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CorweenieTheJedi

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Posts posted by CorweenieTheJedi

  1. imagine expecting a bunch of terminally online social rejects pretending to be orks and other not real things to have the forethought or attention span to think of anything rational when presented with "buy this tile with this resource on it or your community doesn't get to have fun this map"

  2. The Silan'siol - Nor'asath's defenders seek new recruits.

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    Live a life of action, adventure, and purpose.

     

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    As the years churn forward on this new land, more profane and unholy things begin to show their ugly hides, and foreign armies as well as gangs of murderous bandits sound their war horns. The time has come to call for brave souls to stand up and quell such evils, to hold the torch of our ancestors high in the sky against the wave of darkness.

     

    Do you have what it takes to answer the call?

     

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    Benefits:

    Spoiler

    -Free or subsidized cost housing, depending on the house (see the Lord Commander for details).

     

    -A full set of battle dress, weapons, and rations; such a set can be replenished to the full kit twice per Elven month, and an unlimited amount of times during a state of war or other conflict.

     

    -A horse, a whistle, and a set of horse armour; can be replaced once per Elven month or an unlimited amount of times during a state of war or other conflict.

     

    -A free alchemical potion to those of particular devotion to the cause (attend 5 practices in a single month).

     

    -A boon agreed upon by the Lord Commander and the member given to those who go above and beyond the call of duty (for people who have too much time on their hands and attend 7 or more practices/military events a month).

     

    -Ample chance to prove your worth as a true warrior of Nor'asath (CRP/player run events, PvP tournaments, etc)

     

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    Expectations:

    Spoiler

    1. Adhere to all laws set out by the articles of Nor'asath law, including military and Temple law.

     

    2. Attend training when your journey allows (minimum of 3 practices a month, missing a practice because of IRL will never be met with penalization).

     

    3. Patrol our lands and keep our people safe.

     

    4. Answer the call to fight for our land and protect our home.

     

     

    What you can expect:

     

    Upon joining the Silan'siol, you will be given the initiate uniform and your next training date. When you come to the practice you will then be trained by our seasoned warriors, and get to know your brothers and sisters in arms. From there, you can hone your skills with your fellow soldiers, work your way up the ranks, and stand tall as a bastion against those who seek to assail us.

     

    How to join:

     

    Seek out the Lord Commander, or any council member and convey your intent to join the Silan'siol.

     

    OOC:

    Spoiler

    We are ramping up the game here in Nor'asath folks! Reach out to myself (cherryblossom) on discord or hop in the Nor'asath server (  ) to get started! Hope to hear from you soon!

     

    Clarification and details will be laid out in the document provided upon joining. Please feel free to reach out to me with any questions you have!

     


     

  3. An old 'ker read through the tome, and a smile formed across his scarred face.

     

    "A clan that truly understands the meaning of honour and duty" the Valin'dar elder said to no-one in particular.

     

    "May the ancients guide them well through this harsh world"

     

     

  4. 7 hours ago, Mannamannaa said:

    You were cooking so well and then you had to faceplant at the last moment.

     

    My brother in Krug are you alright?

    it was simply a joke

     

    I will say however that there should be some discussion had about ork strength. There are more than a few CA races that reference their strength as equal to but not exceeding Ork strength - these are powerful and rare races that a player must jump through a lot of hoops both IRP and OOC to be able to play, yet I can achieve the same strength by simply choosing the green person at character creation.

     

    I think we should either buff CA races, or slightly bring down the strength of ordinary Orks. If we were to implement an Ork CA, it would have the same issues that I illustrated in my earlier post, so I can't truly say I would support it. Orks have a very fascinating culture that is heavily RPed and I would hate to see that strangled by a CA. Also, the instances I've seen where Ork players abuse the Ork strength are far and few between, so it's not like it's an issue that is ruining every day LOTC, but it certainly does happen.

     

    I think we loop back to the same deal that OP brought up with elves - a problem has been brought up, but I don't see any feasible solution, so we just gotta live with it and do what we can to continue telling cool stories.

  5. I am not going to read all the replies so if something I say has already been said or refuted then cry about it.

     

    I am going to give you the benefit of the doubt and assume that you are not just an elf hater because you thought it was so funny when the dwarfs in Lord of the Rings said nasty things about elves.

     

    I think this is actually a very interesting point, and I don't fully disagree - even as an elf main myself. Having a CA for elves would be hard to justify from a "benefits gained" perspective however, because frankly the only benefits we get are long life and getting to be taller than most people which essentially just fuels my ego and nothing more. You do make a fair point about the ability to play a character for years and learn all sorts of magic on it however, but I don't see how a CA will change that. Elves are not the only long lived race that can learn a shit ton of magic; orks can live well over 100 years if I am not mistaken, dwarfs can live even longer than that, so this is not solely an unfair advantage that elves have. Humans being short lived is just part of being a human, which honestly I think is their greatest strength. An elf player such as myself has no rush to get anything done with my character, because I still have like, a decade of real life time to play with him. A human character however has just under 2 years (about 1.5 if you don't count childhood) of real life playtime to make a story, which in the grand scheme of things is not a very long time. This is going to drive you to accomplish so much more, and give you so many opportunities to take your character in a new creative direction. King just died? It's your time to try and seize the throne! Father is getting too old to run the family? It's time you stepped up and became a leader of your noble house! Elves don't have that - we get stuck with the same leaders for years because their character has no reason to step down. I'm not complaining mind you, I personally don't mind it but different strokes for different folks. I think you might find a bit more enjoyment if you tried looking at it from this angle. As a young human character, the whole damn world is your oyster, and opportunity lies around every corner.

     

    As for your comment about the rareness of elves, I honestly think that is an extremely good point. I always enjoyed the elusive and mystical nature of elves in Tolkein's works - there are so few of them and they seldom leave their homes, seeing one out and about is certainly something to write home to Old Gaffer about! Especially with Iblees's curse; "your halls shall be silent" etc. Problem is, we are going to end up making a lot of aspiring players not bother signing up because they see that they have to make this weird thing called a CA to play their awesome idea for an elf character. This won't turn away everyone mind you, as there are still plenty of new players that choose other races, but it would be a shame to hear someone never step foot on the server because of that (or maybe we would be doing them a favour?). Also, I fear it would put a strangle on the creativity of current players who want to switch it up and play an elf. I'd argue that most people stick with the normal races because they simply can't be bothered to fill out a CA, and I don't blame them. So, is it unfortunate that we don't have the mystical rarity of elves that the lore kind of describes? Yes I think it is too bad, but I also don't think we have a feasible way to make it happen - and choosing an arbitrary number to limit them to simply isn't going to work.

     

    I really like your thoughts on the matter and I hope you don't take these responses as a dog piling, but I would have to say that things are better off just left the way they are :shrug:. If we start making elf players make a CA because they live a long time, then we would need to start making orks do a CA for their super strength, and dwarfs for their long life as well.

     

    Actually yeah orks should have to do a CA, nevermind anything I just said.

  6. 13 hours ago, Laeonathan said:

    "Huh? Valin'dar? Valindra! You gave to see this... do me tge favour, its funny. A family named to honor you." Raziel Amethil laughed in amusement, clearly finding a liking to this family almost sharing a name with his friend.

     

    @Moribundity

     

    Somewhere, an old dark elf begins drafting up a cease and desist order.

  7. Spoiler

     

     

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    766395768_SeekPng.com_decorative-line-png_143960(1).png.7a8edd0eb8230193ef77dbaab66fec0b.png  The Bloodline & Clan of Valin’dar  766395768_SeekPng.com_decorative-line-png_143960(1).png.7a8edd0eb8230193ef77dbaab66fec0b.png

     

    “In times of darkness, honour. In the face of evil, courage”


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    Overview 

     

    The bloodline of Valin’dar is an ancient lineage of dark elves that traces their history back to the reign of Malin, though many records of such an ancient time are lost, or incomplete at best. Over the centuries the bloodline has gone from a once proud line of dark elves, well known, and respected; to a lesser known family of ‘ker. Many of their records have been lost to the sands of time, or scrubbed from the history books from the family’s enemies; and as time marched on, the noble line was thought to be all but forgotten about by its few living members. It is said that the progenitor of this bloodline (who is known simply as Valin) was a revered warrior in Malin’s forces, accomplishing many great deeds upon the fields of battle against man and beast alike. It was not until late in the second millenia of the First Age, where the name Valin’dar became more than just an old tale. Over the past few centuries, the family has been brought back to the status of a humble noble house, currently led by Sevrel Valin’dar; though it is far from the high status the name enjoyed in its glory days.

     

    As is the consequence of losing one’s historical records, much of the family’s culture and practices have passed from knowledge. However, after centuries of searching, the current members have managed to scrape together a number of tomes that have begun to shed light on the family’s past.

     

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    Valin's Tenets

     

    To live a life without discipline is to walk without ever knowing your true path - the members of this family know this all too well, and such they follow a strict code of honour and way of life that governs how the conduct themselves.

     

    1. Always keep your sworn word - to go back on your word is to disgrace the memory of the family’s progenitor. Loyalty to your kin is everything to a Valin’dar, and one would not dare forget it.

     

    2. Respect thy elder - with age comes wisdom, and that wisdom should be heeded whenever possible. This does not give the elderly authority over others for example, but they are to be revered and heard.

     

    3. Protect those who cannot protect themselves - a true warrior will not allow harm to come to those who are too weak to defend themselves, whether this be a child or elderly folk. To allow such to take place in your presence is to paint a black mark upon your soul.

     

    4. Venerate the ancient ones - all those in the family are expected to revere the ancestors, and at the very least respect the spirits. Strict spiritualism is not absolutely mandatory, though adherence to a religion or actions that would offend the spirits is strictly forbidden.

     

    5. Defy evil in all its forms - senseless murder, dark arts, evil deeds, and other such actions are to be opposed by a Valin’dar at all costs, lest Valin’s teachings be forgotten.

     

    6. Revere the traditions of old - remembering the history of Valin’dar and 'ker all together is very important to the family. To forget where you came from and ignore the ancient teachings is to walk blindly forwards with no path.

     

    Breaking Valin's Tenets:
     

    Spoiler

    To break this code of honour is to spit upon the teachings that the ancestor Valin laid down, and is met with severe intolerance. The first time a Valin’dar breaks a tenet, they are to spend an entire day and night in meditation and prayer in reflection of what they have done, isolated from everyone except for the Aheparonn’ir, who will guide the member through said prayer. This is done to show solidarity with a family member, and willingness to forgive if true remorse and desire to atone is displayed. The second time, the offending member is to be beaten by the Aheparonn’ir, done so in front of the whole family. After the beating, which is only to end when three drops of blood are spilt, the elder is to then personally see to the members wounds, treating their injuries in another display of forgiveness. Those drops of blood are then collected, and burnt as an offering to Kezt to ask for forgiveness, and guidance to a better path. Upon the third infraction, the offending individual is to be cast out of the family, but not before the Aheparonn’ir clips the ears of the now outcast. The outcast is not to return to the family for a period shorter than a decade, where at that point they may petition to the entire family for forgiveness and permission to re-enter the fold. This time period can be shortened, should a unanimous family vote be in favour of it. Should they not gain unanimous support, they are to be banished once more for another decade, where they may try again.

     

    It should be noted that all of the punishments are carried out personally by the Aheparonn’ir, and this is no coincidence. It is a heavy burden to wear the mantle of the clan elder, and this is done to ensure that none who carry it grow complacent in their duties to the family. Should the third and final punishment be rendered, a family meeting is to be held as soon as possible, where the entire family will discuss whether or not the current Aheparron’ir is responsible through negligence. If they are found to be lacking through a majority vote, the clan elder is to then expected to willingly surrender his position. For the dishonour he is responsible for, they are to take the blade Valinleh’sil, clip their own ears off, surrender the blade to the rest of the family, and go into exile for a period of three decades - the family shall then proceed to appoint a new Aheparonn'ir as if the previous one were to pass away. After the period has elapsed, they may petition for re-entry the same as if they were exiled from a third tenet infraction. Similarly, this time period can also be shortened should the rest of the family will it so.

     

     

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    Aesthetics and Visual aspect

     

    Many of the ashen folk dress very similarly, and those of the Valin’dar bloodline are no exception; though there are aspects to them that make them stand apart.

     

    It is rare you will find a Valin’dar sporting something other than garb of deep dark purple or black, with varying degrees of ratio between the two colours, being the family’s banner colours. Many of the members of this bloodline choose the path of a warrior, and hence it is not uncommon to see them wearing armour; ranging from a simple brigandine and gambeson, to full plate steel. The women often opt to wear flowy dresses that highlight the natural beauty of the body, but not to the point of being un-tasteful; they range from blue to purple hues, with accents of deep and dark colours.

     

    Jewelry is a very common sight amongst the family members. The men often opt for multiple golden rings along the length of their ears, and sometimes their eyebrows; where the women are seen with single piercings in their ear lobes, often carrying some sort of gemstone. Necklaces, bracelets, and other types of jewelry are also seen being worn by its members.

     

    Most of the bloodline’s members are born with deep blue eyes, and silver white hair, with rare exceptions. Those of Valin’dar blood are usually very thin and tall, above average at that, and breaking 6 feet tall on most occasions, sometimes even taller. They struggle to put on much weight at all however, more often than not possessing a very lithe, but toned frame. It has also been noted that those born of Valin’dar have longer than normal ears.


     

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    Traditions

     

    The family holds a few very highly revered traditions, some of which that are dated back to time immemorial. Those traditions are: Ah’iller Valinleh’sil’al, el’lent oem’ii pra’igne, and llir’onn fi’talonnii

     

    Ah’iller Valinleh’sil’al - The Passing of Valin’s Blade

     

    Spoiler

    The family is led by either a patriarch or a matriarch, who is typically the eldest of the family, though this position can also be given to a younger member based on merit and majority approval of clan members. This family elder, or the Aheparonn’ir, possesses the Valin’dar family’s ancestral blade - Valinleh’sil. A single handed blade with a bit more length than average made of pure Star Steel, with the family motto engraved along the flat of the weapon. It is expected that the current elder and bearer of this blade treat it with the utmost respect, and carry it into battle proudly should the need arise. When it is time for the Aheparonn’ir to pass on his title, he and the five youngest members of the family shall have a discussion on who the next elder is to be - this is to ensure that the younger members feel their input is not discarded due to age, but the onus of choice rests solely upon the elder. Once the elder has made their decision, they are to call all members of the family to meet. There the family will feast and celebrate the teachings of the outgoing elder - displays of sword dancing from the younger members is encouraged, though not mandatory. It should be noted that a full meal with a goblet of wine should be put off to the side for a later part of the ceremony. After the festivities, the elder shall announce his decision, and present the blade to the new elder. The newly selected elder is then to take the blade, and cut their hand with the weapon, wiping their vitae along it and therefore binding themselves to the essence of the weapon. The new Aheparonn’ir shall then lead a group offering to Valin, burning the meal and drink that was set aside earlier as a gift to their progenitor, asking him to guide the new elder in their endeavors to lead the family. Afterwards, the three eldest members of the family are to wash the new elder’s hair and feet, as a display of loyalty and love for their leader. Should the elder pass away before they can relinquish the title, a family meeting is to be called immediately, and all members will have equal vote in deciding who the next Aheparonn’ir is to be.

     

    El’lent oem’ii pra’igne - Tempering the Flame of Youth

     

    Spoiler

    It is no secret that the young children of Valin’dar can be more rambunctious and fiery than those of other bloodlines. This tradition was made relatively recently, within the past five centuries or so by Gy’vaer Valin’dar to discipline his own child, Sevrel Valin’dar. When a child of the bloodline reaches the age of eighteen years old, the elder of the clan shall fashion a blade for the child (or have one made), however this blade shall be left completely dull. The child shall then accept the blade, and wear it at their hip for one whole year, or one Elven week. Should the child make it through that year without brandishing it foolishly, or otherwise bringing dishonour to the Valin’dar name (at the discretion of the current Aheparonn’ir), then that child shall be permitted to complete the final part of the tradition - the sharpening of their blade. If they do something foolish with the weapon, or otherwise convince the elder that they are not ready, the elder may extend the trial period at their discretion. Once the family Elder has declared the child ready, the family is called to meet at the next full moon, where the child shall sharpen the blade whilst contemplating and praying to Kezt. This ritual should take as long as it needs to, for it only ends when the child is able to completely cleave in half a rolled mat with their blade - successfully doing so marks the beginning of the child’s transition into adulthood, and more importantly their transition into a fine warrior of Valin.

     

    Llir’onn fi’talonnii - Ritual of Kinship

     

    Spoiler

    Loyalty is everything to a Valin’dar, and for a member to extend their loyalty to someone outside of the family is no small thing. This ritual can be used for three types of kinship; kinship between the Valin’dar family and another family, between a Valin’dar and an outside individual, or an outsider wishing to find a home within the Valin’dar family - though the last one is exceedingly rare. The ritual itself is simple, and changes depending on what the kinship is to be but is relatively the same across the board. It begins with the forging of a blade of kinship - it can be another weapon if both parties desire. Once the weapon is forged, a meeting is called; if it is two clans then both clans should be present, but if it is two individuals then only those two are required - if it is an outsider joining the Valin’dar family, then the whole family should be present. Regardless, the two being joined (or the two elders) shall both put one hand on the hilt and one hand on the blade. They shall then draw blood from their hands and smear it upon the sword or weapon. Then the weapon shall be wrapped in a linen which shall bear the names of ancestors important to the two clans or people. Once the weapon is wrapped, it is to be melted down in a crucible, where the molten metal is to be forged into two smaller weapons, which are then given to the two joining parties. Thus ties the two together eternally, and the bond of kinship is formed.


     

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    Trials of Entry

     

    As mentioned earlier, it is extremely uncommon for an outsider to be allowed into the Valin’dar family, and unheard of for it to be a non-dark elf; only one non-Mali’ker has been offered such an invite, and they turned it down for personal reasons, though no ill will persists. Anyone wishing to be a part of this clan of warriors and artists must complete these three trials, under the watchful guise of the Aheparron’ir.

     

    Ah'narn Oem

    As Valin did himself upon the beaches of Magaralin, the aspirant must take up a spear and slay a great beast. They may accept no help, use no other weapon than the spear, and wear nothing but robes. The specific beast is chosen by the Aheparron’ir, based on the strengths and abilities of the aspirant - it would not be fair to send a child to fight a crackadonk by themselves, and it would be no challenge for a seasoned warrior to face a lone wolf. Upon slaying the beast, the aspirant is to present the pelt to the Aheparron’ir, who will take it and keep it till the end of the trials.

     

    Ah'narn Niut

    After slaying the beast, the aspirant must compose an artistic piece detailing the battle. This can be a painting, a song, a dance, a poem, or whatever artistic medium the aspirant chooses. They then present it to the family, and if it is deemed that the aspirant is well enough connected to the arts, then they may proceed to the final trial.

     

    Ah'narn Hael

    With the help of a Lutamancer (ideally one who is a Valin’dar, though it is not necessary), the aspirant shall travel to Ancestral Realm, and present themselves before Valin himself in Goth’stroh, the Grey Haven. There, they ask for his blessing to walk the lands as a Valin’dar. Should their heart be of virtuous nature, Valin will sanction them as a member of the clan. Once they awake from the spirit walk, they are officially considered a member of Clan Valin’dar, and are presented with a cloak which shall have been fashioned from the pelt of the beast they slew. Afterwards, a grand feast and celebration is to be held under the moon, and the new member is to be welcomed with loving open arms into their new family.


     

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    Faith

     

    While the faith of Spiritualism is not a total requirement, it is strongly encouraged that Valin’dars take up the worship of the immortal spirits. With that being said, members are forbidden from saying or doing things that would offend the spirits, such as worshiping dark entities or the practice of the voidal arts - at the very least, if they do not take part in the worship, they are to respect the faith and the spirits. Members are, however, required to learn of the ancestors that paved the way for the clan and the Mali’ker as a whole; there are few of particular note for the family, though any self respecting ‘ker ought to know and understand the teachings of more ancestors than those listed.

     

    Valin, The Warrior Poet - The progenitor of the Valin’dar bloodline, and patron ancestor of the family. A mighty warrior and renowned painter of his time, he laid the groundworks for the clan’s very culture and ethos.

     

    Uradas, The Vindicator - A ‘ker of unparalleled discipline and courage. Valin’dars look to his teachings for strength to do the right thing, even if it not the easy choice.

     

    Delilah, The Mother - The epitome of home, hearth, and family. The family is reminded of the importance of family and being there for one another through her teachings.

     

    On the topic of spiritual worship, Valin’dars are free to worship any spirit that they find personal connection with. However, all members of the family hold Kezt in particularly high esteem. As such, he is the chosen patron spirit of the Valin’dar family, representing the warrior ethics that those of this clan choose to walk by. Regular prayer and offerings to him is encouraged among the members, and take place at almost every gathering.


     

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    Notable Deeds of Valin’dars

     

    During the ancient travels of the Maehr, Valin single handedly bested a voidal creature that crawled from the ocean, slaying the beast upon the shore of an island - he did so with naught but a spear in his hands. In turn, he saved some few dozen wounded Maehr from near certain death, and was awarded with a place at Velulaei’s side in her personal guard.

     

    Sometime in the first millennia of the first age, Venefkar Valin’dar led forth a contingent of warriors against a sprawling swarm of undead invaders during the Azul Heresy. It was a hopeless battle, and only intended to give the citizens of the city more time to escape; but under the leadership of Venefkar, the soldiers sallied forth into the horde and fought with such ferocity that the enemy forces were destroyed, allowing countless citizens to flee to safety.

     

    During the Inferi wars of Arcas, the enemy forces launched a siege of unfathomable magnitude against the great city of Aegrothond - outnumbered at least a hundred to one the valiant defenders were, yet Sevrel Valin’dar stood fast against the foe, felling enemy soldiers by the hundreds with his own hands; one of which being a commander of the Inferi horde, whose head he severed from it’s body and proceeded to lob it into the enemy line, causing them to route and turning the tide in the battle below the city.

     

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    Valin’dar Artifacts

     

    Valinleh’sil, The Blade of Valin - This weapon is the sword held by the current Elder of Valin’dar, and it never leaves their side. It is crafted from Moon-steel, and bears the inscription of the Valin’dar's family motto along it’s blade.

     

    The Spear of Valin - This spear is often said to no longer exist, though some of the older Valin’dars are steadfast in their belief that it is still out there. Unfortunately, no member of the bloodline alive is known to have ever possessed the item, but it is rumoured to be imbued with immense power - blessed by the very spirits and ancestors who watch over Valin’s kin.

     

    Spoiler

    Thank you so much for reading! I've been working on this for 2 or 3 years now and it is finally at a point where I am happy with it. Thank you so much to the people who gave ideas, inspiration, proofread, or otherwise helped me make this thing; @tazombo@ColonelKuehl1@wolfersquad2004@ThatFunkyBunch, @__Clocky, my roommate, and anyone else who I forgot.

     

    If you are interested in playing a dark elf in Clan Valin'dar please don't hesitate to shoot me a DM either on the forums or discord @Cherry Blossom 🌸#7274 - I will have a discord for the clan made sometime soon, so stay tuned! Alternatively you can hop in the Nor'asath discord and get a vibe for the rest of the community! https://discord.gg/r8QjZPp6zm

     

    Hope to hear from you soon! Also, any comments or suggestions/criticism is more than welcome! This post is most likely going to change as time goes on, as all things do ;)

     

     

  8. @Panashea honestly I'm not sure how reply to your post in the forums but I'll just PM you when I have time to chat.

     

    I think you severely misunderstood my meaning but I blame myself for not explaining it better. I will say one thing however just to clear it up - not once did I ever say I want insta-kill spells, nor do I want a "ton" of combat ability.

     

    I don't wanna clog up the post though so like I said I'll just DM you.

  9. Quote

     A target is still free to move or defend themselves by other means even during the duration of the pain. 

     

    This sentence right here is going to allow people to completely ignore the spell because "oh my character is very tough and has a high pain tolerance so he ignores it and kills you". It should incapacitate people in some way, or do some sort of real harm - I don't understand the mindset of making these abilities ultimately harmless.

     

    Quote

    Once these effects end however, the Lutauman would be blinded for 1 emote, even if granted vision by supernatural or alchemical means. 

     

    Why such a debuff in exchange for literally just knowing where someone is? What other magic blinds you after using it?

     

    Quote

    Echoes travel to their target on the [4]th Emote

     

    In that time my target will be 16 blocks away, and that's not even sprinting.

     

    Quote

    This attack leaves no lasting damage to descendants and other mortal creatures, though ghosts, undead, and similar may emote the effects of supernatural damage purely for aesthetic purposes(burned form, ashen body, etc).

     

    Why do Echoes or Weapons of Kor not do real damage to ghosts or undead?

     

    Quote

    Those with a Grandfathered MA will also receive a pact with a Lesser Spirit of Kor and are encouraged to make a forum post detailing such a pact. 

     

    This makes it sound like I am losing my pact with Kor - if that's the case then that really makes no sense and kind of ruins the vibe of the whole magic.

     

    I wanna say that I am not trying to shit on anyone who wrote this - it visually looks absolutely fantastic and the formatting makes it much easier to comprehend than previous iterations of the magic. With that being said, it's about as powerful as Housemagery. I understand that other magics have costs, as any magic should, but I don't see how the benefits of Lutamancy are even close to the cost, let alone the amount of shit that someone needs to learn (lore, magical mechanics, how to do a spirit walk. etc). Lutamancy was already kind of a tough sell, but I think this is going to make it essentially pointless to become a Lutamancer unless you are an old dark elf player or fan of the spirit/ancestral lore.

     

    At the end of the day I am not an expert so if anyone wants to explain what I'm missing please do so. Funky, Evonpire, and Mannamannaa I adore you for your hard work but I don't think this is ready yet.

  10. Yaotl's maw forms a content smile, clasping his paw on his Tigrasi friend Tul'Kabuki's shoulder.

     

    "Our people can once again have a place to call home, perta" he says to the large Kha, before heading off to check up on the camp.

     

     

    Spoiler

    Feel free to shoot myself or Periphonics a message if you are interested in joining our little village, or if you are looking to make your first Kha! We'd love to have you <3

     

  11. The Ireheart warrior that had slain the mighty Targoth felt peaceful as his life came to an end - it was truly the highest honour, dying in honourable combat, and moreso dying to such a valiant foe.

     

    In his final moments, as he prepared to enter Dungrimm's halls, he hoped that the Raguk may find their own way home as well...

  12. MC Name:

             CorweenieTheJedi

     

    Character's Name:

             Sevrel Valin'dar

     

    Character's Age:

             445

     

    Character's Race:

             Mali'ker

     

    What magic(s) will you be learning?

             Lutamancy

     

    Teacher's MC Name:

             Mc_Sober_Funk

     

    Teacher's RP Name:

             Qudlia Jusmia

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             N/A

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is shelved, it will be unavailable to use?

             Yes

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