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Found 18 results

  1. -=+=- THE MENESTREL MUZYKA MENU -=+=- [!] A Sakcharin Catering services booklet made of thick paper and stitched leather lies open to the front page in your hands. Embossed music notes detail the menu, alluding to the musical nature of the bardic festival. A flourish of text rests upon the top line: The Menestrel Muzyka Menu. Underneath, several sections are written in Common with bold, precise strokes of ink. -=-=- Alcoholic Drinks -=-=- The Violet Menestrel This Raevir beverage is a deep purple in appearance, clasped in hand with a crystalline cocktail glass, detailings of musical notes along the rim of the glass. Citrus vodka, lemon juice and a parfait liquor is combined in a shaker of ice before it is strained into the cocktail glass and garnished with a lemon spiral. An alcoholic beverage with a citrus taste. The Prancers Dance This Raevir beverage is a pale orange in appearance, clasped in hand with a crystalline martini glass, detailings of musical notes along the salt-lined rim of the glass. Lime juice is squeezed into the glass, before the spent shell is dropped in. Ice is added, before vodka and ginger beer alike fills the beverage. Floating just so within is a mint leaf, the beverage tasting sweet, tart and with that hint of mint. Flaming Samogon Bards This Raevir beverage is a fiery red in appearance, clasped in hand with a short, rounded crystalline glass, detailings of musical notes along the rim of the glass. A particularly strong drink with quite the kick, it is made through fermentation of sugar syrup, beets, and apples. Added to the drink is that of lemon, honey, strawberries, oak bark, green tea and coffee. This heavily mixed beverage is similar to moonshine, every aspect of it like a mule's kick to the throat, taste and scent alike. -=-=-Non-Alcoholic Drinks -=-=- The Kvas Torrent This bubbling Raevir beverage is light-pink in appearance, clasped in hand with a crystalline flute, detailings of musical notes along the rim of the glass. Fermented through flour, malt and dry rye bread - additions to this are apples, beets and honey. Non-alcoholic, carbonated and with a salty and savory taste alike. Mors Passion This Raevir beverage is made with strawberry juice alongside boiled lingonberries, giving it a vibrantly colored appearance, clasped in hand with a crystalline flute, detailings of musical notes along the rim of the glass. Diluted with water, and sweetened with sugar and honey alike, this drink would cater to the ultimate sweet tooth among us. -=-=- Mains -=-=- The Pelmenis Melody This Raevir dish is set within a cabbage-lined bowl with detailings of musical notes along the outer rim. Most similar in appearance to dumplings, this dish is dough with the fillings of salted minced beef, lamb and pork. A dollop of sour cream is found on the side, alongside that of two stuffed cabbage rolls, cabbage leaves stuffed with a combination of ground beef, pork, rice and vegetables before having been cooked in a creamy tomato sauce. This dish makes for a tangy, tender taste. Chicken Stroganoff Delights This Raevir dish is set within a bread bowl intent on soaking up the flavor and aroma of the dish alike, the dish edible in its entirety. Golden seared chicken breast, seared slowly for hours on end for the meat to simply melt away at a bite. Lathered in a sour cream based sauce with mustard, and seasoned with garlic powder, salt and pepper before being added to a beef broth. Drizzled over noodles, with added onions, it’d have a savory taste. The Nutty Bard This Raevir dish is set upon a plate with detailings of musical notes along the outer rim, candied ginger placed sporadically along it. The dish in question is combined buckwheat and roasted vegetables, alongside eggs, ground lamb, paprika, salt and pepper. Sauteed carrots and onions are added, before it is baked into something round akin to a patty. Butter lathers brioche bread, which may be eaten normally or used to make a sandwich with your buckwheat patty. The taste is rich and nutty alike. -=-=- Snacks -=-=- Menestrels Pecan Cheesebites This Raevir snack is speared upon a cinnamon stick, leaving the snack to be edible in its entirety. A rounded ball of cheesecake is layered with caramel over a graham cracker crust, and a second layer of toasted pecans before having been wrapped in a rich, luscious chocolate. Dark chocolate chips are sprinkled over the sweet treat for good measure, the drizzled caramel keeping them in place. The Raevir snack is sweet and tangy alike in taste. Passions Orange Mousse This particular Raevir snack is in a crystalline shot glass with detailings of musical notes along the outer rim. Within the glass is a decadent mousse, made with chocolate chips, sugar and sea salt. The dessert is chilled and airy, light-weight save for the heavy cream added in three dollops above. Orange zest is grated over the dark chocolate treat, giving it the tart combination to the sweet and tart dessert.
  2. ~Could bots and AI be the next source of LOTC tavern activity?~ As a long-time player of the Lord of the Craft, I've noticed that the quality of roleplay in taverns can often be lacking compared to other areas of the server. One reason for this is that many players who engage in tavern RP (aka Tavern RPers) are not as skilled writers as others on the server. Recently, I've been experimenting with using ChatGPT to generate roleplay in taverns, and the results have been impressive. Not only does ChatGPT write better than the typical LOTC player (especially Tavern RPers), but it also never logs offline or needs to take a break. Additionally, any grammatical mistakes that the bot makes are similar to those that roleplayers make more frequently, such as using "would" too often or referring to characters in the wrong tense. Given these benefits, I believe that LOTC should consider replacing Tavern RPers with bots hooked up to ChatGPT. Not only would this improve the overall quality of roleplay in taverns, but it would also free up human players to engage in more high-quality roleplay elsewhere on the server. Here's an example of a tavern scene generated by ChatGPT: Prompt: "write me a fantasy tavern scene and dialogue between a one-eyed bartender who lost their eye in the tenth nordling war and a female wizard patron with a peg leg" Result: It's worth mentioning that the above feedback is strictly for the sake of argument and i'm not promoting the idea of replacing human players with bots as a good practice, as Roleplaying with real humans, who can bring their own creativity and spontaneity, is an essential part of the overall experience.
  3. ~Halfling farm RP amenities, the threshing floor!~ The halfling roleplay niche & style was made organically in starting in 2011. It is currently 2022, and it's very obvious that never once did anybody make a full culture write-up for halflings with specific traditions and practices. This is why "proper" halflings are determined mostly by what they DON'T do rather than what they DO do (no minas, no locks, no shoes, no swords, etc.), and due to many changes over the years, a lot of these cultural taboos aren't even followed anymore (Hayhollow has minas shops and many burrows have locked chests)! While great strides have been made in recent years to create and record halfling cultural elements (such as the halfling religion, which went from a total meme into an actual fleshed out set of beliefs thanks to @TakeMeT0TheFae), much remains to be done and many interesting bits of halfling culture have either been lost to time over leadership & village transitions or were never expanded upon in the first place. Furthermore, the old halfling roleplay niche of "Small, quaint, chill community that doesn't do wars and raids" isn't very unique anymore, what with LOTC as a whole going through dry spells with barely any warfare or significant player conflict. Back in 2018 there would always be massive influxes of new halflings whenever huge wars started up & players made halflings to ride out the storm. This simply isn't the case anymore. This is why I hope to finish the project I started in the summer of 2021 and redefine halflings as something BETTER! We don't have a huge population, but there are events & roleplay niches that work best in smaller settings, and I believe that is what we ought to focus on. My current idea is to focus halflings around farming RP much more than usual and run several farm-focused events every week (planting, harvesting, threshing & milling grain, work with animals, etc.) and lean into the productive & work-RP side of halflings. On top of more cultural lore posts, this should (hopefully) make halflings far more interesting! I'd like to see your thoughts on the matter! This feedback thread is geared towards both halflings and non-halflings alike.
  4. Thought I'd drop by the forums and propose this as its something that I've been thinking about for a while. It's my understanding that Orcs (both OOC and IRP) have had a bad reputation for quite a while on the server and I am both curious as to why that is and what I can do to change some people's experiences with the race/culture. My goal as the Rex is to have Orcs be both a contributor to overall server community and also bring back the enjoyable RP I experienced during Orc eras of the past. This means creating a healthy and friendly environment, one as free from toxicity as can be and one that is rooted in RP. With that being said, I now have a few questions I would like ANYONE to answer below. I encourage free dialogue if anyone wishes to discuss the points brought up and I will do my best to answer any questions people may have or ideas they want to propose to me directly. Question 1: What is one thing you dislike about Orcs/Krugmar? How can it be improved? Question 2: What is one thing you like/admire about Orcs/Krugmar? Question 3: What do you think Orcs/Krugmar biggest opportunity for improvement is?
  5. In my experience playing LOTC, there are two things that every settlement has to their name: A single, massive city as a roleplay hub, and the fact that their settlements are walled. This server has a lack of roleplay locations for those who do not wish to live within the protective walls of massive cities. While nations occupy huge tracts of land every map, typically none of that space is set aside for unwalled towns or small villages. The most common argument against these types of places is that “there’s no roleplay there”. But, this does not have to be the case-- there’s not roleplay in these types of places because people do not care enough to give them a good location where they are capable of getting roleplay. Any small villages or towns I’ve seen are always shoved off into the back corner of a nation tile that nobody even knew existed. Nations have the capability of giving these types of smaller settlements better locations, such as on the roadside-- some could even go as far as to have the road cut through the center of one of these small villages. If there are people aimlessly traveling the roads, and they actually see some people standing around and talking in a small village, perhaps they’ll stop by, speak to the locals, or even have some of the roadside tavern roleplay that many were promised upon applying for the server. If there are those who insist that it can’t be done, take a look at a location such as Belvitz in the Duchy of Adria from the last map. This town was built on a roadside at a crossroads. You had to pass it to get nearly anywhere in the north of Atlas, and this helped bring it activity. It wasn’t shoved off into a forgotten corner, but rather set in a prominent position-- and this paid off. Belvitz was an extremely active town-- and one that never caved into being just another walled city. The local tavern roleplay alongside the more basic political environment made Belvitz a popular location among many. I believe that other places have the possibility of achieving such a feat. Even unwalled suburbs would be an improvement, such as what is seen in Owynsburg, Kaedrin right now. While Kaedrin has their main walled city, they also have a large portion of their living space set aside as a suburb of sorts. There are small farmhouses and other homes outside the walls of the city-- and many of these homes are full while a large portion of the walled part of Owynsburg is empty. If other nations could just follow this example and have space to live outside the walls, this would be a massive improvement, and provide something for players who do not want to live within the walls. I am not advocating for the complete abandonment of the walled city system that we’ve seen for so long-- cities still serve as useful roleplay hubs, and it only makes sense that they are well defended. I am only looking for more locations that are not within the walls of cities for players to roleplay in. This is more a piece asking for nations to consider more locations to roleplay in rather than their singular capital city next map-- places for people who enjoy the smaller town aspect of roleplay to fit themselves into the server.
  6. Third Empire - The Decline 10,361 AE ---------- "The Galaxy is changing, comrades. The tumour that is the Empire is slowly turning upon itself, devouring itself from within. This is our time, brother and sisters, this is the great era of our liberation - some nay sayers would tell you that we must have peace, that we must beg the Empire to leave us be, that we must beg for concessions! But know this, comrades! Change! Will not! Come from above! They may offer as many concessions as they like - but we have seen into their dark hearts and we see them for what they are - liars! The may offer us concessions, but change will not come from above! We are the instruments that will guide the Proletariat to liberation, comrades! But to have freedom, we must first spend blood to defend the sanctity of our nation, and the liberty of our people!" -Chairman Dmitri Radtskevsky, addressing the nation. ----- Water. Blood. Lead. These are the three things that await a newly dropped infantry trooper on the jungle planet of Buath, where Imperial forces under Stellarch Nalani Itamere battle through thick flora, braving Irik guerillas, Irearchy regulars and savage fauna, in a grim attempt to bring the brutal Siege of Buath to an end. The Siege of Buath has lasted nearly two years, and around four million Imperial soldiers have been dropped to the hostile surface. Most of these forces are clustered in the same, small area - the only major gap in the planetary shield. Several legions have been stacked on top of each other, pinned by enemy forced on all sides. As a result, combat on the planet surface is slow and grinding, as Imperial troops are forced to clear out the jungle section by section. Nalani Itamere, though weary, is guaranteed several more years of campaign in the area, until his forces manage to shut down the shields that prevent additional troops landing on the planet. But even as he makes his preparations, the Senate is breathing down his neck, and constant, incessant demands are being placed upon him to end the campaign quickly. --- Scandal erupts in the Senate! The Tanu Kāvan, along with all of his senior ministers, are caught in a major sex scandal. After being discovered hosting a massive orgy, involving men, women and animals, the Tanu Kāvan is forced to resign from his office, while he retreats to an estate in the far off Outer Rim, while a proxy performs his duties. Tanu Kāvan Arakatera, Kāvan Te Eriki and Arēro Wirimu are the three most prominent resignations. As a result, the Emperor dismisses the rest of the cabinet, and instructs elections to be held for the now vacant Government posts. --- War rages in the Outer Rim, as recently appointed Stellarch Ekutu Nettana musters his beleaguered forces and attempts to stop the ceaseless Free Workers' Assembly advance into the last remnants of Imperial Space in the region. Nettana received his appointment following the execution of Stellarch Matī Timane at the hands of Syndicalist forces. With two Hyperlanes leading into the region, Nettana is stretched thin as he attempts to defend the planets Danare and Ivani, the gateways into the remnants of the sector. Dmitri Radtskevsky, Chairman of the FWA has appointed Admirals Chekov and Jelavic to lead the assaults. Though Nettana resists for now, it is only a matter of time before he runs out of fuel and ammunition, and his resistance is quashed. --- Aokigahara, the self styled Pirate King, rampages across the Galaxy, burning and capturing shipping in all corners of the Empire. The pirate, though a major threat, has been largely ignored, and as a result he has evolved from a minor nuisance to a serious threat. In his stolen Battlecruiser, The Horseman, he leads his squadrons of raiders to victory, time and time again. Finally convinced of his menace, the Senate have appointed Stellarch Rahn, one of their closest allies and an old veteran, to hunt for Aokigahara, to bring him to justice. But though Rahn scours the Hyperlanes for the Pirate King, Aokigahara evades him, disappearing in one place and then appearing a Galaxy away, as if by magic.
  7. Hello there! It seems like I’ve been posting an awful lot recently, however this debate is strictly ooc ONLY and in my discord a lot of guys were concerned over this issue, so if you wish to participate I am more than willing to answer questions and debate in the comments down below. The “techlock project” is a project where people are trying to find balanced tools to use within LoTC which has the same technology as the times it is based in. For example, firearms is the most recent topic that has been put up for debate. As shown below, the votes have been flooding in and it seems like the mass majority do not care for guns within LoTC. Personally, I feel guns do not have a place in LoTC. My reasons for this are as follows, please feel free to agree or disagree with backed-up points down below! Banditry/Raids: I feel as if LoTC for many years has been a hub for those who wish to participate in bandit roleplay (as far as my experiences have gone). If you are to bandit someone on the road, you can either rob them or fight them, depending on how they respond to your actions. If guns were introduced to LoTC, I feel like banditting people on the road would become far too easy, using hostages and holding people at gun-point is far more effective than crossbows. This will lead to an imbalance in the bandit-victim success rate, heavily favouring those who are committing crimes. Additionally, Cities will have a large advantage too. The current raid rules state that you must ONLY raid with three or less people, which means it is already difficult to pull off with success. With the addition of guns, it will become near-impossible, with the guards being able to default CRP and hold your party at gunpoint for as long as they wish, possibly increasing the rate of meta rallies coming and slowing down the roleplay that could be happening if they were all using less advanced technology. Larger scale fights: How can we moderate the use of guns in larger scale fights? Currently in LoTC there is a 10+ PvP default rule, however if you were to fight with 9 or less people it would become increasingly difficult to moderate the use of guns within the fights. Would we need to load the guns and use multiple emotes like we do with crossbows? Or can people just have loaded guns all the time, preparing for combat if needed. I feel this will increase the amount of modreqs that go up, leading to more power-gaming, toxicity, and just an overall poor roleplay experience for those involved. The “dodge” mechanic: How does one use this mechanic if there are bullets flying towards your head? For a long time, you are able to /roll or crp dodging attacks, with a larger disadvantage if you lose your roll or the mod/people involved deems your dodge unrealistic. Just like an Olog charging into a human, you would be instantly killed and out of the crp if you were to encounter someone with a firearm, which I feel ruins the whole combat experience entirely and can lead to poor quality roleplay. Now I have expressed my final points, I would like to invite everyone who wishes to get involved to comment below and I’ll respond to you all. Troll/Toxic comments will just be ignored. Thanks, Swifty
  8. Is Roleplay getting boring? Are you only doing day to day chores or endless fights? Are you waiting around for someone to come up to you and change your entire life? I’m McDanky and I have gotten the idea of Chaos Roleplay, scary ain’t it? Basically, pm me on discord and ask for my services which include but aren’t limited too: Sedating someone else’s wife, stealing something, an assassination for your character, and much more! Other specific details can be worked out in the negotiation process. The best part is it’s FREE!! Written consent is all that is needed. Pm me on discord if you would like to hire me or if you have any questions. Discord: McDanky#8651
  9. hi i am back. someone has been toxic to me. i report them. person in question is fooldude. they are very mean!! i have evidence. i post it here. ban please! also rep helps me cope with da toxicity. https://gyazo.com/05db978427a6c8f13bde15328f8957bb https://gyazo.com/d0c13b13f7798c9e0f392d93660c0627 https://gyazo.com/efc9e7d0757af4dc88cbbee357e1c9d2 https://gyazo.com/6e6235c557701076aaf6a5a8eaaba187 https://gyazo.com/3e62926bc85c542d61d492bb9b1a13f3 https://gyazo.com/752a4de16eb49610effd126b54d89660 https://gyazo.com/9e4d749bb13dd058c324101519d7570b https://gyazo.com/35ff95a45c5ec99b7fa4f28ec4525ffb https://gyazo.com/db9ba19680d0dda9d5405311e6ba78fa @Goblinberg i got toxic again so i hav mroe! https://gyazo.com/a65d63af25a2d8370c45ba311c602174 i is hraasssesed by them stil https://gyazo.com/96dfe50d03279465724a0ba10fad766f
  10. puffables is very toxic so i report! very very toxic. very. and smely. i was told to make ofical report. please do something about puffables!! https://gyazo.com/fa8a98d0603579938fa8abb35f8cf3a4 https://gyazo.com/82859ce77bbf65b4599a6fda05b875ab https://gyazo.com/43bdfe83631c8badbcfdc97b854d2b3f https://gyazo.com/b16c77177785c800defcccd35f658051 she also call me big dumb but it expired. staff intervention please and thank you. also +1 to help me recover @puffyduck
  11. Introduction Hello and welcome, dear reader, to another installment of scientific breakdowns of questions posed by Christopher Francis Ocean. Today we will be discussing the possibility of Mr. Ocean coming out as Mr. Surtr - the bringer of Ragnarök. If you missed the previous installment where we discussed a line in Biking regarding the effects of moving air and heat dissipation, please feel free to give that a read over here. Context, Lyrics and the Question In the Blonde album closer, Futura Free, our Los Angeles based rapper/singer heads into a realm of philosophy that touches upon theological territory. He asks his mother, Katonya Breaux Riley, the following: I'm just a guy I'm not a god Sometimes I feel like I'm a god but I'm not a god If I was I don't know which heaven would have me, momma? Let me run this ***** I'ma run it into the ground momma, the whole galaxy [Christopher Francis Ocean, Futura Free, 2016] This is indeed a valid question! Which heaven (a symbolic term which we will interpret as referring to a form of religious belief system) would be suitable for inviting Mr. Ocean, a god-but-not-really-a-god, to essentially destroy the whole universe? Analysis None of the most popular religions in the world seem to fit the mission statement that Mr. Ocean posits here: neither Christianity, Islam nor Hinduism seem to have religious scriptures that are a match for being run over by a would-be galaxy destroyer. We will have to find a place for our god-but-not-really-a-god elsewhere. And luckily enough, there is a place for Mr. Ocean in a religion: in the Norse Mythology, as Surtr, the bringer of the foretold apocalyptic event known as Ragnarök. Let us lay out the reasoning for this by learning more about the writings on Surtr: Surtr is foretold as being a major figure during the events of Ragnarök; carrying his bright sword, he will go to battle against the Æsir, he will do battle with the major god Freyr, and afterward the flames that he brings forth will engulf the Earth – Surtr will fling fire over the earth and burn the whole world. [Henry Adams Bellows, The Poetic Edda: The Mythological Poems, 2004] Seems pretty fitting a role for a galaxy destroyer as Mr. Ocean, no? Also, Surtr fits the description perfectly of a being like Mr. Ocean that sometimes feels like a god but is not a god, as Surtr is a Jötunn, more specifically a Fire Giant – who is not recognized as a God but can do battle with Gods. Also, Mr. Ocean could likely be a Fire Giant, as he 100% spits fire. And besides, what can make you feel like a God more than defeating one in combat: If Ragnarok comes to pass, Surtr will rise up with the legions of Hela's dead mortals and attack the forces of Asgard. It is prophesied that should this happen, Surtr will slay the god Frey. [Raven Kaldera, Northern Paganism, 2012] We’ll let you guys prophesy. [Christopher Francis Ocean, Nikes, 2016] in conclusion Narthok is based and a true son of Odin yours in raiding,
  12. Finri: The Lost Race Of The Ocean. The History: According to the legends scrawled by walls underwater, when the four brothers ruled every corner of the earth, there was one more sibling that the first man and woman could not bare to tell their children; the helpless case of their last child, Newx. He was an elf-like creature with blue skin, four arms, webbed fingers, three eyes, and an eel-like body. His voice was nothing more than high pitched squeals. His behavior was like an animal. But his intelligence was stunning, able to solve puzzles in a matter of seconds. The first man and woman had to sacrifice their child to the sea, for they quickly learned that Newx could not survive on land. Down into the depths did he thrive, his high pitch squeals allowing him to communicate with dolphins and other forms of submerged life. He would be the one to rule not the earth, but it’s vast oceans. It was then did he have four heirs. Gi who governed the Trenches, Mol who protected the Reefs, Bow who guarded the Emptiness, and Wiklo who reigned the Shores. These were the four realms of the ocean, these were the four daughters of Newx, these were the first Finri tribes. Gi—who thrived between earth, water, and darkness—was the inventor of sea lanterns and the discoverer of prismarine. From chunks of these crystals, grains of sand, and blue lava from submerged volcanoes, did she forge the new light source for her sisters. Mol on the other hand, discovered how to herd yummy cod and plant food. The dolphins her father befriended taught her how to hunt. The tropical fish showed her how to farm kelp, sea grass, and coral. And through their knowledge did Mol learn how to tame pufferfish, breeding them to become later on, guardians. Bow traveled alone through invisible currents that were only touched by venturing fish and migrating turtles. Their corpses lend her scute armor and the materials needed to help Gi forge tridents. Wiklo lurked near the shores, learning from the salmon leaving rivers about magic and how to wield it. She taught these arts to her sisters, who used the ability to gain greater technology, like the conduit. Then came the first sailors, who roamed upon the ocean’s surface with their wooden vessels. Their nets stole their food, their ships lingered above their homes, and their crewmembers stole any belongings they could find. Using every magic at their disposal did the sisters attempt to scare the seamen away, but to no avail. They hired mages to block their spells, and the finri did not wish to be discovered; for they cannot breathe air, bringing them to a swift disadvantage. Hence began the worship of Mother Moon, deity of secrets, darkness, and slumber. As the sisters slept, she visited their resting minds, blessing them with her powers on one condition. They must build an altar of peace and promise to never destroy it. The sisters agreed, mastering the power of transforming into shadow and entering dreams based upon the moon cycle. Together they gaslighted the mages on board these well-guarded boats, whispering in their ear while in shadow, giving them nightmares, and using lullabies to make them sleepwalk off the docks. Once their magical defense was down, the sailors left, marking the areas of the sea they should stay away from. A few centuries later--after the sisters died peacefully--a group of finir heard of the high elves and their philosophy. Believing that now is the time to kill the weak and breed the strong, they used each tribe’s pride against them, a tool of mass destruction. The descendants of the sisters--once loyal to each other--rained hell, redding the ocean with blood. An abysmal war for supremacy broke out, and in the final battle, the tribes decided to set the fight at Mother Moon’s temple in attempts to prove their worth to her. Their answer came when her shrine was destroyed in the process, each finir flesh stripped from bone and transformed into shadow. Now their ruins lie, temples crumbled, technologies unused, and kelp-woven scrolls eaten by fish. As Mother Moon awaits her next prophet, the corpses littering the deep’s floor hope to be discovered once more. OOC Explanation: Basically, there was a hidden race that once lived in the sea but went extinct thanks to an abysmal war. This war is currently unknown in the roleplay lore, the only thing that is known is their extinction. This race called the Finir built ocean monuments, discovered prismarine, breed sea animals, and used lost magics. Their curse was their animal like behaviors and their blessing were their extreme intelligence. Purpose: The purpose of this lore is used to explain the reasoning for the existence of ocean monuments, guardians, wrecked ships, and other sea-based items. If this lore is accepted, it could also be used to explain a new form of magic and deity--as seen above--I am planning on sharing. I hope this contributes to the wonderful RPG community we have! Spoilers: https://wikia.lordofthecraft.net/index.php?title=Ancient_History Moon Worship and Magic influenced by moon phases inspired by Avatar: The Last Airbender
  13. Finri: The Lost Race Of The Ocean. The History: According to the legends scrawled by walls underwater, when the four brothers ruled every corner of the earth, there was one more sibling that the first man and woman could not bare to tell their children; the helpless case of their last child, Newx. He was an elf-like creature with blue skin, four arms, webbed fingers, three eyes, and an eel-like body. His voice was nothing more than high pitched squeals. His behavior was like an animal. But his intelligence was stunning, able to solve puzzles in a matter of seconds. The first man and woman had to sacrifice their child to the sea, for they quickly learned that Newx could not survive on land. Down into the depths did he thrive, his high pitch squeals allowing him to communicate with dolphins and other forms of submerged life. He would be the one to rule not the earth, but it’s vast oceans. It was then did he have four heirs. Gi who governed the Trenches, Mol who protected the Reefs, Bow who guarded the Emptiness, and Wiklo who reigned the Shores. These were the four realms of the ocean, these were the four daughters of Newx, these were the first Finri tribes. Gi—who thrived between earth, water, and darkness—was the inventor of sea lanterns and the discoverer of prismarine. From chunks of these crystals, grains of sand, and blue lava from submerged volcanoes, did she forge the new light source for her sisters. Mol on the other hand, discovered how to herd yummy cod and plant food. The dolphins her father befriended taught her how to hunt. The tropical fish showed her how to farm kelp, sea grass, and coral. And through their knowledge did Mol learn how to tame pufferfish, breeding them to become later on, guardians. Bow traveled alone through invisible currents that were only touched by venturing fish and migrating turtles. Their corpses lend her scute armor and the materials needed to help Gi forge tridents. Wiklo lurked near the shores, learning from the salmon leaving rivers about magic and how to wield it. She taught these arts to her sisters, who used the ability to gain greater technology, like the conduit. Then came an secret abysmal war. Almost each tribe has invented a new form of magic and had the instinct to claim their territory. Gi invented Umbra Phasing, to manipulate and transform into shadow. Mol made a type of magic known as Siren Callings, allowing her children to enslave sailors and wreak their ships. And Bow discovered Taint Marking, to claim an environment with runes that control the area. After the death of the four daughters, in the final battle, Gi’s descendants casted a spell that transformed all Finir into shadow, stripping themselves into nothing but bone, dead before the world even knew they existed. The only thing that remains of them now are their ruins, their guardians, their technologies, and their corpuses littering the sea. OOC Explanation: Basically, there was a hidden race that once lived in the sea but went extinct thanks to an abysmal war. This war is currently unknown in the roleplay lore, the only thing that is known is their extinction. This race called the Finir built ocean monuments, discovered prismarine, breed sea animals, and used lost magics. Their curse was their animal like behaviors and their blessing were their extreme intelligence. Purpose: The purpose of this lore is used to explain the reasoning for the existence of ocean monuments, guardians, wrecked ships, and other sea-based items. If this lore is accepted, it could also be used to explain new forms of magic--as seen above--I am planning on sharing. I hope this contributes to the wonderful RPG community we have! Spoilers: · https://wikia.lordofthecraft.net/index.php?title=Ancient_History
  14. Dear players, Moderators, Admins, and all other teams. Recently, there has been talk of shelving the creatures called Striga, the vampire equivalent in LOTC. I object to this shelving for several reasons which will be listed. Already, many creatures have been “nuked”. And a lot of these creatures were creatures of evil. The biggest problem that we have now is banditing which becomes boring after constantly being downed on the road by bandits. Bandits themselves irp are not bad, yet everyone is resorting to banditing now. If we had more of these creatures such as Striga, it would add more color to the rp. When I first joined LOTC, I was a character by the name of Alkheim Guillén. After a week of RPing, I discovered an undead sect. This itself was extremely exciting to me. I had discovered creatures who practiced dark arts and I had my character strive to battle them. It inspire different much thought and a lot of rp. Rather than just fleeing like bandits had done, they took a stand as undead and fought. It added so much to the rp we had and just was so fun. If we keep these creatures in, the rp will be even better for the community, especially the new players. These evil creatures truly add something into the lore of LOTC. It offers creatures, played by players, that have no mortal morals. They are inhuman humanoids that groups can band together to fight. It does not divide us like normal human and elven evil does. For when someone decides for their character to turn evil, they still allows some goodness in the character, but monsters leave that all behind and truly add something evil to fight against in LOTC. Look what the Vaeyl order did in Atlas. Because of them, all the nations of Atlas fought together to exterminate them, bringing such enjoyable rp into the whole of Atlas. Another objection is that, these creatures are just fun to play anyways. To be the tyrannical Vampire with not even a smidge of goodness who does not fight for money, but just for pure power, or revenge, is fun sometimes, IRP that is. Turning people to your minions is also enjoyable. Instilling fear in the nations of the RP land can be awesome for both the player and the nations. These are only some of the cons of shelving a lot of monsters. And I know why it is done. Chaotic creatures are often played by chaotic people, meaning disorganization and rule breaking. But with revision, proper revision, it can be done properly and still be enjoyable. I beseech the Players day LOTC to join me in securing the monsters of Arcas to exist as playable races, not creatures of history that has passed. PS. +1 this if you like it. Plus, with every shelving of a creature just allows more and more creatures to be erased from LOTC
  15. Concerning the halfling race in Dunshire Alright, so as many of you may be aware, the halfling playerbase in Dunshire has waned a bit ever since I went on hiatus after PKing Madeline Applefoot. Compared to the massive spike of activity and great roleplay we had back then, Dunshire has fallen quite a bit. However, we still have a lot of active and semi-active players in the Discord and village, and thus I believe we can easily bounce back from this state of relative inactivity. What I want from you all is feedback on how we can improve things in Dunshire and how we can keep the place more active and less prone to massive spikes and drops in activity as halflings join Dunshire and as important halflings go on hiatus. Here's my current plan: -Bring back the Dunshire Drinking Nights, or similar weekly events that are broadcasted to all on the forums. -Try to establish some more storylines in Dunshire (silly little villains, small adventures, etc. Like what me and @_SuitAndTie_ plan to be doing) -Wait for the halflings currently on break/busy with work(I know there's at least a few) to come back, thus making the activity situation in Dunshire much better. -Keep on promoting good halfling morals in the current halflings, and remove any random locks that are in Dunshire (Which shouldn't exist in the first place outside of the Storage Burrow) -I've heard many Elder halflings suggest that we require residents to do fun little tasks in order to gain and retain control over a burrow, perhaps we could implement something like that -Maybe hold a festival or two, with lots of booze and food of course. I am open to any other ideas, and while I'm no longer an Elder in Dunshire and thus don't really have a say in how it's run anymore, I feel like the community trusts me enough where they'd generally go along with anything I plan to do, or any suggestions that other members of the halfling community may have. See you all in Dunshire!
  16. Trolls Trolls are dangerous beasts, distant cousins of Orcs and Ologs. Relicts of the past, Trolls are introverts. Choosing to live with only themselves, it would be uncommon for a Troll to have contact with a descendant unless they were choosing to eat them for a meal. Or, if the person were to infringe on the Trolls’ territory, they would find themselves in a tough situation. Trolls are much like the Orcs, living in isolated tribes from other Trolls. They mainly dwell in caves, or huts they build from rawhide. Unknown to most, Trolls are of primitive intelligence. Smarter than an Olog, yet dumber than a man. They possess the knowledge of basic crafting with things such as flint and stone. A rare prodigious Troll may be able to learn smithing. They can also make their own huts from wood and hide, and know how to properly cook meals. They have a tribal hierachy, led by a Chieftain. Trolls have different breeds, two main types with many subtypes. Troll hide is surprisingly tough, being able to withstand the amount of damage that chainmail can. Blows would have to be made from stabs instead of slashes for them to get through their hide. Trolls also have only 4 fingers on each hand. As well as 4 goes on each foot. The Two Breeds of Troll Forest Trolls Forest Trolls are, as their name suggests, Trolls that dwell in the forests of Atlas. They carry with them a green tint from the moss and mushrooms that may grow upon their backs and arms. Expert hunters and trappers, these Trolls prefer solitary from even themselves. Although there have been a few Trolls Clans that spring up from the ground. The Forest Trolls have the most commonly seen Troll subtypes. Swamp Troll, River Troll, Flatland Troll etc. These type of Trolls stand between 11’”-14”. Rarely going over this. Generally being a stocky breed, in order to stalk their prey. Mountain Trolls Mountain Trolls dwell in mountains and caves, generally being around Dwarves and other creatures of the mountains. The Mountain Trolls are shepherds, for the most part. Choosing to raise Mountain Goats and Iron Rams. These trolls use mainly clubs made from bone, wood, and stone. Sometimes warhammers, which are just large boulders tied onto a stick. Mountain Trolls are slightly taller than their cousins in the Forests. Standing around 12’”-15’”. They use their height and strength to intimidate predators that would try to eat their herds. Mountain Trolls generally have a grey skin tone. Although blacks, pale whites, and darker greys are also found. The most common subtypes of Mountain Trolls are Cave trolls, and Frost Trolls. A Troll’s Mindset Trolls are as stated before, rather introverts. They would gladly avoid descendants of all nature, however when a descendant stumbles into their territory it becomes a problem. Trolls have also been seen on the battlefield, having been paid by factions in livestock and hides. Finding no use for mina, and preferring to trade with others. Trolls choose to live with each other, rather any other faction. Although Trolls may feel a pull towards their cousins, the Orcs. While not retarded like Ologs, Trolls certainly aren’t very smart and can be quite childish. Starting petty arguments over another Troll having one more sheep than they do. As said before, Trolls do not have the intelligence of a normal human man, rather they have the intelligence more suited to children or primitive man. Strengths And Weaknesses - Trollhide - Trollhide is extremely tough, being akin to chainmail and able to withstand just as much. - Strength - Trolls are unsurprisingly strong. Able to crush bone with their hands, as well as pick up large boulders and rocks. This is due to their increased ability to gain muscle mass, much like Orcs. - Intimidation - Trolls use intimidation to hunt and fight others, if they can win a fight by intimidation they will use it. - Sensitive eyes - Trolls’ eyes are sensitive to light, not being able to see very well in the sun. They would require places of shade to see easily. - Low intelligence - Trolls as stated before don’t have very high intelligence. Being less than an average man and more on the point of a 10 year old. - Trolls cannot learn Magic whatsoever. Like Ologs, they do not have the knowledge to do so. Trolls are a CA Only Creature. Meaning they aren’t playable to just anyone.
  17. Birth of the Orison Ritual Site of the first Guardian Grotto, a harrowing, yet beautiful reminder of the death of a druid. “And she appeared before them, those troubled minds, and the air was alive with sound of nature. She gave them a reassuring smile, reaching a hand out, as if to offer help. All was well.” It is a well known truth among druii and those that study the aspects or their faith, that devout druids who die ascend to the realm of the fae, to serve out their days as Soulbound Servants and Guardian Spirits. In the realm of fae, these spirits of passed druids are revered by all as wise men and oracles. Creatures of the fae flock from every corner of the realm to hear their words of wisdom. In the realm of fae, they are considered demigods, chosen of the aspects themselves. (The Fae Realm) In death, these sages reflect the souls of what they were in life. For those that sought the taste of battle in defense of the balance, they may find themselves as a spirit of fury, blessing those of the Twilight Bound. A gentler druid, a healer perhaps, may find themselves as a mending spirit of the Dayward Way. All these such spirits are revered amongst the fae creatures of the world. For those most dedicated servants of the aspects, there exists a special opportunity in life, during the most unlikeliest of times. That is, to become a Guardian Spirit capable of traversing betwixt the eternal forest and the mortal realm. These most devout servants may find themselves visited by one of these spirits to be taught the highly secretive ritual. With this knowledge, they are given the secret that they need to become one of them, to be given the ability in the afterlife to make the journey and return as a Guardian Spirit of the Descendents. However, this ritual may only be done on the brink of death. In their last moments, a druid may send out a final plea, one last wish to stay on Æos, on this place that they’ve so desperately tried to protect through their whole lives. And then, they must perform the ritual. The Discovery She saw blood everywhere. It stained the grasses around her with a deep crimson hue, glinting in the sunlight. And she looked to the side, seeing a bloodied bone knife cast aside, lying among the leaves a few feet away. And then it shot through her, an agonizing pain in her abdomen and she cried out. She looked down, and in her arms was her heart; a crying babe, wrapped in a green shawl. And her eyes slowly shut, fluttering desperately to try and stay awake as she faded into the cold embrace of death. Awaiti sat up in her bed, drenched with sweat. She rested a hand against her stomach, flat as it always was. The woman turned, pushing up out of the bed to stand, staggering over to a mirror in the room. She gripped the sides of the table, looking into her reflection with a silent, but bewildered expression. Her amber eyes stared right back at her, betraying only fear. But that was all. There was no blood, no screaming, no crying babe to hold. It left her unsettled, and compelled her to grab her cloak. And with that, she swiftly exited the room. The flames in the brazier of the shrine always shone the brightest at night, casting light in every which direction, onto the grass, onto the statues of the aspects, and now onto Awaiti, who was kneeling before it, bowed deeply in prayer. “Sweet mother, sweet mother, send your blessing unto me… preserve me…” “Father, father please. Have mercy on your faithful servant…” She pleaded like this for hours and hours, until the first rays of daybreak split the air, casting shadows of the leaves on the shrine. And on and on she pleaded, tears staining her weary face. “I don’t want to go! Not yet!” And her eyes were filled with light as she keeled over, blacking out against the cold morning ground. What followed barely made sense to her, flashes of white and green light, the crying of a babe. Visions of light took shape as fae energies and her dream came back to her. She was suddenly on the ground again, covered in blood. She was screaming, crying out in agony. And once more, her eyes began to flutter off to the cold and gentle dark. “Breathe, child,” She heard a gentle voice call to her. “Let go,” said a strong voice. And she shut her eyes for but a moment. And then opened them with white light coursing through. In an instant, the place around her was filled with a brilliant flash of fae light, all erupting from Awaiti. Flowers sprung up, creating brilliant displays of red and blue and purple. Trees sprouted almost instantly, tearing up the earth. But all was silent for Awaiti. She could hear no voices, feel no life. Life itself had all but left her battered form. Instead, it was in the world around her. And she drifted off. Her eyes shut once again, and Awaiti, just as she had in her dream, passed on from this world. But then, she was truly alive. There was warmth, and it was good. Awaiti looked down at her own mortal form, and smiled, knowing that all would be well for her child. They would live, and go on. Her eyes flung open, and she was back on the cold, hard ground. Awaiti stirred, knowing now what she had to do. And so she stood, going home to her bed to await that fateful day. The Orison Ritual Druids look on as a hierophant passes on, the air lighting up with fae mists as the energies ripple through, causing flowers and other life to spring up! circa 1650, colorized “Mother, mother please… father, look down on me… I want to be brave... I don’t want to die!” The ritual itself was used a great many years ago, in ages long forgotten, as a secret technique used amongst some of the most powerful and wise druids, in order to continue passing on their knowledge and guiding their people even after their own death. Since, it has fallen from minds, into myth, and then into legend, and then forgotten entirely. It has only resurfaced recently, discovered by Sister Awaiti Aureon, who saw glimpses of the ritual during a vision of her own death. Flashes of light, blasts of pure fae energy that rippled through nature, allowing life to flourish in its wake. These visions stayed with her throughout her whole life. What Awaiti saw was her own body expelling all of its druidic energies in one single moment. This act kills the druid immediately, but the blast of fae energy allows anyone in the vicinity to feel the effects of a fae ring for the day. The very wave of energy that is expelled from the druid has a similar effect to a fae ring, allowing those around them to hear the countless voices of nature for the rest of the day. It would emblazon druidic runes onto the stones around them, growing large trees and bushes almost instantly in the now hallowed land. A circle of flowers would sprung up all around in a spiral, creating a Guardian Fae Ring around the druid’s lifeless corpse. The wave of fae energy carries part of the druid’s very soul with it, tethering it to the land of the living. This created an anchor to Æos, allowing the traversal between these two interlinked planes. Such is the path that all those druii who wish to return to the mortal plane must follow. They must seek out a guardian spirit and learn the secrets of this most sacred ritual Guides and Redlines Requires a TA in Control and Communism to teach the Ritual, as well as being the aforementioned Guardian Spirit. In order to teach the Orison Ritual, an existing Guardian Spirit must show their student the ritual through Greensight. Attempting the ritual in any capacity is a PK. Requires a MA to perform the ritual. Attempting the ritual is a PK, no matter the outcome. Once you die, you’re dead, spirit or not. Guardian Fae Rings Fae rings have always been notoriously awe inspiring and potentially dangerous, for they create links between our realm and the Eternal Forests of the Fae. Normally though, these Fae Rings only allow lesser creatures of the realm to traverse the planes under the light of the full moon. They have the additional effect of imbuing descendants, whether they be human, dwed, or elf, the sudden ability to hear thoughts, instincts, and raw emotions of the flora and fauna around the ring, giving an experience of attunement to the unattuned. This can be very disorienting for those that are unfamiliar with the raw orchestra of nature. These fae rings have only ever been created through the magic of the aspects themselves, being naturally occuring phenomena in the world. But, with the Orison Ritual, we find the first instances of a druid themselves creating these rings through their own powerful druidic energies. During the Orison Ritual, a massive explosion of fae energy is released directly into the land around a druid’s body. Many things are birthed from this influx of energy, including the powerful Guardian Fae Rings. These large spirals of flowers cover the entire area that the blast touched, hallowing the ground that they lay upon. Over this entire area, the effect of a normal fae ring is given, nature filling the ears of those who stand within the living spire. These rings act as normal fae rings, with a few exceptions. Normally, a Fae ring allows only lesser beasts of the Eternal forest to pass through it on a full moon. However, given the druid’s final sacrifice, it allows Guardian Spirits to pass through the realm of the fae into that of the living. Guardian Fae Rings have the unique ability to be created by the living as well as the dead. However, this process is extremely dangerous, and must be preserved for times of great need. By transcending to the eternal forest, a group of three druids can seek out any such guardian spirit and re-tether their soul to the earth. By doing this, the guardian spirit channels their own energies through the bodies of the three druids, transforming the fae ring into a guardian fae ring. This allows for the creation of new guardian fae rings from normal fae rings. It is important to note that Spirits are not tied to any one ring. Instead, over time, these rings begin to create an interconnected network of points that the spirit may visit. Usually these rings are placed around groves, or other places of pilgrimage for those that follow the ways of the aspects. These points serve as the anchors for spirits in the realm, creating holy sites around the world. As stated, guardians are tethered to these Guardian Fae Rings, tying them to that one particular site until they are able to move to a different ring. Guardian Spirits are only able to go so far outside of the ring before they dissipate, the bonds holding them to the world too weak and too far to hold them in any significant way. If such occurs, they find themselves drawn back to the Eternal Forests, unable to plant themselves on the world. They must stay there for a time as their spirit regenerates and recollects in order to return to the world of the living. Guides and Redlines Powerful druids can perform the ritual successfully and be taught it. In order to be able to become a Guardian Spirit on the mortal plane, you must conduct the Orison Ritual. The Druid must first pray, opening a connection with the aspects themselves. Basically grabbing the aspects attention. After such, a druid must expel all of their fae energies in a sometimes violent blast, depending on the age of the druid and their power. This can potentially hurt those around them if the druid is very old and very powerful. The blast caused by the druid causes a surge of life in every direction, causing plants and life to spring up where possible. It can grow trees in an instant, moss to grow on rocks in runic shapes. These runic shapes reflect parts of the druid. Only the Guardian Spirit that created them knows their meaning. The blast also creates a Guardian Fae Ring, a variation of a normal fae ring, a large spiral of flowers, leading to a circle in the middle. This is the exact spot where the druid died. A Guardian Fae ring is what allows a Guardian Spirit to travel between the realm of fae and the mortal plane. Guardian Spirits are tethered to these rings, unable to walk very far away from them without being called back to the Eternal Forest. This radius usually encompasses the size of a grove, or small settlement. Guardian Spirits may only make the journey through Guardian Fae Rings during a full moon (Once every elven day). However, it should be clarified that they may remain the realm of the living after the full moon has passed. In order to perform the ritual, a currently existing Guardian Spirit must teach you it, or have someone who already knows the ritual pass the knowledge to you. This follows suit for druids to create guardian fae rings. In order to create another Guardian Fae Ring, you require a living druid that knows the ritual. Being different from normal fae rings, it is possible to have both a Guardian fae ring and a normal fae ring at the same time. To transform a fae ring into a guardian fae ring, you require three druids who know the transcendence feat. By doing this, it allows the druids to find the spirit in the fae realm and allow them to push their energy through their own bodies into the ring. This creation acts in the same way as the normal creation would, with all of the effects. Must be a druid, and currently be Tier five in both Communion and Control at the time of death. Druids cannot be pulled back from the Eternal Forest after an Elven Month, as the Eternal Forest’s call is far too strong to ignore. Such is the nature of the Fae Realm. In order to be brought back from the Eternal Forest, you must have PK’ed entirely first. It is only allowed for fully PKed druids. A Druid must be able to pray before they die, and build up the energy to release it all. Any sort of instantaneous death would prevent them from doing such, and keep them from tethering their soul. This ritual can only be done while on the brink of death. Druids who commit suicide cannot do the ritual. Any druid blocked by Strength of the Abyss or other Fi magic would not be able to complete this ritual. The blast from the ritual is not enough to kill in any case. Only potentially knock back people. If the druid’s focus is thrown off during the ritual, it ends the ritual and they are unable to continue, missing their window. In order for druids to create a guardian fae ring, they need to gather more than 3 druids to pool their energy together to create this explosion. Without more than three, the combined strain would kill the druids involved. Even with more than two, the process is extremely taxing on the body. The Orison ritual requires the unaltered soul of a druid to be in their body in order to perform this ritual. Druids with altered souls, or those who have placed their souls in other vessels cannot perform the final ritual to become Guardian Spirits. This does not apply to the creation of Guardian Fae Rings. As the natural energies release, the spirit of the animal would release as well. It remains with the guardian as part of it or depart to the aspects realm. This allows shapeshifters to complete the ritual. Guardian Spirits cannot walk outside a certain distance from their Guardian rings. In doing so, they would be demanifested, and sent back to the eternal forest until they can return. (300 blocks) Iconoclast magic would demanifest a Guardian Spirit The Spirits A Guardian Spirit watches over the forest with a careful eye, taking after their original elven form. “Go, my faithful dedicant, into the mountain! There you will find a spiral of flowers… sit in it. Call out to her, to that devout spirit. She will guide you on this task. Now go!” With their spirit tethered to both the eternal forest and the mortal plane, the Druid would wake in the Forest, awaiting that next full moon, for that bridge to open between the realms. When the full moon flies, they may find themselves on a trek across a great birch bridge that stretches far into the cosmos, into the mortal realms, allowing them to awaken inside of the center of the Guardian Fae Ring in a brilliant display of light, standing in the grove created by their own death. This is the journey that all Guardian Spirits will take, should they partake in the Ritual of Orison. Upon their awakening, spirits are met by themselves, by their new spiritual figures. At first, they appear as themselves, given a transparent glow that reflects their own druidic energies. As time goes on, these spirits realize that they can shift their appearance to some degree, to make them look as they did at any point in their life. Through this, they can remove scars, and blemishes upon that figure, or tattoos that covered their skin, appearing truly as a servant of nature, without other worldly attachment. In their journey to the spirit realm, spirits find they may change into a host of different animals, accompanied by that similar transparency and glow that other Guardian Spirits give off. However, with an additional affect. Due to the spirit’s time in the fae realm, the essence of the eternal forest has rubbed off onto their animals’ giving them fae-like attributes. The spirit is just that. A spirit. They cannot touch or interact with the world. They will never again feel the embrace of a loved one, nor the wind on their cheek. They are dead, lost to the world. Incorporeal beings that merely exist as a passer of knowledge, a wielder of the torch of druidic power. Even at their strongest, standing within the fae ring, they are unable to lay a finger on the world of the living. It is the primary mission of all Guardian Spirits to pass down their own knowledge of the balance, and to guide the druids of the world towards a heightened understanding of what their duty is, and how they might attain it. They serve as powerful guides to all that follow the path of the aspects. To dedicants, they serve to inform and teach. To Druii, they seek to offer their different perspective on the world and how it may function. And above all, to Archdruii, they serve as powerful advisors in the face of great adversity. But they are just that. Guides, advisers, wise-men. Vessels of knowledge that lasted longer than they should have. They are unable to use the powers that they had throughout their lives as druii, save but shapeshifting, but they still retain their ancient knowledge of the arts. In times of great need, these spirits are able to pass on their understanding and power into the druii of the world in several ways, detailed a bit later. In addition to this, Spirits are also given a few smaller tools that they would use in pursuit of guiding dedicants, druids, and archdruii alike, without impacting the world on a physical level. Spirits are far more corruptible than our mortal forms. Aurum weapons that affect the spectral beings of the world would affect them just as a normal blade would, cutting away at their energies. Blight that would normally sap away at the strength of a descendent would eat doubly so at the Spirit Guardian, gnawing away at the very being of the guardian, until it is so weak that they are corrupted wholly. And perhaps the most dangerous among them all, are those that carry with them the strength of the abyss. To be touched by this ability is to be scattered, cut off from the world. Upon touch, the spirit is sent back to the realm of the fae, to recuperate once more. Such is a very effective weapon against them, capable of sending them away in an instant. Blight may even corrupt a Guardian Spirit more than it normally would. The spirit is more fragile than the body, and to those who are exposed to it for a long time, it may have devastating effects to their soul. Through time, they’re physically corrupted, and the soul is damaged, leaving their spirit broken. The blight addles their mind, casting a shadow of the ancient spirit. They become destructive, a draoi spirit. Their gifts turn dark, allowing them to grant darkened boons on their followers, on those dark druids that would destroy. As they continue down this path, these spirits are corrupted physically. They may be split open, or tainted visually, their souls torn asunder by the use of these dark boons. These now Draoi spirits haunt the realm, causing chaos and sowing discord throughout the land by empowering the dark druids, until they’re put out of their own misery, and banished from the land by the very druids they were sworn to guide. Banishment is a difficult process, though not impossible. It is a technique used by druids to sever a Guardian Spirit’s connection to the mortal realm, and works similarly to the unattunement ritual. A group of three druids must corner the Spirit, connecting with them via powersharing. After this, there are multiple ways that the druids could deal with the spirit. Potentially, the spirit has been feeding dedicants or other druii misinformation, misguiding them from the path of the Druidism. Or perhaps these spirits have views too extreme for the order, and must be cast out. Both of these are valid reasons to banish a druid from the mortal plane. Or perhaps a spirit has become fully corrupted by blight, making them violent Draoi Spirits. This is another reason to banish a spirit. Or even by request of the Spirit themselves that believe their mission to be done. Banishment is the act of releasing the spirit’s tether to the realm of the mortals, recalling them back to the eternal forest to live out their days there. This action can be reversed, in the same way that a guardian fae ring can be remade. The ritual is one in the same. Guides and Redlines Newly made Guardian Spirits always begin in the realm of the fae. In order to start roleplaying, players must wait until a full moon, or one out of character day in roleplay to re-enter the mortal plane. In order to enter and leave the mortal plane, a Guardian Spirit must do so through a Guardian Fae Ring during a full moon. All Guardian Spirits take on a glow reflecting the color of their fae energy in life. Guardian Spirits take the shape of themselves when they return, appearing unaltered by injury or bodily art. In addition, Spirits may change how they look in order to reflect themselves at different points in their life, to reflect and show how they themselves have changed. Removing injury or changing which point in life they appear as is entirely optional. Due to their time in the fae realm, spirits are capable of morphing into a different host of animals, with the addition effect of fae attributes. The addition of Fae attributes applies also to normal Spirits Guardian Spirits are completely incorporeal, and cannot touch or physically interact with anything in the mortal realm. They are ghosts, in that sense. They will never be able to feel the world of the living, at least physically. Guardian Spirits retain none of their ability to perform druidic arts that they had learned in life, save shapeshifting. However, they retain all of their knowledge in the arts, and still fondly recall the feelings of using their abilities. They instead gain a few other abilities to assist in their primary mission of guiding the descendents, and granting boons of the aspects. Guardian Spirits with a TA in any given druidic magic still keep the TA, but cannot perform the magic themselves, truly being a guide more than anything. Guardian Spirits can no longer perform control, communion, thulean druidism, blight healing, or herblore. Guardian Spirits can no longer teach unattunement, attunement, or shapeshifting. Golden Weaponry affects the spirits as a normal weapon would to a person. Blight corrupts the very soul of the spirit, being far more vulnerable to the effects of the blight. This causes Guardian Spirits to become Spirit Draoi, lashing out violently with all they have to corrupt and damage the world. This, however, can only be done through their existing gifts and receive none for becoming a spirit draoi. Upon their next ‘death’, spirit draoi are permanently killed. Players accept this on making a Spirit Guardian. Upon touch, Strength of the Abyss immediately sends guardian spirits back to the realm of the fae in order to remanifest. This action is extremely disorienting for the spirit, and takes a long time for them to return and gather themselves together. This takes one year in game (One week out of character) Guardian Spirits are able to be banished by the druids of the realm through the banishment ritual. However, they can be brought back through the creation of a guardian fae ring for them. The Mission Guardian Spirits under the full moon, 1650 “I am one with the Balance.” In life, it is the path of druids to protect the balance, to safeguard nature. To protect the wilds and those that live amongst them. When these druii die, they ascend to the eternal forest, to serve as soulbound spirits, wardens and wisemen of the fae realm. These spirits are revered as wise demi-gods next to the aspects, spirits holding immense knowledge. Creatures of the Fae come from near and far in the realm, from the Twilight Bound to the Dayward way. For those Soulbound Servants that return to the realm of the living, their duties must continue. Guardian Spirits are to act as guides, figures of wisdom amongst the druids of Atlas, and all other places to come. They walk amongst the order as highly revered teachers, and advisors, opening their wisdom to all that would seek it. This is their eternal duty, to serve and guide, no more, no less. Very rarely do these druids directly intervene in anything, choosing instead to give their assistance when asked, or to offer a boon from the aspects for dire situations. In some cases, they can even take up teaching positions within the order. Blessings of the Aspects A druid completes a task with the oversight of the Guardian Spirit, 1650 Guardian Spirits tend not to intervene in worldly affairs. Without the ability to hold a sword, or travel far beyond their guardian fae rings, they take up a more guiding role. Their time spent in the realm of the fae shows now though, and Guardian Spirits find that they have a few lesser abilities that they didn’t have before. These can be very straining for the spirit to perform, and only one may be used per day, that they might serve the spirit in guiding others. Greensight Guardian Spirits have the ability to reach out to the attuned minds, able to incur visions of the past, things that the Guardian themselves have seen, or even things that the subject has seen. This ability only works on a willing subject, when they allow the guardian into their thoughts. These visions can be as vivid or as vague as the guardian wills it. This can be used to suggest certain courses of action, or to show lessons that they themselves have learned. This only affects attuned druids and those affected by fae rings. Oversight Guardian Spirits bind themselves to a druid for a time, seeing what they see, hearing what they hear, allowing them into their thoughts. This must be entirely willed on the part of the druid and the guardian. During this time, the druid is marked with a green fae symbol upon the forehead, showing that they are a vessel of the spirit. This lasts until the subject no longer wills it, or the spirit leaves the body of another. Guardian Powersharing As was their ability in life, Guardian Spirits retain their ability to control and manipulate the natural energies of the fae, in order to pass them onto another druid. This greatly enhances the natural ability of the druid far beyond their own potential, exactly like how a normal powersharing is done from a living druid.. However, due to the fact that the Guardian Spirits consist of their own Fae Energies, powersharing dissipates them over time. After they've finished, they return to the Eternal Forest to replenish their being. Guides and Redlines All Blessings of the Aspects can only be performed once per day, while their energies replenish. Any attempt to perform a second blessing in one day will result in a failed attempt. During Greensight, both the druid and the guardian enter a catatonic state while experiencing the visions, they are completely vulnerable to attack until the guardian ends the vision or it ends. Greensight uses previously existing memories from either the Druid or the Guardian Spirit. This applies even to memories that have been lost. Can be used to revive memories. Guardians can manipulate memories to look as vague or vivid as they wish. They may also alter the vision to a limited degree, in order to show alternative choices, or make symbolistic changes. Druids and guardians can experience pain from the vision that may actually linger after the vision ends. This is all psychosomatic. The Ritual of Orison is taught through Greensight memory of the Guardian’s own death. Oversight is the ability for a spirit to bind themselves to a druid’s body, connecting the two. The Guardian Spirit and the druid’s senses are linked, and they can experience the sights, sounds, smells, feelings, tastes, and thoughts. This works vice versa as well, the druid being able to experience those of the guardian as well. In addition, this links their emotions, to a degree. Should the druid grow angry, the guardian may feel a surge of anger or so on. Druids experiencing oversight are marked with a fae symbol over the forehead, glowing with the color of the spirit’s energy. Guardian Powersharing works exactly like normal Powersharing, but after they are done, they dissipate to the Eternal Forest for an Elven Day. Feel free also to roleplay discomfort when powersharing, as you're sacrificing your own lifeforce to fuel another druid. A druid does these at will, they cannot be forced into it, nor can they force them upon others. A Guardian Spirit can only use one blessing per day Greensight must be completely willed on both ends. A Guardian cannot be let into the mind of another without it being opened for them. Guardians cannot cause physical injury through Greensight Visions. This does not apply to psychosomatic illness. As soon as a Druid does not want to be shown a vision, it ends. Closing off the path renders the ability ended. Guardian Spirits cannot be demanifested during oversight. Guardian Spirits cannot use other druidic blessings during oversight Guardian Spirits cannot interact with others outside of the druid they are bound to. Once clerical magic is used on the body of one being affected by oversight, the spirit is pushed out, ending the ability. If a druid does not want to be bound to a guardian spirit any longer, they are disconnected. This applies vice-versa. Guardian Powersharing shares the same redlines as regular powersharing. ((As all things, feedback is appreciated so that I can really make this lore enjoyable for everyone! Shoutout to Leowarrior14, Delmodan, ThatGuy_777, and Gladuous for giving me ideas and letting me talk to them about this!))
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