Jump to content

Lior

Members
  • Content Count

    5
  • Joined

  • Last visited

Community Reputation

9

About Lior

  • Birthday 07/17/1986

RP Related

  • Main Character
    Lior Emrys
  • Linkshell
    EC-RP
  • Server
    Balmung

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Recruitment is currently OPEN Website: eldritchcollective.com Style: Roleplay Themes: Mystic Society / Cult / Villainous Mastermind RP || Occultism, forbidden knowledge, 'mad' science, defense against dark forces RP Intensity: Heavy Alignment: Lawful Evil (w/ various aligned 'Rogue Organizations') Allegiance: None Age Material: 18+, darker themes including torture / violence. Seeking: Lore-conscious roleplayers of questionable (IC) morality Who to contact: Role In-Game Discord Leader Lior Emrys ApotheoticAdam#5341 Officer Leith Emrys Leith#9422 Officer Kataani Hawkeye Kataani#1420 Officer Jebei Dotharl 47#3049 Officer I'mhati Tia Fret#5433 Sub-Officer Maiya Maiilah Maiya-Moo#1257 Sub-Officer Zahri Davigoh Velein#1011 Sub-Officer Sa'ran Kha Ziggy#1934 Sub-Officer Maksim Tumet Maksim#4855 Timezone: Primarily Eastern, active 5pm and later. Headquarters: The Black Vault (Lavender Beds Ward 7, Plot 28) ~What is Old is New Again~ For over three years the Eldritch Collective has provided a haven to those whose hearts tempt them towards darker paths. First founded as a society for the safeguarded study of the forbidden, our story has undergone many twists and turns in our time on Balmung. From our humble beginnings we have found ourselves in the shoes of scholars and preachers just as often as brigands and terrorists. And though our latest endeavors have seen us tread the path of the antihero, those who would willingly expose themselves to the corrupting influence of heresy are ever a stone's throw from malevolence. As we begin our march towards whatever story Shadowbringers has in store, we are proud to unveil the hard work of so many of our members, bringing a whole new structure to our company that redefines our relationship with the game and the way we roleplay in it. The challenges and lessons learned over our long tenure have been leveraged to create clear, operational portrayals of our themes with a focus on mutual story building above all else. ~The Rogue to Ruin~ Beyond the re-imagined Collective proper, we're thrilled to lift the curtain on our latest project: our Rogues' Gallery. In the course of our evolving story, we tugged back the leash of those who were more inclined to leverage the Collective's knowledge and position to stir trouble in Eorzea's underbelly. And while we've been keeping a lower profile, there are those within our ranks who yearn for the days of prowling Pearl Lane. As consequence-minded roleplayers however, we have always been cognizant of the struggle between playing villains (particularly those with a goal beyond petty crime) and doing so in a setting that, by and large, has a relatively global worldview of good versus evil. While Shadowbringers may bring about a paradigm shift, we are at least conscious of the fact that we can only actively portray so much of our true intentions before it enters the realm of the ridiculous - in fact we're in the shroud specifically to discourage it! Since we're not convinced that true 'chaotic evil' can survive long in this world, we're putting our money where our mouth is, and are excited to introduce something new to the scene on Balmung: a series of villainous 'partner groups' designed specifically to accept the ultimate consequences of their actions. Though OOC rules regarding behavior and lore standards apply to these groups just as they do to us, beyond that we've left the door wide open for literally any possible turn in the story. We've always promoted organic roleplay, but that can only go so far when leadership structures need to be maintained for stability. Our Rogues finally give us an opportunity to experiment further, so keep an eye out for those tightly-themed groups of characters wearing the EC tag, but with the Rogue identifier in their comment. You might just have the opportunity to bring them to justice! ~The Rule of Lore~ Our company prides itself on its commitment to aligning itself with the lore of Final Fantasy XIV, not only in the characters we portray, but also in the way we portray them. It's not enough to simply be something that "can exist" in Eorzea - to us, everything passes under the microscope to ensure that we feel comfortable with it not only being canonically plausible, but also justified in the broader scope of the world beyond what the game presents. Members are challenged to be creative within constraints, and though we do have some allowances to acquire rare and powerful artifacts and abilities (what self-respecting forbidden knowledge cult wouldn't?), you won't find any overblown, super-powered masters-of-all in our ranks. Of course if you do, we hope you'll let us know so that we can address it. We want to make sure that the story we present is of the highest caliber, and that begins with the realistic portrayals of characters that don't disrupt the generally accepted laws of the universe. If you're looking for a structured experience with players who are passionate about story, and who aren't afraid to commit to a standard and hold themselves accountable to it, we hope you'll consider applying! Our story is far from over.
  2. Reclusive and cloistered away from the nonsense of the world at large? I try to take a 'lead by example' approach when it comes to my own perspectives on 'quality' roleplay, but there's something exhausting about trying to do that in an environment that is more like to give me an aneurysm than not. It takes a certain level of mental stamina to field /tells from people who want to know why your search info invalidates their character, and its often just easier to stick to known circles - even if at the end of the day it's only doing more harm than good to the overall environment and visibility of more lore-abiding citizens. So here's an interesting snippet. I think this demonstrates one of the challenges those of us who try to adhere to lore more closely than others continue to face: even amongst ourselves, we have varying degrees of tolerance. To one person, au ra dragoons are wholly nonsensical. To another, they are feasible but in limited capacity. And to someone else altogether, the idea of player dragoons of any race is anathema. The problem is that while we can probably agree on some core facts (e.g. Ishgardian dragoons trained as such in their backstory would have come from a culturally-limited pool of hyur and elezen), there's still room for varying degrees of allowances. From my end at least, my company has made an attempt to solve this via what we affectionately coin the 'snowflake system'. What this system does is take a look at what the 'average' is in the world, and asks that any character traits which tread beyond that threshold come at the expense of a snowflake, of which characters may only possess a limited amount. So using dragoon as an example, if a character is a hyur or elezen with natural training as a dragoon written into their backstory, then we don't require the use of a snowflake. But if it's any other race and/or a hyur or elezen without that kind of backstory, then acquisition of a soul crystal requires the expense of a snowflake. This allows a degree of flexibility for unusual combinations or the acquisition of more 'rare' jobs, but at the same time places an upper limit on how 'special' a character can ultimately be. And that system is applied to everything from jobs, to special traits, to rare equipment (and even has limits on how many snowflakes of a given 'type' can be applied, forcing players to diversify instead of just throwing on as many rare magics as they can afford). Now, for my take on lore stringency, this is a reasonable threshold. It permits creativity and player 'uniqueness' without creating overblown characters who are little more than the sum of their tropes. But someone else might still look at us and say "oh no, you have no right to call yourselves lore strict!". So I don't think there's an easy way to define that as a community, but I do think we can at least all be open about what 'lore strict' means to us, so that people know what to expect. This is another really good point, and ties into one of the OP's questions about levels of animosity that are directed towards lore-breaking/bending characters and events. Being lore-strict is not easy. It requires constant vigilance. Not only of the characters which a company may be recruiting, but even of ourselves. Its way too easy to lose sight of checks and balances and find yourself taking an incremental step here and there that perhaps don't seem problematic in the moment, but one day you take stock and look back and realize that you crossed your own line. I know for my part I did something of an audit for EC at the start of 2018. Not just for our characters, but even some of the conceptual elements that had stuck with us for quite some time, and ended up making revisions and cuts where necessary to remain in-line with my own expectations for lore stringency. My hope is that people aren't actually approaching others with any degree of malice, but I do think there's an innate level of frustration that seeps through when these conversations arise, because at the end of the day those of us making the effort to remain lore strict are putting in a lot of effort to do so. We're educating ourselves, weighing our choices against the lore, engaging in constant debate, and it's easy to feel like it's a slap in the face when we encounter those who disregard it or worse - actually take offense to our desire to be lore strict. To add on to this, it's important that such communications still remain respectful. As I said above, even among the 'lore strict' crowd there are going to be differences, and so I think transparency in what 'lore strict' means for a given company / event is important. But so is acceptance of those who are going to look at an event and decide it's either too strict, or not strict enough. If my rules are clearly outlined, then you're entirely in your right to question me when something appears to fall outside the scope of them. And if I haven't outlined something, then we can open it up to debate and create guidelines where needed. But I recall an individual who - I'm not sure if they were honestly inquiring or just trolling, and I don't really care - sent me a tell a month or so ago effectively asking "If your company is so lore strict, why do you have so many male miqo'te when they are supposed to be rare? Do you just pick and choose what lore to follow?". The first part of the question is fair - I'd have happily explained that given the population and breadth of Eorzea, having a small concentration of ~5-8 man-cats doesn't exactly impede on anything. It's because the person approached the question from an antagonistic "your lore-strict is dishonest" viewpoint from the start that I never bothered to entertain them with an answer. People on both sides of the aisle need to be respectful of one another. And that means at the end of the day, if you make the decision that the Invitational is going to carry on in front of Ul'dah with some of the craziest magic imaginable unimpeded, the people who prefer something more lore-strict need to either accept that and avoid it, or refrain from disrespectful commentary if they choose to attend. And similarly, the people who want to exercise more freedom need to accept that their 'creative liberty' is actually impeding on the experience of others, and people are entirely within their right to choose not to pursue interactions with a character that disrupts their understanding of the world. But that also means you're making a conscious decision to promote a public affair that clearly breaches the more clear-cut aspects of lore, and you need to be prepared to both own that fact and be considerate of the potential disruptions you are causing by having it be so public. As the saying goes, you can't have your cake and eat it too. And I think there is still an argument to be made that if you are going to choose to go a less lore-strict route, there's a responsibility to the communal 'reality' to keep those sorts of events a little further off to the sidelines where they don't pose a risk for disruption.
  3. So the posters above me have already touched on pretty much all of my key points, but to throw my two cents into the mix... We used to call this the 'A Wizard Did It' excuse. Throughout my roleplaying career, I've regularly encountered a subset of individuals who believe that magic - by virtue of being 'magic' - has the capacity if not the right altogether to encompass and create as many effects as players themselves and conjure in their minds' eye. Now in a handful of cases, that is actually true. Usually these are less orderly worlds in which the creators have decided to say "you know what, just let whatever happens happen". Off the top of my head, these are all superhero-esque worlds ala City of Heroes / Champions in which you already have a world oversaturated with superpowered individuals capable of bending reality three times over, and everything is already at peak ridiculousness enough that adding in one more time-warping nether-demon isn't going to bat too many eyes. World of Warcraft is a more prominent example of this where the game's lore has been a series of escalating powers and events in a world populated moreso by champions than by normal people. They're trying to re-introduce some logic with the Chronicles sure, but the playerbase there has already been conditioned to view things through a lens of 'anything is possible, and the more its fueled by fratboy fantasies of hurrdurr epic, the better". Final Fantasy XIV however has rules. Magic and aetherology are governed by laws of nature that are not only core to how much of what we have as playable characters operate, but even history itself. There is cause and effect, action and reaction, and limitations to how far reality can bend before you - or it - break. Now as players and characters both, we still don't have the full breadth of these rules, but we have a damn good foundational understanding. Enough so that anyone serious about playing a denizen of this universe can educate themselves on what is or isn't feasible with relative ease. Now other people have already touched on this (and the whole 'legal vs. not' element of magic, which primarily has to do with cultural boundaries and historical prejudices, but I won't dig into that here...yet.), but the one sentiment I want to really double down on is that when establishing a public event, sticking to these baseline rules is a pretty safe bet. Again, we're talking about ground-level reality; yes, some people may choose to break away from these rules either as individuals or as groups, and while I don't personally agree with or like it, it is their right to do so. But when talking about the 'public', the best baseline is the one that already exists: that of the game itself. To put this into another perspective, imagine heading to a chess tournament. Presumably you and the majority of participants are going in with the expectation that this tournament will follow the same rules of chess as have existed for centuries. You are paired up, sit down, and begin your match. You're well on your way to winning, when suddenly your opponent grabs some of his captured pawns from your side of the table and places them back on the board. As you stare at him dumbfounded, he explains: "Oh, my King is a Lich King. He can resurrect his minions every time I capture one of yours as a sacrifice." Presumably you have a 'WTF' moment, and when the organizers let him carry on, you probably start to avoid that tournament the next time it comes around. Of course, this is all to do with what is or isn't possible within the 'rules' of the world. But something that hasn't been touched on yet, which I don't think many people are (or perhaps want to be) considerate of, is also the feasibility with which our characters can or should be capable of inventing their own techniques and magics in the first place, even within the limitations of those rules. Again using World of Warcraft as a comparison, as I stated above that is a universe populated primarily by forces of relatively super-powered individuals where player characters are often part of a legion of champions. Final Fantasy tends not to have anything even remotely close to this. Perhaps in the days of Allag or Mhach/Amdapor/Nym where unfettered scientific/magical pursuits were the cultural zeitgeist, but in modern playable Eorzea the vast majority of individuals are relatively unexceptional. The challenge here is remembering that everything we have at our fingertips in terms of jobs/classes and even certain game mechanics are meant to facilitate our experience through the MSQ as the Warrior of Light, not the average (or above-average) joe that most of us realistically should be. And if you look at the myriad NPCs we have been introduced to over the years, you'll notice a trend: at the end of the day, none save the ascians bypass the 'rules' as we know them, and most don't even begin to reach the levels of power we're portraying as our WoL-selves. Now I get it, people don't necessarily want to use the escapism of MMO RP just to be another average joe in a fantasy world instead of the real one. And I'm not saying that people should be limited to portraying a soul-crushing desk job without a hint of magic or adventure. But there's still something of a 'baseline' that I feel people can be conscious of when considering how their characters are portrayed in order to keep them reasonable within the context of the universe. And to that end, I don't know that any of our characters should be so masterful in their given crafts that they are inventing new spells and skills that none of their predecessors over the millennia have themselves managed to do. At the end of the day, people are going to RP as they choose and everyone has a different threshold, but it's important to remember that we're in a shared universe with many other players. The closer we adhere to what is 'standard' in that universe, the less 'WTF' moments we risk exposing ourselves and others to.
  4. [align=center] Nestled beneath the boughs of the Twelveswood, an aging estate fields hushed visitors with increasing regularity. The Black Vault once bore a more innocent name - the home of stargazers and students of destiny - but as seasons turn and paths diverge, the ageless wisdom accrued was hurriedly left behind. In a fit of passion, the estate - and all that was so meticulously collected - was bequeathed unto a foreign soul, and so did it find new purpose. As the man set about his cause in the realm, he came to understand the true nature of what he had inherited and became a man possessed by its insufferable incompleteness; for those who walked before knew that to unravel the tapestry of fate, one must regard all threads. [align=justify]In search of these frayed edges, the house became a home for things not meant for mortal eyes, and the men and women who would nonetheless gaze upon it in defiance. [/align] Apocrypha. Heresy. Taboo. Sin. It is called many things, but it is all the same: knowledge, arts, and items of power deemed too dangerous for use. Yet those who have joined with the Collective know that ignorance breeds atrophy, and one must fully know the disease before they can hope to excise it. For all the posturing of those in power, their laws have done naught to avert the catastrophe they claim is wrought by the very things they would silence. The Eldritch Collective rises in cacophony, no longer content to linger in shadows. Together they seek to resume that which was lost to the annals of history, and curate within their Black Vault a sanctuary for all those who would find camaraderie in their transgressions. Come, ye lost souls, and join your voice to our chorus. We will be silenced no longer. About Us The Eldritch Collective is a heavy roleplaying company built on themes of heresy and transgression. We are deeply grounded in the established lore of Final Fantasy XIV and seek to cultivate an experience that explores villainy without falling into the traps of outrageous character concepts such as voidsent. Our plot and themes often border along the dark and serious, and we prefer members who appreciate that (though a little comic relief never hurt anyone!). If your character has an interest in delving into a forbidden art, be it magical or martial, or merely possesses grey enough morals to avert their gaze from some of the goings-on while serving as manor staff, we encourage you to read on, reach out, and apply! We're also always eager to get involve in other players' and free companys' stories. If you'd like to collaborate with us, please reach out to an officer. Please be advised that in order to preserve the integrity of our roleplaying environment, we ask all collaborators to review and adhere to our policies about certain roleplaying themes. If you would like to get in touch with a member of our leadership directly, please contact Zalitai Dalamiq, Kataani Hawkeye, Leith'ir Eilam, I'mhati Tia, or Jebei Dotharl. Alternatively, we're always happy to receive visitors at our home in Lavender Beds Ward 7, Plot 28! [/align]
×
×
  • Create New...