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Messages - Harlas Ravelkione

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1
General Discussion / Hi bye from an old player
« on: June 18, 2011, 06:19:25 am »
Hello everyone.

Here is just a small hi bye from one of the old dwarven players. Some might remember me as the dwarf Varka Cleaveson.

I thought I might drop a few lines to Layo as I did to Harlas.

Naaaayy. Since I stopped I always kept around though. Reading about what is going on in general but also keeping an eye on layos dwarven players. It has been and it is still fun seeing how Layo develops. I guess some of the other old players do the same thing. (If so just give a thumps up guys).

So, how is everyone doing in there? I can see that there is a few new WL around and that the Torans are starting a new group (every good initiative). Are there other new initiative like that? Did some make a nice exotic group like mix of orcs, deep dwarves and dark elves? And where are the treehuggers?  

What about the dwarves! How does it look there? I follow roughly the submissions and character developments.

That is all for now. Take care in there and have fun! :)
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2
Layonara Server / Now Taking Gamemaster Applications!!
« on: June 10, 2011, 03:19:01 am »
Hello Layonara Community!
 
 It has come around to that time again, where we look around for interested individuals to help grow the Layonaran experience for the community as a whole. If you are interested in giving back to the community that has provided you with countless hours of entertainment, this is one way to make that happen! Below are listed the qualifications, the required duties and the list of questions that we'll need answered so that we can evaluate if you are a good match for the world. Please take some time to consider all of these if you are interested in becoming a Gamemaster for Layonara.
 
Quote
Gamemaster Qualifications:
 
You qualify for GM application if you meet the following:
 
• If you have been a community member in good standing for at least four (4) months
• If you can work well on a team but can also take independent initiative
• If you act responsibly both individually and within teams
• If you understand both the rules and the spirit of the server
• If you enforce the spirit and rules of the server when necessary
• If you communicate well in text in an online environment.
• If you can commit to perform GM Duties as either a part time or full time GM
Quote
Gamemaster Duties:

 You will need to be able to commit to ALL the following:
  •   Commit to the Author-Publisher Agreement. This means the rights to what you write, run as a quest or otherwise provide in your time as GM belongs to Layonara. You will be required to sign off on this and supply the document to Layonara. This is required to protect Layonara Studios and all of our community members.
  • Run impromptus, CDQs and quests, reward RP, assist players in game, or otherwise be active in game with your GM avatar (Part time: 1 hour/week ; Full time: 2 hours/week)
  •   Properly research and include world lore for events that require it. This can require that certain kinds of quests be written up and approved by head team members (such as EdtheKet and Leanthar) prior to running them.
  •   Communicate any long term absences from the world to the team, ahead of time if possible. “Long term absences” is defined as more than two weeks consecutive where you will not be able to reached for any reason. (We certainly understand that emergencies happen and for our enlisted members, you don't always get that opportunity. In case of the latter, please make us aware in your application that this is a possibility.)
  •  Write up quests after they are completed with detailed information for tracking.
  • Check the forums regularly for GM specific content. (Part time: at least 2 times/week ; Full time: at least 5 times/week)
  •  Spend at least 2 hours per month working to help the team and community on IRC or forums (e.g. Character approvals, disputes and grievances, answering questions, moderating forums or IRC, providing other assistance to GMs or Players).
  • Participate in GM team discussions (these are largely forum based). Examples include discussion of changes to policy, weighing in on World Leader eligibility, and communicating various issues to the staff as a whole.
  • Keep appropriate records of character profiling, player interactions, etc.
  • Communicate with individual players who may need help understanding the rules or spirit of the server.
Application Questions
(please answer in a response in this thread)
1. How long have you been a member of Layonara?  (The minimum is four (4) months of active time in the community.)

2. Are you applying as a part time or full time quest GM?

3. Why do you want to be a GM team member in Layonara?

4. Please describe any GM experience, including any NWN GMing experience. GMing experience, digitally or PnP style is not a prerequisite for a GM position!

5. Please read carefully through the GM team duties and qualifications, if you have not already. This community has always supported the ethic of 'real life comes first' but we will need to know, realistically, if your real life can support your interest and commitment to the world. Please describe, either Layonaran or real life, responsibilities that may conflict with your Gamemaster commitments. Membership to other teams such as LORE or Character Approvals are examples of Layonaran commitments.

6. Please submit an example quest in a PM (addressed to EdtheKet, Rowana and Dorganath). Your quest should be a brief outline of the set up and expected important events during your quest. Please include a few foreseeable side paths players might take and your intentions for working with players on those initiatives. This should be a quest you could run if you are accepted as a GM, though it is by no means required. Your sample quest summary should be between 300 and 500 words in length. Summaries less than 300 or more than 500 words will not be considered and you will be asked to submit again with the proper word length. Applicants without a quest submitted to the Team by the deadline will not be considered during this pass.

The applications will close on June 30th, 2011, Midnight Eastern Daylight Time. All qualified applicants will be contacted for an interview by July 5th, 2011. Interviews will take place either in game or via IRC. Interviews must be final by July 20th, 2011, in order to offer invites to new GMs in a timely manner.  
 
 We look forward to hearing from you all!
 
 The GM Team
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3
General Discussion / Dragon Storm Campaign Finale
« on: May 21, 2011, 09:36:46 am »
I know it's been said several times, but once again I think it needs saying.  Thank you very much to the GMs that put their time and effort into making such an incredible series.  It may have taken a lot of unexpected turns and probably went on way longer than anyone had ever anticipated.  But that's how things go when dealing with so many pieces.  Now that we stand at the close, I can honestly say I am looking forward to what comes next.  It may be the close of the campaign, but it's just an incredible chapter of the story.  I feel very lucky to have been able to have had such an active role in it, and I urge those who felt like they didn't feel as involved as they may have liked to put in the extra effort in the next thing that comes along.  It's incredible rp.  People talk about how they want to have their characters become world leaders by taking on WLDQs but I tell you the truth- plot quests are world changing events and will turn your character into a truly epic character in all senses of the word if you let them.  It's the experiences that your character lives through that will make it so that you are one of those "old veteran characters" with the stories of epic battles to share with the generations to come.

So thank you Plot team for helping me change my character from a Toranite Leader to a World Leader.  For the heart-wrenching loss, and the stomach twisting anxiety and nerves, for the times my heart skipped a beat, and the mistakes I made and almost made, and for the triumphs that we all shared together, thank you.  Thank you for giving us the opportunities to find greatness.  I can't wait for more.
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4
Ask A Gamemaster / I just want to say THANKS for Layo teams!
« on: April 20, 2011, 02:17:39 am »
Thank you for all the time and effort you put here in Layo! You are appreciated!

I just had to say I’m not biggest fan on Layos’ lengthy approval system either even after it has helped me better understand my characters (Hey! What I can say? I love my weird chars! Even if they are harder to get approved), but after I read this thread I have to admit it did Layo community big favor, again.. :D

//Still busy in RL. Trying to pop in time to times.
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5
The Dragon Storm Campaign / Nesar
« on: April 06, 2011, 06:16:29 am »
Within days of a Black Wizard showing up in Blackford Castle to make an offer to the War Council an unsanctioned action has taken place.

Before the War Council had even finished making their determinations over whether they would accept the Wizards offer a group of adventurers had taken it upon themselves to act.

Upon reaching Nith the adventurers found a state of chaos. Soldiers and mercenaries ruled the inns and taverns, the local inhabitants hiding in their homes, many afraid to leave them in case they were set upon by thugs or riffraff or undisciplined soldiers.

The Drach Tesak ruled the night eliminating any they felt were a threat to their armies impending invasion. A whole city on the brink of destabilisation, ready to capitulate to the armies of the Cult as soon as they arrive.

Into this mess came a band of hardy folks, used to the rigours of danger and death. With the help of one of the few remaining figures of authority in the town, the head of the Peasant army or the Nesar Field Regiment as they were referred to, Master Kerrin of Balin dale. The adventurers began their search for the Drach Tesak in the city.

Several strikes from the Tesak on the Adventurers at night took their toll but the Tesak fared the worst of it. Tenacious as adventurers are known to be they pushed and pushed eventually finding Cult sympathisers in the town who were giving the Tesak access to the city through tidal tunnels created by the river and the ocean. These men declared a pox on adventures and Faith worship seeing the Cult as a viable alternative to both.

Persistant as ants the adventurers descended into the tunnels facing not only the sneaky underhanded strike and run tactics of the Drach Tesak but their nefarious traps and attempts to flood tunnels the adventurers entered as they themselves fled.

Lives were lost on both sides but the determination of the adventurers coupled with their considerable firepower in strength of steel and Al'noth forced the Tesak to abandon the tunnels and return to their own forces.

Within hours of the adventurers returning from a farm a day out of the city where the Tesak were gaining access to the underground tunnels four men in black robes appeared in the centre of the city.

They summoned all the Black Ravens in the city and surrounds and new orders were issued. The Ravens then set about driving the soldiers and mercenaries out of the city and back to their mobilisation areas. more than a few soldiers lost their lives to the violent agression of the Ravens in carrying out their orders.

Meanwhile in the city a meeting was called by the four Black Robed men of any and all hidden in the city who held any position of authority.

Whether they have enough time to rebuild what the Tesak pulled down only time will tell.
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6
General Discussion / Hey Plot Boy
« on: April 02, 2011, 12:41:59 pm »
...happy birthday Harlas!
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7
The Dragon Storm Campaign / Rise of the Long Storm
« on: March 03, 2011, 02:00:16 am »
Above the skies of Audiria, not even a day after the Cult dragons attacked the walls and main gates of the beleagured city the alarm bells ring yet again. Black smoke drifts above the desert sands creating long thin trails into the upper atmosphere in the clear bright morning sun from buildings still burning from the attacks the day before.

The bells ring loud and clear, those brave enough to venture out on the streets that morning run quickly for underground shelters in various buildings around the city that still stand. Once again pikemen, nervous and sweating already from worry and stress move to positions designated around the city to mount what minimal resistance they can offer against the sheer power and brute force of the Cult dragons that have brought their nation to a standstill and killed or made refugees of thousands of their countrymen.

A Synod Cabalist, one considered to be amongst an esteemed order of the elite of the Sand Sea Synods forces waits beneath the overhang of a building with thirty pikemen at his back. He waits with his hand shadowing his dark eyes against the already burning morning sun as he seeks the tell tale specks in the sky that will signal the position of the attacking dragons.

Soon he has them, coming from the west. He watches as they descend from up high a number of miles out from the city over the desert itself. He watches as they gather momentum tucking their wings into their bodies for greater speed generation. In that moment he cannot help but admire the sheer natural power and grace of the beasts but nor can he ignore their potential for destruction. Glancing back at the men behind him he can smell the fear in them. Many had not eaten properly for days, some had lost family and friends already and most were simply not trained for war such as this. Motioning for them to wait and stay hidden he continued to watch the west soon losing sight of the Dragons behind the city walls. At the speed they were coming he estimated it would only be minutes before they would reach the city walls and the attacks would resume.

Closing his eyes the Cabalist called on his ancestors to be with him and prayed as he had done so every day for the last few weeks as if it would be his last day on this world. Touching a sacred relic of his family to his forehead and his lips he walked from the place in which he had hidden and stood to the middle of the dusty street. He signalled his men to stay hidden. There, alone in the middle of the street he called on the Al'noth, words of power that wrapped and twisted around him in currents of energy and the flow of magic that he believed came from his ancestors.

Deep into his castings he heard the first roar and glimpsed the flash of a dark shape as one dragon hit the western wall and rock and debris, men and dust exploded into the air. Fire filled the air in the street ahead and more buildings burst into flame. Then there was a second flash as the other dragon landed on top of the temple to Azatta and breathed fire into the streets around it setting more buildings alight.

Within moments the morning had been shattered in a cacophany of bells, dragon roars, flying debris, fire and the sounds of the wounded or dying.

The Cabalist spoke words of power and ice fell from the skies striking the dragon breaking through the cities western wall. That wall held the gate to the desert road that led to North Fort. Then, more words and harsh crackling lightning arced out in raging blue tendrils to wrap around the creatures neck and wing.

The dragon roared its fury and launched heavy boulders torn from the walls itself at its attacker. The rocks thundered into buildings around the Cabalist and he glimpsed quickly that one struck the place where his men were waiting. He could hear their screams in the dust that now filled the street but forcing his mind to the task at hand their cries become just part of the background noise as he released himself to the magic and cast everything he could summon at the dragon.

Some attacks fizzled and brushed off the dragon, others ran like rain down its skin while others seemed to cause the creature harm. Enraged it advanced on the Cabalist down the street taking time to tear down and destroy everything around it, buildings were smashed into pieces, people who ran into its path were torn apart, the road was clawed into jagged chunks, and clouds of dust and sand were raised by the massive wings as the creature slowly advanced.

At the same time in another part of the city the other dragon that had caused destruction from atop the temple had moved into the streets and was systematically hunting for any people it could find, buildings were either torn down or turned into raging torrents of fire in its rampage.


All the while far into the desert to the west a storm was rising. Winds picked up across the desert and slowly formed a maestrom that rose slowly and gradually until far in the west the sky was filled with a tall whirling tornado of sand particles. All around it hot winds sucked cold air from far above, drawing it down into the spinning vortex at its centre. The sudden condensation causing an intense build up of electrical energy within its core that was realised by sharp and jagged flashes of lighting and deep peals of thunder. The storm gathered strength building higher and higher, wider and wider and then it began to move eastwards.

Oblivious to the rising storm the Cabalist watched his death advancing on him. The massive enraged Cult dragon had allmost reached him and been able to shrug off most of the energy he had thrown at it leaving him nothing in reserve. Waiting for the inevitable he closed his eyes as the dragons claw moved towards him and its violent roars filled his years.

Then...far above the storm from the desert broke over the city, the sky darkened all at once and the spinning vortex of sand enveloped the city. The violent wind blown sand cut vision to no more than a few feet, and the winds howled through the streets, lighting lashed out and struck at any object that rose above the main level of the city and thunder roared within its depths.

Blown off his feet the Cabalist was flung against a building by the force of the sudden wind, sand lashed at his exposed skin and forced its way into his eyes and mouth. The Dragon that had been about to strike him tried to leap into the whirling maelstrom to escape and was all at once smashed into the ground as two smaller forms tore into it. The Cabalist fought to blink away sand and fix his gaze on the confused images, his mind barely able to adapt to the sudden change in the air around him and the battle before him. Awe and shock filled him, disbelief rose in his heart and then the thought that his prayers to his ancestors had saved his life filled his mind.

Struggling to see or even move in the vicious sand storm he could barely make out the shapes tearing and ripping into the larger dragon, blood splattered on the ground as the larger dragon tried desperately to escape its attackers and gain some height. The combat was ferocious between the three combatants but it was clear the two smaller foes had gained the element of suprise over the larger. The Cabalist fought to regain his feet fighting against the fierce winds as the larger dragon managed to break away from its attackers and leap into the air. There, a massive discharge of lightning thundered into the creature and with a stench of burning flesh and a loud thump its lifeless form hit the ground. The shockwave from the blast sent the Cabalist back against the wall again where he collapsed unconscious.

Meanwhile the other dragon had noticed the approaching storm and leapt into the air to evade it. The storm seemed to surge towards the fleeing creature and just as it reached it a huge blue skinned shape emerged from the storm. Lightning issued forth from its open maw along with hundreds of tendrils of electrical energy from the storm it had created. The massive discharge enveloped the fleeing Cult dragon and when the flash dissipated dust and ash, all that remained of the dragon drifted slowly towards the desert floor.

With a deep throated roar the Long Storm circled the city, the storm he and his kin had created starting to dimish, leaving a thick layer of sand over the entire city.

With another deep roar, answered in kind by two smaller dragons, a gold and a slate coloured one that rose from the city to join him. The three dragons headed west once again.

And as the dust settled, the people emerged to behold the wonder of their salvation from the Cult dragons.
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8
The Dragon Storm Campaign / Wren returns to Blackford
« on: February 23, 2011, 10:25:20 am »
*Wren presents himself at Blackford and asks to see Danielle. He waits as long as it takes knowing that she may be far off and of course very busy. When he does get to see her he smiles*

I don't know of Raz spoke with you already but I wanted to make sure you had the information. *he pauses* We found it.

*he waits*
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9
The Dragon Storm Campaign / The early years Story time
« on: February 22, 2011, 04:50:25 pm »
*Storold announces that he will be telling the stories he has from the years 1431 to  1438 at the Bydell Castle meeting room (for all who are not enemies of the Lady of Spells) in the near future*

//This even will be in the coming weekend, time will be announced later and might be followed by an announcement for further events in the future with later years...

//People are encouraged to use the magic mouth system in place at Bydell to learn the headlines of the story night
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10
Layonara Server / Version 3.30.2 is online!
« on: February 14, 2011, 12:20:35 am »
[SIZE=32]Version 3.30.2 is online![/SIZE]

This one took longer than expected for the sole reason of me not being able to get to things as quickly as I'd have liked.  My apologies to those who have been waiting on some of this.

There are no downloads required for this one.

Changes:
  • Minor fix to 121 Leringard Arms
  • Functional kitchen added to 137 Twin Dragons Inn
  • Full remodel for 165 The Silver Buckle
  • Cat added to 150 Krandor
  • Kelin's Inn in Krandor now under new management
  • Furniture set up in room used for the Blackford War Council, for convenience
  • Rename Fort Gorge back to Fort of Last Hope.  Just pretend it was always called Fort of Last Hope.
  • Changes to Fort Vehl to reflect Coalition GCDQ outcome
  • GM Placeable Objects (signs, etc) will change their examined descriptions now along with their usual mode of operation.
  • Fancy Fountain housing placeable will give water now like the Fresh Water Keg does
  • Adjustment to a CNR area (no, I'm not telling which)
  • A few area changes due to plot reasons. You'll know them when you see them.
  • A couple GM-only things I'm not mentioning here
Fixes:
  • East gate in Hlint now properly auto-closes
  • Fixed activation of one of the powers of Alandric's WLDQ reward
  • Fixed offset ground tiles in Port Hempstead, Crimson Eagles Memorial
  • Adjusted PvP settings for Port Hempstead
  • Pickpockets in Lor should no longer affect invisible or G. Sanc'ed PCs
That's it!  Thanks to Alatriel, RollinsCat and whomever else may have contributed to this but about whom I've forgotten.  

Enjoy!
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11
Rumour Has It / Boyer reports Molten Isle stirring
« on: February 10, 2011, 08:16:42 am »
Boyer Scout ships have reported heavy banks of thick fog reeking of the fires of Molten Isle enveloping the vast landmass. The sulphuric smelling Fogs descended over the isle and surrounding waters a few hours ago the heaviest forming around the infamous temple on the edge of the Island.

The ferry across from near Xora's tower to the island has stopped running until the fog clears.

A faint rumour claims that large numbers were entering the temple before the mist descended and that it was radiating a dull red glow but these have not been verified.
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12
Hall of Heroes and Heroines / Sallaron Tempest
« on: December 21, 2010, 10:33:15 am »
Sallaron Tempest.

For many, the name may have little to no meaning. Just an ordinary name for what was supposed to be an ordinary man. So ordinary, that the only thing this man ever wanted ... was to be ordinary. Live out an ordinary, simple life.
And he tried so very hard to have the ordinary life, fought so hard to have it, and fought even harder to keep it, that in the end... it became so very far removed from an ordinary life that he himself would find himself a hero.

Some may perhaps come across his journal. Some may consider it a mish-mash of unexplainable jargon. Others may find it worth the read, with pearls of wisdom hidden within its lines.

Others, perhaps of a certain character, might perhaps recognise his other name, Lord Reaver.
A name chosen for him by another, and given to Sallaron to protect his family from the things he was forced to do, and had to do, to keep them safe.
Step into Hurm and ask of the name, and hear what tales they tell of this ordinary man. I guarantee you will be surprised.

And if you should know the secret of Folian's Wood, pass through there, in the depths of the Forest of Mists. Pass through Folian's pass, and find the stream by the cliffs, and the old bench that sits there.
Take a moment to sit and rest, and read the moss covered plaque.
And remember, that there is no such thing, as an ordinary life....
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13
Layonara Server / Version 3.30 is online!
« on: October 27, 2010, 08:02:36 pm »
[SIZE=32]Version 3.30 is online![/SIZE]

 

 This version is a pretty significant update in some ways, and it also requires new HAK files.  Please note that I've restructured the “control” HAK file into two files: a “ctrl” HAK and a “res” HAK for size and management reasons. You will need to download both of these files as well as the latest TLK file in order to enter the game.


[SIZE=-1]http://nwn.layonara.com/downloads/files/layo_resv3r1.rar (HAK)
        http://nwn.layonara.com/downloads/files/layo_ctrlv3r10.rar (HAK)
        http://nwn.layonara.com/downloads/files/layonara_v24.rar (TLK)
[/SIZE]

(NOTE: the All-in-One HAK has not yet been updated)



 This update contains some initiatives that we've been working on in one sense or the other for several months, and in some cases nearly a year,, and in particular one far reaching initiative that we hope will improve several long-running ills. I'll mention more on this later, but this one in particular is the result of a collaboration between the GM Team as a whole based on feedback and comments from the community.
 

 For expediency, I want to quickly thank the entire GM Team, the Plot Team, the Project Team and the community for their various contributions, and specifically, I want to thank (in no particular order) Script Wrecked, Alatriel, Rowana, Eorendil, Pankoki, Carillon Guardian-452 and mixafix for their more direct contributions and for saving me a load of time.


And now, onto the meat:
 

 Announcing: Center, Brelin Kingdom, Mistone[INDENT][SIZE=16]Once a town of its own right prior to the Dark Ages, the region of land  once known as Center has seen a resurgence in recent years.  The resettling began with refugees fleeing the destruction and uncertainty brought by the tsunamis that struck the west coast of Mistone. While initially little more than a tent city, Center started to become a crossroads in its own right. Its location along the strategic road between Fort Wayfare and points south helped it to become more than just a transient safe shelter for the displaced. Enterprising merchants set up their tents and wagons, finding the trade and commerce worthwhile.  [/SIZE]
[SIZE=16]
[/SIZE]

[SIZE=16]As has often been the story of other towns, an inn was built to serve not only those who ended up staying for a long term but also those traveling along the road. The merchant presence likewise became a fixture, drawing not only a banking presence but also facilities for skilled tradesmen. Merchants migrated away from Fort Wayfare, though this wasn't long lamented by residents, who on the whole felt some relief at having less traffic (and fewer “undesirables” lingering around their town. In keeping with this sentiment, Fort Wayfare petitioned Spellgard to “do something about that portal” in the middle of town.  Spellgard agreed, and a team led by Connor Garvill shifted the portal's exit to Center.  With the added traffic through every means, Center began to truly thrive and become a hub of activity of all sorts.   [/SIZE]
[SIZE=16]
[/SIZE]

[SIZE=16]While still essentially a transient settlement, as it doesn't qualify as a town yet, Center has grown beyond the simpleness of its rebirth into a place worthy of note.[/SIZE]
[/INDENT] To address one of the biggest problems with v3, Layonara once more has a single starting area: Center.  Located south of Fort Wayfare and north of Port Hempstead fields, Center and its surrounding areas represent a complete low-level experience for all new characters.  Its status as an unincorporated settlement (at best) makes it open to all races, even those banned from cities and towns throughout the civilized world.  That is not to say that they're welcomed by all, but there is either tolerance or numbness in those who might be considered residents.
 

 Besides the land mass that is Center, the surrounding areas have been remapped somewhat.  Existing areas have been changed and new areas have been added.  
 

 And of course, there are benches.
 

 Along with this, there is a new entry area, which should help introduce new players to the Dragon Storm campaign.
 

 As with many things, it is better seen than described, so please, stop by and have a look.  We're eager to hear your feedback.  As well, why not submit a new character and experience it through new eyes.
 

And since it is such a big thing, it's worthy of special note that Carillon and Pankoki worked quite hard and diligently to bring the Team's vision and plans for Center to life. It is no small feat they accomplished.



 -------------------------------------------------------------------


With all that said, let's get onto the list...



 

 [SIZE=16]Center:[/SIZE]
 The Center project involves 15 new areas created in or around Center, creating a new hub for the server and completely changing the experience of a first level character entering the game world. Some examples of changes relating to the hub that will help the new character:  
  • New starting     point; characters no longer appear in Port Hempstead or Fort Vehl
  •     West housing portal destination changed from Fort Wayfare to Center
  •     Smaller “Hlint-like” area with benches, facilitating players     meeting up
  •     Safe rest campsite for hanging out
  •     Temple and healer available in the area
  •     New basic craft hall in the area, with merchants available
  •     Conveniently located barn and ox merchant
  •     Low level quests located in the city areas
  •     Message board in craft hall, directing new players to other low     level quests
  •     Low level CNR and spawns placed in areas around Center, allowing new     characters to adventure more easily and safely
  •     Convenient and central bindstone, so older players hanging out can     keep an eye out for newer players and help them reach their graves
  •     New inn with full crafting kitchen, meeting room, and large stage     for player functions and quests
  •     New CNR locations, fishing spots, spawns and creatures in new areas     surrounding Center
  •     10 new scripted quests added. (Most are low level and integrated     into Center, but a few are suitable for more experienced characters)
  •     New Prunillan temple added to West server, in Center
  •     Some merchants and quest NPCs moved from other urban areas to     Center, to facilitate player gathering and usefulness of area
  •     Barn moved to Center from Port Hempstead Fields
[SIZE=16]
[/SIZE]
 [SIZE=16]Other New stuff:[/SIZE]
  • New low-level     undead area tucked away south of Center (go looking for it)
  • New module     entry area on West, replacing The Eye of the Storm area with     something that introduces the plot better. (Note: Characters do not     walk this path in an IC sense. It is more to introduce the player to     the plot and the world's setting.  The information is IC, but the     path is not.)
  • New CNR and     adventuring areas added off of Lake Splendor (you have to look for     them though)
  • Krandor     Hospital guild hall has been added to Krandor [SIZE=10](1)[/SIZE]
  • Dwarven Army     guild has been added to Bloody Gate [SIZE=10](1)[/SIZE]
  • The Coalition     guild hall has been added to the Dapplegreen Tower [SIZE=10](1)[/SIZE]
  • Meeting Room     added to Bydell Castle as a place to learn about and discuss the     Dragon Storm Plot [SIZE=10](2)[/SIZE]
  • “Magic     Mouth” system added.  There are two instances in the Bydell Castle     Meeting Room, and others elsewhere (with more planned).  You'll know     it when you see it.
  • WLDQ Reward     for Daniella Stormhaven [SIZE=10](3)[/SIZE]
  • WLDQ Reward     for Jaelle Thornwood [SIZE=10](3,4)[/SIZE]
  • WLDQ Reward     for Lance Stargazer [SIZE=10](3,4)[/SIZE]
  • WLDQ Reward     for Alandric Vensk [SIZE=10](3)[/SIZE]
  • New poison     type available for crafting: Hallow Wraith Spider poison (causes     chance of spell failure) [SIZE=10](5)[/SIZE]
  • Knight PrC     now available (formerly Purple Dragon Knight) [SIZE=10](5)[/SIZE]
  • System to add     a subrace bias to merchants. This is an initial implementation and     may well change over time. Right now, it's only in effect in     Trelania, and if your character is one of those against whom the     merchants are biased, you'll know what I mean. (Note: This was     requested and done due to semi-recent in-game events and player     actions, so you only have yourselves to blame...and if you think I'm     talking about you, you're probably right. *winks*)
  • Added area     between Lor and Castle Mask to illustrate the distance between them     and the benevolent presence of Raelian forces.
[SIZE=16]Changed stuff:[/SIZE]
  • A few changes made to the Red     Light caverns due to CDQ outcome
  • Rearrangement of some low-end CNR     resourced due to Center and Red Lights
  • Re-tie and remodel of 250 Prantz     to Hurm
  • Re-tie of 260 Prantz to Nith
  • Add mastiff to 117 Fort Llast
  • Remodel of Leringard Arms (121     Leringard)
  • Remodel of 125 Leringard
  • Adjusted/Rebalanced Ice Marches     areas, in part due to quest outcomes
  • Mistone Alliance Scout PrC changed     to Agent of the Realm PrC [SIZE=10](5,6)[/SIZE]
  • Show a few signs of life in the     Hallowlight Forest
  • Add Master Weapon Crafter's Anvil     in Mariner's Hold advanced crafting hall
  • Add Lesser Jewelers Benches to     Creedo and Fort Vehl craft halls
  • Adjust location of trash barrel in     Port Hempstead Hall of Reconstruction
  • Remove Systrian from Hlint
  • Adjust Hlint to follow server PvP     settings rather than being a no-PvP area
  • Add/extend some server logging
  • Add reflections of scabbard/neck     armor customizing options
  • Update/add areas in Kuhl kingdom     to reflect state of campaign plot [SIZE=10](7)[/SIZE]
  • Rename Storan to Shade of Storan     to reflect WLDQ outcome
  • Remove non-functional “metalic”     enchanting bowls from the Lookout Tower
  • Remove (illegal!) scribing and     infusing stations from Prantz craft hall
  • Rename Grannoch temple NPC for     lore reasons
  • Move Temple of Shidaleria from     Lan's Port to Fort of Kings for lore reasons
  • Remove/replace all non-human NPCs     from the Lan's Port Fisherman's Tankard for lore reasons
  • Improve emergency portal in West     and Central entry areas
  •     Merchant Interiors of Fort Vehl, Leringard and Fort Llast have been     updated and made more efficient and user-friendly
  •     Inn in Fort Wayfare downsized and made cozier and more efficient
  •     New roads to Dapplegreen, Port Hempstead, and surrounding areas     created, following Layonara maps more closely
  •     Dark Peaks of the Watcher area outside Fort Wayfare updated and     connected to new cave system
  •     GM Area NPCs set to the Neutral To All faction by default
  •     Some quest areas have been updated and refreshed
  •     Lengthen the amount of time that passes before a permed character is     whisked away by the cut-scene
[SIZE=16]Fixed stuff:[/SIZE]
  • Fix area     tagging in Silkwood Spider Cave
  • Adjust     terrain in The Grand Mountains to attempt to work around tileset     weirdness
  • Adjust     terrain in the Thunder Peaks to attempt to work around tileset     weirdness
  • Place correct     Mithril Golem in the Great Rift: Asunder
  • Fixed     (hopefully!) furniture loading problems for a certain range of     houses on Dregar
  • Fix Citadel     of Toran Enchanting Holy Pool
  • Add missing     Enchanting Holy Pool to Temple of Grannoch on Mistone
  • Close     potentially confusing race condition related to striking a rock of     ore right after a nugget has been broken off
  • Fix Implosion
  • Fix “Point     of Influence” markers related to Arkolio's WLDQ reward
  • Fix     activation and other problems related to Arkolio's WLDQ reward
  • Fix Stort     Pawn Shop
  • Rename     Charles Dawson so that he is from the correct town name
  • Remove buggy     vulnerabilities from certain Plot-specific creatures
  • Remove a     status flag reporting in the combat window when casting Power Word,     Kill
  • Marent's     quest now returns bandages
  • Horses     recovered by the horse merchant should now have their names restored     as well
  • Fix spelling     of name for Cailomel guild hall area
  • Add missing     safe rest areas
  • Journal     entries updated, removing any lasting V3 name change problems and     updating outdated entries (e.g. Haven Mine ogre problem)
  • Fixed     descriptions on statues in Lor due to incorrect references
  • Tweaked     portal code for hopefully better resilience.
[SIZE=16]Notes:[/SIZE][LIST=1]
  • [SIZE=10]New     guild halls are for purchase by their respective guild leaders only.     Anyone else who purchases any of these buildings may forfeit the     purchase price of the hall[/SIZE]
  •     [SIZE=10]The Bydell Castle Meeting Room     is deity-neutral, so paladins of certain deities need not worry     about violating their oaths[/SIZE]
  • [SIZE=10]Please     work with the GM who ran your WLDQ to obtain any material/item     rewards that may accompany this reward[/SIZE]
  • [SIZE=10]These     reward include a custom “skin”, which will be applied on login.      For best results, wait until     resting is possible, rest, log out and log back in the first time     you log in after the update.[/SIZE]
  • [SIZE=10]Details     will be up on LORE shortly[/SIZE]
  • [SIZE=10]Any     current characters with Mistone Alliance Scout levels should contact     the GM team about the options for a partial rebuild.[/SIZE]
  • [SIZE=10]Representations     of the state of Kuhl Kingdom disrupt the route typically taken to     Hilm Castle and The Great Forest (and points beyond).  Taking the     “usual” route will become significantly more dangerous. As well,     there are multiple warnings to this effect in-game, both IC and OOC.      Understand that characters caught adventuring in these areas are     subject to the full consequence that the GM Team can bring to bear,     as would be fitting for the current state of the Kuhl kingdom.  In     addition, the spawns in the Kuhl areas may be overwhelming and     completely unfair.  This is by design, and no Soul Strand losses     will be reimbursed due to the “unbalanced spawn” clause for any     losses in these areas. However, since the GM Team does not wish to     hinder the fun of players by restricting travel to points that could     previously only be reached through the Kuhl kingdom (in a mechanical     sense), an alternate route has been provided.[/SIZE]
So there it is!  As I said above, we're looking forward to everyone's feedback on Center.  It represents many hours of work and collaboration, but it may not yet be as good as it can be.  Let us hear your thoughts if there is anything that you feel is needed, missing or should be changed.
 

 Go forth and enjoy!
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14
General Discussion / You Will Be Missed
« on: March 16, 2010, 08:09:54 pm »
Jonathan Selmek aka Daren Valhaikor aka poohbear383340 died this morning in a fatal car crash.  

He was a great roleplayer and really knew how to throw you a curve. His characters were well known and quite diverse from each other.

You will be sorely missed.
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15
Rumour Has It / In loving memory
« on: January 13, 2010, 06:46:14 pm »
~In loving memory of my dear wife, Amanda Doesscha~
[/size][/b]



Whose life was cut unfortunately short by Trollocs.
May the Lady of Spells forever watch over her soul.


Amanda's Layonaran remains are being transported to her home town on Voltrex where it will be buried according to the wishes of her family there.




~Storold Doesscha

[/color]
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16
Rumour Has It / Announcing ~~ LORE Trivia!!
« on: January 01, 2010, 06:40:04 pm »
[SIZE=24]That's right! LORE Trivia[/SIZE]

 
 [SIZE=16]Here's how it will work:[/SIZE]
 
 
 [SIZE=16]          ~ All meet at the playgrounds in Fort Wayfare.[/SIZE]
 [SIZE=16]          ~ Four person teams.[/SIZE]
 [SIZE=16]          ~ Roll for team captains. Roll 1d100, the highest rolls will be team captains.[/SIZE]
 [SIZE=16]          ~ No limit on the number of teams.[/SIZE]
 [SIZE=16]          ~ Highest roll gets first pick, then the second highest and so forth.[/SIZE]
 [SIZE=16]          ~ Ported to undetermined areas.[/SIZE]
 [SIZE=16]          ~ Party chat for only for the party you are in.[/SIZE]
 [SIZE=16]          ~ Only the captain's answer will be honored. [/SIZE][SIZE=16](sent on the DM Channel)[/SIZE]
 [SIZE=16]          ~ The team has two minutes to give the answer.[/SIZE]
 [SIZE=16]          ~ Correct answers get rewards.[/SIZE]
 [SIZE=16]          ~ Incorrect answers get...well...just be prepared to fight.[/SIZE]
 
 [SIZE=16]~~~~~~~~~~~~~~~~~~ [/SIZE]
 
 
 [SIZE=16]The winning team will get sort of individual personalized item/trophy. [/SIZE]
 [SIZE=16](level and class dependent items with scripting).[/SIZE]
 
 
 [SIZE=16]~~~~~~~~~~~~~~~~~~[/SIZE]
 
 [SIZE=16]Any questions? Better ask now so I can refine the rules if needed. [/SIZE]
 
 [SIZE=16]Calendar Event here.[/SIZE]
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17
After the visit to Kuhl, Argali visits the ledge overlooking Haven once more. She discusses the events with whomever went, or those who were unable to attend but would like to know more.

"Well, it zeems Argali's idle [POST=1467112]zpeculation[/POST] was just that. The Bastion did not die from the Dragon Poizon. He died frrom the wounds inflicted by the Tarrnished Death. Zis iz the drragon, alzo known as the Ractrafieroz. He was the one Argali [POST=1466522]mentions[/POST] who had Brrenuth laid siege to by the giants to ask who iz opening the Path of the Claw.

"As many zuspected after the visit to the Deepening Dark, the Shadrixkayl has been in league with the Cult of the Green Dragon. But not just that, the Shadrixkayl is in partnerzhip with the Ractrafieroz, and togetherr they werre in league with the Cult.

"Zis included the Ractrafieroz brreaking down the gates of Westgate for the Cult, which iz cauzing the final fall of Kuhl."

She pauses to allow the gravity of this to sink in.

"Yes, drragons helping the Green Drragon Cult, the verry zame Cult who iz poizoning and enzlaving otherr drragons."

She furrows her brow and rubs her temples in response to this seeming grand act of betrayal.

"The stakes to commit zuch an atrrocity must be high, no?

"And indeed, it zeems they werre. Farr higherr then many of us arre apprreciating. Forr what would they do zuch a thing? The Tearr of Orrn, no less."

She pauses again to allow the gravity of that to sink in or perhaps explain the implications(1).

"However, the return of the Tearr of Orn to Fisterion zeemingly brroke the barrgain between the Cult and these two drragons. And as we have learnt, drragons do not like to have theirr bargains brroken. The attack on Lerrigard by the Snowtooth attests to that. Zo, in retaliation for the Cult being unable to zupply the Tearr of Orrn, Ractrafieroz attacks and kills the Bastion."

She shakes her head at the machinations and acts of skullduggery. She then takes a slow breath.

"And who do we have to thank forr zis inforrmation?"

She grits her teeth despite herself, before answering.

"The Black Wizarrds, it would zeem. And, and not only that, it zeems they arre keeping trrack of the numberr of times they have helped us(2), and at the very least it would zeem they conziderr us in theirr debt, orr worrse, perrhaps even allies."



[SIZE=10](1) for those who don't know, she explains the Tear of Orn is one of a pair of scrying devices. Orn's Tear allows the holder to scry across the lands. Orn's Tear is "traditionally" held by Fisterion and was stolen from him and used by the Cult to track down dragons to poison and enslave. It was subsequently returned to Fisterion after the attack on Molvaren's castle (but only just). Its partner, Ausir's Tear, blocks such scrying. Ausir's Tear is "traditionally" held by Shadrixkayl. This distributed ownership helps maintain the balance of power between Fisterion and Shadrixkayl, who are rivals. It was suspected that the Cult has had access to Ausir's Tear, and if Shadrixkayl has indeed been in league with the Cult, this would seem to be confirmed.

(2) if asked how the Black Wizards have helped, she says they take credit for showing us the way to Shadrixkayl, and for this latest bit of information. She points out that it has been suspected that the Black Wizards were behind the Cult, or allowed them use of their Bloodpool of the creation of the half-dragons, but these suspicions have so far been unsubstantiated.[/SIZE]
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18
Rumour Has It / Southern Mistone stunned by attack.
« on: October 13, 2009, 08:37:16 am »
Reports are flooding across Mistone rapidly as just as the Bi-Annual Brenuth Mercantile traders market day was beginning an army of giants arrived and beseiged the city. With traders and merchants from across Mistone in the city at the time the populace was stunned by the suddeness and deliberateness of the attack.

Rumours indicate that there seemed to be a number of huge dark skinned giants leading the regular giants in the seige.

The Cor'ys Advisory body issued a statement this morning indicating that it was their efforts that pulled together adventurers and heroes from within Fort Vehl to parlay with the giants after a great fiery elemental appeared in the centre of the town and left a burning scroll behind.

It appears the heroes must have parlayed well for the giants mysteriously left after beseiging but not attacking the city for a week and a half.

Some reports indicate that this event was linked to the locating and slaying of a supposed group of Green Dragon Cultists who, if you believe the rumours, are said to be moving about Mistone.
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19
The Dragon Storm Campaign / On The Way To Krandor
« on: September 15, 2009, 08:21:58 pm »
*While the group from Hlint is camped, Jennara explains more about what the Path is.*

About thirty-five years ago, I was made aware of an ancient book.  I should never have known of it, but it was taken by those who would misuse it and I was called upon to recover it by the Heavenly Servant.  With the help of many others, the book was recovered.

This book is the journal of Tuhral Araljan.  He was a general serving the dragons long, long ago, and fought against Sinthar Bloodstone in those ancient wars.  That was, of course, before Bloodstone was banished.  It is not simply a journal, though.  Tuhral Araljan was believed to have been killed several times, yet somehow always returned later on another battlefield.  By some magical means, the journal creates the Path of the Claw.  That is what we call it, anyway; it apparently has no real name.  The Path calls around the world, most strongly, I believe, to those who can change their shape by some more natural means, like the Druids.  It can attract anyone, however, and will pull more strongly on those who are closer.  The call is a lie, or perhaps it should be 'the calls are lies.'  The Path makes promises and offers...
*She shrugs.*  ... whatever is most desired by each, I suppose.  The stronger the mind, the easier the lies are ignored.  Perhaps certain personality types are more easily swayed, also.

Do not misunderstand.  The Path is not a fixed place.  You cannot simply go there the same way we are going to Krandor.  Decades ago, it was centered somewhere in the Mountains of Storms, most likely because the journal had been triggered nearby.  

The purpose of the Path is to create combatants.  Their description is similar to the description of Tuhral Araljan - especially strong and very dangerous in combat, almost impossible to overcome and kill.  Whole units of these skirmishers were fielded during those wars.  It also seems the Path will make a shapeshifter of any who are not.  It is a dangerous trial, though.  Only one person can emerge from the Path victorious, and many die trying.  I do not know if those caught in the lies are made to feel threatened and paranoid purposely by the Path, or if that is simply an unintended consequence that serves its purpose.

Much more recently...  
*She pauses and sighs, frowning.*  ... the journal was stolen by the Green Dragon Cult.  I can only guess how they knew of the journal, though that is not important.  A reasonable case can be made that the journal is what they came to Mistone for, but that is for another time.  A rather large gathering of adventurers and mercenaries gathered outside Fort Vehl...  Maybe you saw the postings several months ago on various message boards offering gold and danger.  This was an arrangement by another individual to prepare a... makeshift army to wait for some sign of the journal.  I had previously been informed by the Church that the journal had been stolen... again... and was then independently contacted by the individual and asked to address the gathered group, thus making this, in some way, my makeshift army.  *She shakes her head a little.*

We were too late, though.  The Path had been opened again.  Maybe some of you felt its pull.  We tracked it to the Hammerbound Peaks.  Near the foothills, an injured horseman was encountered and we learned of the Cultist army marching for Fort Hurix.  Our group divided, many going to help the city and the rest continuing into the mountains.  I will tell that story another day, and will tell this one much better, also.  For now, know that through great hardships... *She glances at Argali briefly.*  ... our group recovered the journal again, and that it has been taken elsewhere to be kept safely.

What is important from that untold story, for now, is that we were aware of three of our group and six Cultists entering the final trials of the Path.  I have spoken to two of the three from our group since then, neither of whom completed the Path.  I do not know how many others may have reached the final trials before we arrived.  We did not see the faces of all the Cultists, though most were clearly not shaped as this man.  
*She indicates 'Ben.'*  Two looked dwarven or deep dwarven, one was taller and broader than this man, one looked like a human or elven woman, and one was scaly, green, and winged.  If this man has been through the Path successfully, he could be the Cultist who spoke to us within the Path, or may be a druid or someone else who arrived before us.  He may, though, have come to have his current affliction without any experience of the Path.  Clearly, though, with the dangers inherent in one who has completed the Path, it would be good to know one way or the other, which is why so many have made so much mention of the Path so far.
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20
General Discussion / For My 31st Birthday
« on: August 02, 2009, 01:45:27 pm »
I'm going to cut the cord for helping develop the NWN server further.

So, with a fresh new posting style, I'm going to keep this short and sweet.

I've had a brilliant time with a great number of you, even the ones I've gotten really into it with.  I always thought I'd make a farewell post with the list of everything I built here, because it would feel like some sort of reminder to everyone.  It's a bit silly though, as for years and years I've tried to legitimize my efforts to this community, and overly so.  I think it stems back to my embarrassing beginnings here... but I'm no pyschologist heh.  I enjoyed building most everything I built, and I'm very proud of how V3 turned out.  That's enough for me this time.

I will always support the MMO team's efforts, and I look forward to the new game.

There are a lot of reasons for leaving, and I'd explain them... but the folks I'd really want to understand probably already get it.

So best of luck, I'll still be around now and then, in game and on the forums, and Dorg, I'll try not to troll your posts on balance too much.

And with one last challenge... the toolset is easy to learn.  It just takes time if you're going to make something come out right.  Time learning all of the placeables and tile options so you know the brushes and colors to use.  But it's not technically hard.  I challenge one of you, anyone, to step it up and legitimize all of your scrutinizing comments on the way the server should or could be.  Make 10 areas to a new theme, send them to Dorg.  Someone, anyone, impress Layonara with something new for others to enjoy.  Even if you know it's ending someday, soon or not so soon, who knows... build it because you care for the server today.  Take up the torch, as I know there are some people who have wanted to prove me wrong on some things - and there's no bigger crux to it then this.  Everything else is just forum posts.

Take care all.
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