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Messages - EdTheKet

Pages: 1 2 3 [4]
61
Just for Fun / Music using only Windows sounds
« on: June 11, 2008, 02:24:57 pm »
Thought this was nicely done:

YouTube - Music using ONLY sounds from Windows XP and 98!
The following users thanked this post: lonnarin

62
Layonara Server / Brac'ar's Fascinating Missile Storm
« on: February 28, 2008, 02:30:33 am »
As I'm sure you've seen, there's a new spell in the update, which was the remaining reward of Brac'ar's WLDQ from 1.5 yrs ago.

I will be hosting a player initiated event, led by Brac'ar, to demonstrate this spell.
I would like to kindly request everybody to not take this spell yet upon levelling until this event has taken place (probably next week somewhere).

If you do take it (because you are about to level), please don't use it until this event (if you attend it or not).

Thanks all!
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63
The Dragon Storm Campaign / Player initiated investigation sessions
« on: February 02, 2008, 08:41:50 am »
Greetings,

we've been receiving requests on people wanting to pursue lines of investigation regarding the Dragon Storm plot.

You could use CDQ slots for this, but that would "cost" you a CDQ for your character. So what we'll do is Player Initiated Investigation Sessions.

These Investigation Sessions need to be for a group of players, as they should not be personal XP hunt sessions.
You can submit for one here by:


1) Indicating what you want to investigate, stating the clues/rumors/info you are basing it on.
2) Indicating what timezone you and the investigative party are in and at what times you are available, so we can look at GM availability
3) being aware that while this can be rewarding, it can also be dangerous or even lead you to nothing at all. :)
4) realizing the sessions will probably be open to everyone (unless valid reasons are given)

These will not be very long sessions, probably no longer than an hour or two max. The idea is to gather information/investigate something which may be of use.

We'll then look at the proposed Investigation and let you know if we'll run it, or not (because it may be covered in another quest already, or can be done in a PM).

It is not intended to be a re-run of information already handed out in another quest, because for you guys to achieve the best outcome the playerbase will have to communicate with each other across timezones.

(Best is in the eye of the beholder BTW ;) E.g. Blood may have been defeated, but the Dark Ages killed millions, good/bad? No idea! Could it have gone different? Yes :))

There's a group of GMs across many timezones running stuff, and you may not even realize until later that something could be related to DS, so you'll have to talk.

Have fun!
The following users thanked this post: Harlas Ravelkione, miltonyorkcastle, Yllyrryon, Acacea, Pen N Popper

64
Layonara Server / Nagash/Narketh von Ritter has been banned
« on: December 13, 2007, 01:42:56 pm »
Dear all,

We're sorry to inform you that Nagash von Ritter/Narketh von Ritter has been banned because of trying to deceive us with a forged screenshot.

This kind of thing is simply not tolerated.
The following users thanked this post: Drizzlin

65
Histories and Content / Common Language
« on: October 24, 2007, 01:55:03 pm »
There are a myriad of languages spoken on Layonara. Nearly each race has its own language, and that does not even start to mention the dialects of many.
With books still being written and copied by hand those who study languages and master more than one or two are relatively rare, unless they are long-lived to have the time to study, or are rich enough to afford schooling or tutoring.
Across the world however, there is one language that one can commonly use, the Common language.

Common
The Common language was born with the first traders. Some time around 5000 before Cataclysm, shortly after many of their dragon masters had perished, the humanoid races began interacting more and trade soon followed. The Common language started as hand gestures, as simple as pointing out trade goods and counting with fingers to express value and prices. But even these simple gestures helped to intermingle the races.

The race wars during these early times contributed as well. Scouts and spies served to further the language as they passed information back and forth. Negotiations between leaders often involved bits and pieces of the Common tongue.

As trade expanded and became more common place, a set of common words began to develop between traders of different races. Frequently these words were combinations and bastardizations of several, some times even three or four tongues. As traders traveled these new common words traveled, spreading across lands, and races.

As trade markets grew, more and more individuals were exposed to the Common language. In the trade market stalls foreign traders interacted with the commoners spreading the language even more. The small child sent to the market to purchase things for their mother began to learn the Common phrases used by the merchants.

The words of the Common language are marked by certain languages holding sway over certain portions of Common. Ores and minerals frequently have a gnomish or dwarven sound to them. Words associated with forests, animals and magic have a great tie in with elvish. Weapons frequently have a tinge of the dialect that invented them and used them the most. The terms for food items frequently contained bits of the dialect from where the goods were harvested.

Religious words developed along the same lines. As people of faith traveled the lands looking for converts they spread the language of their gods and goddesses to others. Words revolving around a diety contain many words that are similar to the native language that the majority of their followers used. Other races picked up these words and phrases through the teachings of the clerics and monks of the land.

Bards also helped spread the Common language. Frequently traveling with missionaries or traders they picked up the Common language as well. Spreading its knowledge through their plays and poems in the taverns, markets and at religious sites.

The language was finally codified, written down, at the command of Raklin "The True" Diamionar around the year 500 A.C. (after cataclysm). As trade grew, and the world seemed to grow smaller, he realized the need to teach his subjects the Common language. Scribes spent better than ten years traveling and compiling the different words and fixing them into one uniform text. Raklin then used the wealth of his realm for the good of the people and hired many scribes, so that hundreds of text books were distributed to the temples, monasteries, commoners, and schools across the land.
A scribing exercise of that magnitude has never been equaled again in the history of Layonara.

The finalized language became the most spoken one in the world. Legal matters, warfare, romance, trials, and most business matters became spoken in the Common tongue, especially when conducted between peoples of different races.

The old languages still were spoken at home and in their natural lands, being treasured by their peoples, but when venturing forth, most learned the Common tongue before setting out. Some of the less linguistically skilled mastered only a few words, but they were the words they needed to survive.
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66
Ask A Gamemaster / Ask the Loremaster: Cosmology
« on: August 05, 2007, 10:32:30 am »
Please post any questions on the new cosmology here. I will make this a running thread and update questions/answers.

1) considering how much shadow has been dealt with, including one of our World Leaders, an entire branch of the the Bloodstone plot quests, a complete shadow language, and the shadow dancer class in general, can you please fill us in on where Shadow fits in to the new Cosmology?

Shadows come from a lower/lowest energy world (so the low frequency worlds, see Mortal Coil description). Hence why their touch drains energy from creatures from a higher energy world. Their opposites are the Radiances from higher frequency worlds.

The shadow language is actually the language of the Lumbral, which those who went on that plot series received. So a more proper name would be the Lumbral language.

The shadowdancer does not travel to other lower frequencies when hiding in shadow, they're just very adept at using darkness and light. The summon shadow is something like summoning (so magic) and we're stuck with the D&D way of doing things there for NWN. The new planes structure was not made to accommodate all D&D specifics of course, as we're moving away. Some things will fit, others will not.

2) On the time section, does that mean that time passes more slowly for the negative energy realms than for the positive energy realms or is the frequency you're talking about there something different than the frequency of the realm itself?

The former.


3) How does Greater Sanctuary work now, as in D&D you walk the ethereal plane?

This is one of the things the new cosmology and D&D differ greatly as there is no ethereal plane. You can consider it as some kind of better invisibility, you not walking another frequency for example.
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67
Layonara Server / The state of southern Dregar, Prantz and Broegar.
« on: July 28, 2007, 01:32:31 pm »
Hello everyone,

Due to the withdrawal of permission to use certain written texts, we were forced to rewrite history for the kingdom of Rael, its ruler Broegar and several other links to it (like all other kingdoms on Dregar).

This has caused a delay in handbook release.

In the Lore/History section, you will find a new history of Prantz.
Major changes are:
1) The new ruler is known only as Lord Rael, it was him who lead the army that conquered Prantz.
2) a different form of government there, as well as a changed set of laws.
3) religion is still outlawed, except for the worship of Sulterio

I do want to point out that things like the battle for Prantz, the proclamation of the laws, and the recent agreement with the Rofirein church did happen, it’s just different NPCs and an overhaul of text because of the withdrawal of permission.

We will put an updated version of Prantz in game with the next update.

I would like to thank Honora for her time invested in this rewrite (and the other ones), she continues to amaze me with her creativity. Thank you.

If there are any questions related to the change above, please post them here and Honora or myself will try to answer (Honora knows Rael better than I do, hehe).

Thank you for your understanding, follow this link for the text.
Ed
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68
Histories and Content / The Kingdom of Rael - Dregar
« on: July 28, 2007, 01:31:55 pm »
Capital City: Prantz

Population: 430,000 – 55% human, 20% deep dwarf, 5% elf, 5% halfling, 4% gnome, 3% half-elf, 2% half-giant, 2% orc, 1% half-elf, 1% dwarf, 2% other

Alignment: Lawful Evil

Founder: The Lord of Rael (also called the “Deep Lord”)

Date of Founding: 1404

History and Rumors:
In existence since 1404, the Lord of Rael marked the boundaries of this realm and named it, and it is in this Deep dwarf’s mindset that the history of Rael is understood. Before the failed defense of Prantz, Rael was a mishmash of towns run independently, all ostensibly under the banner of the Emperor of Dregar. In truth, by the time of the Waylend Kings, only token control was exerted in most areas; the mainstay of power was centered in Prantz. After the fall of the Dregarian realm with the unexpected death of the last King Waylend, a few former kingdoms scurried to reassert their independence, and a new one came into being, Liwich.

During this time a power vacuum existed and it was in that chaos, that desperation of the free people of Dregar, that the Deep Lord struck. Rising up from the depths during the final stages of the war between Sinthar Bloodstone and the Dragoncalled, the Lord of Rael staged a military action of such unfathomable size and consequence that the world rocked on its heels. Upon orders given by his now dead master, he took Prantz with troops numbering over 25,000. The city was overrun despite an incredibly brave attempt by the city guards and a large band of adventuring heroes to prevent it. The Deep Lord planted his flag atop the thousand-year-old stone walls, and the citizens settled back to wait in fear of their future that was now in the hands of a grey-skinned, white-haired dwarf.

Lord Rael made changes ever so slowly; he crept over the city after the swift and massive attack that had handed it to him. First was the posting of numerous Deep dwarf guards and the enforced registration of all surface dwarfs in and out of the city. It seemed that half his army was walking the streets at one point, but by and large the people went unmolested with the exception of nearly hourly fights between the guards and the surface dwarves. The Deep dwarf guards were less alert and less happy in the daytime, more likely to detain and arrest; but more numerous at night, a coveted slot for the light-sensitive patrolmen. As a result the city became remarkably safe at all hours, and briefly a hope was entertained that maybe, perhaps, things were not going to be so bad.

Then, within a month, the new Lord of the city forbade magic within his walls. Citing the Weave as a conduit to chaos, the Deep Lord required registration of all those with abilities in the arcane coming, staying, or going. Businesses that dealt with magic were to register as well and patrols near those establishments became oppressive. And while it was not possible to regulate magic in the home, arrests on public magic use were frequent and those who did register were the target of repeated “visits” from the town guard. To compliment this decision, a new breed of guard was stationed around the castle and all sensitive areas called the All’ra. A race that seemed slightly different from their Deep dwarf cousins but with no history that anyone could find, the All’ra became a fixture anywhere that Lord Rael wanted a second layer of security.

One mage, furious, decided to go out with the biggest bang she could manage rather than submit to searches and regulations and attacked a group of All’ra guards intent on leaving only greasy stains where they stood. Onlookers watched on a hot autumn day in 1404 as the mage cast spell after spell in their midst, while the granite-hued guards merely stood there and watched as they became rapidly engulfed in an inferno of Weave-powered fire, storms and missiles. When the smoke cleared, they remained. Their clothing was in smoldering shreds but the All’ra themselves were completely unharmed. The mage was rapidly subdued and brought to the courthouse near the castle, never to be seen again.

Since then many other reports have surfaced of the dark-grey-skinned guards stunning capacity to resist the Weave; those planning larger actions felt a cold prickle of sweat along their collective collars and abandoned their efforts. The people of Prantz swallowed dryly and carried on, mages joined the surface-dwelling dwarves that were leaving in droves for greener pastures.

Following that was the banishment of public displays of religion and the calling of a god’s powers. The Lord of Rael declared that the sheer number of gods invited chaos. The dogmas were contradicting and the lands must be freed from the madness of such disparate beliefs. So for the first year, no public worship was allowed although private home shrines were not prohibited with the exception of Vorax. Worship of the War Father was banned in all aspects and any display of his symbol or mention of his name was made punishable by death. This brought unrest and dark mutterings from the people, already barely tolerating a Deep dwarf ruler.

The magnificent edifice to Toran was gone, and for a decade that spot stood empty. Daily, the Deep dwarf guards would come around and perform a strange ritual over the spot involving metal dust and mushroom powder, but beyond that the area was left exposed to the packed earth beneath the brick. All other known shrines (except, it’s said, the hidden one to Branderback) were removed.

It was during this time that the courts of the Deep Lord were in session, sending a handful of people daily to the marble prison. It became obvious after several years that even with the slowing of the arrests as the citizenry adapted to the new laws, the prison could not possibly hold all the convicts sent there. Visitation rights were banned from the beginning; once a person entered through the iron-reinforced doors of the jail, they would not be seen again until their sentence was up. A good number were never seen again, period, with the explanation given that they had perished in their cells or in fights with other inmates. But still, how could a finite space house so many people? And where were the bodies? It was later that the public was told that convicts could be sent to prisons “elsewhere” at the Lord’s pleasure, but “elsewhere” was never defined and remains a mystery still. Public sentiment nose-dived and some small riots resulted. The atmosphere around Prantz was dark thunder.

The Citadel of Rofirein had carried on as best it could aiding those in trouble but was set to be dismantled in 1415 when Barvath Hiramun III, the Golden Voice of Rofirein, was given the sudden opportunity to strike a deal with the Deep Lord. After intense negotiations, the announcement was made in Oclar 1416 that the Rofireinites, while not acknowledged as a church or as a religion, were being recognized as a lawful entity and therefore being placed in charge of the court system as an independent part of Lord Rael’s government. This marked the first change in public opinion toward pro-Rael sentiment, but has been widely touted as a purely political move as the Rofireinites still have no control over what happens to a person once they have been legally convicted, sentenced, and marched through the gates of the prison.

On the first day of the year 1418, a large number of Deep dwarves came to begin building on the spot the Toranite church had occupied. Bedrock was laid down and thick walls were stacked. The stone used appears to be from a deep earth source, a dark obsidian with no weathering or exposure on any of its highly polished surfaces. Adamantium was used to reinforce the new two-story building, and the double doors were made of foot-deep thick slabs of iron banded with the dark precious metal. The building took a year to complete. Most of the Prantz natives watched with growing apprehension, especially as the guard patrols were increased dramatically during this time.

Religion returned to the realm on 1 Janar, 1419. An hour before dawn, the Lord of Rael left the castle and walked in a measured pace alongside a contingent of his guards toward the new structure. Behind the hooded, cloaked ruler was a wagon covered by a black cloth. The strange procession was witnessed by few. One who did see was a woman out preparing to go to market, and she had this to say:

“They weren’t hiding anything, just walking right down the street. They pulled the wagon up to the steps and Lord Rael took a big hammer thing from it, one of those with two hammer heads? It was dark, the hammer I mean. Dark metal. They opened up the doors and he took it inside. And that was it.”

And the next morning the Church of Sulterio opened to any who would come. It was revealed that the Deep dwarf who ruled the city also followed the ways of the Adamantium Brotherhood in the Order of Wisdom. From the solid adamantium altar, Lord Rael said that his god was misunderstood and a scapegoat for the failures of other gods. He spoke of Sulterio’s respect for Law, and pointed to the orderly way the city was being run. He spoke of his god’s respect for creation, noting several smiths around town whose work he admired (none being surface dwarves, however) and the upswing in merchants and businesses. And he told of the Church of Sulterio, which was the first many ears in that crowd had ever heard of it.

The people of Prantz found a message that many could relate to. While much that would upset the masses was conveniently left out, the mellow, rolling tenor of Lord Rael drew nods from a number of heads. Quoted from his speech:

“Long it has been said that we are such a different people, our god is callous and cruel. But listen to what He dictates, listen to what He says, and you *pause to look at the audience* and you, and you...you might all find something of worth.

'Protect your family. Honor your clan and your people’. Are these the words of an uncaring god? Do you not do this already?

'Be self-sufficient as even praying to Sulterio could be dependency.’ Don’t ask Sulterio to fix a problem that you can fix yourself. Your faith is strength, not a way to blame your troubles on something else.

'Worship is in deed, not in words.’ Another way to think of this is do, don’t say. Sulterio will feel your admiration when you hammer out the perfect weapon, or turn in a lawbreaking mage, or uphold His words. You don’t need to kneel daily for Him to see your faith.

'Work for your riches, for nothing good comes easy.’ *looks to those he knows to be merchants* Nothing was handed to you. You work and work hard. You do not depend on rich relatives or luck or the generosity of others; you build, you sew, you tend, you grow. What respect can a man have for himself when his wealth came on another’s back?

'Faith is a forge to temper the soul; Sulterio teaches that weakness must be driven out, that a man must be the master of himself.’ When it comes to trying times, this city has known many. Hard decisions had to be made to put Prantz back on the path to law, to a time that has not been seen since the Emperors sat here. But you weathered those trying times and those that stand here today have driven out the weakness that comes from the chaos of tolerance. The weakness that is indecision and uncertainty masquerading as 'choice’. To remove weakness from the body a man must be sure. Sure of who he is, what he is expected to do, and what he believes in. Are you sure? Or are you weak?”

With that the Deep Lord began his campaign to remedy the reputation of the Brooding One, and is moving toward Prantz as a city in Sulterio’s name. The temple opening was merely the beginning. Bowing of heads is now required at specified times during the day dedicated to the Deep dwarf god. Grandmaster Rokru Ironbender has been seen in the castle, and the mushroom motif has popped up on buildings all over Prantz.

Still, his laws, while strict, are administered without prejudice (with the exception of those involving “wormskin” dwarves; what the Deep dwarves privately call those born to the outside of the world rather than the inside). As well, the bulk of the citizenry has very slowly come to appreciate their safety in the hands of the Lord of Rael. Crime is almost non-existent as guards patrol every street, and no more do ladies clutch their purses nervously in crowds or merchants fear to turn their backs on their displays. While much of who and what he is still makes the populace uneasy, the ability to go about their business and the quiet security of Prantz has gone a long way toward helping the townsfolk to accept their new leader.

He also aggressively supported trade, farming, and small merchants, to the point of setting up new markets around Prantz to encourage commerce. Although his tax is heavy, those who would be shut out by larger trading companies have come to speak in glowing terms of the rules from the Trade Board that give them the opportunity to compete.

The Lord of Rael is now spreading slowly north and south, having replaced the governments of Sierra, Rangley, Anvil, Fort Rael, Blackwind, Fort Hold, Fort Love, Heather’s Glade, and Seawatch Fort. Haft Lake, being somewhat more independent, is beholden to his laws and Lord’s Tax but he has kept a light hand there for reasons he does not disclose. Clover is currently being negotiated with to join the growing number of towns that house Rael guards and follow Rael laws, and Golden is said to be next in the Lord’s sights. The wooded cities; Vale, Oakhurst, and orc’s Watch; are outside his influence currently, being mostly rangers, druids, and outcasts. Castle Mask, Golden, and Dektis are under local control of Lor, which remains an independent city. Certain council members in Lor have recently switched to praising the new regime however, and the tides are shifting in favor of an alliance at the very least. Raylynn is well-hidden on the west coast and answers to no one.

Of the Deep Lord himself, most feel that he was the fifth general of Bloodstone, and his origins remain mysterious. Stories circulate of a sister city to Prantz statute miles below the surface, and that Rael is merely an extension of the Deep Lord’s other realm. Whispers from those with imprisoned loved ones say that they are being used as slaves, or sacrifices, or disposable troops in some Deep war. Regardless, Lord Rael now rules the city and its people utterly and completely, backed by an army as large as ever gathered in the world. His true motives may swim under the surface of his pious public facade, but his position is anchored securely in the center of Layonara.

The flag of Rael is split lengthwise by color, the top white and the bottom black. Centered in the top is a black tower, connected by a red line to a tower of white centered near the bottom.


Politics: From his beginning as a conquering enemy of Layonara, Lord Rael has engineered an incredibly subtle and ultimately successful public relations campaign for both his people and his god. He has made very strict but fair laws that are executed uniformly in public. His decrees add stability and decrease crime; trade is flourishing under his rule, albeit with a heavy Lord’s Tax in goods. The majority of his council is kept by deep dwarves and half a handful of humans, however; no elves, no gnomes, no halflings, and Sulterio forbid no surface dwarves bend his ear. It comes to this: His word is Law. What Lord Rael wants is done.

Despite his complete power, the Deep Lord does not present himself as a crushing dictator. He may consider his political moves with care and control information flow ruthlessly, but for the most part people are allowed to live their lives. Town criers are allowed to spread information, so long as their news is vetted through the castle first. The streets and buildings are kept up and the sewers are kept clean. Taxes are kept simple: thirty percent of each quarter’s production in goods rather than coin.

The Laws of the realm are visible at each gate into the city. They are known by every Adamantium Guard, regardless of location, and one needs only to ask for a recital of the basics of good citizenry. From Jorg, a guard in the Haft area:

“One. Use no magic, because the Weave is chaos and chaos be the enemy of a prosperous people. Use of magic will be punished by imprisonment to be determined by a judge depending on circumstances. This be including pets of mages and things summoned. All who would use magic of any kind and this be including tree-lovers, mages, and the followers of other, lesser gods, must register before entering and before leaving a city under the protection of the Lord of Rael. Failure to do so or being found without proper papers will result in imprisonment of a time to be determined by the courts.

Two. Sulterio be the god of this realm. Be respectful of him and do not bring confusion and contradiction to the lands by worship of any other god. This includes shields, icons, flags, and banners. Tattoos must be covered. Display of items of worship not of Sulterio will be punishable by a year of prison. Open worship of a god not Sulterio will be punishable by ten years imprisonment. Leading group prayer to a god not Sulterio will be fifty years imprisonment. Attempting to open a church not dedicated to Sulterio shall result in a lifetime’s imprisonment.

Three. The worship of Vorax in any form is punishable by death to be dealt immediately when the infraction be discovered. This be outside the courts of the Voices of Justice and on the orders of Lord Rael.

Four. Be remembering the Lord Rael is your leader and bow your head in fealty every morning at forge-light and dusk at tamping. Failure to show respect to the Lord of Rael is punishable by one years imprisonment.

Five. Weapons are not to be held at any time. This is to include all bows, all standard weapons, and any “found” weapons like pitchforks. This be a civilized city and brandishing of yon weaponry will be punished by imprisonment for one year. If a found weapon be used for the purposes of commerce, such as yon pitchfork, an Adamantium Guard must be present to witness.

Six. You may be speaking common, elven, dwarven, halfling, and gnome only. No other language will be permitted including other-worldly tongues and thieving cants. Speaking a language not supported by the Lord is punishable by a year’s imprisonment.

Seven. Remember the Lord’s Tax and be paying on every third month to the castle or forts. Punishment for refusing is forfeiture of the next quarter’s goods or imprisonment to be determined by the courts.

Eight. Thieving of anything for any reason is punishable by imprisonment of a time to be determined by a judge and in a place pleasing to the Deep Lord.

Nine. Assault of any true dwarf guard or any true dwarf worker of the government for any reason is punishable by life imprisonment. Assault of any citizen of the city will be punished by imprisonment for a time to be determined by a judge and in a place pleasing to the Deep Lord.

Ten. All dwarves of inferior blood must register when entering and leaving a city under the protection of the Deep Lord. Papers be issued and any dwarf found on yon streets not properly registered will be arrested and imprisoned for a time to be determined by the courts and in a place pleasing to the Deep Lord.”


At the current moment, a slow political momentum is building as Prantz swallows each next closest city or town in a bid to unify Rael under the Deep Lord’s leadership. His relations with the cities all along the eastern coast is usually neutral before his guards take up their stations in town and his laws are enacted, however his emphasis on trade has brought several around to favorable attitudes. There is little contact with the Forest settlements, and Lor is resisting but losing the battle as several councilmen have recently changed their minds.
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69
Introduce Yourself / Hello by The Heretic
« on: March 11, 2007, 05:51:44 pm »
Hi all,

Where to start, where to start? At the beginning I guess.... I joined Layonara in September 2003, and it was my first online game ever.

And I never went anywhere else since then :)

In March 2004 I applied for a Quest GM spot and made it through the selection process. Then when running quests I dabbled a bit into writing some background stories.
This then progressed into writing how the dark elf society on Layonara works, including the creation of Vierdri'ira.

Then things got out of hand as Leanthar asked me if I wouldn't be interested in making a Campaign Handbook of sorts. "Sure, why not".

Then a couple of months later, this 200 page book was released. At the time I thought that was quite the monstrous amount, it was, however, only the beginning.

A year later we did a 'minor' update, and expanded the Handbook to a staggering 356 pages. I think around this time the nickname 'The Loremaster" started to take hold :)  Some even state that around this time items like The Loremaster's Whip (used to make people write stuff faster) or The Loremaster's Hammer (same function) were introduced....

Anyway, if you thought 356 pages was a lot, wait until our next release(s) :)

Of course this wouldn't be possible without the dedication of the Writer's Team, so I just want to take a brief moment to thank them, so... THANKS!

Let's see, what else... I'm twenty-nine years old and live in Amsterdam, The Netherlands :cool:

Oh, and my GM name is The Heretic.
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70
Histories and Content / Currency
« on: September 10, 2006, 01:40:57 pm »
Find the information about Layonara's currencies here:

LORE: Currency
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anything