Commissar Vladimir

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About Commissar Vladimir

  • Rank
    Biasimir

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  • Sex
    Male
  • Characters
    Mordin, Malamir

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  1. True aaaaaaaaaaaand... Yeah, that's pretty true. That's true and- yeah that's true. That's true. That's true- That's pretty true. That's pretty true, I mean- inhales ... That's true. Yeah. That's true. Uhm- That's true. That's fuckin' true. Uhm... That's how it is dude.

  2. Name: Krum Race/Race Variation: Orc Affiliation/Tribe: Horde, Bleeding Hollow clan Class: Runemaster
  3. Frankly, I stopped attending due to the new take on events you incorporated. They became of larger scale, often with more people. And from my experience took about 15-20, maybe sometimes even 30 min to get a response. It wasn't very enjoyable, I think you went in over your head. And it killed my interest. The first line of events? Shop keeper, dwarf torture, ship sabotage, etc. Those were great. You weren't putting effort into making the events big, you were putting effort into details instead. It was refreshing and a welcome change from the usual hack and slash events.
  4. Ctrl+F "father" 6 results. +1
  5. Contract #7 - Peon Player The Lodge and Bannerguard have been joined by two new mercenaries: Zethkur as Bane Ruhjala as Hotshot The participants were given a reward of 1 gold and 20 silver each. There were three of them: Urzog, Zethkur and Ruhjala Zethkur and Ruhjala get 10 rep points. Urzog gets 20 for leadership. The party sabotaged their target, were not captured and were not discovered. Therefore the contract was completed successfully. Here's the sheet for the Horde side: Posted on Dug's behalf.
  6. With the edits to the disclaimer I'm inclined to agree. While this is headcanon, to me nothing stands out as utterly unacceptable.(Maybe I missed something since I skimmed through it) A good piece of work to serve as a guideline. Warlocks, and spellcasters in general, who go into some detail about their practices are certainly much more interesting than "casts X spell". Thanks for putting it up.
  7. Cyril uses the token to obtain a Viscidus Globule.
  8. You're not special, Drak. Other people read this too. You corrected one accidentally misspelled word, don't hoard credit!
  9. Introduction: This guide (primarily for players new to RP) is a compilation of the things I believe to play a key role in shaping a good character. I've made plenty of mistakes in regard to everything mentioned here and have made them public so that some of you may learn from them and lay the groundwork of some interesting characters or improve ones that you already have. Aside for what I have to say on this matter you'll also find some helpful materials I snatched from the webs, as well as short stories from one of my characters' interactions to serve as examples. Inspiration: If you aren't doing a good job at creating a character for one reason or another, then this is a good course of action to take. Carbon-copies are not encouraged, however taking inspiration from characters can be very helpful. There are countless characters from history, books, movies and etc that could play a role in forming the end product. Though if your character turned out to be too similar to what you drew inspiration from, or they have characteristics/background that does not fit in with the Warcraft universe, then you didn't pull this off right. The latter being against the rules of the server. Background: Your character's history will be one of the prime factors in defining what your character is in the present. The past has molded your character into what they are and a character who presents this fact during interaction with others is a believable one. An interesting personality goes hand in hand with an interesting story. Considering the amount of happenings in lore that affect a large scale of people, it is unlikely that your character wasn't affected by at least one occurance. Having the timeline at hand provides an easy overview of history and can make it much easier to incorporate lore around your character so that they better fit in the Warcraft universe. Gamepedia can provide information on the various events in lore and the order in which they have happened. If you are looking for a sequence of events at a smaller scale, what has occurred with your character's race for example, you can easily access that by searching said race on the website. Example: Goals: Everyone wants something. A character in stagnation is not an interesting character, or at least not as interesting. Goals are a decisive factor in driving your character's plot forward and also decide in which direction your character is going. A well thought-out goal can make all the difference. Goals can vary from simple ones, based on your character's personality, that decide what your character wants to do during a single interaction (one roleplay, per say) to end goals that define the ultimate, hard-to-reach place your character will be striving to get to throughout many roleplays. Something to keep in mind is that the holy grail of a character can also be a detriment if not pulled off right as it can set the character down a single, direct path that is difficult or impossible to change (depending on the case). Thus end goals shouldn't always be set in stone. Having generalized goals that can be approached through many roads is useful when trying to branch out your character's possibilities. Example: Negative traits: Striving for perfection isn't bad, being perfect is. Everyone has flaws, both big and small. Even the hellspawn of the Twisting Nether aren't perfect. This is the stuff that makes your character feel real. Flaws vary much, from bad habits to serious weaknesses that your character has been fighting to overcome their entire life. The most interesting flaws wouldn't be those which are revealed in rare situations and have minimal chance of being seen but those that we get to see regularly. Fear is one of the more obvious flaws. It can be an innate fear or it can be a result of a traumatic situation. A soldier who charges in combat against an ugly and horrifying zombie despite his fears, because he has to, is someone I'd consider much more interesting than a fearless soldier who won't lose hope against the darkest of threats. Useful materials: Quirks are not necessarily negative traits, they're pecualiar mannerism/behavior that is a part of the character's personality and distinguishes them from others. Everyone has quirks, even if some are less noticeable than others. Having quirks definitely makes your character look like a real person. Useful material: Inner conflict poses for a perfect flaw, again, because we all have those. Two (or more, usually ethical and/or emotional) things that your character feels strongly about, except said things are incompatible. The result of this can be seen in the form of hesitation, inability to make a decision and the like. Example: Stereotypes: Stereotypes can be both good and bad. Stereotypical characters are good for various background purposes, helping to drive things forward. They're very suitable for events as a stereotype allows us to easily relate to and understand them without having to read piles of text. A player character, however, shouldn't ever be limited to a stereotype. A strongly stereotyped character will not be memorable and will quickly lose the attention of others, which will limit them in the long run. If anything a stereotype could serve as a basis to begin from. Keep it real: Your character doesn't have to have a history of dysfunctional childhood and/or a dead family to have an impactful history. Stray from clichés, try to imagine how life would be in the Warcraft universe and shape your character's behavior within those bounds. Warcraft is indeed a brutal world but you still shouldn't overdo it. Be realistic about what your character can do and aims to do. A day one mage probably wouldn't go around proclaiming he'll be an archmage just because the player intends to apply for it someday. Character applications: Races, classes, titles, ranks. Whatever the case, there are some things to consider when writing one. •Content - You may have a lot to say about your character, after all you know them better than anyone. Though not everyone wants to read all that information. The longer it is, the more likely for people to skim through and miss important details. Keep to the point, especially when it comes to the history section. Follow the main storyline of your character and avoid fluff. Want to mention something that doesn't seem so relevant? Ask yourself if it contributes to the application in any way, for example if it elaborates upon a weakness or a part of the personality section. •Writing - How well your application is written will determine how well the information is absorbed. The Workshop is a good solution if this proves to be a challenge. In case you are not familiar, the Workshop is a section under the Applications subforum. It is managed by the NSI (New Standard Initiative), a volunteer group tasked with providing feedback to any application posted in the Workshop. Closing words: It's impossible for me to cover everything there is to say, anyone is welcome to improve on the guide through posts. Also, I wasn't sure where to post this so here it is in Lore. <Credits to Verum and Breepants for giving me feedback on the guide during its creation.>