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Everything posted by BobBox
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Besides removing many potions merely on the idea that you've "never seen" them before (a phrase you use often but holds little meaning), I think there are a multitude of shortcomings in the write, including requiring ST to intervene in many scenarios. Removing rokodra on the idea that it'll get accepted in a future write that you have planned is something else entirely, but I think you can see why this is a horrible idea given the process of Zar'akal in the past...
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Greetings, descendants of the Aevosian landmass. For generations, you have dwelled in lands that once lay quiet, and it is time for us to begin to meet you all formally. Long have we observed, shielded by the snowstorms of The Mountain, and long have we witnessed your heroic actions in the name of not only your nations, but also to save our collective home. From the slaying of great beasts to the completion of mysteries, you have done it all. I can remember vividly how you dealt with and tackled the Silent Valley when you first arrived, battling back the Shuul forces who sacked the nearby lands. Their corral swords and spears were of no use against the descendants, whose ferrum proved as a superior material. With the Naga at your side, you collected their fish pearls and scales before creating ornaments as reminders of why invading our lands is not a good idea. With the eastern coast defended, though, you did not fall silent and complacent regarding exploration. There is a hunger within each of you, eager to see and learn more. We watched quietly as you worked to reclaim the artifacts of Crothstad within his woods and the nearby lands. Split into three groups, I first saw the Urguani assist the local Farmer Thistle in the defense of his small farm plot. By defeating a multitude of great beasts within the forest, you were able to lure out and befriend Crothstad’s companion, Haelstrom. With this bird’s help, you were able to locate and slay the troubling beast. Haense also put in considerable effort and took down many beasts while searching for Crothstad’s old home and campsite. Braving the woods just outside their nation, the Haeneseti valiantly uncovered the fate of the hermit and reclaimed Trailblazer and Nature’s Shroud. The third group also exerted considerable effort; those from Kuyo Kuni offered their assistance to a fisherman, and together, they set sail towards the great storm. Here, with the depths of the great ocean below them, the soldiers battled a large kraken that mercilessly attacked their boat. Once defeated, the sailors plunged into the ocean's depths and into shipwrecks to recover their own two artifacts. Great beasts of the forest and ocean rose and fell at your touch, and thanks to your efforts, his six artifacts were recovered and reintroduced into the world. Previous locations of Crothstad were uncovered, and his history was gradually reintroduced. Yet once again, you did not stop there and continued to explore the lands and those who came before. Claiming a few relics from a bygone hunter and various trophies from fish were not the only objects of your desire, however. We saw that adventure followed, and you challenged the one part of land that had previously been out of reach - The Mountain itself. Splitting into three groups, you first prepared and then set out against the harsh realities of weather, altitude, and the dangerous temperatures of our home. The group from Haense began their perilous ascent up the western slope. There, they steadily climbed with their sleds in tow, but soon abandoned them due to the challenges they faced. Traveling along the ridgeline, they crossed an ice ravine and established a camp. There, they encountered one of our own Palmreaders, Endurance. They soon continued on their journey, making their way to one of our older locations before eventually reaching the final basecamp site. Here, they once again ascended the western face and achieved victory over The Mountain. The second group from Solgaard started their ascent from the north. They initially battled small beasts along their journey before settling in a camp. These adventurers then explored a nearby cave, and although they were kept on track by a large beast, they dared not engage in combat. Continuing toward The Mountain’s peak, the members of this group faced avalanches, treacherous ridgelines, and slippery slopes before finally arriving at a once-used trading camp. A final camp was established here before the group successfully reached the peak. The third group made their way from the white city of Numendil and set out to face the harsh elements. Much like Haense, they began their journey with a sled full of supplies but quickly abandoned it upon finding and crossing an unstable rope bridge. Soon, they discovered a camp and settled in for a long night, where unknown spirits harassed them. As they awoke and continued on their path, they were attacked and nearly subdued by the spirits of past travelers. The temperatures would only become more brutal on their journey, and they continued to dodge serious injuries as they made their way toward the base of The Mountain. Despite various battles and setbacks, the group ultimately achieved salvation at the peak. Arriving at The Mountain's peak, the groups could see the entire Aevosian landmass. However, the breathtaking views were not the only reward, as they were granted something more. Those of especially valiant origins received the ability to harness our very own palm-reading powers, as their minds expanded with newfound knowledge. With discourse ripe and flowing within the Eternal Forest, many Fae spirits left and passed through its veil to enter our world. Scattering across the lands of Aevos, the druidic spirits quickly began to unleash destruction and mayhem upon Aevos. In turn, the Druids convened to discuss a potential solution, though their thoughts naturally lingered on a vision of a natural presence deep within the Beleth Jungle. The visions presented not only a problem but also a solution. While destruction and war flooded their minds, the Druids also glimpsed an ancient being known as Kyorli of Al’Avariel—The Watcher, for short—as well as an old tree that sensed the arrival of Patron Mani in our realm. This being turned out to be Dzalar’onn, the Prince of Frogs. However, finding and speaking with him would not be easy, so the druids prepared a tribute to him. Inquiring about the visions, the druids discovered that it was the calls of the still living Wellspring, an ancient font of natural energy that had been sealed and buried long ago. The druids finalized a pact, promising that in exchange for gathering the scattered fae, Dzalar’onn would grant them entrance to this Wellspring. As the fae were gathered together and the realm began to return to its natural order, the druids swiftly sought out the entrance. Here, they encountered a mass of roots obstructing their path, which they removed with considerable effort. They ventured into the ruins with only minor resistance from enemies, and here they found a natural pool filled with magnificent colors and magical energies. Interestingly, the pool began to communicate with the druids, urging them to repopulate the cavern once more. With instructions from Kyorli on how to harness the pool, the druids presented three ancient items, two of which manifested as the Amulet of Ruvetel and the Staff of Riitill’eliuiii. However, as the pool's magical energies were tapped, they began to attract the attention of others, such as Mordring, who dispatched a legion of Undead to assault it. Despite this, the druids successfully defended our lands against these abominations. Traveling once more to the north, you went to the Port of Goldenvine. There, you witnessed the multitude of spirits throughout the town, listened to their sermons, and learned about Vanth. You discovered the anchor of Shadegrain, spoke with the spirits in the tavern, and learned about the former colony of Greyling. At the edge of the unstable ocean, you uncovered the fate of the former civilization, navigating through all the challenges that stood in your way. When the stars began to descend upon our lands, you were also there to save the continent. Once again, splitting into three groups, you tackled the harsh realities of what lay underground, uncovered clues about the previous artificer who lived in these lands, and even prevented the comet from striking our continent, just as it had done every few hundred years. Forming a group, the shamans first gained visions of the comet and what was to come. They wasted no time before descending underground, eager to address what issues they could with their spiritual magics. They soon discovered and entered the kiln, where they were assaulted by elementals of magma and stone. After defeating these beasts, they encountered a twisted spirit that drove them back. Coming together again, the shamans delved into the spiritual plane of the corrupted being and purified representations of the comet. This, in turn, purified the spirit and granted them a previously fractured piece of a comet. The druids also gathered to confront the corruption that was just beginning to plague our world. Working together, they awakened an atronach and witnessed a catastrophic version of our world, though the cause remained unknown at the time. The group then entered a portal left behind by the voidal creature, where they fought and cleansed their way through tainted lands. Eventually reaching cleansing pylons, they were transported to another realm, where they assisted the Fae and found an artifact from the previous artificer. Finally, the druids journeyed to an island off the coast of Aevos and defeated a greater atronach, the make of which had not been seen by descendants before. The third and final group to assist was Celianor, along with those of the void. Together, they began to explore the caves deep below Aevos. They first encountered a lush cave filled with mana. Here, they defeated a small beast before moving on to the next cave, which was covered in sand and imbued with translocation magic. After traversing the sands and gathering some voidal cacti, they entered a third cave and descended to the bottom, where they set up camp before entering the fourth and final cave. Here, surrounded by voidal stone and intense mana, the adventurers bravely battled elementals and navigated floating stones. Coming across remnants of the artificer’s lab, they figured out a way to disable the voidal monolith - the source of the voidal energies. Coming together once more, the groups combined the various artifacts they had acquired as the comet drew near. As the comet approached, they were able to send it back into the sky and save our shared continent. Mundane descendants from nations were not the only ones to take action; those with courage coursing through their veins also performed great deeds. While traveling through a Mori’Quessir cave, they discovered Felder’s Grotto. Here, the Templars solved puzzles and entered the sacred temple, uncovering Felder, the first Templar. Using magic, the explorers entered Felder and Malchediael’s dreams and memories, beginning to shape them into their desired outcome. First, they faced overwhelming numbers of the undead, although they failed to replace the sacred axe in its proper location. Undeterred, the group ventured deeper, banding together to showcase their camaraderie. They resisted the temptations of a jailer and managed to escape alive. With one negative and one positive experience completed, the Templars continued to press forward on their path of righteousness. They journeyed back to the Johannian Era to assist Hedge Knight Michael in his battle against Gudour, the Black Knight. Despite his failure on the battlefield with the Templars' assistance, Michael accepted his enemy as an equal. The brave soldiers then embarked on a hunt, defeating many great beasts, ultimately confronting their guide, who was a demon in disguise. Finally, the soldiers of Malchediael ventured back to the Inferi Crisis. Here, they vanquished many demons before aiding Felder. As they continued further, they were assaulted by voidal horrors before finally uniting him with Malchediael. Here, they were rewarded for their great actions and received enlightenment. Moving back in time, a group of you discovered the path of Darius Beleth, the legendary captain from Berillia who arrived on the continent with his fleet of ships: the Cordelia, Cressida, and Catherine. While exploring his camp, you uncovered their route towards the Kha temple of Teo’Camaxli. Here, you battled through traps and puzzles to learn that Darius’s crew betrayed him. They claimed a pile of cursed gold and retreated into the jungle without him, ending his expedition to find his daughter. Following the greedy crew, you witnessed the mercenary ship of The Carcharodon claim its bounty, dooming the cursed looters to death. You followed Darius’s journey to The Mountain and saw his trek to the top of the world. Now, this is not to say that your current adventures are over. As I write this, many are investigating the swamp, discovering its true purpose that even I know little of. There are still many things yet to be discovered, doors remain closed, relics to be claimed, creatures to be slain, and other objectives. We look forward to meeting and discussing history with all of you.
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Ketchup or mustard?
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An Elf living in a faraway Kingdom made plans to leave the snow and return to Nevaehlen, at least for a bit. "A strong mind brings with it a strong vision. I am sure that my mother's vision will bring about brighter pastures." Taurion made sure to bring back exotic drinks - he knew Carrion Black was a popular drink amongst the local elves.
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Credit to UnBaed The descent into madness was not difficult, nor was it marked by any of the normal dangers that Elren had seen previously in his life. There were no shouting guards and there were no broken bottles or bar scuffles. Instead, the descent into madness could be noted by the rediscovery of Tawkin, a sudden knowledge of blood magic, and all those long-gone vampyr who associated with it. It was here that the descent into madness began. One’s descent into madness is not enough to be a monster, however, and there was indeed another root cause in this case. The name of this cause was Daz’rukrai - Vasati Thelin. So too would this woman become the root cause of madness and chaos around the world for many others, as the first Naztherak of the modern era, to whom all demonologists can trace their lineage. In time, their souls would be bound, and so the source of madness was ever present and its influence was suffocating. It is this very madness that would drive Elren to one day kill his adopted daughter, and later his very wife. The man had become a monster. Credit to BasilTheBunny As Elren descended into a pool of blood and R E N emerged, there were stark differences. Where a man had entered, a monster left, and its hunger was never-ending. The body of a klone, ever-so meticulously put together, had been shredded apart, his soul tormented, licked, and gnawed on by fel flames. Now a creature of many mouths stood on hoofed feet, its gaze ever observant and judgemental. It was at this moment that a Glutton was born, a creature who could have no bounds to his hoarding. Be it food, relics, or horns - of which some twenty-five had been collected - R E N was never sated. So too was an unholy Scribe created this day, one that would tirelessly work to establish and strengthen the image of Velkuzat. Credit to Unbaed It was in Belvedere, The Home of Goats, where R E N would meet his end. It was here that the religion of Velkuzat was formed, and it was here that its creator would become a Martyr. The ideas of Culture, Customs, Commandments, Trials, and Legends all had come from The Goat, yet many others had previously contributed with their own writings and experiences. In total, some twenty papers had been written about Velkuzat. Although the goat herder had left his flock so soon, it was not due to a dislike of the creatures. Instead, there was a powerful call to His side, to serve in His armies where it was needed, and so that is where R E N would disappear to. It is said that even in vision and prophetic glimpses of Moz’Stromiza, one could occasionally see a tall Zar’akal among His legions. Credit to TGRT_ However, a general warning should be given as the mighty Scribe would not venture into Moz’Strimoza without utilizing his full bag of tricks. And so, nearing his death, a small missive was sent out amongst the lands. “Those who have signed their life in service to R E N, The Goat, and other lowly Lords, know that these are not canceled, nor forgiven. Your soul is claimed by forces even greater than mine, and I hope this serves as a reminder. Know that a wave of Gluttony and Pestilence sweeps the land. Know that while you hide from society, vomiting ash from your maw, your neighbors notice. Even those who have once submitted themselves to the Lords - like Haldir - are not safe. And finally, Churchists, know that while I - R E N - may be away from this world, I am merely strengthening my legions in hell. When you die, and your soul falls into my grasp, there is no mercy.” It was true, for across the land those who had been a benefactor of R E N, those who had written their names on his contracts, would be reminded of their deal for a final time.
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I've pointed this out on the other amendment (likely as you were writing this), but this is largely the problem. Spreading malice to weapons, making it easy to apply to multiple people will not only lead to easily won fights, but also unfun fights for the enemies as multiple now have to deal with some effect that's constantly plaguing them. I'm not really sure why people are so scared of this. I could not name a single instance off the top of my head where an inferi has been unbound + PKed. The point of being a created CA is that you have masters that you have to follow. Even then, other CAs have similar things (Eidola can have their menhirs shattered, moment moris, etc). The problem is that a naztherak could very easily get an extra demon or two (most likely their friends who will never betray them anyway) and have them unbound, then use them as free CRP boosts, exceeding the intended cap of 3.
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I'm not sure why the change is needed, and while the change allows the cursed fire to be spread to more people now, it's ultimately removing the effect of having a singular, stronger spell that can potentially change a CRP battle. With what you have proposed, it would take 7 emotes for someone to feel the full effect of Venom (which takes 1 emote to remove in CRP) versus the past, which would require 6 emotes (but requires 2 to remove). I already think it's rare for CRP to last 6 emotes rounds (on top of whatever rounds were spent to make a spell, most likely 3+), I don't think increasing this waiting length and decreasing the negative effects will benefit combat. Cursed fire also adds more combative buffs than what you've amended with the emote count. For example, "Madness causes the victim’s mind to be surrendered to great levels of falsities and delusions. They will rapidly develop visual, auditory, and other sensory hallucinations or even paranoia as they struggle to discern reality from fiction." I think if this effect could be spread onto multiple people easily, it would become vastly more powerful than what's intended.
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The point of the redline is to prevent a mega army. Banishment should serve as a tool to punish singular inferi, not used to mass banish someone who's skirting around the balance of the lore piece by having 10 unbound zar'ei 'under their control'. Command+F didn't show anything for cursed fire, I do see now that they can already imbue their malice. I stand by the point that expanding cursed fire to some of the spells you've included is unnecessary and inconsistent with the Naztherak lore piece. For example, a Naztherak cannot summon a chain-weapon made of malflame, that has curses applied. Yet in this amendment, an Inferi can summon a pure-malflame weapon with cursed fire that can repeatedly apply the effect. I'm aware that you've attempted to change this in another one of the amendments, but I don't think it's healthy for CRP to change this. Being able to spend 1 extra emote, to now spread cursed-fire effects to anyone I hit with my weapon is clearly much more powerful than using it on 1 spell (the current rendition).
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Removing the PK on unbound inferi completely misses the original point of why it was added (to prevent non-bound mega armies) which banishment does not prevent. More unnecessary power creep, giving yet another Naztherak ability to demons.
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unneeded powercreep I'd recommend reading the lore and you'll quickly see this is false.
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Villorik, Pontifical ‘Commandant’, I must admit you’ve come far from our back alley dealings. I’m sure you have hunted many creatures since we’ve met - half-dead vampyr, weak undead, lowly sinners - yet you have never faced The Goat. I have achieved full enlightenment, and all my actions reflect His vision for the world. You have resorted to weak arguments, attempting to cite old demonic messages of the climb, yet I know I am secure in my seat beside His throne. There is nothing you can do to divert my faith. When Velkuzat sent emissaries to the city of Huk-Hrit in the year 21 of the second age, they rejoiced, for they all knew they were saved. The same has never occurred for your ‘god’. The legendary theologians of this city developed a simple phrase regarding those who spoke badly of them, and it can be used to accurately sum up your paper. Gossip of The Geese about The Vulture. You are cowardly and afraid. You hide behind legions of soldiers with names you do not remember instead of directly fighting me. Your missive speaks of destroying Belvedere; If you wanted to fight, all you had to do was knock on the gates. - R E N, Scribe of Velkuzat
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Legends of The Goat Revealed to and transcribed by R E N, Scribe of Velkuzat in 210 of the second age. A goat surveys the mountainside, searching for enemies. Left or right, which path to take? As the guardsman wondered which direction would take him back to camp, he undid his helmet strap and tucked the object into the crux of his elbow. He held his torch outward with his left hand as he attempted to peer deeply into the dense woodline, though he could see nothing more than the few trees ahead of himself and remnant hoof marks of past creatures who had traveled the land. Deciding that a farmer must have traveled through the area recently, the man went off after the tracks. But these soon disappeared. Turning around to head back, the man saw that even the tracks he followed were gone. He was lost, helplessly so. In the distance, there was the sound of a weak bleat. Deciding it was his only option, the guard walked aimlessly towards it. He would never make it to his destination. The following morning when the search party was sent for him, all they found was a destroyed pair of armor - trampled by a set of hoofs. Although many of the descendants slain by His followers fall to either infernal beasts or man, some loyal creatures also play a role in leading unwary victims to their doom. These creatures, whether by luring descendants into unfamiliar territory - as in the story above - or by directly attacking soldiers on mountainsides, serve as agents of His will. Numerous legends tell of rogue goats slaying a soldier at a critical moment, or causing chaos in a village square, but there are also many other stories revolving around His will. While most of these merely serve as conversational tools to teach people about Velkuzat and the workings of His army, others are thought to have legitimacy, even if their arts are currently lost to time. A forge, endlessly spewing molten rokodra. When one was approaching the legendary Forge of Kaz, there could be no mistake what territory of Velkuzat you were in. The sounds of heavy hammers slamming onto hardening metals echoed for miles as the forge was approached. Your ears grew tired from the noise before the forge was even in view. One could find the forge without relying on sound too. Endless caravans of rokodra streamed back from the front lines, creating a clear path for anyone to follow. It was here, at the Forge of Kaz, that Velkuzat equipped his legions. — The Forge of Kaz was a forge controlled by Velkuzat that was necessary for the mass production of Rokodra before the mining city of Rokhard-maek was captured in the year 124 of The Second Age[1]. This forge was not simply where raw materials were turned into Rokodra - but quite the opposite. When soldiers and fighters of His army would decimate another army, there would naturally be plenty of rokodra left on the battlefield. This armor - marked in the colors and symbols of foreign legions[2] - would then be transported back to the Forge of Kaz, where it could be remade into new armor. However, for most armies, this was an inefficient process. A percent of the metal was lost as it is with modern forging techniques. To combat this, Velkuzat blessed the forge to consume blood as energy. With large quantities of blood - oftentimes easily obtained from nearby battles - the forge could remake an entire set of rokodra armor without losing any metal. [1] - More information about Rokhard–maek can be found in the paper: "Culture and Customs of The Goat” [2] - Rokodra glows the color of the forge master’s malflame, and so it must be remade to recolor it properly. A follower of The Goat offers blood to an assisting demon. A beggar, poor and tired, sat on the edge of the cobble street. He held out a hand to those who passed in hopes of gaining even a singular coin. Many passed without offering anything, though eventually a robed man stopped and offered a hand to him. He stated that he could assist the beggar, and give him a fresh life. The beggar had heard stories of this before and was afraid of losing his spot. Wary of the man, he swatted away his hand and told him to leave. To his astonishment, as the robed man left, he saw that he was walking on a pair of hooved feet. The beggar quickly rose to his feet so that he could follow the robed figure - but he could not move. He opened his mouth to call out to him, but no sound came from it. Velkuzat had offered him a new life - and the beggar had not recognized Him. — In the same way that one would not show up to church without a coin to give, and how one would not expect a demon to assist without a bit of a bribe, Velkuzat expects you to recognize His assistance when it is offered. There is little that one must do to earn his favor - especially the poor and hungry[3] - but do not expect to be offered a second chance at life often. Those who wish to be influenced by Him must keep their eyes open. His emissaries roam the world, and one never knows when they may be approached. Likewise, it would be wise for those especially loyal to Him to keep a bit of extra food on their persons at all times. It would naturally draw his ire if an emissary was met and no food was offered. [3] - This is referenced in the paper: "Trial and Commands of The Goat". A rokodra helmet survives against a burst of flame. Amid one of the endless wars of Moz’Strimoza, Velkuzat and his legions were experimenting. It had not been long ago that the best blood mages of The Bat had been captured and quickly put to work. This group was tasked with creating bloodless soldiers - and it would not be long before this goal was realized. These soldiers were said to possess infinite stamina, able to march and fight forever as if untouched by fatigue. Like the ancient runes that once adorned the soldiers, the rituals that were used to forge these limitless soldiers were eventually lost to time. The stories of their might and the souls bound to armor were not. — The fort of Alzkark erupted in chaos as loud alarm bells rang out. Zevn flew frantically through the sky and screamed in Ilzakarn while zar’ei scrambled to arm themselves. A small detachment of Velkuzat’s soldiers had been spotted nearby - dressed head to toe in rokodra armor. The zar’ei and zevn quickly gathered into a small warband and marched out into the wastes of Moz’Strimoza. They soon encountered just a few rokodra fighters - the armor was engraved fully with blood magic runes. As the groups closed in on each other, a battle quickly began. A multitude of imps flew at the first set of armor - though they could not separate the armor’s plates to expose the wearer beneath. A few zar’ei then began to assault one of His soldiers with warhammers - though the armor would not dent. Finally, after one of the armored suits had slain a few fighters, a zar’ei managed to stab deep into the armor. When his sword was withdrawn, there was no blood. The fort was quickly claimed by His forces, and more of these bloodless soldiers were produced. It is unknown what was responsible for their eventual demise. A symbol was present at the bottom of the page, denoting the author and his affiliation.
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The imp storm unleashed. Upon the barren and sulfur-filled wastes of Moz’Strimoza the legions of Velkuzat marched onward, toward Zathairn's prison camp of Akdmae. As the camp came into view along the horizon, the kozun kradulu stepped forward. Turning and addressing his soldiers, the demon spoke a simple decree. “Fight hard and consume your enemy today. Know that by tomorrow no follower of The Goat shall be imprisoned ever again.” A dizzying trend has begun to appear across Aevos. Once free creatures are now being ripped from their homes en masse so that they may be enslaved. Once captured, these creatures are forced to endure incessant taunting so that their horns may be forcefully harvested. Of course, I am talking about the mighty goat. -=- There is no bigger slight against Velkuzat than to capture and torture His creations. Consider this an official warning. The followers of The Goat are not writers who merely fantasize about fixing their problems, and we are not ones to take offenses against Velkuzat lightly. To bring about action against the wicked Goat Hoarders we have summoned a large legion of inferi beasts. - Of course, only summoning them is not satisfactory, and so we deployed them against a pitiful goat entrapment hidden within a Haenseti vassal. Within minutes, the building was destroyed by the powerful zevn zevik and His creations were freed. Know that our legions grow by the day, and that His followers are not blind. Release your goats. Signed, R E N - Scribe of Velkuzat
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ET management is looking for a few new event team members. If you're interested, it's a good time to apply.
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@TysCreations Even if you don't think you 'meet requirements' i would highly recommend applying anyway as you never know. Being on ET is some of the best time i've had on the server.
You should do it, see what happens. -
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Trials and Commands of The Goat Revealed to and transcribed by R E N, Scribe of Velkuzat in 191 of the second age. Simply a goat. In the year 21 of the second age, Velkuzat sent religious emissaries to the city of Huk-Hrit, located within the central region of his lands. This city was comprised of blackened stones and bricks, though any visitor would have never known such. Instead, a spectator would notice that the bricks seemed to weep dark red blood, supplying the near-endless thirst of the inhabitants and the many priests within. When the emissaries arrived at the city they were greeted kindly, and great feasts were held in their honor. In return, the religious leaders relayed their great news from Velkuzat; Huk-Hrit was to become the central city of religion and renamed to Moz-Kortret. The inhabitants were then instructed to build a large statue of Him, and so they did. Upon completion of the statue, the emissaries gifted the citizens a plaque containing five religious trials. They stated that anyone who wished to become true religious followers of Him would abide by them faithfully. Ever since this event, Moz-Kortret has been a central pillar of religion within His lands, and it is considered a great milestone to travel to the city. However, due to the constant wars within Moz’Strimoza, it is rare for a zar’ei to ever have the chance to visit it, and even rarer for a zevn, as both are near constantly damned to fight. The religious trials and commands are presented below, so that anyone may become one of His flock. The Five trials and commands are sacred to followers of The Goat and are completed by aspiring members of His flock. It is thought that there were five given to symbolize The Pentacle of Moz’Strimoza, and each trial completed brings the worshiper further away from the other four and closer to the fifth lord, Velkuzat. The trials are to be done in the order listed here, and cheating or rushing through them is a sign of weakness that can not be permitted. An intricate pool of blood. In the very early days of descendant demonology, a young and wealthy demonologist spoke to his teacher. “I do not understand, I have hordes of wealth, yet I have not appealed fully to Velkuzat. He does not welcome me in his flock.” The teacher then spoke. “Your unearned wealth clouds your mind. A poor and starving beggar is more prepared to receive His word than even the richest of kings. It is always the hungriest dog that becomes the most loyal when it is given food.” It was then after a long period of introspection that the student decided to truly prepare themselves for Velkuzat and his word. Standing before a pool of blood in his most luxurious robes and jewelry, the student suddenly stepped forward and submerged themself. It was only when he emerged that his clothes were permanently stained red, and his jewelry had fallen away to nothingness. It is thought that this action began this tradition of cleansing. — To fully receive the words and the blessing of The Goat, one must first cleanse their mind and body. To do such, worshippers are instructed to starve themselves and live as if they have nothing for a short period of time. First, a devotee of The Goat must adopt a diet of only a single loaf of basic bread and two large cups of water per day. This will allow their body to fully appreciate the bounties and food that The Goat bestows upon them. Aside from the diet, reading for leisure is also not allowed, as this would allow the mind an easy escape from reality. Furthermore, it is not uncommon for the especially faithful to blindfold themselves for the duration of this test. Self-cleansing requires a full year of one’s life, though some may wish to extend it to a second year if they feel that they are not completely cleansed. To mark the ending of the self-cleansing, the devotee must completely submerge themself within a pit of blood and gore, much like the student in the first story. A depiction of the first Joyous Bounty. Long ago in the land of humanity, there was a story that circulated about Velkuzat and his power to cripple a seemingly powerful queen. It goes like this. During a time of immense strife, there was a lowly fiefdom, ruled by a large castle on the nearby hill. This fiefdom had been stricken by an intense plague, affecting both the inhabitants and their crops. Despite this, the ruling Queen cared little and oftentimes hosted balls and intricate feasts for her friends. During one of these feasts, her large boasting fell victim to the gaze of Velkuzat. As the guests finished their large feast, they raised their glasses for one final toast, though they were not aware that it would be their last. Upon drinking the liquid in the glasses, they were all struck with an inexplicable thirst for more as the drinks were locked to their lips. The members of the group began to chug the red wine, though the alcohol seemed to always refill - it only took a few moments before each member began to fall dead. Appearing as a goat in the village below, Velkuzat soon spoke to the hungry villagers. “To you, the starving and poor, I offer you a Joyous Bounty. Go forth to the castle, consume all.” And so they did. — The Joyous Bounty is the second trial that a follower of The Goat must go through. When a devotee is tired, hungry, and weakened from self-cleansing, they are permitted to hold their own Joyous Bounty for their fellow followers of Velkuzat. During this feast, they are expected to provide copious amounts of food, drink, entertainment, and to lead the group in a large prayer. In addition to the feast listed above, it is rumored that those who bound their eyes during self-cleansing are rewarded with incredible sight - a boon from Him. This stage lasts a singular year, or until the feast occurs. It is considered extremely selfish for a devotee to voluntarily remain at this stage, or push off the feast so that they may fall idle. A twisted shrine to Velkuzat. A priest of Velkuzat knelt at a shrine he had created within the woodlands, his eyes shut and his mind focused on worship. From behind, an elven guard stepped up to the rock that he knelt on. Without any words or warning, the guard withdrew his sword and quickly swung at the priest, though the weapon never made contact with the man. As the sword neared the priest, the metal it was made from melted away into a vile, black haze. Turning to the attacker, the priest then spoke a simple proverb to him. “The evil deeds a man has done before defend him.” As he spoke, a jet of black malflame spewed from the shrine and latched onto the attacker, causing him to flee and the priest to remain safe. — Creating Praise is the third step to becoming a true worshiper of The Goat, and it involves reflecting upon and spreading his word. Devotees are encouraged to write public missives and books, or create shrines and artwork detailing Him and what He offers to the world. It is not uncommon for worshippers in this stage to attempt to recruit their close friends or family into The Goat's ways, and they often recall stories of their Joyous Bouty and other proverbs to them. This stage generally lasts two years, and one of those years is oftentimes spent in the dangerous ways of a missionary, spreading His word to those who are hostile and do not want to hear it. A band of female devotees create a vicious poison. One of the first recorded Magnum Opuses dates back to the days of Arcas. It was here that a handful of female followers (promptly called witches at the time) decided that they could no longer live under oppression. To spite their lords, the witches attempted to appeal to Velkuzat, and it was here that they created a most intense alchemical poison. With His help, the witches were able to bind together wax, death, blindness, poison, and connection into a vile concoction. It is then recorded that the five witches split the poison, and each used it differently depending on their needs. The first witch poured the poison into her local well, and so the whole village fell deathly sick. The second dumped the poison into the fields, and so no crop could ever grow there again. The third put her share of the liquid into the king’s cup, and it is said once he drank it, he died and began to rot instantaneously. The fourth witch took the poison and used it against followers of Kiiztria and Kholidav in an evil twist against their lords. The final witch was said to keep the poison and never use it. Perhaps it could even be found today… — Just as the painter may dedicate his entire life to one cathedral ceiling, and the sculptor may attempt to create the largest statue known to man, those who follow Velkuzat are encouraged to devote a large portion of their lives to one magnum opus. This project ultimately defines the way that the worshiper wishes to be perceived for their career, and it is not to be taken lightly. A fighter may gather the heads of fifteen foes and display them elegantly for the rest of the worshipers to view, while a writer may release multiple theses on The Goat and his effect on the world. Ultimately, there are only a few qualifications for this act. The first is that the project must be grand and impressive, something worthy of Him and his attention. The second is that the project should not be rushed, lest important details be skipped. Finally, non-followers of The Goat should not assist in the creation of one’s magnum opus unless necessary or integral to the theme. Those who wish for their project to be especially worthy of praise may also attempt to create an opus that benefits all followers of Him. As mentioned above, this project is meant to showcase intense dedication and worship to Velkuzat. To cheat or take shortcuts on this is an incredible disgrace, much akin to Ilza. People stay on this stage until their project is complete, and some may even spend half of their life on it. A priest of Velkuzat. An old, withered priest and fully devoted worshiper of Velkuzat stood before his large shrine in a cathedral he created. The human had spent some seventy years creating such a structure. Raising his hands into the sky, he spoke. “O’ Lord Velkuzat hear my prayers, see my actions. I devote my life wholly to you.” Upon finishing his prayer, bright red and orange light began to shine through the stained glass windows. Eventually coalescing onto the priest, the man soon began to float in the air. Though he was at the end of his life, Velkuzat would not let such a devoted follower fall to the human’s curse, and so the man was quickly turned into a Zar’ei so that he could spread His word forever. — Those who have created and showcased their magnum opus to the world may become true followers of Velkuzat. These worshipers may fully teach others the trials and commands listed here and oftentimes make it their lives to spread His word. To achieve full enlightenment is to accept that He will carry you through life and that even death does not stand between one and His word. I, R E N hereby call the followers of The Goat to meet me, so that together we may expand your knowledge of Him, and so you may begin to follow His words listed above. A symbol was present at the bottom of the page, denoting the author.
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The addition of Boons and Banes seems very lackluster, and from what I can tell, it doesn't have a single redline associated with it in the lore. I don't think this addition is good for a number of reasons. For one, it's taking another function directly from Naztherak lore and copying it with no difference added. Secondly, it won't fulfil the niche of "deal making" that demons have asked for, as upon reaching their second or third boon given out, they cannot give any others. I think this should be reworked into something else entirely, or just completely removed. Rakir should also be added under each demon's mentality, as they should all go crazy over it. It's possible that I missed it, but I think it's a good idea if demons can be bled for their rakir upon death, so that infernal-alchemists can use it for some recipes, or so demons have incentives to eat other demons.
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The redline provided had no emote-counters associated with it, and the community was informed to rp it as non-lethal.
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Torso seems fine but throat should be the same as the head, otherwise if someone is hit with malflame on their throat, if their next emote isn’t putting it out, they die the following emote.
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ET can rp malflame in events as they see fit (including killing people), however malflame has not been lethal for 3-4 years now, as it was non-lethal in the Luci rewrite. I generally think the emote timers need tweaked a bit more in this amendment.
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Looking for people interested in doing some Goat rp, send a letter in-game or pm on discord
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Culture and Customs of The Goat Revealed to and transcribed by R E N, Scribe of Velkuzat in 184 of the second age. Depictions of various goats. In the year 124 of The Second Age, with the signal of a loud trumpet, the hordes of Velkuzat descended upon the mining city of Rokhard-maek upon his western border. Not long after this signal, the sweet metallic smell of blood, rakir, and sulfur combined into an awful, foul stench as the infernal slaves and workers of the town were all slaughtered and soon consumed. Once the battle was concluded and the excess of rakir was drunk, the army of Velkuzat gathered within the central portion of the brimstone mine - roughly a full day after the battle. From an elevated position, the leading general spoke Velkuzat’s message to the assembled masses of inferi. Roughly translated, it reads: “Yesterday as the brimstone mines filled with rakir, we drank until they emptied. Today as the bodies are piled high, we feast until we are full. Tomorrow, when all is mined, we glow in beautiful blue rokodra.” The culture and practices of those devoted to The Goat are intertwined with the history of Velkuzat and the broader field of demonology as a whole. These traditions often originate from the sayings, teachings, and significant events associated with Velkuzat or his legions. While strict adherence to all the traditions and practices listed below is not mandatory, those who seek to demonstrate exceptional loyalty or to gain favor with Him are encouraged to engage in as many of these practices as possible. This paper also does not contain all traditions and practices of those who devote themselves, though all listed below are core tenets. A mighty and redeemed creature. Standing before a lesser lord's defeated and lowly worshiper, a Prince of Velkuzat lifted his sword high, positioned to kill. Speaking through a nearby familiar, Velkuzat commanded his faithful - “Offer a singular chance of redemption before their being is consumed.” Following this command, the false worshiper was offered repentance, though upon rejection of such an idea, was slain. — Considered a core tenant of Velkuzat’s Worship, enemies of The Goat are to be offered the option to accept Him before their death. Frequently, this will appear as a simple prayer and the option to repent, should the heat of battle allow for such. Should it not, the phrase “Be Consumed.” is said in its place as a simple prayer and as an offering to The Goat. This is to say that death is not the only option, but far from it. If a defeated foe accepts Velkuzat with all their heart, they may be spared in return for a life of worship. However, if even a little hesitation is sensed, their soul should be sent to Him to be wholly consumed. These redemption prayers are often based on the ideas and actions of Velkuzat. A few of the common examples and stories behind the prayers are listed below, and being defeated in combat is not a requirement for someone to repent. While wandering across the wastes of Moz Strimoza for many days, the army of Velkuzat grew hungry and wary. Zevn caused trouble, and zekul snapped their maws at the slightest inconvenience. After following a general of Velkuzat’ through a forest of gatrov, his army soon stumbled across a path carved by hooves in the ground, revealed to them by a shimmering green flame. Upon seeing this sight, Velkuzat’s forces traced the pathway, and they soon found themselves at the flank of an army of Kiiztria. It was only a few moments later that a decisive victory was found, and those of Velkuzat had earned themselves a feast. The prayer “Velkuzat, guide my feet and my blade. In return, I dedicate this feast to you” is created from this story. This is primarily used against those who are entering battle, though a secondary version is often said by those who are repenting. “Velkuzat, I now walk your path. Guide my feet and my blade in your name.” — Another story tells of an instance where a starved man wandering amongst humanity’s cruel battlefields had reached his end. With ribs showing and skin clung tightly to bone, the man turned to Velkuzat. While lying in a pile of mud, the poor soldier cried out “Velkuzat, hear my prayer, deliver me strength this day, and in return, I will offer you feasts from the kingdoms you oppose.” The man then fell unconscious, though miraculously he awoke as a fattened zar’ei soldier. Following this event, this zar’ei would work tirelessly to repay the debt of the endless life and power he had been granted. This prayer is considered a sign of good faith by those repenting with it, as they accept whatever powers they are granted and in return keep their life. In fact, many who speak this are not granted any powers but are instead given the strength to continue living while they fight in His name. — The third and final story tells of a woman who, when captured, begged for her life and swore her life to The Goat. Despite this, when released, the woman soon retreated to a canonist town and repented her sins to a priest. The Goat instantly knew of this betrayal, so he dispatched an Inferi warlock from one of his legions to deal with the situation. Upon arriving at the woman, the warlock enacted a horrible curse upon her and her family. After a quick chant of Ilzakarn, the lady was stricken by an insatiable hunger that would persist throughout generations. This woman would eventually go on to eat herself to death, the curse getting the better of her. Her sons too found this curse applied to them, and at a young age as their city was besieged, they could not even fit properly into their armor, and so they too died. The mother became known as “Mother Sinner” by those in the town who survived the attack. Derived from this story is a prayer for those who seek repentance - “Dear Velkuzat, grant me strength to walk your path and follow your words, lest I turn into Mother Sinner, my generations cursed forever.” The information about The Lords was mostly unknown during the first ascension of the infernal powers to mortals. This caused the mortal demonologists to band together with little thought or purpose. People would often follow multiple lords or even none at all. It was not until the first Brotherhood of The Goat was formed that this changed. This group of Velkuzat followers worked together, fought together, and even died together. They remained strong and were a leading force of demonologists that no one wished to interfere with. This was until a follower of Drazhana infiltrated the group. This follower, known as Ilza, had grown paranoid about the group’s strength and soon orchestrated an attack with a neighboring nation's army. Waiting until night, Ilza led a band of guards into the hideout of The Brotherhood and had many of them killed. Following this event, the Brotherhood disbanded entirely, with each remaining member retreating into hiding for a long time. — Modern-day followers of Velkuzat view this event as a sad tragedy of the past, though they also allow it to influence their current and future decisions. It is due to the Brotherhood described above that worshipers and devotees still stick together, primarily assisting others of The Goat before other lords. Likewise, those who are thought to be a potential Ilza, or who are bound to Him but do not worship are treated as traitors, cast aside and into shallow graves to be killed. Furthermore, every devotee and worshiper of Velkuzat believes that any battle fought should be in His name. This does not mean that it must be honorable, or anything akin to that, but rather that defeat is an embarrassment to Him. A splendid horde of treasure, dedicated to Velkuzat. Standing before a deep pool of blood and gore, and beside a large collection of various foods, a humble servant of The Goat knelt and spoke a prayer out loud. “Velkuzat, hear my prayer, eat my food, enjoy my gifts. The fruit of my labor is yours, and in return I expect nothing. I offer this feast to you, o’ Lord.” Standing then, the servant pushed the food into the pool of blood. The food quickly sunk into the blood. After a few moments, the substance began to boil, and as the bubbles began to break the surface, a simple rokodra weapon floated upwards. A gift from Him was received, an answer to the prayer, even when nothing was expected. — Those who devote themselves to Velkuzat will oftentimes begin to stockpile large quantities of food, books, and other rarities. At first, it may only be their favorite foods or readings that are kept, but eventually, it always expands to whatever the followers can get their hands on. This belief stems naturally from the gluttony of The Goat, a constant thirst for knowledge, food, and other objects to display. Those with larger collections are seen as more prestigious, however the most faithful will oftentimes send their entire collections to Him as gifts. The story below tells of a famous collection and the objects within it. Shortly before the Inferi war, a lone demonologist stood in a square room, surrounded by his extensive collection of artifacts. To the west of the woman was a collection of nearly all materials known to man, filled with starsteel, thanhium, azhl, and stolen paladin and druidic crystals. Gazing upon these, the woman spoke: “Velkuzat, bless my metals so that I may forge mighty blades to slay all who oppose you..” Turning to the south, she saw many pelts from rare animals and beasts, some made of fur such as kha tails, scales of draconic beasts, hides of large monsters, and bodies of otherworldly entities. As the woman glanced across these, the light danced across them and changed color with a beautiful hue. Seeing these, the woman said: “Velkuzat, bless my hunts to be bountiful so that I may display your wealth and enjoy your feast.” Next was the east, and upon its wall was a pile of goods, rightfully taken from those who had been slain in battle. Torn Haenseti flags, destroyed Orenian uniforms, chestplates split from those of Aegrothond, and even an orcish helm from a prior rex. The woman once more said another blessing: “Velkuzat, bless the battlefields with plentiful loot, starved soldiers, chipped blades, and weakened armor.” Finally, there was the northern wall, where multitudes of rare and exotic foods rested upon wooden shelves and the jars that sat upon them. Exotic berries of prior lands were perfectly preserved, fresh meat of recently hunted boar, and food enhanced with magical essence. The woman spoke one last prayer: “Velkuzat, I offer my food to you and your followers, so that none may ever be starved.” Finally, looking upwards towards the ceiling, the woman could see an immense assortment of books that filled all the shelves, rivaling even the collection of Haelun’or at the time. She spoke no prayer, as she knew a previous one had already been answered. Two symbols were present at the bottom of the page, denoting the author and his affiliation.
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Skin: - Armor Skin [1] Bid: - $25 Discord: - bobboxers IGN: - BobBox
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Skin: - Armor Skin [1] Bid: - $15 Discord: - bobboxers IGN: - BobBox
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Even worse than the doors that have craftbook key locks are hopper locks that can be made in vanilla minecraft. With the ability to name and add descriptions to items, you could make a door that requires throwing an exact item into a hopper (potentially even hidden under a block) to open. Due to how minecraft does NBT tags, you cannot recreate these items and the door cannot be brute forced. Oftentimes these keys are permanently soul bound in someone's inventory until they're thrown into the hopper (and promptly re-soulbound as soon as the door is closed). I believe these style of doors should be banned all together.


