: Lukariatias#1784

    1. Statherian

      Statherian

      Can it be unshaded, one colour and look like absolute garbage?

    2. lawnmowerman

      lawnmowerman

      sure pm me on discord

  14. People push a standard of using default for building, as there is a standing consensus with portions of the server that default is good enough, or the best. Alternatively, a lot of people use conquest, or some variation of, or any other roleplay friendly resource pack. Personally, I use conquest because I find default boring and unfriendly to immersive rp. The modern version of conquest is pleasing on my eyes, and provides a welcome fantasy-esque view. While it isn’t for everyone, it’s the pack I’d recommend.
  15. ❊ Llyrian Frond Society ❊ Est. circa 1723 Conceived, discussed, and formalized in the early months of 1723. The Llyrian Frond Society serves as a collection of conservationists dedicated to working on the preservation, exploration, study, and expansion of nature in all its forms, free of druidic influence. This society believes that the natural world is best understood in mundane terms, without the interference of any one, or multiple, divine beings supernaturally affecting one’s mind. In this way, it is believed that nature can be most broadly appreciated, and from that appreciation can be protected, and worked with. It is not the desire of this society to propose, nor seek for, nature to overcome, nor topple, the civilized world in any shape or form, nor does this society seek to suggest that nature possesses any greater inherent value, demanding its furtherance over the constructions of Man. Rather, this society believes that nature possesses many positive qualities, varying from its aesthetic pleasure, to its offering of many medicinal herbs, and generally beneficial aura that serves to but improve the quality of nearby intelligent life. Primary Objectives Preservation The protection of nature where such protection is most appropriate. The conservation of nature’s resources, and defence of sublime regions, areas, and specific flora, displaying natural beauty above the norm. Exploration The discovery of the extent of nature, renewed with each land mass transition, for the purposes of further comprehending the natural world, and protecting Man with the knowledge of what dangers might lurk beyond the pale. Study The careful dissection of the nuances of the natural world for the purposes of furthering medical and alchemical studies. As well, the teaching of nature’s beneficial qualities, and learning of in what ways it can best work with civilization’s constructions. Expansion The re-growth of nature where defiled, and the expansion of the natural world within civilized locations as to bolster the moral of local denizens, acquire herbs and useful flora, and generally improve the otherwise gloomy cityscape of most modern designs. Membership Joining Being a member of the Frond Society is not required to aid in its efforts, nor to bolster its work and knowledge in any way. Rather, membership merely means that your name will be added to all mailing lists for the distribution of informationals for events, and excursions. Should you desire to join the society, seek out any existing member (listed below), or the founder, Cassian Colborn, in the Concord of Llyria, a coastal town south-west of the Under-Realm of Urguan, and beside the Sable Principality of Vira’Ker. Current Members: - Cassian Colborn - Charles James Napier - Estrid’aelrina Mildrathil - Barvardor ‘Barry’ Merryberry - Perdurvir ‘Perry’ Merryberry Druids need not apply.
  16. July’s Battle of The Arts Suggestions With our first Battle of The Arts competition shortly coming to a close, we would like to know what the community would look forward to seeing for the next theme throughout July! Be as creative as you wish with your suggestions. To suggest a theme, fill out the form linked below, and please leave one response per suggestion. All of the themes we considered last month are available, too! The purpose of these themes is to reflect something on-server, whether it’s lore, history, cities, characters, or even magic. Any ideas may be submitted in the form linked below, or otherwise left in the DMs of any Community Staff member for review! https://docs.google.com/forms/d/e/1FAIpQLSf17YaB-CM1tHsuOeKiY2pbVx_ahaD_P_mQ0n85b4N1JYXasg/viewform Thanks to @TheIchorDruid and @LotsOfMuffins for their work on the project, and writing, and editing, respectively.
  17. Lukariatias

    Venn_

    Changed Status to Accepted
  18. Lukariatias

    Venn_

    Welcome to LotC! Upon setting your application to accepted you should be automatically white-listed on the server. If there are issues with your white-listing please contact me on discord at Lukariatias#7126. If you’d like in-game guidance or assistance of any kind, feel free to contact any member of Community Staff via discord, the forums, in-game via messages, or through our ticket system by typing: /creq <desc>. You are welcome to join the New Player Discord to meet with current players, new and old. Additionally, you are encouraged to read our New Player Guide, a resource full of information about role-play, mechanics, and staff structure.
  19. Lukariatias

    Venn_

    Changed Status to Pending
  20. Lukariatias

    Venn_

    Your Metagaming and Powergaming definitions are close, but aren’t quite correct, in that they are lacking clarity or expansion in their definitions. Please edit them to try and better fit the definitions, written in your own words, on this wiki page. Please make the above corrections, and contact me on discord at Lukariatias#7126 once having made these fixes so that I can re-review your application. You only have 24 hours to make the requested changes before receiving a denial. You do not need to post a new application to make these fixes, you can simply edit this current application. If you have any questions about how to make these corrections, please contact me on discord. Additionally, you are welcome to join our New Player Discord if you haven’t done so already as to meet with existing community members and staff members.
  21. Lukariatias

    Venn_

    Changed Status to Under Review
  22. By understanding the basic components of good combat roleplay, a player can be left to make use of said parts to build themselves into a better roleplayer. All we seek to do is address some of the major issues that seem to be present within people who may be unfamiliar with roleplay, or our form(s) of combat roleplay, by touching on points that concern powergaming, detail, and et cetera.
  23. The end goal is to try and teach people how to get better at CRP, and combat in general. Part of that includes trying to teach people how to avoid powergaming, and understanding how combat functions across the board.
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