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Therhcha(level 9 fighter) is looking for company around 8pm CET, where he wishes to arrange a patrol to either the Brech Mountains or the Hammerbound Peaks. He will be looking for allies in Center.
Urgent messages arrived at the High Boyers residence today from Xora about the fact that she has sighted Fisterion himself circling Molten Island seemingly searching for something. What is unsettling is that there were another three dragons flying with him. Xora was not sure if this boded ill for Boyer but felt the High Boyer should be aware of what she had seen.
The High Boyer, still trying to help his nation recuperate from the war in Belinara, the famines caused by the war in Sederra and the loss of manpower in his nation immediately dispatched additional scout units to the north eastern beaches of his realm in order to remain alert for impending dragon attacks.
Even as news of the dragon attack in Tilmar begins to filter through to many of the civilised lands so too do stories of Snowtooth, Lord of Bastil arising from his hidden ice caves.
Reports indicate that in the shelter of a furious blizzard that swept across Bastil the mighty Snowtooth has descended upon a fleet of Mistite ships drawing close to Bastil's shores.
In a furious battle between what is now known to have included Varsha the Tide of the North East and her allies in the Trade Winds, as well as a powerful Mistite Voice called Dougal, Snowtooth has brought ice, wind and snowy destruction amidst the dozen or so ships.
It is claimed Snowtooth was supported by a great white Drake as well as dozens of smaller drakes as well. Unprepared for the vicious and sudden assault the outcome was almost decided as Snowtooth and the drakes used the storm to give them momentum in their assault.
In his fury Snowtooth physically lifted Tide Varsha's personal ship out of the water completely then fly high out over the ocean and dropped the ship from a great height. its fate is as yet unknown, nor the fate of the Tide herself and her closest followers who were aboard.
Dougals ship also found itself a prime target and even though the Voice tried to flee almost immediately the mighty drake that flew with Snowtooth froze its sails then snapped its masts like kindling leaving it to float helplessly on the dangerous seas near Bastils southern shores.
When Snowtooth returned he too picked up Dougals broken ship then broke it in half and reached inside to seemingly pluck out a person from on board the ship. This women he placed onto his back before reaching in again and plucking a screaming Dougal out and flicking him through the air to the huge Ice Drake. The Ice drake caught Dougal in his jagged toothed beak and crunched him in two gulping down part of the body as another part dropped away and another passing drake snatched it out of the air and gobbled it down. Only then did Snowtooth carry the broken ship until he was over the coast and dropped it onto the rocks below.
This done he left the Drakes to cause as much damage as they could to the remaining ships and the desperately fighting Trade Winds aboard them.
Certainly the Mistites in Leringard seem very nervous about the news from the north.
... news of the latest and boldest move by the kingdom of Sagewald to force Taur'en to relinquish its hold on parts of the mineral-rich Hills circulates among the port cities and the royal courts of other Alindoran Kingdoms. A large Sagewald army set up camp half a day's ride north of Fort Angle, well inside Taur'en territory, as if daring the Taur'en military and the commanders of Fort Angle to attack.
Messenger birds went tearing off toward Castle Bydell, and within a day troops were marching from Bydell toward Fort Angle and a small cabal of Taur'en wizards teleported directly to the Fort. The Fort commanders prepared for an attack, but none came. After a few days, the Taur'en commanders sent a messenger to the Sagewald camp carrying a letter explaining that the army was on Taur'en soil and must return to Sagewald immediately. The messenger returned to Fort Angle, strapped to his horse and missing his head, the letter stuffed where his head should have been. Angered, the Fort commanders decided to wait until the reinforcements from Bydell to arrive, then to attack the sitting Sagewald army from two sides and send it packing back across the border. In the meantime, the Sagewald troops remained camped at the position to the north, harassing anyone that moved too close to their camp. This all occurred over the course of several weeks, from the time the Sagewald army was discovered to the time the Bydell reinforcement troops arrived and the Taur'en army was assembled outside the Fort.
The day before Taur'en planned to attack the Sagewald intruders, a scout arrived from the southeast of the Fort. The scout was injured and visibly exhausted, a mercenary unknown to those parts. The scout warned of a Sagewald force on horseback that had hidden itself in the hills and forests to the southeast. Realizing that was Sagewald's plan all along, to lure the bulk of the Taur'en forces out of the Fort into an engagement with the northern camp while the cavalry to the southeast swooped in to either flank the Taur'en forces or assault the thinly-manned fort, the Fort Angle commanders ordered half the assembled troops to turn and engage the smaller cavalry force to the southeast, while moving the rest of the troops and supplies back inside the Fort.
The larger Taur'en force easily routed the hidden cavalry unit without much of a fight. The Sagewald cavalry had apparently begun cutting down trees, leaving the early makings of siege weaponry and hook-ladders strewn about the forest floor when they scattered in retreat.
A few days later, the Sagewald camp north of the Fort packed up and made its way back toward the Sagewald-Taur'en border. The precarious stalemate between the two kingdoms continues.
Briardusk, the name remembered well by soldiers of Hurm and those other armies who participated in years of warfare on Hilm soil as the final stage in reclaiming their lands from the hands of the Green Dragon Cult, led by the malefactor known as Molvaren.
It has taken just over 6 months to clear the city of the memory of the Drach ori, the slave pens, their mad leader and all that he enacted their. Dark labs for experiments on slaves and the creation of abominations. Who knows the extents to what was truly done in the dark places beneath the city. Thanks to the Grannoch giants, Rael dwarven engineer squads and so many other groups Briardusk was beginning to rebuild.
Once the fighting was done in Briardusk more legions from The newly established Siphe Principality joined the intial ones and worked with Hilm legions to reestablish the borders of Hilm. Various skirmishes occured along the borders over the months that followed until finally reports began to arrive in Hilm that once more all border posts had been restored and garrisoned.
Immediately plans were put into effect for the next six months to 2 years to provide a massive building program to provide better protections for the border garrisons, to rebuild Sundance and Briardusk and a dozen other communities across Hilm, ruined by the war.
Sir Lance took up his role under Lord Alexander to oversee the rebuilding of Hilm even as they began to sketch out what the liklihood would be of them ever trying to reclaim Kuhl for the Queen.
Many were released from service but their names listed for recall once it was decided if any action would even be possible.
Lord Rael offered a five year placement garrison of 5000 mixed Raelite soldiers at Briardusk and an open offer of more support if and when they deicded to strike at Kuhl. After the other supporters of Hilm heard about Lord Raels offer many also came forward offering other types of support as well.
Thus it remains at the moment, Hilm is rebuilding its strength, rebuilding its broken land. The Principality of Siphe builds a new fortress over the bones of the Fort of Last Hope and people prepare and wait and watch Kuhl to see and wonder what it is Molvaren will plan next.
« on: September 19, 2011, 10:41:25 pm »
I am writing you on behalf of the Character Approvals Team and in conjunction with the changes happening server wide. Over the years we have given little (and not so little) tune-ups to the CA process, trying to find away to make the requirement of pre-approval work for the majority of people. We've taken feedback to heart and attempted to scale back certain obtrusive aspects to the process while balancing overall needs and have only met partial success. Striving to find a better version of policies, we have taken a large step back and looked at things from a different angle entirely.
What is outlined below is a result of that different viewpoint. The changes, in some ways aren't much, but in other places they are quite huge. All of these changes, together, are designed to return the world to a policy that promotes the focus on roleplay. While exploration, crafting and accumulation of experience are all part of our experience, the focus is returns more fully to character development through roleplay. Lore will be the primary focus of the character application process. Rarely will mechanical detail hold up applications, but lore must be compliant. Here is an outline of the changes:
General procedure goals and statements:
- The CA Team's main goal will scale back to what is most important for the biographies, and indeed the world: Lore. If something does not fit with current lore, it will be held up until there is an appropriate change (or compromise in a few cases).
- CAs will no longer ask for justification of class, development of an alignment nor expansion on a race except for those that are listed as special (Wemic, Brownie, Ghostwise Halflings, Sea Elf, Dark Elf or Goblin). Those biographies that include details that are CONTRARY to alignment, class or race will be held up where lore becomes an issue. (No wizards gaining innate power and lacking the need for study. No humans with elf traits. No Lawful Good characters lopping off heads out of rage.)
- Resubmissions for basic classes have a new set of rules. Any scrutiny will be lore based but there are level related restrictions (for lore reasons). For clarity, 'basic class' is any of the standard classes except cleric, paladin, druid or monk due to issue of lore or long standing multiclass restrictions.
New forum accounts, regardless of if they are simply alternate accounts for current players or whole new people, will be limited to the following for the first approved character:
-Races are restricted to basic elf, basic dwarf, basic halfling, human and basic gnome. No subraces.
-Character class is restricted to Barbarian, Bard, Fighter, Monk, Rogue, Ranger, Sorcerer and Wizard.
-The character's alignment is restricted to CG, NG, LG, LN and TN.
-New players are eligible for resubmission for with the original character or with a new character after two weeks of active game time.
-The Character Stable will still be an open option to new brand accounts.
The intent behind these restrictions has nothing to do with a prejudgment of new player's ability to correctly play a class, alignment or race. What it does is require new players to focus purely on the lore of Layonara, which is vast and unique compared to many places. The limitations placed will hopefully help simplify entrance into the world in effort and gaining expediency. They will hopefully limit the frustration many people have expressed about being required to know lore that they feel they don't have proper access to. Once in the world and experiencing things first hand, the rest of the opportunities open up.
Some notes related to these changes:
Gilshem Ironstone is the new CA Team Leader. He, Pibemanden and Geloooo will be working the majority of applications. Ycleption, if she should get a chance to return to us, still holds a spot on the CA team (at least for now).
There may be a rare instance here and there where a GM will step in to help out but this will be only under certain circumstances which we will not list. An example of such would be, if two or more CA team members are unable to fulfill their duties for a period of time due to RL obligations and the remaining CA requires assistance.
Your GM Team will still be a part of the process on the back end of things. Giving council, clarification and testimony will remain a part of what we do to help. We will be focusing our attention other places instead (elaborated upon in other posts).
Some upcoming reform and projects for the CA Team/process:
Our Class and PrC descriptions will be updated on LORE to be Layo-centric. A lot of what is on LORE for descriptions now are stock NWN descriptions of things and long have been out of sync with the server's core lore. This confusing factor will be rectified in the coming weeks (though we do not have an exact ETA.)
We have some additional avenues for advancement and training coming to the server that will relate back to how the CA Team can work with people to gain desired classes, alignments and deity relationships (among other things) and encourage roleplay.
Our documentation on the process of submitting a character for approval will be brought up to current both on the forums and in LORE. We do ask that you be patient with us as we go through this adjustment. Please keep in mind that we are working with several people to make this change over with clarity and thoroughness.
We hope that all of the changes bring a more meaningful and less stressful experience to the world as a whole.
The Character Approvals Team
Greetings Layonara Community,
As we have done now and then through the years, we are bringing some changes to Layonara. Some of these are significant. Others are simple clarifications of what already exists. Regardless of the case, from this point forward, a new set of policies and conventions will be in place for all, from the new player on up to the GM team. These changes have come after a good deal of consideration, proposal, discussion and refinement over the course of several months. They take into account those things that we, as a community, do well and those things that we, as a community, could do better. The full details of all these things are too much to list here, but they will either be covered with some detail elsewhere or be evident in the way things are done by the GM team. Don't worry; the changes are all aimed at a more positive experience for everyone.
What I will do here is summarize these changes and then offer an agreement between the community-at-large and the GM team. The latter is offered because in order for this all to work, it requires cooperation between everyone, whether one is “just a player” or our most experienced GM. Afterall, we're all working toward the same goal: a rich and enjoyable experience for everyone.
[SIZE=18]Summary of Changes:[/SIZE]
As mentioned above, the details of all the changes are too numerous to list here, and much of them get into administrative details. To list the major changes in summary:
In order for everything to work well, we all need a reminder that there is a need for cooperation between both players and GMs. Without it, there is nothing but difficulty, and anyone who has been around here long enough has probably witnessed the occasional period of problems and tension. We recognize these will never be truly eradicated, but we can all take steps to minimize them and work more constructively when problems do arise. In that spirit, I offer the following agreement to be held between players and GMs.
Players agree to...
In understanding our various differences, let us also remember that each of us is only human. The above agreement is a goal, and regardless of which side we're on, no one expects perfection. We do, however, request that everyone keeps these things in mind when playing here. Most of us here are adults. Let's remember to act like adults. Speak to other players. Work out differences person-to-person, and ask for help if there are problems doing so.
[SIZE=18]The “Clean Slate”[/SIZE]
Under the GM section of the agreement, the concept of a “clean slate” was mentioned. By way of explaining this, it is necessary to mention the oft-misunderstood “Player Watch List”. Many players may not know if this list, while others may have the wrong idea of it.
The Player Watch list is simply that...a list of players to watch. A player may get onto the list in several ways, which can be summarized as bad or questionable behavior. Such behavior can take many forms, whether it is a complaint by another player, minor rule violations or any matter that seems of concern. We use this as a communication tool between the entire GM team, such that we may all know of issues that may require a closer eye on a player in order that they do not cause problems for others through such behavior as we may document. A player will remain on the watch list for a period of six (6) months, after which time, the thread will be moved to an “inactive” archive, assuming no further issues during that time. If necessary, an archived thread may be made active again if there are repeated issues for a given player. These threads help us determine when administrative action or more direct intervention may be necessary, and they serve as long term documentation.
It bears stating, unequivocally, that the Player Watch List is not a list of people that the GM team “does not like.” This is actually quite far from the truth. It should also be said that just because someone is on the watch list does not mean the player is in trouble. In order to illustrate a little better what the list is and isn't, here are a few examples of why someone might appear on the list:
To enact the “clean slate”, from this point forward, any and all active Player Watch List threads are now archived permanently. Any past incidents or disciplinary actions, except for permanent bannings of course, are hereby forgiven and completely in the past. If a player who has been the subject of one or more Player Watch List posts in the past has a new incident worthy of the Player Watch List, such incidents will be considered new, and past incidents will not be taken into account. Repeated incidents after this point will, of course, be handled as we have in the past, with each thread serving as a historical record for future reference.
This gives everyone who may have come in conflict with server rules in the past or who may have caused difficulties for other players to start fresh and without bias. It is our hope that in this environment, people will seize this opportunity to be better members of the community as a whole and remember that this is not just a single-player game and that our actions affect other players, either directly or indirectly.
[SIZE=18]So let's get started![/SIZE]
Without further ceremony or description, let's all start moving forward and continue making Layonara the best environment for RP and enjoyment it can be. For good or ill, we've all contributed to what Layonara is today. As we go on, we will continue to shape it. Let's make it good!
« on: September 19, 2011, 10:39:15 pm »
Welcome! In this forum you will find both the sticky you are reading now, indicating the process and rules in which the CDQs will be handled, and also a specific thread for each one of our active Gamemasters (GMs). Please read through the following information and guidelines to ensure you understand the rules and expectations before requesting a CDQ.
Plesae note: The rules below represent the first major shift in CDQ rules in the last several years. Please take a few minutes to read and understand this post. For old players, the changes should be obvious. For new players, welcome!
[SIZE=18]What [/SIZE][SIZE=18]is[/SIZE][SIZE=18] a CDQ?[/SIZE]
Character Development Quests (CDQs) are especially tailored quests that allow players to further some development of their characters. These quests provide players with extra resources such as GM time and guidance to allow players to affect large-scale character changes and development. CDQs are intended for larger character changes rather than minor things. Groups of players such as guilds, organizations or other groups with some common goal can also request a Group CDQ (GCDQ). If you are not certain whether a CDQ is right for you, read on! If you are still not sure after reading this sticky, the best route is always to ask someone, such as in our Ask A Gamemaster forum.
[SIZE=18]What are the rules for CDQs?[/SIZE]
As of this post, each individual GM will set his or her own policies and guidelines on CDQs, including what sorts of CDQs they will run, how often they'll run a CDQ for a given player or group and so forth. This basic idea is prevalent through the following universal rules:[LIST=1]
[/SIZE]CDQs should always begin from a defined objective or goal. Legitimate objectives and goals include (but are not necessarily limited to):
We do ask that players request a CDQ only if there is a legitimate character need. Our GM team is very busy running quests and working on projects that benefit the entire community, and regrettably GMs do not have time to run private quests for characters (unless the quest is to achieve a legitimate development goal, as above!), nor would this be fair to other players. Therefore, we ask that players look carefully at the calendar and at the diversity of quests offered by our GMs over many different timezones, and instead join a scheduled quest if they do not truly need a CDQ. Rest assured, there are plenty of opportunities to develop your character(s) in the many quests that are run each month.
If you are still uncertain whether your proposed goal merits a CDQ or Group CDQ or would best be handled in some other way, try answering the following questions:[LIST=1]
If after answering these questions you believe you require a Character Development Quest then please continue reading to learn how to request one.
[SIZE=18]How can I request a CDQ? [/SIZE]
In this forum you will find a number of stickied GM threads. Each GM thread contains information on the times that those GMs are normally available, and any other pertinent information.
1. Read through the different GM threads, or the introduction threads in the Ask A Gamemaster forum, and select a GM.
Your choice should be based on a compatibility between you, your character goals and the policies of the selected GM. Besides these primary factors, keep in mind matters of timezones, GM style and other factors that may interfere with the CDQ process. Whenever you are in doubt, the best course is to speak directly with the GM before the CDQ is run.
2. Make a post in the CDQ thread of your selected GM.
In making your choice of GM, you can request a CDQ by making a post in that GM's stickied thread in this forum. In order to communicate your CDQ goals, you should post or PM the details of your CDQ along with the request itself. Over the next few days, you and your selected GM should exchange information on availability and scheduling, and you should discuss and clarify the details of the request. There is a shared responsibility to the exchange of ideas and information.
3. Communicate with your CDQ GM.
It is the player's responsibility to communicate as clearly and completely as possible with the CDQ GM and to do so in a timely manner. This includes conveying any details relevant to the request, resolving any questions of individual GM policy and basically making sure you and your GM are on the same page by the time your CDQ begins. If something changes, communicate this to your GM, even if it includes the need to change GM for your CDQ.
4. Schedule a date and time to begin your CDQ.
As soon as it is feasible to do so, you and your GM should work out a schedule for beginning your CDQ. The GM will work with you as much as possible to reach a common and agreeable schedule. A GM may set his/her own time frames and policies regarding scheduling, including the order in which the GM runs your CDQ relative to other CDQs the GM may be running.
5. Prepare for your CDQ, and invite others if you wish.
Depending on your goals, the type of CDQ and other factors, you may need to do some preparation before the quest. You may also wish or require the presence of others in order to complete the CDQ. Be sure to invite any other people in plenty of time for them to be able to fit into the agreed schedule. Also, be sure to communicate with your GM regarding who else will be attending. Each GM may have different policies on how many additional people can attend a CDQ, and the GM has the right to deny any additional participants over a given number. Please respect the limits that the GM sets.
6. Enjoy your CDQ!
Sign in before your CDQ time and be ready to quest. Have any other participants do the same. Have fun. Act as your character would. Remember that the purpose of all CDQs is character development. Do the best you can, and enjoy the ride.
[SIZE=18]What happens after the CDQ is done? When can I take another one?[/SIZE]
After the CDQ is done, what happens is partly up to you. As the primary purpose is character development of some sort, even if the stated objective of the CDQ was not met, there was still likely some degree of development. Whether it was a “pass” or a “fail”, work these results into the RP of your character. If you did not meet your objective, you may of course try again with another CDQ request, if that same goal is even still valid when the CDQ is over. If you succeeded in meeting your objective, another CDQ may be desired to continue along the same development path.
Whatever the reason for wanting another CDQ, how soon you may have another CDQ will depend upon the policies of GMs who run CDQs. This is especially true if you choose to stay with the same GM for a long-term development path over multiple CDQs. You may, if appropriate, request another CDQ as soon as one is completed, but the GM has full discretion on when that next CDQ will be run. The GM may wish to impose a waiting period for administrative reasons or for story-related reasons. The GM may also wish to work in someone else's CDQ between your CDQs. Whatever the case, it is important for players and GMs to work together cooperatively on scheduling matters. As a reminder, a player cannot schedule another CDQ with any GM until a requested CDQ has been completed or canceled.
[SIZE=18]What about CDQs for classes?[/SIZE]
All multiclass and Prestige Class requests must be approved by the Character Approvers. Depending on the request, the rarity of the class, supporting RP, and the presence and quality of a Character Development Thread, the Character Approvers may approve the class or may ask the player to submit for a CDQ. Players who are approved without the requirement to take a CDQ may still request one for additional RP development if they wish. Some PrCs are only available through multiple CDQs or a WLDQ. You can read more on the requirements for multiclassing and PrCs in the Character Submission Approval Policies thread.
In the case of a CDQ, the outcome of the CDQ will serve as an approval (in the case of success) or denial (in the case of failure). If the character fails his or her CDQ, the character must wait and make another attempt at a CDQ, until a CDQ is passed, or abandon the request. Further attempts are subject to the scheduling preferences of the GM.
[SIZE=18]What about WLDQs?[/SIZE]
A WLDQ or World Leader Development Quest is a specialized type of CDQ and requires a formal application and extra approval. WLDQs are requested when a player wants to try to make their character a World Leader. Only one successful WLDQ will be run during a character's lifetime. All subsequent development quests will be CDQs.
If a character is denied for a WLDQ or fails their WLDQ, they must wait two months before requesting another attempt. Except under exceptional circumstances which will be considered on a case-by-case basis, a character may not request or take a CDQ after being approved for a WLDQ until the WLDQ is completed, and the player must until the end of the WLDQ to request a CDQ.
More information on WLDQs, World Leaders, and requirements for both can be found in the World Leader Development Quests forum.
What are the GM's responsibilities for CDQs?
Besides the obvious role of running the CDQ, the GM's responsibilities touch all parts of the process. As insight into the GM side of things, here are some of the things that GMs do and consider during the CDQ process.
A GM generally puts a good amount of thought and effort into planning the CDQ. Rather than pull some standard off-the-shelf quest to run, a GM usually plans out a CDQ that is uniquely tailored to a single character. Often, there may be things that need approval as well. Sometimes, the GM also takes other participants into account, including relationships between characters, abilities, influences and the like. This is generally a lot to consider, and it only grows when more people are invited to a CDQ. This is one of the main reasons why the player requesting a CDQ needs to be open and communicative with the GM running the quest.
Of course another significant task that a GM must complete before the CDQ is run is setting up a mutually agreeable schedule. This of course is a shared responsibility between GM and player, and often enough the GM is not only juggling one player's schedule but that of multiple players and perhaps multiple quests in addition to the GM's own schedule.
A GM has a very strong responsibility to world lore when running a CDQ. This responsibility is even greater than the responsibility to a player's stated wishes. The GM's job is to make sure that the goals and the manner in which these goals are reached (or not, as the case may be) are in agreement with world lore. This is really of benefit to the player, ultimately, because should the player wish to submit the character in question for World Leader down the road, events and development that do not mesh well with lore can cause problems in such situations.
Many people believe that a CDQ is just a formality and that one will show up, RP for a few hours and succeed in the end. While this may happen, in truth a CDQ should be one of many paths of development for a character, and as such there is usually an element of challenge. A GM is responsible for presenting circumstances on the CDQ whereby it is possible to successfully complete the stated goal(s). The rest is up to the player and any other participants.
When the goals of a character are longer-term in scope, or if there are failures along the way, multiple CDQs will often occur or even be required. Similar to planning a single CDQ, the GM also needs to chart a long-term progression in a way that makes sense in all ways and also in a way that has a schedule that makes sense.
As should be apparent, there's a lot more at work for a GM than just running a quest. In the eyes of most GMs, there is a desire to provide an interesting and challenging experience for the player, and to do that requires a good deal of work. Keep this in mind when working with your GM.
What's all this about GM discretion? Why are there no more waiting periods?
A few years ago, the community was different. It was growing rapidly, and the number of GMs available was insufficient to service an ever-increasing number of CDQ requests. The calendar became packed with more CDQs than open quests, much to the frustration of many. Sensible limits were put in place to combat this and throttle the flow of CDQ requests, requiring people to give some thought to them rather than just requesting a CDQ to get some GM time.
Today, the community has shifted. It is smaller and maintaining itself at a fairly stable level overall. The sum of limits we imposed don't have the same benefit as they did, and the need for them has largely passed. However, rather than return to a sort of free-for-all model for CDQs, we are taking a hybrid approach.
We are breaking from the “one size fits all” concept for CDQ timing, GM acceptance and the like in order to take a more collaborative approach. This approach allows GMs to declare their own limits as to what sorts of CDQs they'll run and so forth. The result, we hope, will enable a better match between players and GMs along a variety of factors.
I want to apologise for my relative inactivity on the quest calendar. I see my role as GM as 99.9% as that of quest provider and I have been below par in this role for the last few weeks.
Want to hear my excuse? Probably not, it's nothing too exciting anyway. Just work, work and more work. If people would just stop assaulting each other, selling drugs, stealing things and generally treat others as they themselves would want to be treated, I would have heaps more time to run quests!!
That said, I have one more week of work craziness before things return to normal and I hope I shall be able to run a scheduled open-to-all quest every week.
« on: September 11, 2011, 03:21:44 pm »
Grendola and the three greedy gnomes she'd fallen in with some days before burst from the door of the island crypt and falling down the stairs like one enormous pile of pots, pans and a huge green cauldron with legs attached they lurched forward pulling each other along. Having covered at least a hundred paces and passing by the tribal boundary they stopped to catch their breath.
At that point a poisonous dart bounced off the back of Grendola's helm and turning together Grendola and the naughty triplets watched as the tribe of cannibal goblins erupted en masse from the crypt all carrying wicked crystal knives and bone maces.
"Save us Aunty Gren" cried Hali, Mixima and Papilloma of the infamous Tosis tribe. Quickly looking up and heading straight towards the sun Grendola brought them swiftly to the cliff edge having not thought about the suns movements in the hours they'd spent below ground. The huge rollers crashed onto the thrusting volcanic rocks below and their little boat was all of a stones throw away but beyond their ability to get to it as the cliffpath path down was now beyond the goblin horde.
"save us Aunty Gren" cried the brothers and at that moment, perhaps following the rattling her brain had received when the dart hit, a thought entered Grendola's head (it found itself quite lonely and started running about shouting "help get me out of here"). Seizing the moment and her size 24 red polka dot "frilly" bloomers in one hand she gathered the three gnomes in the other and leaped. By luck rather than planning the bloomers caught the wind and ballooning the quartet sailed down towards their boat. Goblins hordes above still tell strange tales of the giant flying peach they saw that day but Grendola knows better.
Clambering into the boat the troublesome triplets quickly paddled out to find themselves hitting the surf, falling forward into the boat as the first wave struck Grendola found herself with helmet wedged at the gnomes feet and behind, well behind, but standing proudly in the air. Those cannibal goblins have strong stomachs but many lost control that day and to this day young goblins run to their beds and hide their heads in fear when the elders tell of the polka dot demon and the sea monsters maw.
( and its all totally true................................)
Red Polka Dot "Frilly" bloomers, Sizes 20-28, never leave home without them. At knockdown prices, also in green, from Miss Grendola Pigstrotter. 50 true a pair.
« on: September 07, 2011, 11:51:41 am »
Food donated for famine relief was rewarded by 475,609 trues worth of credit with the Angels Guild.
During the Angels Guild's recent food drive, adventurers donated 475,609 trues worth of food at our credit values. Starving families in the Rohdem Alliance and the Boyer Kingdom received a total of 232 boxes through the Angels Guild offer:
59 boxes of grain,
44 boxes of preserved meat and/or fish,
42 boxes of mixed foodstuffs,
31 boxes of honey and other sweeteners,
23 boxes of fruit,
16 boxes of salt for food preservation,
13 boxes of nuts,
3 boxes of spices,
1 box of eggs.
In the perceived ascending order of usefulness...
1. Level 40 Epic.
On a kind of side-step, a couple of Dezza's things reminded me that I was actually talking with someone recently about the loss of the level 30 epic. Not so much its requirement to pass beyond it, but just that there was that "break." The old requirements, while stringent and restrictive in their way, did kind of add a lot at the same time - yes, you had to do something crazy to get past 20 in the first place, but also, and more interestingly to me, your story didn't just stop there. You had one at 20, and that was a beginning. At 30 you continued. There was another at 40, wasn't there? I can't recall. But there definitely a progression. I don't know if there should be another wall or not, but there was the feeling of level 30 being another big thing. Has anyone considered having a level 40 epic? Think about it - it takes you 20 pre-epic levels to get to "WL" in general. What happens after 20 more actually epic levels? heh. What have you spent all your time on? Make it twice as difficult and you either rule the world or go out with a bang, eh? Eh...
Anyway, I don't think WLs should be given more XP, regardless of quests, but at the moment their quests kind of come off very much as a final thing. You got one shot to complete a goal and then you are done and left to stagnate. It is greedy to try to do anything else story-involved a RL year later, you had your turn. In a lot of ways it seems like development stops instead of begins, and I think somewhere the lack of ability to progress in that fashion kinda sucked. What exactly are your Angelas and Alanthas and Storolds and so on doing at level 40? The next time they have stupid crazy idea to try, I say let 'em. Let it near kill them and break all ties and make new ones and whatnot, but let 'em. Make it worth the 20 epic levels they put in
2. 1 hour to CDQs per 5 levels after 20.
You don't need three WL quests, but with the current CDQ reqs limited to 6 hours every 2 months... it's hard to think of things that fit within the scope of the characters after x level, but can be squashed into two three hour sessions. That isn't even limited to WLs but epic characters in general - it doesn't matter if you've had a WL quest, if you're out killing Essrantor for fun, it will be hard for you to have a meaningful cdq that's aimed for your level range in that amount of time. It can be done and I've seen it done, but still - hard, for both GM and player. Maybe you could even just add an hour for every 5 levels after 20 or something - at 40 you'd cap at 10. Is that unfair?
(That's not snide, I'm curious if it seems unfair, you know? Do level ten characters feel burned by that, or look forward to further development as they continue?)
This was originally in my response to that thread since that's where the other was, but it might be better off here.
3. Use LORE commentary as mini-DM profiles.
Another thing is regarding the both the use of WLs and non-WLs that have gained influence in x area on quests. Profiles can get pretty weighty and still not have things of interest in them - a long time ago I wanted to have a GM setup on LORE where they could see what they needed to see of a character in a glance. With the GM commentary added, it occurred to me to use it as a mini-profile.
You look at your GM event calendar - 6 yes, 18 maybe, 3 no. Looking to most likely characters of those yes, by using LORE you can browse their stats, last used gear, level, crafts, chance of permadeath, and if GMs left quicknotes on LORE, snips of anything that might be immediately relevant.
"Banned from Voltrex."
"+10 Gather Info and Lore when in x region."
"Favored knight of the Queen of Trelania."
"Hero of Hurix"
"Cannot tap the Al'Noth until date 20/5/2010"
And so on. By keeping them very short one-liners, you can add more of them and see more of them at a glance. If any of those one-liners prove immediately relevant to your quest, you can choose or choose not to go look at where there is more information. In some cases you might need it, but in some cases all the important bit is summed up in a sentence.
It could be that LORE commentary might need to be wiggled a little, but it seemed like having snapshots of relevant information immediately available to GMs just by clicking a stat profile would really help them not have to wade as much just looking to see IF there is anything they need to know.
It's been longer than expected, but...
Version 3.21.4 is online!
** Characters with the Cloak of the Bat can ask a GM directly in-game for a replacement with the Nighteyes Cloak. Please do not clog the Grievance/Request process with these. This is an item-for-item swap.
Thanks go to orth, Script Wrecked and Acacea for their contributions, as well as Alatriel for her remodel work.
Please note that this does require an updated HAK file, which can be downloaded here.
*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.
« on: August 20, 2009, 06:38:24 pm »
[INDENT] Razeriem: *looks around and spots Triba*
Triba Gues: Uh huh...
Razeriem: Lets go for a walk please.
Triba Gues: *She waves a little to Raz* Sure..
Outside as they walk the streets of Port Hempstead
Razeriem: *grins very slightly*
Razeriem: So how long have you known Lue?
Triba Gues: How old are you?
Triba Gues: Then probably just as long as you've been alive, what's this about?
Razeriem: She have family around?
Triba Gues: No.
Razeriem: *slows his pace*
Razeriem: Hedessa, Lue and I were off exporing the dwarven ruins in the Spirit Dunes desert.
Triba Gues: *She listens to him carefully*
Razeriem: We got deep into the ruin and Lue feel.
The pair finds themselves near the Port Hempstead mortuary.
Razeriem: I have seen death before, come for me and others.
Razeriem: But this was different.
Razeriem: I *pauses for just a moment*
Razeriem: I think She took the last of her.
Razeriem: If you have not seen her in the last week. *swallows*
Razeriem: Then Lue is dead. I am sorry.
Razeriem: *points the last half block ahead to the building*
Triba Gues: *She blinks and remains quiet for a moment, the color on her tanned cheeks retreating and looking a little paler than usual*
Razeriem: I carried her all the way to here.
Razeriem: We couldn't leave her.
Razeriem: *looks at Triba uneasily and then at the ground*
Triba Gues: *She rubs her face and looks around, when she answers her voice comes low and choked* Lueanne? Little halfling, red hair?
Razeriem: *nods slowly*
Razeriem: *tears are seen in his eyes and his voice is rough* Yes I am sure it was Lue.
Razeriem: But I thought .. you might... have to see. You know, ..for yourself. Triba Gues: *She swallows hard and cracks her neck once, then rubs her face as tears begin to freely move down her cheeks*
Razeriem: *closes the distance with his arms slightly open*
Triba Gues: *She eventually adds as her golden eyes well in tears* Her body is there...?
Razeriem: *nods* They said they could , you know, keep it right for a week.
Razeriem: But she needs to be buried or whatever you think is right soon.
Triba Gues: *She winces at that and closes her eyes*
Razeriem: *puts an arm over her shoulder and across her back unless she stop him or moves*
Razeriem:I am sorry. I did not know she was at ends with the Soul Mother.
Triba Gues: *She lets a long shaky sigh and leans her head on his chest, not hugging him but holding her hands against her chest. Her forehead leaning on his chest and whimpering softly*
Razeriem: *comforts her as best as he can, rubbing her upper back*
Razeriem: I wish I got to know her better, she had a light about her.
Triba Gues: *She shivers again and moves back a little. Her eyes tear stained and just looking generally miserably* She was that and more...
Triba Gues: *She glances over to the building* Thank you Razeriem...
Razeriem: *looks to her but doesn't make eye contact unless she does*
Razeriem: If you need anything. I owe it to her.
Razeriem: I will help with anything you need done.
Triba Gues: *She shakes her head* I will take care of it... If you were a friend, then keep an eye out for *she waves a hand* whatever that might be called... I will handle the rest. Razeriem: *nods and swallows*
Razeriem: Its a standing offer, if you ever need to know where or how. I am sorry Triba.
Triba Gues: *She nods to him and looks to the building* Me too... *She is obviously holding back a storm*
Triba Gues: Thank you again...
Razeriem: *shakes his head a little*
Razeriem: *frowns and walks half way off*
Triba Gues: *She nods to him and with a strained step she heads to the building*
Triba Gues: *She spend some time inside, getting all the paperwork done and arranging for Lueanne's body to be freed from custody*
Triba Gues: *She hires a simple carriage and under much discretion she takes the body with her after paying good money to extend the preservation of it just a little longer*
Triba Gues: *Hooded and minding just the horse, keeping herself busy she carries the body in discretion*
Triba Gues: *She seems stuck in her world and doesn't notice anyone as she walks the busy streets of Port Hempstead and books a private vessel to Leringard*
Triba arrives to the city of Leringard some time after. Gathering her items and her now forever silent friend, she makes a quiet trip to Palden lake.
Triba Gues: *She looks around and sighs, soft tears streaming freely down her eyes*
Triba Gues: *She picks a shovel and fighting the onslaught of tears, she begins the grizzly job of digging up a grave. Uncaring of the rain she toughens through it and digs through the night*
Triba Gues: *Half way through the whole thing, the tears assault her and she is now whimpering violently as the hole is dug deeper and deeper against a tree full of memories*
Triba Gues: *She tosses the shovel aside after the hole is dug and wiping her face from the tears she takes the body nearby and opens the blankets just enough to retrieve Lue's locket, which she then places around her neck. She kisses the halflings cold forehead and wraps the blanket around her once more*
Triba Gues: *Carefully she moves the body down into the hole and once the whole deed is done she leans against the edge of the grave, looking down, whimpering and crying for her*
Triba Gues: *She whispers down at the open grave* I ever did love you. I dreamt of a life with you. A life I never had. I am sorry you had to go so soon, and I am even more sorry now that we never had a chance to find out.
Triba Gues: *She murmurs down the grave* Have a safe trip, heart thief... It's just another journey... *She sniffles as she says that, her shoulders shaking and another set of tears begins to flow as she is unable to finish the thought*
Triba Gues: *She sobs and then looks down at her twined necklaces, opening the latch on one she takes a seed and tosses it into the open grave. She wipes her nose and whispers* Its from the forest... Just a little piece of me that you will always have...
Triba Gues: *She takes a long deep breath as she shudders in tears and picking up the shovel again she begins to draw the soil that was dug out back into the grave. A whole miserably and whimpering view*
The never-quiet approach of another halfling is only silenced by the heavy rain.
Acacea Thistletounge: *She hesitates for a moment as though unsure what to say or do, the rain coursing off an invisible form, then reaches a hand, pulls it back with the sound of chimes, then finally rests it on Triba's shoulder*
Triba Gues: *She shivers and turns all of a sudden, unsure if a ghost has decided to visit her, her tear stained eyes refocus quickly as she recognizes Acacea's sounds and smells. She looks towards the invisible figure and her lower lip shakes as she tries to form words that do not come*
Acacea Thistletounge: *She passes a hand over her invisible face as if in indecision and then finally waves it aside, looking hesitantly between Triba and the newly dug grave*
Triba Gues: *She sniffles and holds the shovel in her hand. Clearly she has been suffering for a while now. She whispers barely audible and in a shaky manner* Lue... *it seems that is all she can get out*
Acacea Thistletounge: *again the uncertain pause, and she glances again between Triba and the grave, her hand still on her shoulder*
Acacea Thistletounge: *A moment passes silent in the rain, an awkwardness or uncertainty more present now than in other places or times, as though she is left with utterly no idea of what to do; another moment, and she finally offers a hug*
Triba Gues: *She takes the hug gladly, ignoring the original awkwardness, she simply wraps her arms around Acacea and wimpers quietly against her. The comfort offered seems to be of great help as she calms significantly in the old friend's arms*
Acacea Thistletounge: Znihi? *She finally asks*
Acacea Thistletounge: *She leaves her arms where they are, and looks past Triba into the darkness with her cheek close to her former second's*
Triba Gues: [Tell] Spirit Dunes ruins... *She whispers to her, now calmer in Acacea's arms. She takes a long deep breath and rests her head against her old Sandcaller* Magically dehydrated...
Triba Gues: Mbuhud Torim hourm... *She whispers to her, now calmer in Acacea's arms. She takes a long deep breath and rests her head against her old Sandcaller* Lekusecca tinathedit...
Acacea Thistletounge: *There is a yet longer pause, and she blinks once at the location*
The light steps of another halfling can be heard down the road.
Jennara Creekskipper: *waves*
Triba Gues: *The two halflings are hugging each other next to an open grave*
Triba Gues: *A shovel nearby and clearly Acacea consoling the other*
Jennara Creekskipper: *keeps her distance and stays quiet*
Acacea Thistletounge: *She finally speaks, still a little awkwardly, after the long pause* U el myhha.
Triba Gues: *She nods against Acacea. She presses her forehead against hers in an endearing acceptance before moving back and looking to Jennara*
Acacea Thistletounge: *She furrows her brow, of course not having heard the approach, and glances over her shoulder*
Triba Gues: *Her sad face quirks in a small sad smile*
Triba Gues: [Tell] *she looks to the grave* The halfling council came to say goodbye... it seems.
Triba Gues: *she looks to the grave* Dni necwcurk syorsuc seli dy mea kyytpai... ud miilm.
Acacea Thistletounge: *She giggles a little at that, the sound clashing with the setting*
Acacea Thistletounge: U zem vomd dnurgurk dned.
Triba Gues: *There is sadness as she picks up the shovel once more, but she seems strengthened by the company and begins to cover the grave*
Jennara Creekskipper: *lowers her head*
Acacea Thistletounge: *The uncertainty returns as Triba begins to cover the grave, and perhaps a touch of unsettledness; after a moment she leans over to help, though the unsettled expression remains*
Triba Gues: *She nods to Acacea gratefully as she helps her. She looks confused, sad, and mournful, but most importantly unsure as to what to do. The grave slowly gets covered with the dirt*
Acacea Thistletounge: *She discreetly sabotages the burial as if in an attempt to leave air holes*
Triba Gues: *She glances at Acacea's attempt and then covers her face* Of course...
Triba Gues: *She sighs a little and shakes her head amused, changing it a little to give the grave some breathing room*
Triba Gues: *Eventually once its done she sits next to it and lets the shovel fall at her side*
Acacea Thistletounge: *She plops down in the mud, staff across lap*
Jennara Creekskipper: *reaches into her hood*
A lily is placed over the fresh grave.
Triba Gues: **She nods a little to Jennara and smiles as she places the flower over the grave*
Acacea Thistletounge: *She simply sits there for a few moments in the rain, looking tired and unsure; after a time she lifts the pipes Jennara had made for her and begins to play instead*
Triba Gues: *She leans back on the little incline of the hill to listen to Acacea's song, glad to have her music and company. Remaining quiet there while they say goodbye*
Acacea Thistletounge: *There are no words and no stories of the fallen, no real memories woven through music; it is a simple melody played with bare feet pressing together here and there, a presence instead of a tale*
Triba Gues: *She lets a small sigh out, her hands coming to rub her eyes and look down at the grave, then up at Jennara*
Triba Gues: Lueanne... *She says simply, in case there is any doubt*
Acacea Thistletounge: *Small hurts and bruises from travel heal over slowly and are forgotten, the uncertainty lost somewhere in the process; she doesn't reach out to Triba or truly acknowledge Jennara beyond the watching, but is simply there, until she is no longer*
Acacea Thistletounge: *Her eyes shift briefly to Triba at the word and then wander upwards again without a pause in the melody*
Jennara Creekskipper: *frowns more than she was*
As if by odd chance, Razeriem on his horse can be heard trotting down the road.
Razeriem: *skids to a stop*
Razeriem: Heya ladies.
Razeriem: *eyes never quite make it to Triba*
Triba Gues: *The halflings stand quietly as Acacea plays a song on her flute and they sit before a freshly dug grave*
Razeriem: *eyes catch upon the grave*
Razeriem: *raz let his horse out slowly towards the road and says something softly*
Acacea Thistletounge: *Her wandering black eyes pause on Razeriem briefly, then continue onward; there is a strange music in the air from her pipes, a melody that is not quite a song*
Razeriem: *a deep sigh may be heard as he allows his horse to go to a slow trot*
Acacea Thistletounge: *She finally lowers the pipes again after the breath of them fades into the rain and the trees and echoes around them for a time after she's ceased playing them*
Triba Gues: *She gives some time for the silence to find its way back around them before she says anything*
Triba Gues: *Eventually she passes a hand over the soil and stands*
Acacea Thistletounge: *She sits there in the rain and cranes her head back to look at Triba*
Triba Gues: *She whispers down, a great deal of melancholy and sadness in her voice* Goodbye heart thief... You'll be missed...
Acacea Thistletounge: *She pushes herself to her feet and after another pause, lays her hand on Triba's shoulder again*
Triba Gues: *She glances towards Acacea and gives her a very grateful smile when she does that. She brushes her hand against Acacea's as well and nods to her*
Acacea Thistletounge: U ser'd mdea.
Acacea Thistletounge: *The words take a moment to work their way out*
Triba Gues: [Tell] *She nods* Be well, Wind Spirit...
Triba Gues: *She nods* Pi zicc, Zurt Mbuhud...
Triba Gues: [Tell] Thank you.. *she adds in a murmur*
Triba Gues: Dnerg ayo.. *she adds in a murmur*
Acacea Thistletounge: *she lingers there a moment longer, glancing to the grave, but mostly to Triba, her expression a muddle of things not said or sorted*
Acacea Thistletounge: *She finally leaves it at that*
Jennara Creekskipper: *nods once*
The little halfling bard sings a ward of magic around the other two halflings.
Triba Gues: *She smiles slightly at her magic and that seems to be the best farewell and the most understanding one that Acacea can give her*
Acacea Thistletounge: *After only a few steps, she sings herself from sight, rain coursing off an invisible form as she makes her way out*
Triba Gues: *She picks up her shovel and glances at Jennara*
Jennara Creekskipper: [Whisper] I have...
Jennara Creekskipper: *swallows hard*
Triba Gues: *She rests a hand on Jennara's shoulder and looks at her*
Jennara Creekskipper: [Whisper] I have... done... this...
Jennara Creekskipper: *waves her hand a bit*
Jennara Creekskipper: [Whisper] ... too many times, but not as much for people I know.
Triba Gues: *She nods softly as tears mingle with the rain traveling down her cheeks*
Jennara Creekskipper: [Whisper] Does she have no family?
Triba Gues: *She shakes her head slightly* Her brother has never appeared... She never found him after many years seeking.
Jennara Creekskipper: *takes in a short, noisy breath and sighs it out*
Triba Gues: *She nods slightly* I think as far as family went, I was the closest she ever came to...
Jennara Creekskipper: [Whisper] I am glad you are here.
Triba Gues: *She shoulders the shovel and looks around, then nods to her words* So many things unsaid... *She sighs and looks to Jennara* It seems indeed destiny that the halfling council is all here. Thank you for letting your feet guide you here.
Jennara Creekskipper: *furrows her brow a little*
Jennara Creekskipper: *then just nods*
Triba Gues: *She nods to her, squeezing her shoulder slightly and moving back towards the ox nearby*
Triba Gues: *She takes another deep breath* I need time... Thank you again.
Jennara Creekskipper: *nods once*
Triba Gues: *She tugs on the ox, glances to the grave as a tear drops down her cheek and then wanders off*
[/INDENT][SIZE=10]((The sad and strange thing is, we didn't even plan to get together at the burial site. A little eerie.))[/SIZE]
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