This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 161
Just for Fun / Belladonna for Eye Infection« on: November 10, 2011, 01:08:00 am »
Have a minor eye infection and picked up some anti-irritant drops from the pharmacy. One of the active ingredients? Belladonna. Also some silver sulphate as an inactive ingredient. This has led me to believe that pink eye is caused by tiny werewolves gnawing on one's cornea. Let the purging of the curse begin!
*blesses his eyedrops in the name of Toran* The following users thanked this post: Aphel
163
General Discussion / Happy Halloween!« on: October 31, 2011, 08:03:29 am »
Bhuel Beannachtai na Samhna oraibh!
May your loved ones, both alive and dead, be near you today. The following users thanked this post: Aphel
164
General Discussion / I'm back« on: October 27, 2011, 03:38:39 pm »
I'm back from my 6 week business trip. I'll be starting some projects up soon so keep an eye on the calendar.
MJ The following users thanked this post: Aphel
165
General Discussion / EdTheDad« on: October 26, 2011, 03:36:32 pm »
Hi all,
in case not yet heard through the proverbial grapevine, I've become a dad of a beautiful little girl! The following users thanked this post: Aphel
166
Rumour Has It / Tragedy Strikes Fort Llast« on: October 22, 2011, 07:02:38 pm »
Rumor has it that an entire family was recently murdered in Fort Llast. A local carpenter and his wife along with three of their children were found slain early the morning of Decilar 4, 1488. William Leox, the couple's oldest son, is said to be in training with the Toranites, and is said to be the one who had found them.
Those responsible have been named as Kane Donovan, a local weapons merchant, and two thugs, Gregor Juritz and Kurt Dunham. The three were charged by local authorities with five counts of murder and mistreatment of a woman and publicly hanged following sentencing. The Leox family funeral was presided over by the church of Toran, and the bodies of four of the dead were burned on a funeral pyre. It is still uncertain what happened to the fifth body, but some say that one of the children was raised and is now in the care of the church. Thoughts and sympathetic prayers have been offered to the eldest son in these difficult times. The following users thanked this post: Aphel
167
The Dragon Storm Campaign / 6 months after Briardusk« on: October 21, 2011, 11:19:51 pm »
Briardusk, the name remembered well by soldiers of Hurm and those other armies who participated in years of warfare on Hilm soil as the final stage in reclaiming their lands from the hands of the Green Dragon Cult, led by the malefactor known as Molvaren.
It has taken just over 6 months to clear the city of the memory of the Drach ori, the slave pens, their mad leader and all that he enacted their. Dark labs for experiments on slaves and the creation of abominations. Who knows the extents to what was truly done in the dark places beneath the city. Thanks to the Grannoch giants, Rael dwarven engineer squads and so many other groups Briardusk was beginning to rebuild. Once the fighting was done in Briardusk more legions from The newly established Siphe Principality joined the intial ones and worked with Hilm legions to reestablish the borders of Hilm. Various skirmishes occured along the borders over the months that followed until finally reports began to arrive in Hilm that once more all border posts had been restored and garrisoned. Immediately plans were put into effect for the next six months to 2 years to provide a massive building program to provide better protections for the border garrisons, to rebuild Sundance and Briardusk and a dozen other communities across Hilm, ruined by the war. Sir Lance took up his role under Lord Alexander to oversee the rebuilding of Hilm even as they began to sketch out what the liklihood would be of them ever trying to reclaim Kuhl for the Queen. Many were released from service but their names listed for recall once it was decided if any action would even be possible. Lord Rael offered a five year placement garrison of 5000 mixed Raelite soldiers at Briardusk and an open offer of more support if and when they deicded to strike at Kuhl. After the other supporters of Hilm heard about Lord Raels offer many also came forward offering other types of support as well. Thus it remains at the moment, Hilm is rebuilding its strength, rebuilding its broken land. The Principality of Siphe builds a new fortress over the bones of the Fort of Last Hope and people prepare and wait and watch Kuhl to see and wonder what it is Molvaren will plan next. The following users thanked this post: Aphel
168
Ask A Gamemaster / Paladin Detect Evil and Detect Diety« on: October 21, 2011, 04:35:34 am »
Ok, sorry for all my recent posts about evil/good things, but I have been wanting to clear some of these things floating in my head.
I've read several threads about Paladin's and detecting evil. I realise that a Paladin has the ability to detect evil. I understand the general idea is that encounters should be properly roleplayed, and through tells, to hash out whether the paladin can detect evil or get a general bad feeling about an evil character. I still have some questions though I hope can be answered: 1. Can the Detect Evil feat/skill of a Paladin be used when a GM is not present? If a GM is not there, can I send a tell to a player and tell them I'm trying to detect if they are evil? If so, what would be the proper response by the evil character? 2. Does having "evil" mechanically in your alignment axis always make you evil, or does it have more to do with the evil character's in-game actions as witnessed by my character? For example, if my Paladin meets a mechanically "evil" character but the evil character does not show any evil intent and acts more in a good way, would my character really know to try to detect evil? Would it be acceptable for my character to party up and explore with a mechanically "evil" character as long as the evil character is not showing any signs of being evil? Or, is it my duty, as a paladin, to detect evil on all newly met characters as standard operating procedure for paladins? 3. This question is more of a diety question. Are Paladins trained to recognize and identify another character's diety? Paladins don't have the spell, Divine Relation, like clerics, but are they able to tell another's diety through their divine powers and training? Or, would I only be able to tell based on the other character's words/actions/clothing, etc.? If my paladin wouldn't automatically know, then I guess the best way is to send a tell to the other player asking if there is anything about their character's words/actions/clothing, etc that would indicate to my character who their diety is? Thanks for any feedback The following users thanked this post: Aphel
169
Rumour Has It / Notices Throughout Eastern Brelin« on: September 22, 2011, 03:24:10 am »
* A notice is posted in inns and taverns in Eastern Brelin, ranging from Spellgard to Haven, with some fliers showing up in Hlint *
[SIZE=24]~-~-~-~ CITIZENS OF EASTERN BRELIN! BEWARE! ~-~-~-~[/SIZE] There have been several reports of a giant lizard creature, remarkably similar to a small dragon, being used in several robbery incidents throughout the Gulf of Bagira region of Eastern Brelin. The creature was controlled by an illusionist who took valuables and goods from dwellers in the region near the outskirts of the town of Paruin. Several farmhouses and an inn were destroyed after the robberies, presumed to be a show of force. This man and creature are considered extremely dangerous. Make reports to your nearest town officials or guardsmen if this pair is spotted. Do not attempt to apprehend or approach them at any cost. [SIZE=24]~-~-~-~ CITIZENS OF EASTERN BRELIN! BEWARE! ~-~-~-~[/SIZE] The following users thanked this post: Aphel
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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.
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 The following users thanked this post: Aphel
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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:
In order for everything to work well, we all need a reminder that there is a need for cooperation between both players and GMs. Without it, there is nothing but difficulty, and anyone who has been around here long enough has probably witnessed the occasional period of problems and tension. We recognize these will never be truly eradicated, but we can all take steps to minimize them and work more constructively when problems do arise. In that spirit, I offer the following agreement to be held between players and GMs. Players agree to...
In understanding our various differences, let us also remember that each of us is only human. The above agreement is a goal, and regardless of which side we're on, no one expects perfection. We do, however, request that everyone keeps these things in mind when playing here. Most of us here are adults. Let's remember to act like adults. Speak to other players. Work out differences person-to-person, and ask for help if there are problems doing so. [SIZE=18]The “Clean Slate”[/SIZE] Under the GM section of the agreement, the concept of a “clean slate” was mentioned. By way of explaining this, it is necessary to mention the oft-misunderstood “Player Watch List”. Many players may not know if this list, while others may have the wrong idea of it. The Player Watch list is simply that...a list of players to watch. A player may get onto the list in several ways, which can be summarized as bad or questionable behavior. Such behavior can take many forms, whether it is a complaint by another player, minor rule violations or any matter that seems of concern. We use this as a communication tool between the entire GM team, such that we may all know of issues that may require a closer eye on a player in order that they do not cause problems for others through such behavior as we may document. A player will remain on the watch list for a period of six (6) months, after which time, the thread will be moved to an “inactive” archive, assuming no further issues during that time. If necessary, an archived thread may be made active again if there are repeated issues for a given player. These threads help us determine when administrative action or more direct intervention may be necessary, and they serve as long term documentation. It bears stating, unequivocally, that the Player Watch List is not a list of people that the GM team “does not like.” This is actually quite far from the truth. It should also be said that just because someone is on the watch list does not mean the player is in trouble. In order to illustrate a little better what the list is and isn't, here are a few examples of why someone might appear on the list:
To enact the “clean slate”, from this point forward, any and all active Player Watch List threads are now archived permanently. Any past incidents or disciplinary actions, except for permanent bannings of course, are hereby forgiven and completely in the past. If a player who has been the subject of one or more Player Watch List posts in the past has a new incident worthy of the Player Watch List, such incidents will be considered new, and past incidents will not be taken into account. Repeated incidents after this point will, of course, be handled as we have in the past, with each thread serving as a historical record for future reference. This gives everyone who may have come in conflict with server rules in the past or who may have caused difficulties for other players to start fresh and without bias. It is our hope that in this environment, people will seize this opportunity to be better members of the community as a whole and remember that this is not just a single-player game and that our actions affect other players, either directly or indirectly. [SIZE=18]So let's get started![/SIZE] Without further ceremony or description, let's all start moving forward and continue making Layonara the best environment for RP and enjoyment it can be. For good or ill, we've all contributed to what Layonara is today. As we go on, we will continue to shape it. Let's make it good! The following users thanked this post: Aphel
172
Character Development Quests (CDQ's) / How to use this forum (CDQ policies...read this first)« on: September 19, 2011, 10:39:15 pm »
Welcome! In this forum you will find both the sticky you are reading now, indicating the process and rules in which the CDQs will be handled, and also a specific thread for each one of our active Gamemasters (GMs). Please read through the following information and guidelines to ensure you understand the rules and expectations before requesting a CDQ.
Plesae note: The rules below represent the first major shift in CDQ rules in the last several years. Please take a few minutes to read and understand this post. For old players, the changes should be obvious. For new players, welcome! [SIZE=18]What [/SIZE][SIZE=18]is[/SIZE][SIZE=18] a CDQ?[/SIZE] Character Development Quests (CDQs) are especially tailored quests that allow players to further some development of their characters. These quests provide players with extra resources such as GM time and guidance to allow players to affect large-scale character changes and development. CDQs are intended for larger character changes rather than minor things. Groups of players such as guilds, organizations or other groups with some common goal can also request a Group CDQ (GCDQ). If you are not certain whether a CDQ is right for you, read on! If you are still not sure after reading this sticky, the best route is always to ask someone, such as in our Ask A Gamemaster forum. [SIZE=18]What are the rules for CDQs?[/SIZE] As of this post, each individual GM will set his or her own policies and guidelines on CDQs, including what sorts of CDQs they will run, how often they'll run a CDQ for a given player or group and so forth. This basic idea is prevalent through the following universal rules:[LIST=1]
[/SIZE]CDQs should always begin from a defined objective or goal. Legitimate objectives and goals include (but are not necessarily limited to):
We do ask that players request a CDQ only if there is a legitimate character need. Our GM team is very busy running quests and working on projects that benefit the entire community, and regrettably GMs do not have time to run private quests for characters (unless the quest is to achieve a legitimate development goal, as above!), nor would this be fair to other players. Therefore, we ask that players look carefully at the calendar and at the diversity of quests offered by our GMs over many different timezones, and instead join a scheduled quest if they do not truly need a CDQ. Rest assured, there are plenty of opportunities to develop your character(s) in the many quests that are run each month. If you are still uncertain whether your proposed goal merits a CDQ or Group CDQ or would best be handled in some other way, try answering the following questions:[LIST=1]
If after answering these questions you believe you require a Character Development Quest then please continue reading to learn how to request one. [SIZE=18]How can I request a CDQ? [/SIZE] In this forum you will find a number of stickied GM threads. Each GM thread contains information on the times that those GMs are normally available, and any other pertinent information. 1. Read through the different GM threads, or the introduction threads in the Ask A Gamemaster forum, and select a GM. Your choice should be based on a compatibility between you, your character goals and the policies of the selected GM. Besides these primary factors, keep in mind matters of timezones, GM style and other factors that may interfere with the CDQ process. Whenever you are in doubt, the best course is to speak directly with the GM before the CDQ is run. 2. Make a post in the CDQ thread of your selected GM. In making your choice of GM, you can request a CDQ by making a post in that GM's stickied thread in this forum. In order to communicate your CDQ goals, you should post or PM the details of your CDQ along with the request itself. Over the next few days, you and your selected GM should exchange information on availability and scheduling, and you should discuss and clarify the details of the request. There is a shared responsibility to the exchange of ideas and information. 3. Communicate with your CDQ GM. It is the player's responsibility to communicate as clearly and completely as possible with the CDQ GM and to do so in a timely manner. This includes conveying any details relevant to the request, resolving any questions of individual GM policy and basically making sure you and your GM are on the same page by the time your CDQ begins. If something changes, communicate this to your GM, even if it includes the need to change GM for your CDQ. 4. Schedule a date and time to begin your CDQ. As soon as it is feasible to do so, you and your GM should work out a schedule for beginning your CDQ. The GM will work with you as much as possible to reach a common and agreeable schedule. A GM may set his/her own time frames and policies regarding scheduling, including the order in which the GM runs your CDQ relative to other CDQs the GM may be running. 5. Prepare for your CDQ, and invite others if you wish. Depending on your goals, the type of CDQ and other factors, you may need to do some preparation before the quest. You may also wish or require the presence of others in order to complete the CDQ. Be sure to invite any other people in plenty of time for them to be able to fit into the agreed schedule. Also, be sure to communicate with your GM regarding who else will be attending. Each GM may have different policies on how many additional people can attend a CDQ, and the GM has the right to deny any additional participants over a given number. Please respect the limits that the GM sets. 6. Enjoy your CDQ! Sign in before your CDQ time and be ready to quest. Have any other participants do the same. Have fun. Act as your character would. Remember that the purpose of all CDQs is character development. Do the best you can, and enjoy the ride. [SIZE=18]What happens after the CDQ is done? When can I take another one?[/SIZE] After the CDQ is done, what happens is partly up to you. As the primary purpose is character development of some sort, even if the stated objective of the CDQ was not met, there was still likely some degree of development. Whether it was a “pass” or a “fail”, work these results into the RP of your character. If you did not meet your objective, you may of course try again with another CDQ request, if that same goal is even still valid when the CDQ is over. If you succeeded in meeting your objective, another CDQ may be desired to continue along the same development path. Whatever the reason for wanting another CDQ, how soon you may have another CDQ will depend upon the policies of GMs who run CDQs. This is especially true if you choose to stay with the same GM for a long-term development path over multiple CDQs. You may, if appropriate, request another CDQ as soon as one is completed, but the GM has full discretion on when that next CDQ will be run. The GM may wish to impose a waiting period for administrative reasons or for story-related reasons. The GM may also wish to work in someone else's CDQ between your CDQs. Whatever the case, it is important for players and GMs to work together cooperatively on scheduling matters. As a reminder, a player cannot schedule another CDQ with any GM until a requested CDQ has been completed or canceled. [SIZE=18]What about CDQs for classes?[/SIZE] All multiclass and Prestige Class requests must be approved by the Character Approvers. Depending on the request, the rarity of the class, supporting RP, and the presence and quality of a Character Development Thread, the Character Approvers may approve the class or may ask the player to submit for a CDQ. Players who are approved without the requirement to take a CDQ may still request one for additional RP development if they wish. Some PrCs are only available through multiple CDQs or a WLDQ. You can read more on the requirements for multiclassing and PrCs in the Character Submission Approval Policies thread. In the case of a CDQ, the outcome of the CDQ will serve as an approval (in the case of success) or denial (in the case of failure). If the character fails his or her CDQ, the character must wait and make another attempt at a CDQ, until a CDQ is passed, or abandon the request. Further attempts are subject to the scheduling preferences of the GM. [SIZE=18]What about WLDQs?[/SIZE] A WLDQ or World Leader Development Quest is a specialized type of CDQ and requires a formal application and extra approval. WLDQs are requested when a player wants to try to make their character a World Leader. Only one successful WLDQ will be run during a character's lifetime. All subsequent development quests will be CDQs. If a character is denied for a WLDQ or fails their WLDQ, they must wait two months before requesting another attempt. Except under exceptional circumstances which will be considered on a case-by-case basis, a character may not request or take a CDQ after being approved for a WLDQ until the WLDQ is completed, and the player must until the end of the WLDQ to request a CDQ. More information on WLDQs, World Leaders, and requirements for both can be found in the World Leader Development Quests forum. What are the GM's responsibilities for CDQs? Besides the obvious role of running the CDQ, the GM's responsibilities touch all parts of the process. As insight into the GM side of things, here are some of the things that GMs do and consider during the CDQ process. A GM generally puts a good amount of thought and effort into planning the CDQ. Rather than pull some standard off-the-shelf quest to run, a GM usually plans out a CDQ that is uniquely tailored to a single character. Often, there may be things that need approval as well. Sometimes, the GM also takes other participants into account, including relationships between characters, abilities, influences and the like. This is generally a lot to consider, and it only grows when more people are invited to a CDQ. This is one of the main reasons why the player requesting a CDQ needs to be open and communicative with the GM running the quest. Of course another significant task that a GM must complete before the CDQ is run is setting up a mutually agreeable schedule. This of course is a shared responsibility between GM and player, and often enough the GM is not only juggling one player's schedule but that of multiple players and perhaps multiple quests in addition to the GM's own schedule. A GM has a very strong responsibility to world lore when running a CDQ. This responsibility is even greater than the responsibility to a player's stated wishes. The GM's job is to make sure that the goals and the manner in which these goals are reached (or not, as the case may be) are in agreement with world lore. This is really of benefit to the player, ultimately, because should the player wish to submit the character in question for World Leader down the road, events and development that do not mesh well with lore can cause problems in such situations. Many people believe that a CDQ is just a formality and that one will show up, RP for a few hours and succeed in the end. While this may happen, in truth a CDQ should be one of many paths of development for a character, and as such there is usually an element of challenge. A GM is responsible for presenting circumstances on the CDQ whereby it is possible to successfully complete the stated goal(s). The rest is up to the player and any other participants. When the goals of a character are longer-term in scope, or if there are failures along the way, multiple CDQs will often occur or even be required. Similar to planning a single CDQ, the GM also needs to chart a long-term progression in a way that makes sense in all ways and also in a way that has a schedule that makes sense. As should be apparent, there's a lot more at work for a GM than just running a quest. In the eyes of most GMs, there is a desire to provide an interesting and challenging experience for the player, and to do that requires a good deal of work. Keep this in mind when working with your GM. What's all this about GM discretion? Why are there no more waiting periods? A few years ago, the community was different. It was growing rapidly, and the number of GMs available was insufficient to service an ever-increasing number of CDQ requests. The calendar became packed with more CDQs than open quests, much to the frustration of many. Sensible limits were put in place to combat this and throttle the flow of CDQ requests, requiring people to give some thought to them rather than just requesting a CDQ to get some GM time. Today, the community has shifted. It is smaller and maintaining itself at a fairly stable level overall. The sum of limits we imposed don't have the same benefit as they did, and the need for them has largely passed. However, rather than return to a sort of free-for-all model for CDQs, we are taking a hybrid approach. We are breaking from the “one size fits all” concept for CDQ timing, GM acceptance and the like in order to take a more collaborative approach. This approach allows GMs to declare their own limits as to what sorts of CDQs they'll run and so forth. The result, we hope, will enable a better match between players and GMs along a variety of factors. The following users thanked this post: Aphel
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General Discussion / Apologies« on: September 18, 2011, 05:52:26 am »
Hey everyone,
I want to apologise for my relative inactivity on the quest calendar. I see my role as GM as 99.9% as that of quest provider and I have been below par in this role for the last few weeks. Want to hear my excuse? Probably not, it's nothing too exciting anyway. Just work, work and more work. If people would just stop assaulting each other, selling drugs, stealing things and generally treat others as they themselves would want to be treated, I would have heaps more time to run quests!! That said, I have one more week of work craziness before things return to normal and I hope I shall be able to run a scheduled open-to-all quest every week. Cheers, Pseudonym The following users thanked this post: Aphel
174
The Silver Buckle / Results of the Angels Guild famine food drive« on: September 07, 2011, 11:51:41 am »
Food donated for famine relief was rewarded by 475,609 trues worth of credit with the Angels Guild.
During the Angels Guild's recent food drive, adventurers donated 475,609 trues worth of food at our credit values. Starving families in the Rohdem Alliance and the Boyer Kingdom received a total of 232 boxes through the Angels Guild offer: 59 boxes of grain, 44 boxes of preserved meat and/or fish, 42 boxes of mixed foodstuffs, 31 boxes of honey and other sweeteners, 23 boxes of fruit, 16 boxes of salt for food preservation, 13 boxes of nuts, 3 boxes of spices, 1 box of eggs. The following users thanked this post: Aphel
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Rumour Has It / Blackhearted Bart brought to Justice« on: August 25, 2011, 01:00:05 am »
Let it be known that the group of Aden Delaveth and Charlie and Katelyn Poetr are to be commended for their service to the law and the security of Mistone for bringing the notorious criminal Captain Bart the Blackhearted to justice. A slaver, murderer and by all other accounts a villain to the very core, Captain Bart's ship had recently been wrecked following a sea battle with King's Fleet outside the coast of Mistone. He and much of his crew managed to escape to shore and wreak havok upon the merchant caravans and travellers in the vicinity of Windjammer Bay following the encounter. The courts are especially pleased at the mercy they have shown to his crew, having the prudence to bring no less than 20 pirates back alive and ready to stand trial. Though the Captain himself fought to the bitter end, the realms may now breathe easier knowing that such a vile criminal no longer plagues the lands, and that his men may find just & fair administration under the law of Mistone.
The Cabin Boy known as "Squee" shall henceforth be offered into the guidance of Rofirien's clergy for rehabilitation so that he may atone for his transgressions against the law and better serve the community. The following users thanked this post: Aphel
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Layonara Server / Version 3.30.7 is online« on: August 18, 2011, 08:03:11 pm »
[SIZE=32]Version 3.30.7 is online![/SIZE]
There are no new downloads required for this update This is mostly a clean-up/tweak edition. New stuff:
Changes/fixes:
The following users thanked this post: Aphel
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CNR Suggestions/Discussion / Central Server CNR change requsest.« on: February 01, 2010, 11:09:24 pm »
I asked in game where I should post a request of this nature... requesting a certain CNR in a zone be changed to another CNR... I was asked to PM the initial request to Dorg... which I did... he said go ahead and post my suggestion to the CNR - Suggestions section... so here is the PM I sent Dorg.
Server - Central Server Zone - Forest of Fog - East of Oakhurst (1 zone South according to the compass from Orcs Watch) Current CNR requesting to be changed in this zone - Hickory CNR Proposed to be put in place - Oak Requesting the CNR Hickory in this zone be changed to CNR - Oak. I can't tell you how many Hickory trees are there now... 4 maybe more. I'd like to see say 3 Oak trees there instead. Hickory, there, guarded by Forrest Giants of the Broken Glade Clan seems a might overkill and well.. a complete waste of game space. Thanks! G-452 The following users thanked this post: Aphel
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Character Stable / Now Accepting Donations!« on: December 05, 2013, 11:51:14 am »
The Character Stable is open to the public for donated submissions!For all of you who have more character ideas than you know what to do with, here's one productive and generous way to aid the community. These submissions will primarily be for those folks who are new to the server and may struggle (for various reasons) with getting an appropriate character passed the character approval process. These reasons include but are not limited to:
For those who are interested in aiding us here, here are a few 'legalities' to protect both you and the player.
The Character Approvals Team The following users thanked this post: Aphel
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Roleplaying / An Ode to Rogues, or, a Rogue by Any Other Name« on: March 28, 2007, 03:01:57 am »
Shall I compare thee to a common thief?
Thou art more complex and more versatile. Rough hands oft do thy name much grief And most make you a stealer with a smile. Sometimes too great an influence, the screen With roguish grins, lawbreakers are they all - So we fall victim to the things we've seen And in this stereotype you sadly fall. But you've still chance to make thy choices known, And 'fluence those with bios still unwrit; And cast as scout, or aught of sim'lar tone Into a new alignment snugly fit. So when you make a rogue I pray to you: Think not of theft - there's more a rogue can do! The gist of the above is that I've seen a disturbing trend of people tarring all rogues with the same brush.. or, gods help them, referring to a rogue's (or their OWN) profession in-game by the line: "Oh, I/he/she am/is a rogue!" Behaviour To borrow from the handbook: Quote Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, or simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. The gist of this is that there are no "typical" rogue activities, nor a "typical" rogue alignment. A thuggish rogue would likely not waste any skill points on Pick Pocket, Disarm Traps, and the like, and would likely have more of his ability points in CON and STR than in INT or CHA. Conversely, the acrobatic lithe fighter who darts in and out of combat can also be a rogue, with a high DEX, and likely a high CHA, as this would be the gentleman who would Taunt opponents as he dashed around them, slipping a dagger in where it hurts. There's the scout, learning to hide and hurt the enemy for their noble (or ignoble) cause. The diplomat, with a high INT and CHA - capable in a fight, but much better suited to a duel of words. Any of these are more likely to be suited to a Rogue character than virtually any other character type. The upshot? As before, Rogues are a very difficult character class over which to generalize. By Any Other Name... Please? Of all the classes, this is the One Which Is Not Named. A rogue may be a thief (though he's unlikely to advertise as one, unless this is what the hirer is after), a scout, a trapspringer... or any of the occupations listed above... but the word "rogue" would mean nothing in-game, save its original designation: a scoundrel, unreliable, deceitful, and untrustworthy... and again, who would advertise themselves as this? Monks are.. well, monks. They could perhaps be "practitioners of the arts of unarmed combat", but that's stretching the point a bit. A fighter can be a sellsword, a mercenary, a soldier, a guard.. or, let's face it, a fighter. Someone who can wade into combat, blades flashing. A Paladin is just that - it's in their title. Perhaps the appellation Knight can be given. Calling someone a cleric is fairly reasonable, likewise Rangers, and certainly Druids, Wizards, Sorcerers and Bards. Barbarians could be called fighters as well, but their name is not misplaced. Rogues are really the odd ones out, as a loyal scout of Mistone could easily be a Rogue.. but not be roguish in the least, and certainly not deserving of the name. In Summary, and I'm Not Makeup, Darnit! Rogues are incredibly versatile, so if you're planning a rogue submission, don't pigeonhole them into the "thief" persona unless that's what you wish them to be - with so much selection, a rogue can take almost any place if she's written right. Rogues are not called rogues, as those who are wouldn't advertise it, and those who aren't would be offended. (Though it is permissible to call the wittily quipping rogue "roguishly charming". It may just get you smacked by anyone within arm's reach who's reading over your shoulder. ) And, please, Rogues are not Rouges. The one is a versatile fighter/scout/thief/smoothtalker/whatever, the other is a powder. (Granted, the former can become the latter if mixed with mages or dragons, but one would generally not wish to apply the result to one's face.) And that's that! Cheers, Darkstorme. (N.B. Yes, I'm biased, with a primary rogue character, but sometimes I weep to see what is done with my.. erm.. noble profession. *chuckles*) The following users thanked this post: Aphel
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