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Messages - Aerimor

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Layonara Server / Housing sweep -- One Week Warning -- Everyone Read
« on: June 19, 2012, 12:13:07 am »
OK, after much delay (and some forgetfulness), I've gone ahead and done my own sweep of housing. This is a pretty simple sweep, based solely on activity level. To be specific, if the owner of a house has not logged in within the last 12 months, I have added that house to the following list:

On West:
101|102|104|113|115
118|120|127|130|133
[strike]136[/strike]|139|142|144|[strike]145[/strike]
[strike]146[/strike]|157|159|172|176
179|183|186|188|
[/table]On Central:
203|209|211|213|218
219|221|227|230|232
235|236|237|238|239
240|242|
[strike]246[/strike]|251|253
259|261|262|264|
[/table]Check these lists carefully.  If you still maintain access to one of these houses, you will need to either make arrangements to buy the house, present a solid reason for a transfer or vacate any possessions you wish to keep that may reside within.  Otherwise, the homes will be released back to the market starting in about a week.

For any homes that should not be released, post below with the following:

Address:
Character Name:
Proposed action:
Justification:

For clarity, this is not for people to start bidding or making a case for houses.  This is an avenue for people with an existing legitimate claim to a particular house to assert that for consideration. For example, if the house was owned by your character's spouse but the player has left or the spouse has permed, this would constitute a legitimate claim.  There are other possibilities, of course, and they will be evaluated on a case-by-case.  

If you are just trying to get in line to buy a house, I will not entertain any such requests here.  Anyone without some reasonable claim can attempt to purchase a house through the in-game process.

When these houses do go back on the market, please have some consideration for other players before snatching up houses simply for more guild/personal storage, and please observe the "one house per character" request, in letter and spirit (i.e. a pair of spouses don't need a pair of houses). Give everyone a shot at the beneficial opportunities that player housing offers.
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2
Layonara Server / Character Submission Process Changes - September 2011
« on: September 19, 2011, 10:41:25 pm »
Greetings Layonara,

 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.
  • Multiclassing with a basic class at level seven or below will only require a resubmission request. No CDT, no proof of training, supporting documentation. The resubmission will require only an updated biography blurb in the request. (Johanson wants to add rogue levels to his fighter class because he's been studying on how to attack more effectively. The new split will be 5/15.)
  • Multiclassing with a basic class between levels eight and fourteen, will require either a maintained CDT, a PC trainer or a CDQ. This choice is up to the requesting player but they will have to abide by the needs of their choice. If opting for a CDQ, some minimal RP/Lore justification will be needed.
  • Multiclassing for basic class at level fifteen (the last point at which anything can be added before level twenty) will require a CDQ and either a maintained CDT or a PC trainer.
  • Multiclassing after level twenty will begin to require more in depth attention from the CA team as this is much like turning over a new leaf in the life of a person. A maintained CDT or PC trainer are a must.
  • Multiclassing with a basic class from level thirty on will -not- be approved without a supporting WLDQ.
  • PrC multiclasing will remain the same.
Other changes we are making, exclusively geared toward new players/accounts:
  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.  
 
 Regards,
 The Character Approvals Team
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3
Layonara Server / World Policy Update -- Sept. 19, 2011
« on: September 19, 2011, 10:39:48 pm »
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:
  • We are creating a world lore     publication fork. This is different from diverging NWN lore from MMO     lore, but it will still allow for some greater freedoms for GMs and     players while protecting those players who eventually wish to     achieve World Leader status or undertake a similar effort.  There     will still be opportunities to “change the world”, leave one's     mark and the the like. World lore is still important, but there will     also be flexibility.  This fork is considered to begin with the     conclusion of the last lingering matters after the world plot finale     quests held in May, 2011.  As things stand, this will coincide with     the wrap-up of Briardusk.
  • This publication fork also opens     up possibilities for GMs to run events which may not fit into world     lore.  Such events will be considered “unofficial” and     unsuitable for character development.  They are intended for player     entertainment and education...and perhaps GM entertainment as well.     GMs will clearly state when such an event occurs, so there is no     confusion on the part of players.
  • CDQs (and     GCDQs) are getting a significant change in terms of things like     waiting periods and other policies, with individual GMs being     allowed to set their own policies for the most part. They will also     be the domain of lore-friendliness, meaning a CDQ need not directly     deal with world lore, but neither should it violate it or conflict     with it. Everyone should read the updated CDQ policy, found here.
  • The world plot     will be handled in a different, more “organic” way. With the     wrap-up of Briardusk, we're taking a small break to get organized.     We will put out a “state of the world” description so everyone     knows the setting for moving forward. From that point forward, we     will be operating on a new methodology.  There will be opportunities     for world-level involvement on many levels, even when something     isn't marked as a “plot” event. To a large degree, what happens     moving forward will be up to the community.  More details will come     out over time.
  • The Character     Approval process is undergoing a shift, and we will be clarifying     some things as well. It is important for everyone to read and     understand this new policy, as it will affect all character     submissions from this point forward. Everyone should read the     updated CA policy, found here.
[SIZE=18]Agreement Between Players and GMs:[/SIZE]
  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...
  •     ...have fun, but never at someone else's expense.
  •     ...engage in RP as much as possible. Encourage the same in those     around you.
  •     ...keep in mind that GMs are your partners in RP here, not your     enemies.
  •     ...not spread rumors about favoritism or unfair treatment. If     there's a concern, bring it to Leanthar, EdTheKet, Dorganath, Rowana     or a Lead GM.
  •     ...try not to use words like “bother” or “inconvenience” (or     some form thereof) when approaching members of our various teams.      We choose to do this.  It's OK. It's not a bother or an     inconvenience.
  •     ...never be the reason for another player leaving the world or     abandoning a character. This has happened, generally through     behavior that has made a person feel uncomfortable or threatened. We     know it has happened.  It is unacceptable.
  •     ...avoid telling other players how to play their characters,     alignments, classes deity/dogma, race or some other significant     defining characteristic, which also includes concepts like the     Heartsong or the Al'Noth.  If there is a concern, bring it to a GM.     Otherwise, unless a player specifically asks for advice, let it be.
  •     ...work toward a better level of communication between everyone     here, whether it is with one of our various teams or with general     members of the community.
  •     ...remember that GMs and especially the lead staff have a lot     invested in Layonara.  We sometimes want to participate in     discussions. Our words, unless specifically stated, are not     generally the end of the conversation.
  •     ...understand that at times, the GM team must say “no” but this     should be respected rather than gossiped about, back-talked or     flamed.  “No” is rarely given without a reason, though if it is     (such as cases where we cannot immediately give one), it is not an     arbitrary decision.
  •     ...join the GM team in our respect for and observance of world lore.     As part of this, keep in mind that if we approach players with     matters or concerns about lore, we are only seeking to encourage and     maintain a consistent environment for everyone here.
  •     ...remember that GMs are players too.  Sometimes we just want to     enjoy ourselves just like everyone else.
  •     ...maintain respect for everyone here, from the newest player on up     to Leanthar.  This applies equally whether in-game, on IRC or on the     forums. We're all people. We're all gamers. We're here for the same     reason. Do not hide behind anonymity.
In return, the GM team will...
  •     ...provide a fair, open and enjoyable experience for everyone.
  •     ...provide a rich and interesting environment to support, encourage,     inspire and reward RP for everyone.
  •     ...attempt to communicate clearly and accurately with the community     on various matters.
  •     ...be open and available, as our time permits, for questions,     concerns and ideas. We may not be able to accommodate all requests,     but we will make reasonable efforts where it is appropriate to do     so.
  •     ...be as fair as possible. We are still people. We will make     mistakes, but the goal remains.
  •     ...try to communicate as clearly as possible at all times.
  •     ...respect, support and enforce world lore as appropriate. In doing     so, we may bring forward concerns or problems to players that are     intended in the spirit of our established world lore. Please give     these due consideration and respect our comments and the reason     behind them.
  •     ...provide a “clean slate” for all players moving forward from     this point (more on this below).
The above agreement is offered in the spirit that we're all here trying to play the same game.  We're all people. Many of us, whether player or GM, have a lot invested in this game world. Some arguably have much more invested than others, but for the most part we all have a significant emotional attachment to this place.  With such attachments often comes a sense of ownership, and with that sense sometimes there is a sense of entitlement or a way of doing things that is “better”.  It is usually these sorts of things that cause the most problems. We're all different.  We all have different ideas and perspectives.  These things are truly great, but we also need to remember that we're all here trying to get enjoyment from the same place, and this place has its set of rules and guidelines that everyone needs to follow. One person should not take their fun at the expense of another's.
 
  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:
  •     Player A is seen repeatedly luring or using terrain features to     trick creature AI or is otherwise abusing creature AI to     disproportionately lower the challenge posed by a creature or set of     creatures.
  •     Player B is observed camping CNR or creatures in excess of what     rules allow.
  •     Player C is reported by Player D for some inter-personal matters     that make Player D uncomfortable or which impact Player D's     enjoyment of the game.  In this case, both players might receive     posts for tracking purposes.
  •     A GM comes across something that brings questions to mind about     Player E.  The player in question is not available at the time to     speak to about the find, and there are no other GMs around who might     be able to offer clarity. The GM posts a thread seeking attention     and comment from other GMs regarding the find. (Note: in such a     case, the post may be removed if it is determined that there is     ultimately nothing wrong or questionable.)
There are surely other reasons for appearing on the watch list, but these are among the most common.  In most cases, a GM should make contact with the player who is being listed to discuss the problem and request an adjustment in behavior.  However, whether due to time constraints, RL obligations or the player logging off of the server before such an opportunity arises, a GM may not be able to do so in a timely way. In such cases, the GM may still post in order to mark the incident for other eyes. A GM may also post to raise a player concern with the rest of the team in the absence of available information. Again, it should be stressed that someone being on this list is not automatically in trouble with the team.
 
  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!
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4
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]
  • In order to have a CDQ, a player     must request one from a specific GM using that GM's CDQ thread.      Similarly,  a group may request a CDQ from a GM in the same manner.      There is no time limit or waiting period between CDQs in this     policy. Instead, each individual GM will set his or her own limits     on requests and the time between them.
  • As a universal policy, each player     may only have one (1) active CDQ request at a time.  An active CDQ     request is any CDQ that has been requested from a GM that has not     yet been completed. Similarly, a group may only have one (1) active     GCDQ request at a time.
  • A CDQ should have a valid purpose.     This will be enforced by the GM running the quest.
  • It is recommended that a character     exist in-game for at least two (2) weeks before a CDQ is requested     for that character. This includes a CDQ to take a PrC.
  • It is required that a character be     at least level 8 before requesting a CDQ, except for a character who     is approved to take a PrC. A GM may agree to run a CDQ before the     character has reached Level 8 at the GM's discretion.
  • A CDQ should be completed within 6     in-game quest hours.  Additional RP and “wrap  up” sessions may     occasionally be be run at the GM's discretion, assuming the CDQ has     completed (with a pass/fail result, if applicable).  Except in cases     of extenuating circumstances, a CDQ or GCDQ should be completed in a     timely manner.  It is recommended to complete CDQs within three (3)     weeks of the first session, but the GM may set an alternate     completion schedule.
  • Quest XP is never awarded on CDQs     or GCDQs, either to the main participant or any other invited     participants.  CDQs carry an emphasis on RP development rather than     mechanical advancement through accumulation of XP.
[SIZE=18]How do I know if I should take a CDQ?
[/SIZE]CDQs should always begin from a defined objective or goal. Legitimate objectives and goals include (but are not necessarily limited to):
  • Pursuing a secondary (or tertiary)     class
  • Pursuing a prestige class
  • Exploring a deity change
  • Joining, forming or gaining rank     in an organization
  • A cleric or devout character     taking action in their church
  • Obtaining an RP rank or position
  • A mage (or other caster) working     toward a specialization of some kind
  • Investigating family histories,     searching for lost relatives, etc.
  • Furthering some other area of     character development needing GM mediation and attention.
  • Pursuing content from a GM     initiated quest.
There are many goals that can be accomplished by CDQ, but some objectives may be either too big for a CDQ (and belong more to a WLDQ quest) or too small to merit a dedicated CDQ, and can be handled through other forms of GM interaction. If you are unsure whether something is attainable, or if it is too large or small for a CDQ, the best policy is to ask.

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]
  • Is the CDQ based on a specific,     valid development objective, such that the outcome of the quest will     be meaningful?
  • Is the CDQ needed now?
  • Does your goal truly require GM     involvement, and if so could it be accomplished with a few minutes     of in game interaction or through another means?
  • Is your objective of an     appropriate scope (neither too big nor too small) for a CDQ?
As a final check, communicate with your preferred GM to make sure the GM is agreeable to running the requested CDQ. As each GM will set CDQ policies according to his/her own preferences, it is important to work with a compatible GM.
 
 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.
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5
The Silver Buckle / Announcing: The Silver Buckle Food Not Trues Duex
« on: September 01, 2011, 10:36:54 am »
As there were items that were not bid on at the last auction, and more donations were made, there will be one more - and only one more - food auction, held at a time to be more agreeable with those on the other side of the world*.  Having learned valuable lessons from the previous auction, the following are the rules:

-Coin of the realm is one donation RECEIPT for a box of food.  Food must be donated before the auction.  One receipt is one unit of bidding.

-No True will be bid at this auction.  FOOD ONLY.

-Boxes must be full.  Definition of full:  grains, fruits, herbs and spices, nuts, cooked meat and fish, edible mushrooms, butter, meals, flours; thirty-five.  Honey, maple syrup, sugarcane, milk, juices - fourteen.  Breads, fourteen.  Roasts, pies; six.

-IMPORTANT RULE:  Fill boxes by food type.  A box of grains may be mixed grains but it must be grains.  Ditto fruit and nuts.  Please do not mix fruits, nuts, and grains in a box because it is very painful to count hundreds of receipts that way.  Lesson learned...

-Salt, sugar, pepper and raw meat are not valid items.  No vendor-bought food will be honored.

-No pre-bidding; all bids will be live in the Buckle. Proxies will be honored if arrangements are made beforehand from the absent party.

-Fifty percent down and fifty percent promised will be honored if the bidding goes high; however you must clearly state when you owe boxes to the receipt master or mistress before collecting your item.

FOOD MAY BE DONATED TO ANY FAMINE RELIEF FUND OR TO THE FOUNDATION.  Currently, Rohden and Boyer have famine relief funds set up.

//*Sat. Sept. 24, at six-thirty in the morning eastern time.

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

Items to be bid on at the Food Not True Duex auction:

Donated from sponsor the Silver Buckle Inn:

Squire's Defense
Base Armor Class 2 (Light Armor)
Armor Bonus +2
Enhancement Bonus Strength +3
Lvl 21

Yew Quarterstaff
Enhancement Bonus +3
Damage Bonus Fire 1d8
Light Bright Red
Lvl 20

Emerald Ring of Wisdom
Wisdom +3
Lvl 18

Robes of the Broken Hope
Base Armor Class 0
Armor Bonus +2 (AC Armor Modifier)
On Hit: Slow Level 8
Skill Bonus: Tumble +4
Use: Fear (5) 1 Use/Day
Lvl 18

Adamantium Bascinet
Armor Bonus +3 (AC Deflection Modifier)
Skill Bonus: Concentration +3
Skill Bonus: Discipline +3
Lvl 14

Alaamiathela's Slippers
Armor Class +1 (AC Dodge Modifier)
Cold Resistance 5/-
Light Bright (20m) Blue
Skill Bonus: Heal +4
Skill Bonus: Spellcraft +4
Lvl 9

2 - Sapphire Set in a Mithril Ring
Skill Bonus: Concentration +6
Skill Bonus: Spellcraft +6
Lvl 8

2 - Lesser Mage's Armor

Base Armor Class 0
Armor Bonus +2 (AC Armor Modifier)
Armor Bonus +1 (AC Armor Modifier)
Skill Bonus: Lore +1
Skill Bonus: Spellcraft +2
Only Useable By: Sorcerer
Only Useable By: Wizard
Lvl 8

Sapphire Set in a Mithril Amulet
Skill Bonus: Concentration +6
Skill Bonus: Spellcraft +6
Lvl 7

Donated from sponsor the Angel's Guild:

Exceptional Ring of Bull's Strength
+1 Strength
Cast: Bull's Strength 1x/day
Lvl 10

Donated from sponsor Enzo's Bow Shop:

Compound Oak Longbow
Attack Bonus +1
Extra Ranged Damage: Piercing
Low Light (Red)
Lvl 9

Donated from sponsor the Orc Bashers:

Electrical Resistance II
10/ Electrical Damage
Lvl 13

Adamantium Longsword
Enhancement Bonus +2
Lvl 10

Oak Shortbow
Attack Bonus +1
Lvl 5

Donated from sponsor the Stargazer Family:

Ring of Divinity III
Three - Bonus Spell Slot Cleric Level 3
Lvl 12

Donated from sponsor Chakar El'Mujahir:

Belt of the Watchers
Damage Reduction +5 Soak 5 Damage
Improved Saving Throws:  Will +2
Only Usable By: Chaotic
Only Usable By: Good
Only Usable By: Lawful
Only Usable By: Neutral
Lvl 22

Death's Visor
Damage Immunity: Negative Energy 5% Immunity Bonus
Bonus Feat: Darkvision
Immunity: Death Magic
Improved Saving Throws: Fortitude +1
Reduced Saving Throws: Will -2
Only Usable By: Chaotic Evil
Only Usable By: Chaotic Neutral
Only Usable By: Lawful Evil
Only Usable By: Neutral Evil
Only Usable By: True Neutral
Lvl 21

Stag Cloak
Damage Resistance: Bludgeoning Resist 5/
Damage Resistance: Magical Resist 5/
Improved Saving Throws: Disease +5
Improved Saving Throws: Fortitude +2
Low Light White
Lvl 18

Nighteyes Cloak

Armor Bonus +2 (AC Deflection Modifier)
Bonus Feat: Darkvision
Skill Bonus: Hide +10
Cast Spell: Ultravision (6) 2 Uses/Day
Lvl 15

Shield of the Old Guard
Base Armor Class +2
Armor Bonus +2 (AC Shield Modifier)
Improved Saving Throws: Will +2
Skill Bonus: Discipline +4
Lvl 15

Wand of Fear
Cast: Fear 50 Charges
Use Fear (5) 3 Charges/Use
Only Usable By: Bard
Only Usable By: Sorcerer
Only Usable By: Wizard
Lvl 9

Donated by an anonymous but dashing sponsor:

Enchanted Mithril Half-Plate - MINIMUM TEN RECEIPT OPENING BID
Base Armor Class 7
Armor Bonus +4 (AC Armor Modifier)
Damage Immunity: Magical 25% Immunity Bonus
Damage Resistance: Bludgeoning Resist 5/
Damage Resistance: Piercing Resist 5/
Damage Resistance: Slashing Resist 5/
Light Bright White
Spell Resistance 20
Weight Reduction: 60% of Weight
Lvl 31

The Ether's Storm Helmet - MINIMUM TEN RECEIPT OPENING BID
Armor Bonus: +2 (AC Deflection Modifier)
Damage Immunity: Electrical 25%
Enhancement Bonus: Strength +2
Improved Saving Throws: Electrical +2
Improved Saving Throws: Sonic +2
Lvl 24

Belt of Agility - MINIMUM TEN RECEIPT OPENING BID
Enhancement Bonus: Dexterity +2
Freedom
Lvl 21

Dragonscale Bracers
Damage Immunity: Fire 5% Immunity Bonus
Enhancement Bonus: Charisma +1
Enhancement Bonus: Intelligence +1
Skill Bonus: Concentration +4
Skill Bonus: Spellcraft +2
Lvl 21

Bidder's Choice* of One of Three Emerald Rings - MINIMUM TEN RECEIPT OPENING BID
Attribute +3
Lvl 18
*First two winners in order get first pick: last winner may not get ring of choice, depending

Silver Foil Rapier
Base Damage 1d6
Enhancement Bonus +2
Skill Bonus: Parry +5
Use: Cat's Grace (10) 1 Use/Day
Use: Freedom of Movement (7) 1 Use/Day
Lvl 18

Boots of Hardiness

Armor Bonus: +2 (AC Dodge Modifier)
Damage Resistance: Acid Resist 10/
Enhancement Bonus: Constitution +2
Lvl 15

Blue Dragon Scale

Use: Protection from Spells (20) 3 Charges/Use
Lvl 14

Athus' Touch Gloves
+1 Wisdom
+6 Heal
+4 Tumble
Cure Critical Wounds 1x/day
Core Moderate Wounds 3x/day
Lvl 13

Healer's Hug
Skill Bonus: Heal +3
Use: Cure Critical Wounds (7) 1 Use/Day
Lvl 12

Two - Potions of Heal
Use: Heal Single Use
Auctioned as a pair
Lvl 11

One - Star Dust of Beryl
Lvl 10

Three - Scrolls of Raise Dead
To be auctioned off individually
Lvl 8

Six - Untanned Malar Pelts
To be auctioned off in groups of two
Lvl 1

Three - Uncut Mineral Diamonds
To be auctioned off individually
Lvl 1

Ten - Diamond Dusts
To be auctioned off in two bundles of five each
Lvl 1

Eight - Emerald Dusts
To be auctioned off in two bundles of four each - to be made into resists at the bidder's request
Lvl 1

Donated by the priestess Alazira, on behalf of Her most inspirational presence Ilsare and in conjunction with the Angel's Guild:

Adamantium Reinforced Clothing
Base AC 0
Armor Bonus: +3
Lvl 15

Two - Vouchers for Diamond Rings of Bidder's Choice
(Attribute) +2
Lvl 12

One - Voucher for Diamond Amulet of Bidder's Choice
(Attribute) +2
Lvl 11

Noble Suit of Comfort
Base AC 0
Enhancement Bonus: Wisdom +1
Skill Bonus: Persuade +4
Skill Bonus: Appraise +4
Lvl 10

Royal Ball Gown
Base AC 0
Enhancement Bonus: Charisma +1
Skill Bonus: Perform +2
Skill Bonus: Persuade +2
Lvl 10

Voucher for Adamantium Weapon of Bidder's Choice
Enhancement Bonus: +2
Lvl 10

Voucher for Adamantium Shield of Bidder's Choice
+2 (AC Shield Modifier)
Lvl 10

Voucher for Mahogany Bow of Bidder's Choice

Attack Bonus: +2
Lvl 10

One EACH - Fire, Electrical, and Cold Resists I
(Elemental Damage Resistance) 5/
To be auctioned off individually
Lvl 10

Three - Lion Leather Bags
60% Weight Reduction
To be auctioned off individually
Lvl 9

One EACH - Electrical, Fire, and Cold II Enchantments
(Elemental Damage) +1d4
To be auctioned off individually
Lvl 9

One - Silver Enhancement II

Damage vs. Undead/Werebeasts +1d4
Lvl 9

Two - Vouchers for Alexandrite Rings of Bidder's Choice

(Attribute) +1
To be auctioned as a set
Lvl 6

One - Voucher for Alexandrite Amulet of Bidder's Choice
(Attribute) +1
To be auctioned as a set along with the rings
Lvl 5

Boots of the Arachnea
Immunity to Web
Lvl 2

//please note item levels are determined from lens, and may be incorrect in some cases
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6
Layonara Server / Announcement: Please Welcome...
« on: August 10, 2011, 02:35:04 pm »
.... Pibemanden and Geloooooo to the Character Approvers Team. They will be working with us to start moving the process along more quickly. Thanks to them for stepping into this position to help keep Layonara running as smoothly as possible.

~row (and the CA team)
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7
Layonara Server / Annoucement: Please Welcome...
« on: July 25, 2011, 10:35:20 pm »
... Our newest GMs to the world.

Lonnarin

Ravemore

Pseudonym

Alatriel

They are going to be jumping in very soon and learning their tools and tricks. In the next few months they'll be getting their feet wet in the world of running quests for you all.

Thanks again to everyone who applied and interviewed or even entertained the idea of applying for the position.

Regards,

The GM Team

[SIZE=10]p.s. Please do not haze the new GMs until they have been in their new bunks for at least three weeks. Thank you.[/SIZE]
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8
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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9
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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10
Rumour Has It / Rumblings and fire
« on: May 18, 2011, 11:07:17 am »
While the war grinds on on Belinara throwing the entire continent into chaos the mountains of Molten Isle rumble and start to spew forth dark ash into the sky even more so than usual creating a thick cloud that is slowly moved westwards by the northern wind currents. Huge jagged streaks of lightning that are common place over the many active volcano's of the island ripple across the skies in the dust cloud that is forming and before long long trails of fiery balls of rock start to spew forth from several of the main peaks some of them reaching the far out on the waters around the island.

Before long the dust clouds from the isle drift over the coasts of Boyer covering the beachs, villages and lands with a fine layer of ash and soot.




So too within the Orsgaunt mountains, from two of the tallest peaks, one of which lies close to the Fort of Last Hope there is a deep rumbling. Just after Connor departs from the fort after having summoned the creatures that attacked the enemy seige engines defenders in the fort hear loud cracking sounds from the mountains and scouts report a number of avalanches and dark smoke and ash rising from at least two of the peaks. Soon a think sprinking of ash and soot begins to drift down over the fort and the battles being fought within creating yet more worries for the defenders.


In the south within the Splintered mountains more rumblings occur and again here one of the peaks throws soot and ash high into the air that drifts over Belinara soon reaching Sundance and covering the lands in soot and ash.

So too those near Mount Thul feel a trembling in the earth and notice that on the eastern side of Mount Thul a fine trail of ash and soot starts to rise into the sky.
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11
The Dragon Storm Campaign / Plot Finale --- May 21
« on: May 10, 2011, 03:05:21 am »
Hi folks,

Please mark the date 2011-05-21 in your calendars. This is the date that we are currently planning as being the day where the finale quests will take off in the Dragonstorm campaign - for good or for worse. ;)

The planning is still being finalized, but at this stage we are planning for 2 quests on 2 different servers (Hilm Castle and Stormcry Hollows). There will be a third quest, but it may be taking place at another date.

More information will be upcoming shortly. In the meantime you better start planning!

Kind regards, the Plot GM Team
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12
General Discussion / Big thanks to Dezza
« on: April 26, 2011, 02:47:31 pm »
I know when the plot quest concludes that we will all stand up a applaud Dezza for his works. I want to stand up in the middle of the chaos and say that the job he is currently doing is nothing short of amazing. He seems tireless in this effort. Dezza not only creates engaging write ups but he incorporates the endless stream of PC actions into every write up, which tells me he is also reading and replying to what must be a mountain of PMs. One of the great things that Dezza is doing with these write up is in how he portrays each PC so true to how they are played.

My deepest thanks go out to you Dezza for your work, creativity, and the energy you are putting into this effort.
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13
The Dragon Storm Campaign / Nesar-Hilm
« on: April 24, 2011, 09:10:23 pm »
// This takes place the day that Ractrafiorez breaks the southern wall of Fort of Last Hope.

"What do you think?" Razeriem frowned as he passed the looking glass back to Hardragh.

Hardragh took a look, scanning the areas of the town visible from the small farmhouse they had moved up into to get a better look at what lay ahead.

"I can't see much, a few towns folk moving around. Wait, there they are. Looks like some Cult regulars walking around the town, probably a patrol. We could send in some of the peasant enlistments, they can probably blend better and maybe speak to a few of the locals and find out what numbers we have to deal with."

Razeriem took the eyeglass back and looked once again. Slowly a smile spread across his face.

Hardragh grinned, "Or maybe not."

Razeriem snapped the looking glass shut, "Nothing like a brisk attack against unknown odds."

The two men withdrew from the house to where their horses and a half a dozen guards waited for them. Razeriem spoke to three of them.

"Herrin, go back to Sergeant Alkis tell him to bring his peasant regulars marching up the main road straight towards Prim. Make as much noise as you can, wave the banners around, whatever it takes. But loud."

"Loyd, you ride over to Lieutenant Jarnon and get him to take the cavalry round to the southern side of the city into those trees over there and wait for my signal. Then he is to charge into the town from that side."

"Jayk, I want you to tell Corporal Hayden to break the remaining infantry into units of forty men and march them in formations across the fields towards Prim behind the peasant enlistments."

The three men saluted casually, since Razeriem was not the type for many of the typical military accoutrements.

"So what are we doing?" Hardragh asked.

Razeriem gave him a cheeky grin, "We? We're going to go and knock on the door."

Together, followed by the remaining four guards their small group allowed their horses to walk forward along the main road to the city. As they drew closer they could see small guard posts set at many of the street entrances to the city with figures moving about in them.

As they drew even closer, to within a hundred metres of the first guard post a loud din began to arise down the road further back. Razeriem glanced behind him to see the several hundred peasants of his thousand strong army marching in columns, banners held high, voices yelling at the top of their lungs. Furthern back spread out in ten groups and advancing across the fields and dishevelled farms in outlying Prim came his Nesar regular infantrymen. He also trusted that the small cavalry force was now moving into position amongst the trees.

The noise of the peasants stirred Prim into action. The few townsfolk on the streets fled into their homes and suddenly Drachs and Cult regulars began rushing around to take their positions to defend the large town. One man, a tall Drach stepped forward commanding them to stop about 30 metres from the Cult lines into the town.

"This is a city of Kuhl, you are not welcome here, turn your army around and leave or we will slaughter you all."

Razeriem stepped down from his horse and walked towards the man hands out to show he held no weapon. The Drach appeared confident in his own abilities and only told Raz to halt when he was several feet from him.

With a flourish Raz bowed to the man and gave him his most winning smile.

"My good man, I'm simply here to rescue many damsels in distress. I was well informed that you people might know where I can find some."

The Drach looked momentarily off guard then resumed his tough stance.
"My commands stand, you will not have this town. It belongs to Kuhl. leave or die."

"My good man, I'm afraid we can't do that." His voice took on a harder tone. "You see I will rescue those damsels with or without your help. I really dont care if you die here I'm sure by the time I finish with your men at least one of them will give me what I want."

"Why you.." The Drach drew a large blade and moved to strike Raz down then stumbled and glanced down in suprise as the tip of Raz's rapier, pushed through his boiled leather armour and penetrated his heart with deadly speed and accuracy.

The area exploded into movement as Hardragh shouted a warning then leapt off his own saddle to face a group of crossbowers levelling their bows at Razeriem. His voice burst forth and the entire group fell to the ground blood pouring from their eyes and ears, their nose and mouths. Each one of them dead.

One of Raz's guards suddenly sounded a loud horn and the attack began.

The peasants started to run towards the city, the infantry jogged in formations towards it as well. More and more drach soldiers converged on the western edge of the town to face the incoming Nesar soldiers and as they did so the Cavalry swept in from the south driving up the narrower southern road and overrunning the cult positions, trampling the soldiers into the ground with the hooves of their warhorses and driving towards the heart of the town.

Razeriem and Hardragh lashed out with magic, voice and blades as they cut their way through the forward defences of the Cult. It seemed that the Cult had left merely a holding force at the town, a handful of Drachs and a larger handful of general Kuhl soldiers. By the time the peasant army reached the entrance to the town they fell upon those wounded or had somehow managed to escape Hardragh and Raz's dramatic advance.

Soon the infantry hit the western edge of the town, groups of forty men and women advancing through every street, encountering fleeing Cult soldiers here and there and other pockets of resistance.

The Cavalry narrowed their columns into the town and pushed to wards the main square. Driving smaller elements of the Cult forces before them and crushing those who fell in the street.

Within an hour Hardragh and Razeriem stood in the centre square of the large town. The cavalry were arrayed around the southern edge of the courtyard and infantrymen stood guard over two hundred Kuhl soldiers who had surrendered while the peasant enlisted folk began going door to door to let the townsfolk know they were safe.

Soon after Razeriem met with the Mayor of the town and learn't the news that every women and girl child in the town had been taken north soon after the Cult had captured the town.

The only good news was that a dozen women and children had been able to be kept hidden during the occupation.

As their men secured each part of the city and hunted for any remaining cult soldiers Razeriem and Hardragh interrogated several of the prisoners before making plans for their next move.  (PM sent)
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14
The Dragon Storm Campaign / Rofirein & Toran
« on: April 18, 2011, 08:01:12 pm »
// As PC's leave Fort of last Hope to help the incoming vital wagon train...

In the Cathedral of Westerngate and almost simultaneously in the Citadel of Toran in Huanjyn arguably the two most powerful religious figures in the world address packed congregations. The contents of their speeches imply some measure of discussion between the two men in a secret capacity.

The Golden Voice of Rofirein, Barvanth Hirumun III and the Auscultare of Toran, Loran Kor both speak plainly to their audiences of the threat the Cult poses against the world.

In their speeches they declare that any god loving faithful should try and assist the war in whatever capacity they can manage.

In Huanjyn the Auscultare declares that any and all able bodied servants of Toran in the city, barring those necessary to maintain the good working order of the Citadel and city will form contingents of soldiers that will travel to Hilm and join in the efforts there to face the threat Molvaren poses.

In Westerngate the Holy Voice declares much the same, except here the Dominus of Dragonsong who attended the session stood in unison with the Golden Voice declaring that several more divisions of the Dragonsong elite will join the Rofireinites in their march to glory in Hilm.


In both cities after the sudden declarations hundreds of merchants and trading companies have begun vying for a chance to aid the forces going to Hilm with ships, supplies and whatever else was necessary. The sense of community spirit in both locations burgeoned by the inspiration of its religious and national leaders.

Within days thousands of Soldiers, knights, archers, mages, clerics and assorted support staff are piling onto hastily formed fleets of various crafts. Anything and everything that can float is fielded in order to get the armies to Hilm as fast as possible.
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15
Layonara Server / Version 3.30.3 is online!
« on: March 16, 2011, 10:11:48 pm »
[SIZE=32]Version 3.30.3 is online![/SIZE]

As I posted earlier today, this update requires everyone to download an updated HAK file.  Download the new file here, and expand it into your "hak" subfolder

Changes/fixes:
  • Removed Gaseous Form creature from Gloom Woods Castle spawns
  • Rename Outskirts of Fort Gorge to Outskirts of Fort of Last Hope
  • Rename the guard in the Fort of Last Hope appropriately
  • Enable wandering of cat in 150 Krandor
  • Added reflected scabbards as neck models
  • Fix lighting in 224 Haft Lake
  • Re-tie 224 Haft Lake to Dalanthar
  • Tweak house door activation scripts slightly
  • Pawn shops in Port Hempstead, Fort Vehl, Center and Hlint now come with level restrictions. Characters over a given level will not be able to use those pawn shops.
  • Slight placeable tweak in Port Hempstead
  • Closed an exploit involving ranged weapons and weapon enhancements (see here for details)
Thanks this time go to Script Wrecked and orth.

Enjoy!
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16
General Discussion / wont be around for the next few days
« on: March 16, 2011, 05:57:36 pm »
Wont be on Thursday to Sunday. See you all after that.
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17
Hello again folks,

We are reworking our server structure over the rest of the week to prepare for the coming excitement of the plot quests and to cut some costs.  One of our development repository and team collaboration servers (silkwood) is being transitioned to run on the same server as our forums and lore server (garent).  We don't expect this to cause any change in the performance you see from these sites but it will mean some occasional downtime for the forums and lore as we add some additional web server capabilities.

Once this transition is complete and silkwood goes offline we will be using the cost savings to temporarily support a second server for NWN to run quests when needed. Hat tip to Dorganath for offering to pay for the difference to support the windows server for this and for the idea in general.  To support this capability there will need to be a time for us to temporarily take down the nwn servers to properly mirror the database and the character files over both servers. We'll try to perform this late at night/early morning when things are quiet. Exact date and time is not known but I will follow up in this thread when we decide upon those details. We estimate it will occur some time in the next week.

Feel free to ask any questions should you have them.

-orth
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18
Layonara Server / Update coming tonight
« on: March 16, 2011, 08:47:03 am »
Hey all,

I have a small update ready to load in tonight. Unfortunately it does require a HAK update, so I thought I'd give you all the link now so you can prepare.

http://nwn.layonara.com/downloads/files/layo_ctrlv3r11.rar

As usual, this goes in your "hak" subfolder under your NWN installation. You can download and extract this at any time. It will not interfere with your ability to play before the update, and it is required for the new version.
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19
The Dragon Storm Campaign / Logistics for armies against Kuhl
« on: January 24, 2011, 11:16:10 pm »
// This thread is to outline what FIGHTING forces are where for those involved in the war against Kuhl. Players can ic make requests or suggestions to the authorities (ie Lance or Daniella) on placement of troops. I will add more as we go along. In some cases you will see eg 50/500 this represents 50 of those troops are present out of a promised 500. If I've missed any let me know.

These are where troops are at at this current time:

Hilm:
Toranite Shock & Elite Cavalry (Hands of Toran) (50 Paladins, 1200 heavy) Lost: 29 Paladins, 480 cavalry)

Heavy Infantry (shields and spears) (8,000)   Lost: 2900
Light infantry (Arrows) (3000)                      Lost: 1509
MIxed archers/crossbows (2000)                 Lost: 674
Heavy Lancers (1000)                                 Lost: 436
Light Lancers (1000)                                   Lost: 370
Ex pat Kuhl Mixed infantry (Langovales devoted) (300)  Lost: 167
Black Crow Orc infantry (600)   Lost: 349 (RH)
Red Beaked Vultures Orc Infantry (800)   Lost: 395 (RH)

New forces recently arrived to Hilm:
Toranite mixed forces (3000)          Lost: 802
Voraxian mixed forces (1500)          Lost: 410
Voraxian mixed forces (1500)          Lost: 126
Rofireinite mixed forces (2000)        Lost: 626
Other Faiths forces (1200)             Lost: 393

North of Hilm just inside Great Forest in Horn:
Giant warriors of Grannoch (550)    Lost: 285
 



Dreger:
Boyer
5th, 8th and 10th Boyer Infantry Units (1500)     Lost: 375
Aeridinite
Boyers Eaglemont Regimental Cavalry (250)         Lost: 114

Sederra Conflict: Point Dart Regular Boyer Archers (300)   Lost: 185 (RH)

Liwich
Redfern Scouts unit (50)          Lost: 19  (RH)
Mixed mages (25)                    Lost: 8

Rael
10,000 Heavy Infantry            Lost: 3387
4 Engineers Units (200)           Lost: 43
Sederra Conflict: Engineers (200)  Lost: 186  (RH)
Sederra Conflict: Heavy Infantry (10,000)   Lost: 3680  (RH)
Sederra Conflict: Elite heavy Infantry (3500)   Lost: 2650  (RH)
Sederra Conflict: Mixed support forces (500)   Lost: 235  (RH)
Sederra Conflict: Mixed Light infantry and scouts: (5000)   Lost: 2950  (RH)


Lor/Golden/Castle Mask
Unified Regiments of Lor light infantry (500)  Lost: 196

Runic Anvil (Dwarven)
Heavy Dwarven infantry (350)   Lost: 88  (RH)
Mixed dwarven troops (150)     Lost: 43  (RH)
Sederra Conflict:Elite Runic Anvil heavy Infantry (1000)  Lost: 476  (RH)


Succession
Sederra Conflict:
Mixed vanguards of Infantry (5500)   Lost: 3200  (RH)
Light cavalry (1500)                        Lost: 1150  (RH)

Sederra (Sederra conflict)
Synod Cabalists (750)   Lost: 470  (RH)
Synod Infantry (2500)   Lost: 1540  (RH)
Synod Light cavalry archers (500)  Lost: 280  (RH)


Alindor:
Bloody Gate
Combined Dwarven Heavy Infantry (1000)     Lost: 254
Combined Dwarven Heavy crossbows (500)    Lost: 190
Combined Mixed dwarven troops (150)          Lost: 142

Erilyn
Wolfswood Rangers Elite Scouts (20)    lost: 11 (RH)
4 Warships  Lost: 1  (RH)
Supply Ships (Ongoing)
Eastern passage and Shindalerian Docks troops - Fort of last Hope:
2000 Mixed Infantry          Lost: 757  (RH)
Healers and Lower-Level Mages (undetermined at this time) (RH)
15-20 Higher-Level Lucindite Mages from Imjam's School   Lost: 7  (RH)


Moorholt:
1500 Mixed infantry   Lost: 12


Mistone:
Trelania
Queens 3rd, 9th and Hawk Heavy Cavalry Regiments (600)  Lost: 385 (RH)
Blackford Special Forces Blue Helms (120)  Lost: 92  (RH)
Lucindites (22)             Lost: 8  (RH)
Other mages (35)         Lost:19  (RH)

Brelin
Haven Special Guards Unit (150)    Lost: 37  (RH)
Krandor Enlisted Guards Unit (150)  Lost: 42  (RH)
Brelin Golden Pikes Unit (250)  Lost: 62

Cor'ys:
No known support forthcoming bar the Rofireinites as allocated

Ulgrids (Dwarves)
Kings Stone Fists (heavy infantry) (500)   Lost: 123
Queens Crossbows (200)  Lost: 45
Voraxians (accounted for under Hilm)

Lyn
Dorandites (50)       Lost: 18
Mixed race infantry (150)   Lost: 56



Rhodez:
Telish Throne
Fort Morlass Dejan Archers (150)  Lost: 82 (RH)
Toranites (as allocated)
15 Navy Ships          Lost: 4 ships (RH)

Bilkan
Grain and supply ships(19)  Lost: 7 due to storms and tsunami


Zuan
Battle Academy of Stort Mixed elite infantry (200)     Lost: 45

Dragonsong Dominion
Dragonblades 2nd, 3rd, 4th and 5th Heavy Infantry Units (1600)  Lost: 793
Dragonclaws Tyr-Song, Yalian and Westerngate Archers (1200)   Lost: 576
Rofireinites (as allocated)


Rofireinites - Secondary Force dispatched to Kuhl/Stormcry Hollows now at Briardusk
Infantry/archers (1800)  Lost: 430
Knight Cavalry (500)   Lost: 137
Clerics, mages etc (500)  Lost: 148


Toranites - Secondary Force dispatched to Kuhl/Stormcry Hollows now at Briardusk
Infantry/archers (2000)   Lost: 525
Order members & cavalry (450)  Lost: 75
Clerics, mages etc (250)  Lost: 55


Driran
Eastspirit Archers (500)    Lost: 174


Southern Vale Arcane Archers (25)   Lost: 8  (RH)


Nesar Conflict:
Nesar - Hilm (Sundance)
Fort Miritrix & Holar Mixed infantry (6500) Lost: 1750 (RH)
Peasant infantry (3000)  Lost: 1256  (RH)
Holar & Miritrix Archers (650)   Lost: 220  (RH)
Wormbone Fort Heavy Infantry (600)  Lost: 73  (RH)

Nesar - Kuhl (Amaria & Zolinar)
Nith, Orin & Arnax Field Legions (4500)  Lost: 756  (RH)
Peasant Infantry (1500)  Lost: 645  (RH)
Nith, Orin & Arnax Archers (2000)  Lost: 544  (RH)
Wormbone Fort heavy infantry (400)   Lost: 113  (Rh)
Black Raven Heavy Cavalry (400)  Lost: 43  (RH)
Corathite clerics, mages, followers (75)  Lost: 14  (RH)
Undead (250)    Gained: 375 more  Current total: 625  (RH)
 
Nesar - Briardusk
Arnax Elite Heavy Infantry (1000)   Lost: 27

Hilm - Briardusk
Siphe Garra Elite Heavy Infantry (4000)


// Updated 4 months after Molvaren leaves Castle Hilm. From when the Oil pump station at Briardusk is destroyed.
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20
Rumour Has It / Blackford Castle is abuzz...
« on: January 20, 2011, 09:44:10 pm »
Incredible scenes at Blackford Castle in the nation of Trelania on Mistone as security has been increased by at least tenfold.

Lucindites from Spellguard have arrived at the castle in force to bolster the already heavily guarded castle.

Moraken himself has arrived for a meeting with the Queen as has the senior commanders of the armies of Trelania.

Most suprisingly however is that Lord Alexander of Hilm has also arrived by a new portal that the Lucindites have established at Blackford Castle that links it to Hilm Castle on Belinara. It appears the portal expert Connor has been responsible for the final arrangements of the portal.

Amidst those accompanying Lord Alexander is the displaced Queen Langovale of Kuhl and her Wargeneral.

Security is intense around the castle, even a unit of Toranites and Voraxians freshly interred at Fort Last have arrived to provide additional security.
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