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    • The Arena   Arena fighting has retained its title as most beloved combat sport since its first days during the Blood age. Started by a Dwarf by the name of Valis Dreydnar at the year 800, it was originally a simple 20x20 foot patch of sand bordered by wooden logs. After a petition for the sport to be recognized as a warrior’s proving grounds, it was allowed by decree of the current reigning King of Icemyst: Quantinos II. The rules were simple: No death blows, no underhanded tricks, just pure combat until a victor was declared. Victory was declared by one party’s surrender, loss of consciousness, judge’s jurisdiction or by one falling “out of bounds”, which was considered outside of the area marked by logs. Only male human or dwarven warriors were allowed to compete; magic was a no-go and all stealth tactics employed were considered underhanded and banned.   As the combat sport evolved, finding itself in multiple other provinces within a decade or so, the first true “Arena” similar to that of which is used in today’s Arena fighting was built in the Fjordlands. The fighting pit was roughly 75 feet diameter and had four columns of wood rising around the four corners of its radial circle. Spectator stands were above the arena and layered to give everyone a good view. Out of bounds rules were promptly changed to touching the wall of the arena.   This arena style made its way into Engivik and Obsidia before a rule reform came about, allowing all races and sexes to compete. Quickly, the sport picked up in the Glades and the Wastes. Before long, even Calahr had an arena.   The sport remained stagnant until around the peace age, where conflict was at an all time low so those who missed the boiling blood of those age old days attended or joined arenas. The sudden rise in the sport caused another rule reform. Magic and stealth was no longer forbidden in official arena battles.   For an arena to be legally considered a place for Arena Fighting, it had to meet certain standards: The arena floor must be sand, sandstone or polished stone- preferably a mix of all of the above. Acceptable arena hazards are short iron spikes in clusters near the center of the stage, short iron spikes on the edge of the walls, and at least four large columns of wood or stone. Spikes must be three inches exactly to avoid lethality. Stands must be large enough to accommodate a crowd of at least 300 spectators. Trained judge and announcer must be on site during combat. Trained fight master must be at the entrance at all times. Dorms and/or locker rooms for fighters are required to house and feed at least 50 combatants. At least six trained healers must be on the premises at all active times.   Arenas in Endaria are sparse, but there is a city dedicated to Arena sports being built by Arena Enthusiast “Keith Ricards” and a few of his old fans who followed him when he was under the name “Hulking Irons” as the old champion of Brimm’s arena. There is a licensed arena in Sarnath but it’s lackluster in both design and utilities and only has twenty licensed fighters to its name.   The magic arena in Volore is not a licensed Arena fighting colosseum, but rather a magic testing zone for battlemages and the area where the Festival of the Mage tournament is held. Though there is an arena in Drakeflame Castle, it is not a licensed Arena fighting colosseum but a cultural and political battleground for the Draconian people.   A licensed arena is a likely direction for the Dawn Tribe of Akültaten due to their interest in the sport from recent interactions with the people of Sarnath.   To join an arena as a licensed fighter, one would need to set up an appointment with the manager of a licensed arena. Once a contract is set, you will be expected to remain at the Arena in one of the dorms or to be within the same city as the Arena. Though you can take leave for up to a month at a time between fights in the case of personal emergencies, law discrepancies or military enlistment, failing to remain a part of the Arena cast past three or more missed or forfeited matches will remove you from your contract at a 300 SP charge. At the discretion of the Arena Manager, exceptions can be made to this rule given ruling circumstances.
       
    • We Cheatin' Boyos   Minecraft IGN: xXShadowBlade69Xx Character name: Mary Sue Age: 2,000 years old Race: Immortal dragonkin vampire lord Backstory: Their whole family was killed by bandits and they killed all the bandits and spent the rest of their life up to now studying the blade. Now they're going to kill everyone for vengeance with their two katanas and edge. Positive Personality traits: *entire writing.com good character traits page copy pasted* Negative Personality traits: *crickets* Character themesong: *linkin park "crawling" nightcore remixed with an over the top anime character with long black hair covering one eye* Accept my app pls ------------------------------------------------------------------------------------------------------------------------ All satire aside, Godmodding is one of the most annoying things to deal with as a GM. It comes in many forms: in a character's general layout and story, actions taken in-character and sometimes even just the person behind the character can be a major problem[this only applies to intentional Godmodders, don't take that statement personally if you do so accidentally or without intention]. But what is Godmodding, exactly?    Godmodding is basically playing under the assumption, mantle or idea that you are in some way better than literally everyone else in some way or another be this intentional or not. Building Mary Sue characters(basically infallible supercharacters with trope backstories to give them an excuse to be ridiculously strong or have some advantage over other players from the beginning, or just poorly written characters that come off as lazily written, not creative or indeed, infallible.) is generally a red flag though its not necessarily instant Godmodding. If a character is just a Mary Sue without doing any harm to anyone else's experience, it's whatever. It may not be an enjoyable character but you aren't going to get told off for it by the admins. Its when you start making a literal walking anime trope character with God-level abilities and the force of one thousand Deus Ex Machina's that it becomes a massive problem. To avoid this, keep characters realistic. You don't have to make them basic but realize that the only people who think its cool that you have a God-sword forged by the Avatar of War passed down to you for your unparalleled skill in combat when you were 7 years old after killing twenty demons that destroyed your home village is you. Characters can be the most over the top extreme badass thing ever but be a boring Mary Sue that everyone hates. Keep that in mind. I tried to avoid this by setting up the character application sheet loosely based on a very well done advanced character sheet schematic from the roleplay server "Saphriel". Now you can't say I didn't give credit.  The application sheet is designed to challenge you to make a somewhat fleshed out character that you can put yourself in the shoes of by giving them real interests and piecing together every aspect of their person that may be important to roleplay.  Outside of character creation, Godmodding can also be the overexertion of your character in a way that goes far beyond the limits of what they can do or how they can react at any given time. Things like having them catch a bullet out of the air. There are SOME characters capable of such a feat and more, but chances are you won't see them in every day roleplay. Dodging attacks you clearly are in no position to dodge, changing direction mid air without the use of magic, having endless stamina without being undead, surviving endlessly against attacks that should clearly have sent you unconscious if not killed you by now, ect. These are all things considered Godmodding. Sometimes, as mentioned before, the player is the problem. I won't name names, but there was a player, for instance, on the previous server that Endaria was based off of, "Drakeheart Roleplay", or "DH" for short. They joined Drakeheart Roleplay I wanna say maybe 3 years or so into its uptime and played for most of the time until it went down. Their character will always be remembered for the ridiculous amount of Powergaming, Metagaming and Godmodding they did regardless of how many times they were talked down by the Admins. One of the Administrators assigned one of the Moderators the task of sitting down one on one with the guy and teaching them how to RP properly. According to said moderator it was one of the most grueling tasks of his life. This character would metagame constantly: when trying to join a guild that required him to define the word 'Justice' in their own words, they botched it and then copy and pasted the google definition of justice later as a second attempt to join the guild. They would powergame shamelessly during events and ignore warnings and refuse to redact their action until it was forcevoided by the GMs. They would have to be forced unconscious by the GMs in events in the case of them being defeated as the person would refuse under any circumstance to let their character be even scratched by anything. The man challenged a God Tier + Raid boss level opponent on his first day on the server and player-killed them with a Minecraft iron sword while they were typing for crying out loud. What I'm saying is, don't be this guy. If you're having a hard time learning Roleplay, take the time to talk with some of the staff and we can get you set up. And no, to this day, we do not know if he was serious or the most elaborate troll on the face of Planet Earth. I don't think any practical examples for Godmodding are necessary. It's the simplest of the three to avoid. Just accept the following: Your character is never infallible and that is not a bad thing in the slightest. A good character is one that is realistic and realistic characters make mistakes, have weaknesses, have character flaws and have unique personalities. Godmodding is NOT a bannable offense unless done so intentionally in order to provoke staff action, but please, do not take that as leniency. We are serious about RP and want our community to have fun but also be able to enjoy the environment we have set up in full. Thankyou. 
    • POWERGAMING SON OF A- Powergaming... Not as annoying or destructive as Metagaming, not by a longshot, but still a massive red flag for Roleplay. Powergaming, in a nutshell, is directly and forcefully altering a series of events through the actions of your character; done in character that shows a carelessness for the proper order of things. Though I feel that simply explaining what Powergaming is paints such a vague and broad picture that only examples can actually get across what I mean. That or the Gif that I posted at the top here. Though that is just a wonky hitbox in Dark souls II, the idea is the same. The player clearly dodged, but the Pursuer treats his action as if he scored a direct hit and acts accordingly. Here's more with more.... practical examples:   Example A- Combat   I wanna say at least 90% of powergaming offenses come from outside of combat and are done in the overworld. Admittedly, most acts of Powergaming are simple slip-ups that the player apologetically corrects upon being called out for them; furthermore, people who are new to RP generally powergame out of a misunderstanding or lack of experience. Combat powergaming is rare because people generally have a better head attached to their shoulders than to think certain things are ok, but you'd be surprised. So, the scenario is this: An arena battle between two warriors is in progress: Rordan Ravenoak, a human warrior with a short sword and bow is giving his all against his opponent Roland Whitegown, a human cleric with a sanctified mace and a slew of light magic. Roland approaches Rordan and throws and overhead swing. Rordan reacts. How does Rordan react to not only avoid Roland's attack but also avoid being accused of Powergaming? A) Rordan sidesteps the strike and counters, putting his sword to Roland's throat to force a surrender B) Rordan attempts to sidestep and retaliate with a maneuver to put his sword near Roland's throat C) Rordan kicks Rolands head off    This should be simple enough to follow. In Roleplay there is no main character. In this case, choice A takes Roland's ability to react away from his player. This would be a massive red flag as you are forcing Roland's player into an unfair ultimatum of surrendering or losing his character in a scenario where that would not make sense. To be fair, this is a bit of Powergaming and Godmoding mishmashed into one example, but we'll get to Godmoding in the Godmoding thread. The powergaming bit is that Rordan has now made Roland's choice for him and is trying to force Roland's player into a specific situation that, honestly, wouldn't actually work. Roland is still full-swing, yes, but by the time Rordan sidesteps, he's not going to have enough time to do what he said before Roland recovers and is back on his case. Even so, your actions are not to seemingly "take over" an event. You make attempts at things, you don't just do them under the assumption that you succeed without a hitch in everything. NOTE: Some Bosses are given amnesty in minor Powergaming because they are controlled by an experienced GM that knows what they're doing. Bosses are meant to challenge the players and considering how many players will likely be coming at them at once, the GM in control will need a bit of "help" actually doing what he's supposed to do. If a GM controlling a boss does something red-flaggish, other admins/mods will likely call them out.  Choice B: Rordan's player in this case would be doing the correct thing. He attempts to sidestep, going under the assumption that Roland's vertical attack will miss if horizontal movement is taken. Rordan's player then has his character maneuver his sword upwards towards Roland's throat. This may literally seem like the exact same action as Choice A, and it is to an extent, but the main difference is in the wording. Rordan didn't just straight up dodge Roland's attack and win the duel instantly through forced surrender. He sure attempted it though. It's clear Rordan's aim is to try and force Roland's defeat through surrender with a sword to his neck, but he doesn't word it in a way that makes everyone assume he already did it and won. Roland still has a chance to react and back off to continue fighting.   Choice C: If you chose this unironically I am no longer pro-life and believe that abortion may be justified in some cases after all-and what I MEAN by that is, better luck next time sport, brush up on Roleplay 101 again and try to get a better grasp at this before making your character application. We all make mistakes. EspeciallyyourparentsMOVING ON     Example B- Overworld   Like I said before, at least 90% of Powergame is in the Overworld and that is because sometimes it's difficult to understand certain things about your setting and therefore you tend to forget small details and make actions that seem impossible until pointed out by the GM. Good news though! We don't have to worry as much about this! We're not on Tabletop, we're running this out of Minecraft. Where the story and lore have literally nothing to do with Minecraft, Minecraft IMO is the perfect RP engine because it allows you to actually immerse yourself in a setting by having it built beforehand. Of course, this means more work for people who host it(FeelsBadMan) but if I wasn't passionate about wanting to do it, I wouldn't be doing it in the first place. Anyhow, rabbit trailed there a bit, my B, back to the subject at hand. Where now, a good chunk of Overworld Powergaming can be eliminated due to solid and vibrant setting always being in plain sight, we will cover the other chunk of Overworld Powergaming.  Here's an example. Enter Attila the thief, who is currently browsing the market of Sarnath with intent to take something that doesn't belong to him, the monster. Kids, stealing isn't cool. Neither are the drugs. Don't do either of those things. Life advice from ya boy. Anywho, Attila spots a lady with a fat coin purse at her hip. Judging from the fine linen gown, silky smooth skin and no shortage of sparkling jewelry, they're clearly nobility or close to it. He plans to snatch the coin purse as he passes by her. He doesn't have time to scan his surroundings because she's about to leave and he can't be seen following them. There are guards nearby and no shortage of eyes in all directions. He has to be quick and smooth about it or he has to give up chase. The desperate thief decides to go for it. How does Attila rob this lady without Powergaming?  A) Attila attempts to grab the purse as he passes by B) Attila snatches up the coin purse carefully as he passes C) Attila uses console commands to solve his issues by turning off AI detection. He takes the purse and walks away before re-activating it. D) Attila grabs the coin purse as he passes and breaks into a full sprint   Under the assumption of choice A, Attila's player makes a move on the purse and attempts to take it as he passes. This is an acceptable move because he's clearly showing regard for the GM's discretion even though the person he is stealing from is an NPC. This is a correct answer. Under the assumption of choice B and D, Attila simply takes the coin purse from the noblewoman. This, is an acceptable answer as well believe it or not. It isn't hard to grab an object. But know that the GM has the final word in these cases. Common sense > Meticulous attempts to avoid what might be perceived as Powergaming. You don't have to make an attempt to open an unlocked door or pick up your mug of ale at the inn for a swig, do you? A coin purse operates the same way. But depending on the fashion in which you take these actions, you can change your ultimate fate in the process. Choice B has a higher chance of going off without a hitch than choice D, but if there is a hitch you've lost your head start by moving slowly. Choice D on the other hand will VERY LIKELY attract attention and lead to a chase, but your instant bolt for an escape route will give you a lot of leeway in your attempt.  If you chose C unironically, you did not choose C unironiocally. You are a liar and you are tearing your family apart.   Now get out there and try not to Powergame, my dudes.             
    •              The Void The Philosopher and wise sage “Cato” once said: “Ours is not a single realm but rather, a tapestry of existences running parallel to one another. What we perceive is but a fraction of what is truly there; a single layer. But at the core of all there is, one would find only emptiness. This emptiness is best not to dwell upon for it, too, dwells upon us.”   Possibly the smallest, yet largest dimension of existence: The Void is, was and will always be. It is the very concept of nothingness and it exists where nothing does.   “I have no stomach, but my hunger is endless. I have no mouth, but my maw devours all. I have no mind, but I think endlessly upon what to consume. I have no law, but all must obey my rules. Who or what am I?” ~Book of Riddles (Answer being, of course, The Void)   Few have ever entered The Void and survived. If their legends are to be believed, the only two known are Lanre Ravenholm and Feloreth Dusk, both of whom not only survived The Void but supposedly conquered it, each in their own way. Many hypothesize these are flights of fancy, however: candy coated half-truths or whole falsities. Is it really true? That is for you to decide for yourself.   The truths of The Void are simple yet unfathomable to the mortal mind. It is an amalgamation of nothingness, yet also an amalgamation of all things. It is the embodiment of the beginning and the end. But to describe it on mortally understandable terms, imagine a hole in space-time on the brink of every reality that feeds off of dying worlds. To be in The Void is not possible, but you can be around it. Once inside, you no longer exist: but, while outside of it: it is a scattered mess of dying worlds. Fragments of separate planes of existence all float about endlessly, crumbling slowly as they fall into the gaping maw of the Void, which appears as a massive black hole at the center of a seemingly infinite space. All living things unable to resist The Void’s madness are corrupted by this primal pull, simply killing mortal beings while corrupting beasts with a seemingly unexplainable mutation. These aberrations are referred to as Voidspawn and are conjurable by advanced Planarmancers.   Void calling is, however, forbidden without a license due to the destructive force of some Voidspawn and recklessly pulling from the Void’s power can cause a great deal of self-destruction. One can become infected with madness or overwhelming affliction that, if left to its devices, will kill mortal beings mercilessly and definitively with extreme prejudice. There is a common misconception between this affliction and what has come to be known as “Void Plague”, however. This is referred to as “Void Madness”.   A warning. Those who dabble in the black arts of Planarmancy, never draw from the Void unwarded and always ensure you are in control of every aspect of your ritual. Voidspawn hunger for the sanity of men and will ensure a ruthless, slow death to one who calls them up and cannot contain their voracious nature. They should not be, but they are. Unfortunately… there are some things in this existence that mortals were never supposed to meet.  
    •     The Talisman- Often worn around the neck or on a belt- it has served many a purpose throughout time. One of the earliest forms of safe casting and the prototype for what would eventually become the staff: Talismans are charms which can be channeled through for minor magic casts.   Crafted with similar precision and attention to detail as jewelry, Talismans are broad and quite diverse, very few talismans sharing the exact same make. However, all Talismans share three basic things in common: A core, a trap and a band.   Cores: Cores can be made from any form of arkana source, be it a proper drakeheart shard, a black drakeheart shard, a heartstone, an arcane crystal, a corrupt crystal, a mana dust nexus or even a focal gem. These contain all the arkana the talisman will have and are the channeling point for all spellcasts involving the talisman.   Traps: Basic - Masterful arkana traps are fastened opposite the core and will constantly suck up sources of latent arkana in the environment in order to replenish the Core’s reserves. By touching the Trap itself, one can blood-let their own arkana into the core if none is available or if the caster has no ability to cast without their Talisman due to a silencing curse or something similar. Touching living creatures with the Trap also works, but they may resist.   Bands: Made from metals or stones that are proficient in containing arkana such as Pewter, Silver, Amethyst, Obsidian, Pumice, Copper, Brass, Dolerite, Basalt or Nickel: Bands appear as the catalyst for both the Core and the Trap and are carved through to run a strap, thread or chain around to a hook so that the Talisman can easily be worn or hung. This Band redirects arkana outwards and prevents any arkana from entering the core except through the Trap itself, keeping the Core pure and unaffected by things such as silencing curses or charms.   Charms are generally carved at the Band in order to give it a specific element. Dual element Talismans exist but aren’t optimal: due to the small size of the enchantment, splitting the power into two elements can hinder the potency of the magic as the caster’s quintessence does not come into play while using Talismans: much like scroll-casts. However, the Talisman’s spell can be molded like a normal spellcast and the Talisman, unlike the Scroll is not consumed in the process of its spellcast. The Core can be depleted, but it will refill on its own or with the aid of the Talisman’s own arkana by using the Trap.   A Talisman can be used to generate casts of any elemental archetype, but cannot access things such as Planarmancy, Necromancy, Hemomancy, Cacomancy, ect- that go outside the physical binds of the natural born elements foreign to the band’s earth-like structure. It can be used to channel Pyromancy, Aquiomancy, Cryomancy, Aeromancy, Basic Arcane, Umbramancy, Luxomancy and Geomancy.   Talismans, even those of high rank using Drakeheart crystal Heartstones(The highest possible powered Talisman) are considered weak in comparison to other magic foci and are often not focused on. However, they are light, easily concealable and create no fatigue on use, allowing consistent casts with no lessened potency over time.