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Messages - Warchild214

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61
General Discussion / Something odd....
« on: March 17, 2010, 10:13:02 am »
Bags of Loot and chests of treasure...
 
 In honor of St Paddy's Day, several very nice "Pots of Gold" have been scattered around the lands both above and below.
 
 Have fun finding them.  When the server resets their gone.  First come basis, they will not refill.
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62
Hall of Heroes and Heroines / Benjamin Poetr Remembered
« on: February 22, 2010, 01:18:19 pm »
Benjamin Poetr
 1389-1461
 
 Family
Third son of Arthur & Beatrice Poetr. Brother to Stephen Poetr and Daniel Poetr. Benjamin was married three times throughout his life. First to Tariana Poetr (Rofirien, Temple adoptee), with whom was born his first son Daniel Benjamin Poetr. Second to Natalie Poetr (Cooper) who bore him his sons Fianon Poetr and Stephan Poetr. Lastly, Aylana Poetr (Pandorn), with whom he adopted his two daughters Brianna Poetr and Katlyn Poetr.
 
 Accomplishments
Joining the prestigious Angels Guild in 1425, Benjamin Poetr soon made himself invaluable among his guildmates and was named the Guild Captain.
 
In the year 1451, Benjamin Poetr was among those counted as heroes for their valiant defense of Fort Hurix in Trelania, Mistone against the forces of  Drachs and cultists. A medal was subsequently awarded him for his service there.
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63
General Discussion / Group Looting, and Items at the end.
« on: February 06, 2010, 02:36:03 pm »
I wanted to take a few minutes to talk about Looting and all that fun stuff that comes at the end when the loot is gone over by the group.

1. Definatly assign a looter in your group... and contrary to popular beleive it DOES NOT have to be the rogue or the scout's job every time. The group should assign whom they trust with that role (would your character really trust that shady person dressed in all black stabbing everything in the back with the role of keeping hold of the money and items you might find?)

2. If you are not the looter, dont look at dead corpses. If the looter sees you do that and move on.. they may assume that body has nothing on it and leave it go as well. We have a system in place that announced EVERYTHING that is looted. So you really have no reason to look.

3. Set some rules at the start... be they IC or OOC... do it at the begenning so there is no grumbles at the end.
I would reccomend trying a Need Before Greed for loot drops.

What that does is, if the item in question your character wants and will use personally. They have dibs over say someone who wants it because they know they can make money selling it, they know a friend who wants it etc....
This IMO is only fair to those who wish to use it and helped earn it. Versus those who wont use it directly.

If no one Needs the item to use on the toon they are playing... the item then falls to Greed. Basically anyone who wants it, for whatever purpose can then roll for the item or take it at this point if no one else ask for it.

If anyone else has sugestions they wish to add please do!!

G-452
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64
NWN Ideas, Suggestions, Requests / Ranged Weapon Adding a title
« on: February 03, 2010, 12:39:21 pm »
Fighters and Weapon Masters can give your melee weapon a title now.

It is my understanding that no one can add a Title to your ranged weapon... Bow, Crossbow, Sling etc.

I would like to request that Rangers be given the ability to Title all ranged weapons.

Thanks

G-452
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65
Layonara Server / Version 3.21.6 is online
« on: January 27, 2010, 05:52:52 pm »
[SIZE=24]Version 3.21.6 is online![/SIZE]
 
 
This is another small one, consisting mostly of quick fixes.
  • Tile fixes to recent remodel to 237 Haft Lake District
  • Angels Guild hall remodel
  • Fix facing directions on transitions into Prantz from adjacent areas
  • Fix descriptions on several beverages and other items to fix typos and lore issues
  • Fix typo in Marrent Aylomen's conversation
  • Fix seating in the Mithril Anvil
  • Horse speed selection works again
  • Staff in The Jhemina Inn in Sadinia no longer say "Unicorn"
  • Remove Stoneskin visual from Creekskipper's Defense
  • Adjust spawn points in a few Great Forest areas
  • Rename Near Fort Laer to Near Fort Rael
  • Some adjustments to the loot drop tables
  • Fix area tagging for 250 Prantz - Haft Lake District
  • Remove some too-happy music from the Deep
  • Area update for plot reasons
  • Fix some missing respawn timers
  • Adjustment of spawns in Sharawood
  • Rename West of Corax Lake to East of Corax Lake...because it is
  • Fix facing of Lor bank exit
  • Added some new plot-relevant creatures
There it is!  Thanks to those who supplied input to this, and also to Minerva for her plot areas and to Alatriel for her help with remodels.

There are no downloads required for this update.
 
Enjoy!
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66
The Dragon Storm Campaign / Two upcoming mini-questseries
« on: January 12, 2010, 02:10:43 pm »
Hi guys,

I have two series of quests planned that are highly involved in the world plot, the Dragon Storm Campaign. Each quest series should not stretch for more than 3-4 sessions max. The timezone will be primarily GMT friendly, but I am willing to work with one of the two groups with regards to involving weekends.

One was initiated by a player (Miltonyorkcastle) and begins on Monday (if it suits him and those that tag along). It is much dependant on player choices and actions, so once we get to it there may be a quest and there may not be. It depends on the players involved. ;) To participate here you need to contact Steel in game (forum name: Miltonyorkcastle) or be contacted by him. If you don't your character will not know that anything is taking place. This quest has the possibility to involve actions/choices that may not suit your character. It is perfectly acceptable to walk away, even though it is a plot quest.

Another series is soon to begin and is aimed at characters that are involved with the nature faction (druids, rangers and clerics/priests of appropriate deities), at least to begin with. I imagine that it will be opened up after the first or second quest session. These quests are mainly aimed at lower level characters.

I hope to see you out there! :)

Harlas
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67
Development Related Topics (DRT) / Points of Interest
« on: January 10, 2010, 09:36:41 am »
Would it be possible to have the Points of Interest be more desciptive ?

A bit of text perhaps at each one that conveys it's significance.

A further thought would be to reward a character with the completion of a 'series' of Ponits of Interest ( ie  Mistone Badge ?) with an increase in lore ability of 1 point.
 If this could not be done directly , perhaps  it could be accomplished via an item ( akin to an elemental resist) that the character could then add to an existing equipped item .
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68
Ask A Gamemaster / Animal familiar and companion
« on: December 19, 2009, 08:00:41 pm »
A question that popped into my mind a while back but never got around to ask it.

If a druid, ranger, sorcerer or wizard, exchanges their companion or familiar. Would they then be at the same level as their master are, or would they be started from scratch?
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69
Layonara Server / Update to text/chat parsing
« on: July 13, 2009, 08:58:40 am »
[SIZE=-1]Hello Layonara Community!

Just over a month ago, when I released the current module revision (3.21.3), I included this comment at the end of the list of updates:

[/SIZE]
Quote from: Dorganath
Version 3.21.3 is online!
  • One other secret but really cool thing that I'll tell you all about once I'm sure it's working and not causing other problems *grins mysteriously*


[SIZE=-1]At the time, I was not ready to announce the feature, as I wanted to get some real, in-game testing done on it, both myself and with the assistance of the GM Team. Testing went very well, and now, as the title of this tread suggests, I'd like to introduce everyone to some rather nice changes to the text and chat parsing system.

Anyway, on to it (and yes, I know it's a bit long)...
 
 Background
With Bioware's 1.69 update, they added an OnPlayerChat event handler, which essentially intercepts typed text from a game client and allows a module to process the text and take actions on the text. When we went to 3.2 (and beyond) orth utilized this event to process  and *emotes*, which has been significantly faster than processing through our existing listener system. However, it didn't apply to all features, specifically those using self-tells (/o) and those that resulted in replacing typed text with something else entirely (i.e. language parsing).
 
 The Result
So, I got curious and did some experimenting, and in the course of an evening that led to having an alternate system for handling commands, language parsing, speaking through animal companions/familiars/summons/etc. and that whole set of stuff that you use /o something-something-something to accomplish.
 
The self-tell (/o) is still managed and intercepted by the listener, so what I did was come up with an alternate way to enact a self-tell so that the listener could be bypassed, letting the OnPlayerChat handler process the contents of that equivalent self-tell. Whatever is typed would then be processed and altered in some way before being displayed, if it was to be displayed at all.
 
To accomplish this, I chose a single character that is not ever likely to start any text chat in-game in any way and I used this as the indicator for special text processing. The character I chose is the equal sign (=).
 
 So how does it work?
Well, it's simple. Any place you'd have used a /o use = instead
 
So instead of /o c sits type =c sits
 
/o e waves
 ->  =e waves
 
 /o L Say something in another language -> =L [/SIZE]
[SIZE=-1]Say something in another language
 
[/SIZE][SIZE=-1](note, these are not case-sensitive, but I thought I'd use upper-case L in this example for clarity)[/SIZE]
[SIZE=-1]
The syntax is similar for familiars (=f), summons (=s), and so forth.
 
I hope that makes sense.
 
 
What else?
Part of my motivation for this was to see if the request for GM-spoken text to be highlighted could indeed be done.  Well, it can, and GMs now have the ability and option to highlight their spoken text, whether spoken directly or spoken through an NPC.  

I want to stress: This is an optional system.  A GM is in no way obligated or forced to use this highlighting, nor should anyone badger a GM to do so. Some GMs will use it, some will not.  There are compelling arguments on both sides, and in the end, I decided it would be best to have it be an option rather than "always on" sort of feature. The end decision as to whether or not to use the system and under what circumstances is entirely up to the GM.

When used, GM-spoken text will be highlighted in ORANGE.

It's worth noting that this only functions in the "Talk" and "Party" channels. DM and Whisper channels work as they have, and tells are still green.
 
 And finally, the extra added goodness
You may be wondering, why use the = method when the /o method is so ingrained and everyone knows it?
 
Well, there's two very good reasons.
1) It's faster....much faster.
2) It can handle longer strings of text than the /o method.
 
On the latter, yes, this means that the limit of approximately 100 characters on a typed text string, whether for language processing or speaking through a summons or familiar, simply does not apply using this new method.
 
To put this another way, gone are the days when you type out some well-written comment through a summons, hit ENTER and have nothing show up in the window because it's 3 characters too long. Gone is the need to limit your phrases when speaking in an alternate language to a shorter message so that the listener can handle it.
 
And did I mention it's faster?
 
So there it is.  It may take some retraining of everyone's habits, but I think in the end, you'll all be quite a bit happier with how it works than the prior self-tell (/o) system.  Self-tells are still going to be an option, at least for now, and both systems work just fine together, but once you use this one, you'll see a significant difference.
 
So enjoy!  And of course, if there are any questions, just ask.
[/SIZE]
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70
Ask A Gamemaster / Ask the Loremaster: Folian S'pae
« on: May 31, 2009, 04:43:42 pm »
LORE: Folian S'pae  is posted.

Some relationship changes, new hierarchy.
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71
Roleplaying / IC effecting OOC... and Vice Versa
« on: September 18, 2008, 03:34:08 am »
Some people support football ( or Soccer if I have to use it) or baseball.
Some collect stamps or stick little wodden ships in big glass bottles.
Others play Online Games.
With either of the above, you are bound to get some kind of emotional attachment to your chosen preference. I personally recall seeing my brother sob like a little girl when England failed to qualify for the European cup.
It's really not that much different here.

Some of us invest a lot of time in the character's we've created here, and as it is a Roleplay world, there's no telling what could happen to your creation when you log in. Some of it could be good, some of it could be bad.
Some of it will make us laugh... and yet some of it may... just may, make us curse.

Events ingame may occur against your character, or situations may arise you really did not want to but have no control over. Tensions may rise, and you may find yourself angry, agitated or annoyed.
That is fine. And it's to be expected considering what we put into some of our characters, or how things can occur ingame.

Some of the things Im hinting at are things like:

 Deity relations - " I will not travel with this person. Leave now... or we will "make" you leave!"  ... at which point someone finds themselves kicked from a group.
Sure... it may have been RP'd fairly enough and had RP reasons to be done, but that doesn't stop the player who now finds himself alone from being mildly miffed about the whole situation.

PvP - This can vary. But often enough I've seen is when two characters dont mesh well and it comes to blows. RP'd is fine... but it usually results in said people no longer travelling with each other, refusing or being unable to join groups because their opponent is traveling in said group.
Again, fine reasons and good RP. But it still may result in one person being left out of a circle or group they were accustomed to traveling in, or once again, find themselves all alone.

Broken Relations - A change in the routine. Your IG partner may dump you... or people you used to travel and RP with frequently suddenly no longer seem to be around, or are busy doing other things. One thing with the above to remember is.... simply because you may be dating/married to a certain person Ingame, or have the most fun RPing with a certain person, does not mean you need to go to and be with that same person everytime they log in.


There are likely more I cant think of, but the above tend to leave Player's with negative feelings. That "can" be understandable and unavoidable, since RP is Roleplaying out the Good and Bad times of your Character's life.
But the important thing is to ensure that that same negativity doesn't affect you and flow back into the game.
If your angry because a certain RP situation caused X or Y to happen, caused that evil Corath to kill your character in less than two rounds, or because your InGame love ran off with the Tailor from Hempstead, and you know it's affected you, it's perhaps time to log-off, roll back your chair and remember this is a game.

We're all here to enjoy a game. If this game no longer becomes fun and annoys us... it's time to sit back and take a break, get some perspective.
And those spending their few spare hours coming here to enjoy this game, shouldn't need to deal with any form of negativity we push out because an InGame situation didn't go the way we wanted it to.

Hmm.... I've rambled quite a lot.
Basically, all I'm saying in my long-winded way is, dont let IC things effect your OOC mood... and thus let your OOC mood effect your IC mood... and so on and so forth.
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72
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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General Discussion / Dungeons and Dragons Adventures
« on: February 29, 2016, 10:55:24 am »
Hi all, This is a pretty cool site and they support and promote Layonara which makes them even better, heh. Seriously though, they have some great people there and a lot of good D&D resources across many spectrums.  I suggest you stop there and see what they have when you are searching for D&D material and information. http://www.dndadventure.com/index.html
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