Menu

Show posts

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.

Show posts Menu

Topics - Meldread

#1
Announcements / Welcome... to me.
September 02, 2013, 11:39:10 PM
Do you love giant unreadable walls of text?  I know you do.  So, let me start by saying...

Just kidding.  I'll keep this brief. :)

I've had an awesome time here on EfU over the years, and it's been a wonderful community to be a part of as a player.  I'm honored and flattered that the DM's have extended the offer for me to join the DM Staff.  

I look forward to continuing to rock out on EfU with you guys in my new position.
#2
With the death of so many characters recently, I feel it's a good time to post this for people who are looking for character concepts.

At the moment, Clan Caermyn mostly needs people with fighting capability, people who will step forward and march into battle against Old Port.

Clan Aberdenn is doing well right now, and as a result the hostilities between Clan Caermyn and Clan Aberdenn provide interesting conflict to build upon for a new character.

You'll be brought instantly into a number of plots, and will certainly have no trouble creating a few of your own.

Here is what is expected of an associate of Clan Caermyn:

QuoteAssociation:

Associates (you) of the Caermyn are seen as pieces to be used in the many schemes and intrigues of the family. Starting out at the bottom, you will only gain repute through deeds. A Clan that values political scheming and profit, you stand most to gain by either overtly amassing resources or benefits for the family or covertly navigating the other powers of Mistlocke against each other so that their expense is Caermyn gain. You are left to yourself to build up your own reputation but in everything you do the family members are watching... and making a choice whether you are a worthy asset to the Clan.

Benefits as an associate member comes through cheap resting, bank accounts and political backing should you make note of yourself. If you rise in the eyes of the patriarch, you may well find yourself able to direct some dealings of the house.

And here is a bit of backstory that is pretty well known around Mistlocke.

QuoteThe Caermyns are notorious for their cunning and shrewedness, able to profit from the Ducats that flow into the Archipelago through trade and mercenary charter. Darker rumours have always followed the Caermyn- tell of piracy, and of dealings with slavers from the Old City, although the loudest Aberdenn blusterings have always come to nothing due to the wisdom of Caermyn blood. Its household is loose and prestiege within it depends on personal reputation, where the flow of coin dictates standing within the Clan. Members of the sprawling Clan rise to dominance through merit, with the heir chosen not by the status as firstborn, but instead is chosen in the will of the former Patriach.

The Caermyn have always believe Mistlocke to hold a unique and auspicious destiny, and see themselves as suffering in the shadow of the old Aberdenn claim to settling the Village. Over the years, they have enrichened themselves and have driven the Aberdenn from Mistlocke several times - only to see these fortunes reversed due to the bloody vengeance of those of Donyarth's blood. However, during the War of Succession Menaster sided with the Amnian Principia, and came into great wealth and prestiege as a result. He has remained a steadfast proponent of foreign investment in the Village, much to the chagrin of Arthur who accuses Menaster of seeking to become a puppet ruler for the Count in distant Old Port.
#3
Bug Reports / House Caermyn Bank Still at 10% Surcharge
September 11, 2011, 03:04:56 AM
Title states the problem.  Talir said he lowered the surcharge to 5%, but I just did another deposit today and it's still at 10%.
#4
Bug Reports / The Master Merchant's Key doesn't work.
August 14, 2011, 03:16:02 AM
My character, Haseir Pashan, has been elevated to the status of Master Merchant of Mistlocke.  He's been given the key to the Master Merchant chambers, but the key doesn't work.
#5
When I logged on a NPC was killing another NPC.  I'm assuming it is a faction issue.

The NPC that died was called Healer Cersei Fitz.  The NPC doing the attacking was Morcant.  

This was immediately following a reset.  I logged in to find the battle already in progress.  

As the title said, this takes place in the Clan Caermyn Basement.
#6
Bug Reports / Enclave Bugs
June 27, 2010, 02:50:20 AM
Whomever updated the Enclave (guessing it was Mort) it looks awesome.  However, I have a couple of bug reports / suggestions.

-  On level three there is a hostile NPC.  It has the ability to teleport, so it can um... it can get out, and it attacked my PC.  NPC's in there should be non-hostile.

-  The rune wards on the ground (I'm guessing that's what they're for) - they only appear on the second level.  If you go from the second to the third level, for example, two of the wards appear on the second level.  I'm guessing its the same as you move down into the deeper levels as well.

-  I'm not sure if this is an oversight, but I am guessing it is.  The chairs in Library Annex I and Library Annex II, you can't sit on them.

-  Finally it's a pure suggestion, but I also consider it somewhat of a bug.  On the first level of the Enclave most of the area uses cloth for doors.  They also cannot be locked.  It would be nice if they were updated to stone doors that were lockable.  This means anyone can just walk into our Enclave and access the Caliphar Library, or walk right into the Caliphar bunking area, etc.  It would be nice if those areas were lockable.  Same with our meeting room.

I love the new look for the Mythallar.
#7
Suggestions / SF: Divination & GSF: Divination
June 27, 2010, 01:05:32 AM
Outside of some awesome things you can do with DM's with Divination, alone, by itself... these feats are a complete waste.

It is possible for a player to gain approximately one mechanical benefit with these feats, and that is the casting of Feeblemind.  Compare this to other Spell Focus feats such as Conjuration or Evocation.  

My suggestions to improve these feats are as follows:

-  The character gains +5 Lore for SF: Divination, and an additional +5 lore for GSF: Divination.  Taking both that gives +10 lore (roughly the same benefit as using a legend lore scroll.)

-  With the changes to identify characters with SF: Divination can identify twice as many items as a character without the feat.  With GSF: Divination a character can identify four times as many items as a character without the feat.

-  A character with SF: Divination casts see invisibility as if they were 5 levels higher.  A character with GSF: Divination casts see invisibility as if they were 10 levels higher.  This means a 10th level caster who casts see invisibility will have it last 20 minutes instead of just 10 minutes.

-  A character with SF:  Divination gains +5 to all listen and spot checks when casting Clairaudience/clairvoyance.  A character with GSF: Divination gains +10 to all listen and spot checks when casting Clairaudience/clairvoyance.  This means the caster would receive +20 Listen and Spot with GSF: Divination.

This would make focusing in divination desirable.  Under the current system there is no mechanical benefit to taking these feats, and only serves to gimp a character.  The only other time these feats come into play is when a DM is involved.
#8
Bug Reports / Enclave Bug / Modification
June 20, 2010, 01:20:42 AM
Near the portal in the Floating Enclave is an invisible placeable that says something like, "Climb Down the Rope."

When you click on this placeable nothing happens.  

Rather than fixing the placeable, I'm requesting that a standard transition be placed underneath it.  Unfortunately, familiars cannot use placeable objects (such as the portal).  This means that when using a familiar to spy, scout, or for any other reason a member of the Conclave has to actually leave the Conclave and make themselves vulnerable elsewhere.  

This is unnecessary and silly, considering the vast majority of familiars can fly or hover / float.  Getting off the Enclave should be very simple for them.
#9
Treaty of Nebedzzos
Peace Treaty between Duke Antoine Trenada and Admiral Horton Grouse and their respective Allies.[/b]

Preamble
Let it be known that the prison colony of Nebedzzos, once under the rule of the Imperial Netherese, was torn asunder through discord and civil divisions created after the collapse of the mainland Empire.  Long has it dwelt in silent foreboding as a testament of the price of civil war.  Let the lessons of the past not be forgotten by those who live within the present.

In the Year of the Bent Blade, 1376 Dale Reckoning, a civil war which has become known as the Queen's War, erupted between Count Zarono Senuspur, the Lord Protector of Old Port who claims dominion over all the isles of the Shrouded Archipelago, and his rival Ixpadia Sabuth who challenged him and lost the war.  The Colony of Nebedzzos found itself at the center of the conflict.  After the war, much was destroyed, and the Colony lay in near ruin and those who called it home found their livelihoods threatened.

During this time the colonists of Nebedzzos saw the rise of many new groups to power.  First among them was the Transcendent Conclave, formed by a number of independent arcane scholars and affiliated groups on the 21st of Eleasis.  Second among them was the Stygian Armada, who returned on the 22nd of Eleasis with their leader Antoine Trenada, who was awarded the titles of Duke and Lord of Ymph by Count Zarono Senuspur.  Third among them was the Sons of Sabuth, formed on the 26th of Elient by the Admiral of Ixpadia Sabuth and the Conquerer of Ymph named Horton Grouse.  Horton Grouse stood in defiance against Old Port and the new Duke and declared the Docks free and independent of their influence.

A second civil war then loomed over the colony, but after mediation by the Transcendent Conclave such an event was forestalled.  At the time both Duke Antoine Trenada and Admiral Horton Grouse agreed to an informal truce.  While the truce has stood so far, it has been tested again and again, and we now find ourselves once again standing upon the precipice of civil war.

With benevolent neutrality the Treaty of Nebedzzos has been drafted and shall become the defining law of the land.  The Transcendent Conclave stands as its neutral enforcer.  Let it be signed and agreed to before the eyes of all of Ymph and the many gods of its peoples.  May it stand the test of time.

Article 1:  The Treaty of Nebedzzos Defined
1.  The Treaty of Nebedzzos shall henceforth be considered a contractual agreement with defined responsibilities between the following core signatories:
[list=a]
  •  Duke Antoine Trenada and the Stygian Armada who shall be responsible for the enforcement of the Treaty within their respective areas of jurisdiction.
  •  Admiral Horton Grouse and the Sons of Sabuth who shall be responsible for the enforcement of the Treaty within their respective areas of jurisdiction.
  •  The Pentumverate and the Transcendent Conclave who shall be considered by the aforementioned signatories as a neutral third party whose primary responsibility is judgment over disputes regarding the Treaty of Nebedzzos.
2.  In addition to the aforementioned signatories, the Treaty of Nebedzzos shall also be considered valid for individuals who are henceforth known as "respective allies" which shall include:
[list=a]
  •  The Lords of the Dominion.
  •  Individuals who have publicly or privately pledged allegiance to the aforementioned parties.
  •  Individuals or groups operating as third parties who carry out actions against the aforementioned parties of both Section One and Section Two of Article One on behalf of the same aforementioned parties.

Article 2:  Jurisdiction
1.   The core signatories of Article One and their respective allies shall hereby agree to the following areas of jurisdiction:
[list=a]
  •  The areas colloquially known as the Ziggurat, the Temple District, the Main Gate (with exception to the area beyond the bridge), and the Sewers (Drainage Pipes) below the Ziggurat and Temple District shall hereby be the defined territory of Duke Antoine Trenada, his Stygian Armada, and their respective allies.
  •  The areas colloquially known as the Docks, the Inner Pier, the nearby surrounding reef, and the Sewers (Drainage Pipes) below the Docks shall hereby be the defined territory of Admiral Horton Grouse, his Sons of Sabuth, and their respective allies.
  •   The areas colloquially known as the Floating Enclave, the Warden's District, and the Gobsquat shall hereby be neutral territory.  No violence shall take place between the Sons of Sabuth, the Stygian Armada, and their respective allies within these areas.  They shall be free to travel by the aforementioned in Article One, and shall serve as a place where disputes can be mediated and settled in a civilized manner as mediated by the Transcendent Conclave.
  •  All areas not mentioned here shall be defined as contested areas.

2.  All sides shall be allowed to enter each others jurisdictions, but shall be subject to local laws.

3.  Areas that are defined as contested shall be handled as follows:
[list=a]
  •  A contested area is an area outside the jurisdiction of the Treaty of Nebedzzos.
  •  As a result of this area being free from the restrictions of the Treaty, anything that happens there shall not be considered a breach of the Treaty.  

Article 3:  Criminality
1.   The core signatories of Article One and their respective allies shall hereby agree to the laws of criminality:
[list=a]
  •  An individual declared a criminal by one side need not fear being handed over for prosecution.
  •  An individual who breaks the Treaty of Nebedzzos shall be handed over to the aggrieved side to face judgment.
  •  Each territory may carry out justice as they deem fit.
  •  When an individual is accused or suspected of breaking the Treaty of Nebedzzos, they shall have all citizenship rights and other legal protections temporarily revoked while under suspicion.  They may be apprehended and held by whichever jurisdiction they are within while they are questioned by the Conclave to determine whether or not the Treaty has been violated.

Article 4:  Breaches of the Treaty
1.  The core signatories of Article One and their respective allies shall hereby agree to uphold this treaty.  Breaches of the Treaty shall be determined by the following:
[list=a]
  •  Refusing to sign or abide by the treaty.  If one side refuses to sign or abide by the rules of the treaty, the Transcendent Conclave shall immediately end their neutrality and side with the offenders opposition.
  •  Harboring individual(s) who have been declared as breakers of the Treaty of Nebedzzos.  All sides shall agree to make this a criminal offense.  Those who aid in harboring the criminal shall be handed over to the Transcendent Conclave to face judgment.

Article 5:  The Transcendent Conclave's Mediator Role
1.  The Transcendent Conclave shall act as a mediator between those mentioned in Article One.  To facilitate this mediation the Transcendent Conclave shall assist both sides in the following:
[list=a]
  •  The peaceful exchange of prisoners through mediation.  This can include, but is not limited to, prisoner exchanges, facilitating ransom payments, meeting certain conditions, etc.  During this period of mediation the prisoner(s) shall not be maimed or executed.  Should mediation fail the imprisoned individual shall be subject to the laws of the respective jurisdiction in which they are imprisoned.  

Article 6:  Modification of the Treaty
1. This Treaty may be amended if all core signatories of Article One agree.


The Pentumverate of the Transcendent Conclave:
RAZUL
Zyphaem Faussad
Thrask Morv
Chandra Vess
Bartemius Swaggle

Duke Antoine Trenada of the Stygian Armada:
Duke Antoine Trenada

Admiral Horton Grouse of the Sons of Sabuth:
Horton Grouse
#10
[highlight]The Basics of Rune Magic[/highlight] First Edition
[highlight]By:[/highlight]  Mactl'ysha


[highlight]Prelude:[/highlight]  About the Author

Mactl'ysha is a sorceress of the Transcendent Conclave.  She has spent her life as a scholar and researcher of things both known and unknown.  Her sorceress powers were awakened  upon her arrival on Ymph in 1376 Dale Reckoning.  These powers encompass the Third Eye and the Voices which work together to reveal hidden truth and knowledge.  

She has used her powers in conjunction with her research to compile this tome.  Let it be known that all that is written within is the truth to the best of her ability to uncover it.  

[highlight]Chapter 1:[/highlight]  What Are Runes

As one travels throughout these ancient ruins they may come across two types of runes.  The first type of rune is meant to be used as a form of communication.  The second type of rune is meant to be used in magical rituals.

In both types a single rune could be considered similar to a letter in our alphabet.  However, unlike our letters each rune has a specific or multiple meanings.  

For example, "Ahh", "Bee," and "Cee" are meaningless sounds denoting the first three letters of the alphabet of the common tongue.  Compare this too "Amaton", "Begoz", and "Valtroz" which literally mean "Creation", "Fire", and "Darkness" respectively.  

Just as there are many languages that can be written and spoken, there are many forms of runic script.  This tome focuses only on Netherese runic script.

[highlight]Chapter 2:[/highlight]  The History of the Netherese Runic Script

It is uncertain when the first Runes appeared, but it is certain that they have been around at least since the Dawn Ages (circa -30000 DR).  This is tens of thousands of years before the first Netherese Enclave took to the skies.  It is also uncertain who first began the use of runic script, but some of the earliest documentation attributes it to dragons, and from there it seems to have passed into the hands of primitive humanoids.  

It is likely that the first runes were intended to be magical in nature, but over time this ability was lost.  The first runes used by the ancestors of the Netherese are primarily non-magical in nature, with only a few known exceptions.  Illiteracy was common and the runes were only known to the early shaman,  and despite their non-magical nature they were still incorporated into the shaman's magical rituals.  This would be a tradition that would carry forward in ways that the proto-Netherese could never imagine.

These early runes are known as valzistangar in the Low Netherese tongue, and can be found in many places of importance dating all the way back to circa -3800 DR.  It is clear that during this time a revolution took place in Netherese culture.  This revolution was so strong that it even greatly influenced the writing.  Literacy seemed to expand far beyond the elite toward those that were more common.  

By the time the Imperial Age had begun there were two separate languages spoken and used by the Netherese.  The most common was simply referred to as Netherese, but is more accurately known as Low Netherese.  This was the language used in common speech and those who lived upon the ground.  The other language was known as Loross, or more commonly among scholars as High Netherese.  This was the language used by the arcane class of Netheril who primarily lived upon the floating Enclaves.  At this stage in Netherese history the valzistangar seemed to be largely abandoned though some small lingering heritage can still be seen in Low Netherese.  However, both of the languages seem to draw more upon the Draconic rune script with low to moderate influence from Elvish rune script.

Low Netherese is almost entirely a literate rune script used for communication purposes only.  By contrast Loross was used almost universally as a magical rune script.  The Loross rune script has no lingering connection to the valzistangar, which means that it was either purposefully constructed by the Netherese or adopted from Draconic or Elvish magical rune script.  Whatever the case, Loross is a language with highly managed rules and can only be fully mastered by one with a significant amount of intelligence.  This may have been intended by the Netherese Arcanists.

For all intents and purposes Loross should be considered a dead language spoken only by a select handful of individuals.  However, Low Netherese has managed to live on.  The language of Halruaa is a direct descendant from Low Netherese, and still uses a rune script almost identical to that which was used by the Low Netherese.

[highlight]Chapter 3:[/highlight]  The Loross Rune Script

As mentioned in the first chapter all rune scripts have meanings associated with each rune.  These meanings can be both abstract or literal.  They range from the literal "Fire" to the abstract "The One Who Opens".

In Loross each rune has a specific classification called a grouping.  There is no magical reason that they are grouped in such a manner, though it does make it easier for the beginner.  The following groupings exist:  Elemental, Power, Condition, Lesser, and Common.

The first three groupings consist of the cornerstone of all Loross language.  Developing a firm understanding of these runes in turn gives a stronger understanding of Lesser runes.  Lesser runes form the bulk of the Loross magical rune script, and are virtually uncountable in number.

The first four groupings consist of magical runes, while the final grouping consist of all non-magical runes.  They are simply known as the Common runes and there seems to be a strong correlation with Low Netherese among these runes.  There are even duplicate Common runes for the runes in each of the previous groupings.

That duplication may seem odd until one understands Loross more accurately.  Each rune in the first four groupings has a "True Name."  It is this name that empowers them, and it seems to go beyond simple Weave manipulations.  True names are words that are woven into the very fabric of the cosmos.  To know a True Name is to have complete control over what that name governs.  Each rune has a true name and upon speaking it that rune becomes "bound" or "active".  Therefore, having additional runes makes complete sense to avoid accidents in everyday communication.  

Below are twenty-one runes taken from the first three groupings.  There are more runes in each grouping, but this tome is merely an introduction to Loross and Rune Magic as a whole.  

Elemental Runes
The Elemental Rune grouping are runes that describe the raw primordial essence from which all things emerged.  They are the most basic and most powerful of the runes.


Meaning:  Air
True Name:  Perzia



Meaning:  Creation
True Name:   Amaton



Meaning:  Earth
True Name:  Grekhan



Meaning:  Entropy
True Name:  Nanton



Meaning:  Fire
True Name:  Begoz



Meaning:  Water
True Name:   Lorwa


Power Runes
The Power Rune grouping describes the primordial forces at work in the cosmos.  These runes are unique in that each of them has an antagonistic twin.  These twins can only be used together with certain Condition Runes.


Meaning:  Darkness
True Name:  Valtroz



Meaning:  Death
True Name:  Morria



Meaning:  Evil
True Name:   Sultros



Meaning:  Good
True Name:   Galtros



Meaning:  Life
True Name:   Balria



Meaning:  Light
True Name:   Matroz



Meaning:  Mobility
True Name:   Felkor



Meaning:  Order
True Name:   Lanor



Meaning:  Stasis
True Name:   Saakor



Meaning:  Strife
True Name:   Chanor


Condition Runes
 The Condition Rune grouping describes certain traits, places, creatures, and other such tangible things.  They also describe literal conditions and modifiers such as create, destroy, modify, direct, greater, lesser, warmer, cooler, etc.  Condition runes are normally combined with another rune and are rarely used alone.


Meaning:  Beast
True Name:  Kelest



Meaning:  Humanoid
True Name:   Manhun



Meaning:  Plant
True Name:   Rooklor



Meaning:  Speech
True Name:   Takal



Meaning:  Spirit
True Name:   Ghoman

[highlight]Chapter 4:[/highlight]  The Basics of Netherese Rune Magic

As mentioned in the third chapter each rune (aside from Common Runes) has a True Name.  Speaking this name is what empowers a rune.  Speaking the True Name again will disempower the rune.  When the true name is spoken the rune is known as a bound rune.  If a rune is drawn but the True Name is not spoken or is spoken once it is bound it is known as an unbound rune.    For the sake of simplicity the reader may think of bound and unbound runes as active and inactive runes respectively.  

The Netherese Archmages often combined both types of runes in an attempt to confuse individuals attempting to disable their rune magics.  To add additional complexity the Netherese Archmages often ensured that there was no outward sign that a rune had successfully been bound or unbound.  

To make rune magic all the more difficult most rune magic is done through the use of lesser runes.  It is rare to use elemental, power, or condition runes directly.  In Loross those runes are combined to create unique individual runes.  For example, the elemental rune of air and the power rune of life when combined create the lesser rune of breathing.  The rune of breathing may then be combined with the condition rune of stop, and that in turn would create the lesser rune of suffocation.  

This is the basics of how lesser runes are created and how they appear in runic inscriptions.  To make matters more difficult the True Names for the lesser runes are not the same as the ones that they combined to create.  

When a new rune is created the creator carries out a divining ceremony.  During this ceremony the rune is written and ceremonial magics are performed.  At the end of this ceremony the True Name is revealed to the creator.  In truth no one "creates" a rune as the True Name of the rune has been in existence since the first moments of creation, and thus it is possible to use the same ceremony to uncover the True Names of runes unknown to the reader.

The final and most important part of rune magic is the actual writing of the rune.  When a rune is engraved or drawn upon an object that object is empowered by the runes upon it.  In addition, it is critical to know what is used in drawing a rune.  Much like in certain spells regents are used in the creation of runes.  These regents vary based upon what the magic is intended to do.

[highlight]Conclusion:[/highlight]  Beyond the Basics

This tome merely covers the basics of Netherese Rune Magic.  There is so much more to learn and know, such as the important place of circles in Rune Magic.  This tome contains the foundations upon which all knowledge of Netherese Rune Magic is built, and therefore should suffice for the beginner.  Once the lessons written herein are understood, the beginner should be able to venture forth and learn the rest through study and experimentation.
#11
Bug Reports / Annoying EFUSS Bug.
March 23, 2010, 03:49:54 AM
A couple days ago my character experienced the double death bug.  I logged off not knowing the consequences of doing so, and to make a long story short I lost all my stuff.  My character had to be manually restored to a previous save by Talir.  (Thanks again to Talir.)

I didn't notice it until today, but either from the bug or the restore my character has lost her spent EFUSS skill points.  This wouldn't be a problem if they had all simply been moved back to being unspent.  They weren't.

So at this moment in time my character has approximately thirteen EFUSS skill points.  This is what she should have at level two.  She is currently level six.

QuoteThe formula for skill points gained per level is 1 + 1 per positive Intelligence modifier + 1 if human. An additional 3 is granted at first level.

She has sixteen intelligence and is human.  According to the formula she'd gain five points per level.  This means at level six she should have thirty-three unspent points.

Normally this wouldn't be an issue and would just be an annoying bug, but I was making actual use of the system. >_>  

My character had maxed out in Alchemy, Herbalism, and Secondary Healing.  She was moving toward maxing out in Secondary Lore, and hoped to put any remaining points into Secondary Diplomacy.  These are all skills she's making heavy use of - she's even cross classing social skills - so I'm hoping this can be corrected for my character. :(
#12
Bug Reports / Strange Death Bug
March 21, 2010, 06:30:00 AM
Okay, I have absolutely no idea what caused this.

We were in the middle of a DM event.  We think the DM (CrazyNut) crashed.  My character was walking along with the group in the Wyldwater Mouth.  Suddenly a Ymphan Sabertooth Tiger jumped out of the shadows.  It one shotted my character.

Literally.  It appeared.  I died.  In the blink of an eye.  No time to react or anything.  Yet.... I didn't die!

My corpse plopped down next to my character, all my things dropped as normal, and I was naked as I would have been in the Fugue Plane.

At first I thought I was lagging really badly.  But when I whirled the camera around (Tiger was no longer after my character) everyone else was fighting the Tiger.  Then I thought that CrazyNut had DM Raised my character instantaneously the moment I hit the ground.

So basically, my character was "dead" but never went to the Fugue Plane.  I tried to contact a DM but had no luck.  So I looted my stuff, left my corpse, and we all waited for awhile... CrazyNut never came back.  It was late so everyone started to split.  I left along with everyone else.

Maybe the EfU Gods took pity on me, seeing as how that would have been my characters third crappy no-hope-to-escape death in just over twenty four hours.  If that wasn't it, then I have no idea how or why it happened.  I couldn't even replicate it if a DM asked me.  It was totally bizarre.  

RwG,  Capricious, Putrid_Plum, among others can verify what took place.
#13
Bug Reports / Summoning Bug... really bad bug.
March 12, 2010, 05:26:36 AM
Unfortunately I learned about this bug the hard way.  Thanks to TransitionCube for pointing out to me what happened on IRC.

It works like this:  When you're in subdual / spar mode and have summons out they will subdual / spar like normal.  However, if you unsummon JUST ONE while they are attacking a PC all summons will instantly go to full damage mode.

...so I suppose until this bug is fixed... no summons in PvP unless you plan to go full damage immediately.
#14
Suggestions / Power to the... Eyeball!?
February 14, 2010, 12:35:20 AM
As someone who has chosen to use the Eyeball familiar, I have to say it really does suck ass compared to the other familiars.  The last familiar that I used was the skull, which was practically a Nightriser Warlock with its ability to cast negative energy rays, protection from negative energy, negative energy blast, and death armor.  Not to mention the fact that it had more HP than my wizard, had undead immunities, and I also believe it had better AC than my wizard as well... it once took out an entire pack of wolves.  Alone.

I've heard the rat is also extremely powerful, and the same goes true for several other familiars.

Yet, the Skull and the Eyeball are really the only two familiars that, when summoned can get you killed... just for using them.  The Eyeball has a few cold rays that it shoots from its eyes, and although I have not gotten it to a high level, it seems to have the ability to cast protection from evil... but the buff does not work.

Suggested Improvements:
-  Remove Protection from Evil
-  Add SR 11 + level (Total of 20 SR at 9th)
-  Give it +1 AC per level, because it's really small (19 AC at 9th).
-  Give it the same HP as the Skull
-  Give it +1 AB per level, because it's rays are ranged touch attacks
-  Give it +5 Rays per level (25 Rays at 5th, 45 Rays at 9th)
-  Allow Rays to do 1d6 damage, slightly better than Ray of Frost  (It will still only get 1 attack per round)
-  Allow it's Rays to do Magic Damage instead of Cold Damage
-  Give it Invisibility 1/per day every three levels starting at level 3 (Total of 3/day at level 9)
-  Give it See Invisibility 1/day at level 5
-  Give it Find Traps 1/day at level 7
-  Give it True Seeing 1/day at level 9
-  Give it Spot +2 and Search +2 per level (Total of 18 if wizard / sorcerer makes it to level 9)
-  Give it a Speed increase of +10%

This plays into the theme of the eyeball, and gives it a few useful spells to either help it with scouting or to cast on someone else.  

This basically puts the Eyeball on par with the Skull.  Although the Eyeball gets more attacks, the Skull's negative energy rays damage increases as it levels.  The Eyeball is effectively using a wand of frost ray with a chance to miss on each attack.  The increase in speed makes it as fast as the skull - they both hover in the air, and thus are not impeded by terrain.  The spells it casts would be situational, making it different than many other familiars which tend to be buffs.

Finally, the most useful aspect of the Familiar would perhaps be the minor amount of additional damage it could provide in combat, and / or it's limited scouting abilities.  While some of the other familiars are comparable in the scouting department, the eyeball still remains at a disadvantage.  Simply using it could risk attack of both the familiar and the wizard resulting in the death of both.
#15
So there I was in the Shrouded Isle Library minding my own business.  I glanced over to Tiril Keyquarry, the dwarf in the library and GASPED!  I couldn't believe my eyes!

The little runt still has the NERVE to wear his Sharboneth Retainer outfit, and it even says that he's a Sharboneth Retainer in his description.  Oh my.

I'm going to tell the Duke immediately.  He will not be pleased.

"Welcome to the Shrouded Isle Syndicate Library:  Rebelling against the Man since 1375."
#16
The Sentinels are a group that view the Mist as a holy relic, the remnant of the goddess Mystryl.  While they do not worship the Mist they view it as sacred and part of the Weave.  They have dedicated themselves to seeking out knowledge, both new and old, defending practitioners of the Art (wizardry), and striving to maintain the integrity of the Weave meanwhile promoting their beliefs regarding the Mist.

They are a strongly good aligned group.  While most of those who would find themselves interested in the Sentinel's are worshipers of Azuth, Mystra, and Savras it is technically open to all faiths.  Followers of Oghma, Selune, Helm, Hoar, and Deneir, just to name a few of the human deities, could also easily find a home in the group.

Outside of their beliefs surrounding the Mist, Magic, and the Weave the goals of the individual members are fairly broad.  You can join any number of other factions, PC or DM, provided you can ICly get entry.

There is no official rank or structure to the Sentinels.  When a member joins they are considered the first among equals, and they refer to each other as Brother or Sister.  Their title when being referred to by others is Sentinel.  When disputes arise within the group, they strive to come to a communal agreement either by those who are present or the group as a whole.  

Many of the Sentinels will likely be joining the Transcendent Conclave in an attempt to wield some amount of influence over the wizards within.  However, this is not necessary in order to be a member.

The faction was largely created and designed to be a setting appropriate, broad-based faction, that good aligned (and those of neutral but leaning good alignments) could join and influence the server.

For more in character detail pick up this book from the Colonial Library.
#17
Libraries and Tomes of Ymph / The Sentinels of the Shroud
December 05, 2009, 10:29:30 PM
[SIZE="5"][FONT="Arial Black"][COLOR="Red"]The Sentinels of the Shroud[/COLOR][/FONT][/SIZE]
[FONT="Book Antiqua"]First Edition[/FONT]

[COLOR="Red"][FONT="Arial Black"]By:[/FONT][/COLOR]  [FONT="Book Antiqua"]Haldorn Mastivor[/FONT]

[FONT="Arial Black"][COLOR="Red"]Chapter 1:[/COLOR][/FONT]  [FONT="Book Antiqua"]The Fall of Netheril[/FONT]

"It is one of the misfortunes of our world that with great power does not also come great wisdom.  It is the mark of the wise wizard to know when best to use his magic, or even more importantly, when not to use it at all."

Centuries ago, panic and turmoil swept across the Netherese empire.  There are few records that tell us what happened, and much of what we know comes from fragments.  Yet, it is well known among the clergy of Azuth, Mystra, and Savras the story of Karsus' Folly.

For centuries before the fall, even before the turmoil, a sickness began to spread among the archwizards of Netheril.  They looked out across their land, and all they had accomplished, both individually and collectively, and swelled with arrogance and pride.  Many began to believe themselves greater than or equal to the gods, and a rare few even worked to establish new faiths that venerated them over the true deities.

It was into this world of arrogant decadence that Karsus was born.  From an early age he showed a great aptitude for the Art.  It was clear from the beginning that his star would outshine virtually all others, and it was true for as he grew into adulthood he became perhaps the most powerful Archwizard to ever walk Toril.

Yet, the Empire had fallen into turmoil and Karsus sought to end it.  He used the extraordinary gifts Mystryl – the first incarnation of Mystra – granted him to craft a spell that would allow him to steal the power of a god.  In his arrogance, Karsus attempted to steal the divinity and power of Mystryl, yet he was but a mortal man.  

His mind could not hold such unimaginable knowledge, nor could his body sustain such an influx of godly power.  The Weave is a powerful but fragile thing.  The Netherese in their excessive use of magic taxed it greatly, and the actions of Karsus threatened to unravel the entire Weave, destroying magic forever.

Mystryl sacrificed herself to save the Weave, but it came at a price.  In the temporary absence of Mystryl - a few brief moments and no more - the entire Netherese empire was destroyed.  Their floating cities and enclaves crashed to the ground, causing the death of thousands upon thousands.  When the link Karsus' had established through his spell to the goddess was broken, he too was destroyed along with her.

Thus, the Folly of Karsus as it has become known, stands as a lesson to us all.

[FONT="Arial Black"][COLOR="Red"]Chapter 2:[/COLOR][/FONT]  [FONT="Book Antiqua"]The Remnant of a Goddess[/FONT]

When we die we leave remnants of ourselves behind.  In most cases for us mortals, it is our bodies, the shells that once contained our souls.  When a god dies it is not so different.  This became clear during the Time of Troubles when deities were slain upon the mortal plane.  For example, it is rumored that the Lord of Murder, Bhaal, died near a river, and as his blood flowed into the water it turned black and poisonous.  It is said that any who attempt to drink the water die instantly.

When Mystryl sacrificed herself it was not so different.  The Weave flows across Toril, and it is often thought of as the body of Mystra.  It was no different for Mystryl.  In her death, she left behind a remnant, and that remnant is what has become known as the Mist on these isles.

It is unclear even to us why the Mist is so heavily focused upon these isles instead of elsewhere where the Netherese were more prominent.  One theory suggests that the active Mythallar here on the island of Ymph, perhaps the last active Mythallar that still exists from the time of Netheril, caused the remnant to concentrate its energies here.  Another theory suggests that the Netherese here were spared from the worst of the collapse of the Empire, and as such many of Mystryl's faithful remained here on the islands.  As such, the remnant, drawn by the worship of Mystryl's faithful appeared here.  

Whatever the case, the Mist maintains some link to the Weave, and as such can be used for both good or ill.  Many have taken to worshiping the Mist, but Mystryl is no more, and what exists is merely a remnant of what was - though it holds great power and knowledge still.

[FONT="Arial Black"][COLOR="Red"]Chapter 3:[/COLOR][/FONT]  [FONT="Book Antiqua"]The Sentinel's of the Shroud[/FONT]

"...and so it must be that the powerful are guided by the wise, nurtured by the upright, and brought low by the just."

It was inevitable that the faithful of Mystra, Azuth, and Savras would locate these isles and learn the truth of the Mist.  Thus it came to be that the Sentinel's of the Shroud were formed, a group dedicated to protecting this holy and sacred relic.  The Mist contains the knowledge of millennia, and from that knowledge can come great power.  That power, like the power of the Weave itself, can be used for good or ill.

The Sentinel's exist to broaden the understanding of the Weave and the Mist, and to use both for the benefit of all.  They stand opposed to those who abuse their gifts and knowledge, and seek to guide them away from their destructive paths.  If that fails then it falls to the Sentinel's to ensure that they do not continue on a path of self and mutual harm.

They are seekers of knowledge, both new and old, and compassionate individuals who care for their family, friends, and community.  They live their lives as an example to others, and demand the best from those who join their fellowship.  

[FONT="Arial Black"][COLOR="Red"]Chapter 4:[/COLOR][/FONT]  [FONT="Book Antiqua"]An Author's Note[/FONT]

This tome was written, not only to spread the knowledge that is contained within, but to begin the rebirth of the Sentinel's.  Great tragedy befell our fellowship as prejudice and unjust laws sought to silence us through violence.  Our comrades were murdered, our initiates burned alive, and all that remains of us are two.  I am one of the last, but here on this island we can have a second chance.  Hope remains so long as our knowledge stays alive.  Spread the truth and knowledge contained in this tome, and if your heart is good and your intentions just know that there is a place for you among the Sentinel's of the Shroud.

If we should fail then it falls to you.  There must always be those who stand up against those who wield great power unjustly, those that seek to cause harm to the innocent, or stop those who seek to defile what is holy and sacred.  If silence should take us turn to the Mist for guidance.  It has ever been our guide since our founding, and it will guide you as it has guided us.
#18
Having just experienced being "bugged" it turns out that it might not (but still unsure) be a bug at all.

Suggested improvements:

1.  Allow PC's to rent both a guildhall and a private room.  One is communal and the other is private.

2.  Add the following dialog options for renting:

-  Allow someone to end their rent on a room to cause it to immediately expire.  Extra days are refunded at a minor loss.  This allows PC's to move from the Kingsman to the Hanged Goblin or the Wastrel.

-  Make it clear in the dialog (by not allowing it to happen!) that you can only rent one room at a time.  I wasn't aware of this issue, and thus I experience my current problem.
#19
Bug Reports / Rent / Patrician Powers Bugged
October 31, 2009, 07:41:25 AM
My PC is a Banner Faction leader, he is a wanded patrician, has his papers, rents a room at the Kingsman, has his guild token, keys, etc.

Yet, despite all of this when I attempt to renew the rent on my room at the Kingsman, or at the Registrar's Office I attempt to buy guild keys or renew the guild hall's rent there...  the only dialog option I get is "Nevermind."

Both Dan and Daz have witnessed this.  DM's are having to help me manually renew rent, buy keys and what not...  no one seems to know how to fix it, and it's been this way through multiple resets.
#20
The title more-or-less sums it up.

Right now we're a faction dominated by Europeans, meaning that we have trouble mustering a real presence in the primetime American hours.  So we're looking for people who play during American Primetime (4PM - 12AM EST).  Of course, anyone interested in joining is welcomed to join regardless of playtime.

Here is what works best, but keep in mind that virtually any concept can fit with two caveats.  First, they must[/u][/i] respect and obey the clergy of Bane.  Second, no Druids or Paladins - which should be obvious.

What works best:
Alignment:  Lawful Evil
Deity:  Bane
Race:  Human / Half Orc / Half-Elf
Class:  Cleric / Fighter / Rogue / Wizard / Monk / Bard

If you want to be a leader in the faction then playing a Cleric of Bane is a must.  All Cleric's fill a leadership role.

Some alternative concepts:  Servants of Loviatar, Malar, Talona, and Mask are also welcome as they are allies of Bane.  However, even if you do worship one of the deities listed, you will still be expected to show proper reverence to Bane and his clergy in order to enter and remain in the faction.

I won't go into any faction goals.  We have goals, but the faction is somewhat purposefully left open ended.  You can conceivably fit almost anything into the faction:  from scheming politicians, power hungry wizards, assassins, Armsmen, Stygian's, merchants, abused servants, mindless goons - and the list goes on.

So if you play during American Primetime (4PM EST - 12AM EST) and are interested in doing something big, fun, crazy, and serving in-your-face-evil Clerics, then PM me, post here, or hit me up on IRC.