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Found 12 results

  1. Hello there everyone I am Valyrian, known by my persona name of Lerenzo. I have decided to make this post due to fear of the eventline involving The September Prince being canceled soon. I would like to show a bit of support for the eventline and the groups that follow it, for I know that I myself and those involved do not want this to end, as there is still outstanding roleplay to be had. As a frequent follower of The September Prince eventline on my main persona, I spend most of my time on LoTC engaging in actor/player built scenarios that are made entertaining by the incredible roleplay of each individual involved. A few specific groups within the LoTC community seem to want this eventline ended, perhaps for out of character reasoning more-so than actual rp reasoning (as most of those accredited to such haven’t even roleplayed with our group, or haven’t in a very long time). It is apparent to me that this eventline is ignored by certain player groups, and I have it on good account that some of those player groups do not wish to interact due to lore-breaking. The eventline has been lacking, not on part of Aesopian or those that actually interact, but because of the lack of interaction from those who seemingly wish to ignore the eventline and just hate on it out of character. I am adamant on my stance about keeping this eventline up and running, as are those that actually interact with the eventline on both a weekly and day-to-day basis. The September Prince eventline has proven to myself and those that interact to provide dynamic and outstanding storytelling and roleplay interaction, which I firmly believe is something that LoTC should strive for. The eventline is exceptional at the very least and that is due in part by Aesopian’s acting and participation, but certainly can be accredited to the participation of those actually involved. I believe in my heart that everyone could enjoy this eventline if they gave it another chance. I apologize for making this short but I just wished to bring forth my opinion, which I will state in full now: Do not end this eventline, there is still a ton of roleplay to be had and a community that can be immersed by it like I and those involved have been. Thank you for your time, LoTC. I appreciate the read, and I hope to see you all more involved within this eventline someday. This is Valyrian, signing off. Disclaimer: I am not trying to bash on anyone and I do not want to see this thread turn into what happened with the Aesopian Manifesto, as that was blatant toxicity at its very core. I just wish to establish my opinion as many of you have.
  2. TankM1A2

    Plot Size in 7.0

    So as well all know, 7.0 is on the horizon, though not quite around the corner yet. With the official announcement by our resident Administrator and World Dev Director, SeventhCircle, we were given a large dump of information. Part of which regarded the downsizing of nation plots from 200 x 200 from 350x350. The reasons they gave for this were fair enough - that the players would attempt to fill the entirety of their plot - leaving vast and empty feeling parts of the city. However, I feel like the benefits of having large (larger) nation plots outweighs the negatives. Simply put, with a smaller size plot, we’re able to do less things. For one, we cannot build grand structures, and will be forced to build on a small scale. Larger areas mean more freedom, and more opportunities to create a nice cityscape. With restricted nation plots, we can’t construct things like large basilicas for ecclesiastical rp or colosseums in which to fight for sport. Sure a small chapel or a hole in the ground works, but why not go big? These large builds are often something to be proud of and are often nice to behold (depending on the builder). With smaller plots, I fear we won’t have to be able to have iconic locations or landmarks. In essence, there needs to be a form of ‘wiggle room’ in terms of your build projects. When I asked about the issue of nation plots in support chat and the possibility of having them expanded, I was told that they will remain as they are because ‘smaller plots means more centralized RP’. Which I disagree with. Sure, smaller plots will mean that you’ll see nametags from wherever you stand, but isn’t the sole deciding factor. More blame should be put on the designers of the city and their administrations for the vast ghost towns that ‘sprawl Atlas’. Good planning, active and competent administration, and city layouts are objectively the deciding factors of good flow of RP. I can confidently say, the axiality of Carolustadt draws people in. Were the buildings their current size or expanded would make no difference. Another solution I’ve heard from some friends of mine include bigger land for bigger nations. Seems like the staff is already monitoring ‘activity’ at their own discretion. Why not put their activity checks into play and see if nations could get plot size proportionate to the size of their player base. If they don’t maintain that standard of activity and perhaps have them liable to lose it? Or maybe just start small for now or have the option to expand at a later date? Perhaps mina may come into play or if they reach a certain threshold than they would be able to expand the dimensions of their plot? Regardless, I feel that 200x200 is limited. Regardless if the decision reached by the World Dev team is final, I still want to hear the communities thoughts. I think it’s time for nation leaders to stop believing RP will flow right into their grasps. In regards to empty cities, we should be looking at the intricacies of how they’re constructed rather than how big we can make them. The biggest offender I’m assuming any player of Atlas knows was Senntisten. Senntisten, former capital of Renatus, was a convoluted, with no structure to the city’s layout. As such, it wasn’t conducive to roleplay and had another city constructed. This new city, Carolustadt, thrived not due to size, but rather because of the vision had in mind and the hard work of the administration. In addition, with how land distribution will function in 7.0. Many groups, who might find themselves displaced due to the clauses stating nations must be independent, etc, may find themselves displaced. Allowing the current existing nations to have larger plots will allow them to accommodate all the players, old and new, and returning to have a place to stay. If not a 350x350, how about a little bigger than a 200x200? TL;DR I think 200x200 for a nation plot size is too small, World Devs should consider expanding it
  3. TheNanMan2000

    [✗] Troll Re-Write

    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.
  4. 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!
  5. 501warhead

    Your View: Siege Plugin Trebuchets

    A simple war-related your view. We're using a new automated system for Siege equipment like Trebuchets. This was used today in the Whitepeak warclaim and seemed to be mostly functional with a few tweaks needed to improve usability. For the feedback to not cover existing topics; We've made it so that for future warclaims each side will choose who can use Siege Equipment. Those who are not chosen cannot use said Siege equipment. This will be in effect for tomorrow's (Reiver Siege) warclaim and beyond. Discuss! We want to make the Siege plugin fun and friendly for everyone, new or old.
  6. 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!))
  7. InfamousGerman

    Patchnotes 6.1e

    Hello everyone, There have been a few minor changes made to the live server. Showhealth, MC/RPnames and Nameplates now persist over logouts and restarts. To configure what you'd like as the default login settings for your account, simply run the commands you normally play with after the restart. - German Polling no longer reminds you on multiple accounts. - German Staff lists have gone an overhaul. They display similar to /modlist and you may hover over an online member's name to see their role. - Llir Fixed voting bugs, and improved reminders and reward system. - Awe and Tofuus Improvements to Hawkeye logging. - Llir Other bugfixes. - Tofuus, Awe, Llir Thanks, The Game Development Team
  8. IGN(s): AwakenMyLove Age: 19 Timezone: PST - Pacific Standard Time Discord: Final#1122 What map did you join during?: Anthos Do you have access to a microphone?: Of course. Average daily playing time?: A couple hours a day. Have you held any LotC staff position(s) before? If so, for how long?: Media Team: For however long it lasted for the first incarnation. I was also there when we had players developing their own media teams. Application Team Manager(1.5Y?): I was an AT Manager under the leadership of Tau, Fireheart, and Harrison, I think? Event Team Manager(8M): Freema and Arockstar were the leads. Global Moderator(2Y?): I don't remember who the leads were, I was too busy on getting **** done. Why do you want to join the GM Team?: I'm about to roast ya'll. When did it become okay for Lord of the Craft to become a toxic community? This isn't a case of a liberal seeking 'safe spaces'. This is common courtesy to improve the reputation of a server that has it's legacy being tarnished with it's recent generation(s) of players. Back when I was a Game Moderator (It was actually, 'Global Moderator' at the time) someone couldn't just blatantly troll roleplay, and openly say racial or homophobic slurs. They'd get promptly kicked or banned. Don't get me wrong; I get it. The internet is a culture, and often a hive-mind. Experiences that people receive from the internet are often brought onto Lord of the Craft. This shouldn't be the case. We used to have a standard to uphold, now we don't. Players should know to leave their baggage at the door when they come to this server. Or maybe I'm wrong and SpaceOfAids is starting to push his liberal agenda onto me. Remember #CancerIsntTheAnswer Really though. I'm a veteran when it comes to Game Moderation. I'd be a valuable asset to the current GM-Team. I witnessed, and participated in the transition from Vailor to Axios, so I know just how heavy things get when the server changes maps. My hands have been in the development of the ET, AT, and GM Handbooks. (whether or not those editions are still in use, I'm unsure) So when **** hits the fan from Axios to Atlas, you should count on me to be there to help get things moving again. Finally, I'll fill your diversity quota. I'm a Straight Black Male. Very few of us exist on this server thanks to the efforts of @fighting evil by moonlight aka Chihiros Have you applied for this position before and been denied? If so, link the application: I've never been denied. I'm just that good. Anything else you want to tell us?: Tythus LTD. is on my resume: Clearly, I have a good sense of humor.
  9. Ragnio

    Atlas Q&A Stream

    Logo made by @TorkoalTom “It’s time to turn on the PC! The stream is about to start!” Due to the amount of questions that we received on our last Atlas-Newsposts the Media-Staff and the Administrators are happy to announce that we will hold a Twitch-Stream at the 9th of December! By holding this Stream we would like to answer some of your previously asked questions and some of the ones you post while we hold the stream. However, this doesn’t mean that we will answer all of the questions. Some questions will be ignored, due to us keeping them a secret until Atlas is being released, so that you guys can explore the world by yourself instead of being spoiled by us. The stream will start at around 4pm EST and will go on for at least two hours, or even longer! While the stream goes on we will try to answer the questions made underneath this post and also those that are asked while the stream is live, summarizing them afterwards into a video for our YouTube-Channel. As such you can watch the summary of the stream afterwards and get your questions answered even while you weren't around for the actual stream! The Lord of the Craft-Staff hope to see you around and feel free to post your questions below! You can find the recorded stream on our Twitch-Channel, the link to the recorded video is: https://www.twitch.tv/videos/208167216
  10. Malinor

    Your View: Regions 2.0

    Hiya! It's your friendly GM Manager here, coming at you with another "Your Views" thread. I know that some of you may be tired of seeing a new one pop up every 3 seconds, but we feel like it's very important to see what the players think and want before we start making changes. The current charter team has seen the qualms many players seem to have with nation status, charter, and the future of the server in 6.0 and beyond. We are here to listen and change our system (or not) depending on the response we get. Of course, this is a feedback thread and all ideas are welcome. Now enough of my little shpeal lets move onto the important bit. Freebuild Now, we have heard a lot about this in a couple of threads, one of them being from a previous admin. We have been working on freebuild for 6.0 for almost two weeks now, and we were coming up for an entire system that revolves around it but like I said a paragraph above, we want to know the ideas that the players have that we could implement in a successful freebuild system. Ideas were thrown around like freebuild near spawn so that people can easily find them unlike in Anthos, where many new players have no idea where to go for those things. We also got the opposite; make freebuilding on the outskirts of the map, and we got both of the extreme; make freebuild be the entire map, or don't implement freebuild at all. Before we start working on a project that the community will hate, it'll make it easier and faster for everyone, including you guys. Fast travels I just read through and responded to a feedback thread on fast travels that came out a couple of days ago. Through the voting, it seems like people were fine with fast travels as long as they were to places that can't be accessed through the roads such as islands off of the coast. Now, the team never really thought of fast travels for next map until this thread, but it brings up a lot of good points and we are not opposed at all to remove unimportant fast travels between settlements. The map may be small enough to go through without it being so much of a burden for players, and if the community wants to test it out, at least for the start we are down to do that too. That, of course, depends on the feedback in this thread regarding fast travels. Nation This one is pretty straight forward, and we thought we might as well bring it to the playerbase. As a regular player, do you think that obtaining nation status is too easy, too hard, or just right? The system is bound to change and we may as well get the feedback now rather than later. Charters Same as nations. Should charters be cheaper, easier to get? Should there be more size options, maybe less? What are some ideas that we can implement to the current system to make it more bearable on the players trying to start a new community or a brand new nation? Activity Checks/6.0 Land This may be a controversial one, but activity checks on nations were recently brought up in the team chat. As a team, we already do activity checks on aspiring nations to see if they have active players that could warrant us giving them full nation status. An idea of doing activity checks on every nation to weed out the inactive from the active ones came up. Should land be given to every nation, should it be given to other people as well? Or instead, should we as a team start checking the activity of nations and give land according to the numbers? This is something that I really wanted community feedback on, and I would love to see your ideas on this topic. If there are any other things that were not mentioned but you feel like they need more change, feel free to post, we'll be reading over the entire thread in a meeting in the very near future
  11. Proddy

    Helixagon's At Application

    MC Name: Helixagon Forum Name: Helixagon (Marius/Suliin) Skype Name: harrison.oleary69 Timezone: GMT Do you feel you have a solid grasp on our lore and an understanding of the standards we have for applications?: Yes and certainly. I’d personally say my grasp on the server lore is fairly good (been playing for over 2 years now) despite having just came back from a few month hiatus, and I understand the standards that are set for applications quite well. Why do you want to be an AT member and do you have the ability to work with others?: I feel that, first and foremostly, I want to be an AT member to give back for all the fun experiences and times this place has granted me throughout my two years of being here. I don’t have any interest in donating, sadly, so I feel like this is the next best thing I can do to help, and something that I’d actually be good at and can get hands-on with. Secondly, I have both the time and willpower on my hands for the job. I’m browsing the forums pretty much daily, checking in at multiple intervals throughout the day. Rather than just clicking around, chuckling at a few humourous status updates and going through recently created threads, I want to be spending a portion of my time on the forums doing something actually useful and beneficial to the community. Right now I’m also on summer vacation (though it ends in a few weeks time), which gives me plenty of free time to spare, free time that I’d be happy to devote into accepting applications, making amendments to the wiki, answering the inquiries of new players and other AT related duties. Thirdly, as I mentioned in the first paragraph, I feel like it’s something I’d just simply be good at, and it wouldn’t take me too long to get the gist of it. Reading and analysing is probably one of my strongest points, and I feel like that’s what application reviewing is all about. Being attentive, reading the application over more than once, making sure nothing’s been left out or answered insufficiently. I’ll strive to apply all of those things to my ethic whenever I’m reviewing any application. To answer the second part of the question, yes, I do hold the ability to work just fine with others. Though I do feel that much more of my input is lost when I’m working with others as opposed to when I’m working independently, I still have no struggle with co-operating and co-working with other team members, and can get on just as well as I would if I was working alone. Do you recognise that you will be given extra responsibilities, such as working on the LoTC wiki, assisting the AT in creating guides and helping new players with their questions upon logging into LoTC?: Yes, aye and certainly, and I’m quite happy to do all of these things and anything else that’s needed or required of me. Is there anything else you would like to add?: Only that all feedback given, whether negative or positive, is appreciated, and won’t be taken with a pinch of salt. If people that changes in my attitude are required for me to become an AT, then changes I shall try and make.
  12. Minecraft name(s) SpiffyTaylor Skype ID spiffytaylor497 Time zone Mountain Time Zone Have you ever been banned or received a strike? Yes, I was banned quite recently. There was no ban report, however, I have an appeal that explains the situation and had my banned shortened by about a month and two weeks. https://www.lordofth...peal/?hl=spiffy Do you hold / have you held any other staff positions? Currently I hold a position on the MAT. I’ve had it for about two months now and it has only helped further my already vast knowledge on magic lore and responsibilities. What MMORPG/video games have you / do you play? (Past and Present) I’ve played many games. These games would include things such as: Legend of Zelda All Elder Scrolls A few Fallouts Witcher Dragon Age SWTOR Etc. What are your characters? Are you willing to sacrifice any to become a Event member? My only character is an Adunian that goes by the name of Asher. He’s been a skilled mage for a long while, and the progress that I’ve made with him is something I’d rather not throw away, so if possible I’d much rather not sacrifice him at this point. What race / group do you think your events would best cater to? If none in particular, give an example of the type of group that your events would entertain. I don’t believe my RP would cater toward any single specific race/group. I feel as if I have enough knowledge to create multiple different events that would cater toward different groups, or even twist certain events so that they would cater toward different groups. However, if I were to pick a group my events would cater towards it would be people who are adventurous or curious. The two races I could likely best cater events toward would be dwarves and elves, however I could most definitely think of ways to appeal toward other audiences. What do you believe are key factors for a successful event? There are multiple key factors to events that I believe are almost if not equal to each other in importance. These factors would include the following: Entertainment- Entertainment plays a large part in the sense of events. No matter what it is, even if you can’t please everybody you must make a conscious effort to please as many people as you can with your events. They’re supposed to be fun, not a chore! Roleplay- Enjoyable roleplay provided by all members (especially the ET in this case) is great for a good event. It allows all people involved to have a good time and could even call for major character development in some cases. Maturity/Respect- This plays a large factor in successful events. In the time of being an ET, there’s bound to be at least one person who isn’t happy with an outcome or something of the sort. If this does happen, you have to make sure you keep mature and level headed, and try to take the criticism as best as possible! When was the last time you saw a event? The last time I remember seeing an event as of 6/23/15 was actually just a few days ago, hosted by PiercingDarkness (Persaius), though I was only there for a short amount of time. What strengths could you contribute to the Event Team? Are you knowledgeable in lore or great at organizing? I believe one of my greatest strengths would be my knowledge of lore; specifically my knowledge of magic lore. I’ve read most if not all of the guides multiple times and my vast knowledge of magic lore has expanded even further since I’ve joined the Magic Application Team. My organization is above par and I would be capable of keeping all of my ideas nice and tidy. I work quite well with others and would be able to cooperate with other members of the Event Team. I’m also able to take criticism well and keep calm while doing so, even if the other person involved is being less than nice. Lastly, I have a large amount of free time on my hands, so I'd be able to put out a good number of events! Why do you want to be ET? I feel like I could provide fun event ideas, more event ideas and could also execute them in an enjoyable manner. I personally feel like there have been a lack of events as of recently and would like to change that, and I feel like becoming a part of the event team would be a good way to help me achieve that goal. Create three distinct RP scenarios/events based on LOTC lore that you would organize. These are pitches to the Managers and Ouity, not to the community. Note: Not all of the group must be handled at once. Eg: 20+ people via 5 person increments in a dungeon. (1-3 People!) The dwarves are having a feast, though a feast isn’t a feast without alcohol and the occasional drinking game. Good thing they have kegs of it! Though one dwarf in particular decides to take the idea of a drinking game too far, the players unaware of what may occur. This event would be one held at some sort of mass gathering in the dwarven lands. A dwarven man would arrive at the gathering and would ask a few others if they’d like to participate in a drinking game, luring them in with a promise of wealth or perhaps even something greater. The three guests would all participate in a game where there are three large pints of alcohol. The ET member’s character would tell each of them to drink from one of the three pints, each of the drinks having a different effect. One may perhaps cause the consumer to pass out, another may cause them to have strange illusions, though no matter what, one of the drinks is completely untouched. The one who drinks out of the untampered with drink would get a hefty sum of wealth or they could ask for something greater. That’s when the soul contracts would come in. (5-10 People!) A lone figure garbed in dark robes meanders into a tavern, his eyes beginning to drift over all those present. It eventually catches the sight of what it was looking for, speaking in a roaring yet raspy tone, “Where. Is it!?” it bellows, pausing for only a short moment as a dark mist begins to seep outward from the hem of its sleeve. This event could come about a number of ways, though my initial idea for this event was for it to be a part of a small series of events; a quest line of sorts. Before this encounter, a small party would have entered a tomb or something of the sort for whatever reason they could conjure up. While in the depths of the tomb, they encounter a large majority of traps until eventually reaching the end, where they would find a glowing gem. If one were to study it deeply, they could perhaps recall it being a phylactery for some lich. This smaller event would trigger this potentially larger event to occur, which could then lead to another event, depending on how it goes. (20+ People!) A magnificent beast, wreaking of magical essence. It couldn’t have possibly came about these lands itself. It lets out an earsplitting roar, its deformed tail swishing and the ground violently shaking with each step. It’s chest is clad with some sort of natural plate, protecting its heart. Everyone in its radius would feel terrified, the horror produced by this beast apparent to all. This event would revolve around a Voidal Horror; or rather, a behemoth being summoned by a blood mage and essentially terrorizing an entire town until it can be taken down. Though this is quite a simple event, so much could be done with it due to the fact that voidal horrors are incredibly creative creatures. They have a large range of abilities and appearances, and that’s what I love about them. (https://www.lordofthecraft.net/topic/124065-event-creatures-voidal-horrors/) How long do you plan to stay in the ET? For as long as the team is willing to have me, so hopefully for a long, long time. Tell me a joke. Now that I think about it, this is kind of spooky. : )
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