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Topics - The Samophlange

#1
Alcide of House Gallet


It has been an exceptional ride! Coming off the heels of a character I didn't quite click with mechanically, I decided I wanted to try two new things: A serious stab at a melee rogue, and my first ever PRC. I've always known rogues had a lot of potential as a class, with many stunning PCs over the years showing just how deadly they could be, but I never managed to get over the early hump of low HP and  the slow second attack usually meant I gave up and played another fighter instead. This time, though, I managed to tough it out long enough for it to pay off. And did it ever pay off!

Alcide was born the middle child in a dying minor house. Whatever glory the Gallets had known once had long since been worn away, leaving only dust and debt behind through the passage of time. Alcide's childhood was spent listening to his family moan over their lot, and trying to find a path to wealth through a political marriage that would never come. The only things that provided him much joy were his fencing lessons, something he took very seriously.

The terrible secret of Alcide was that while he professed a great fondness for the Auld ways of the ward, it was an affable mask to cover a terrible bitterness in his spirit. He hated the great houses for their indolence, resenting how they used their power only to further reinforce the ivory towers they dwelled within. His love of the duel was a much more honest one... because it was a way in which he could humiliate his foes, and pick at men who were meant to be his betters. Though he never did get to duel a knight as he'd once hoped, he won many notable bouts on the bridge for House Belmore and earned a great deal of respect for his bladework. And, in the end he did slay one... though the details behind that are best left discovered in game!

[Hide=Early days]

Alcide really hit the ground running, starting with a level 5 entrance into one of Sarah's little tournaments. He had two potions to his name, but I came second in the grand melee! ...And lost every other fight. Still, Sarah's enthusiasm for entertaining and supporting her people won him over, and so when she offered him a role in her House he accepted.



Alcide fit in well amongst his fellow retainers, who found his incorrigible tongue to outweigh the occasional headache that came with it. The friendships he found within Emmet, Talbert, and Pavlina formed a huge part of his motivations, and led him down many odd roads in the pursuit of a Ward worthy of their futures.



At the same time, Alcide's more whimsical nature allowed him to serve his Lady in ways the others could not. Many were the times that Sarah asked him to do something that the more stuffy members of the House might object to on the basis of being 'a bad idea' or 'potentially suicidal'.



Though small in number the Belmores had enormous spirit, and were constantly poking their fingers into anything that they thought could make the Steadings a safer or more prosperous place. These would form the happiest days of Alcide's life, and the start of his upwards trend in the Ward.
[/hide]

[Hide=The Rise]

Not content to be merely another retainer, Alcide hatched a plan to demonstrate the glory of House Belmore via his bladework. He wished to best a member of each great house on the bridge in a proper duel, both to stab at the name he so disliked but also to bask in the attention that his victories would bring. His first duel, however, was a closer failure to Bartimus of Moonspear. All present were impressed by the young fencer, and yet it seemed ash in his mouth. It was all he could do to force a smile and congratulate the Knight of Pies. Thus began the start of his career as a champion.



Over the next month in the ward Alcide would boast many victories, both major and minor. Alth'azar of Velstra, Moira of Glitt both saw public defeats, while a number of more minor matches took places all across the 99th. He was fond of fighting even over small things, such as baubles found on adventures, and won a number of trinkets through friendly contests. As the days went by people came to know the young man of Gallet for his prowess.




It was around this time that Alcide stepped beyond a simple fencer and became something much more fearsome. His lunges and jabs, honed after so much fights, were becoming the stuff of legends. An old blade was produced from the vaults of House Belmore, one of the last relics the family had... entrusted to Alcide. He would use it for the rest of his life.



It was around this time that his feud with House Velstra began in earnest. Emmett, one of his dearest friends, was pressed by his conscience into ransoming the safety of Dame Kinsley from Ser Adrian. So incensed by such behavior unbefitting of a Knight, Alcide started a smear campaign on every level to try and goad Adrian into fighting him. Despite how brazen of a man he could be, he did respect the bans from the Velvet and the Vale. Mostly.

[/hide]

[Hide=The Fall]

As time went on within the Ward, the problems would only seem to compound. Adrian, afraid of the Nothing, made plans to escape via boat. Japes, though he professed a willingness to fight it, had all the leanings of a bully rather than a Knight. Despite his growing fame, Alcide was still a retainer. He had no power to deal with the men he viewed as sucking the marrow from the bones of the Ward.



Though tied to Glitt and Moonspear via friendship and official declaration, respectively, it was hard to feel as if they were doing much to stifle such influences. Kinsley, recently knighted, was still too timid to take to the fight in a manner that pleased him, while Moonspear reeled from many recent deaths at the hands of the Nothing. A period of darkness was starting to fall over their home.



It was only after Kinsley was beaten down by Manfred in the streets that the wheels began to turn on a plot. Unbeknown to most, however, House Belmore did more than just support their friends in the affair...



Demands were made. Either Japes would submit to Lord Bernard's demands of a lash, or the fragile alliance of the Peers would break as Glitt withdrew its support. The Knight claimed he would kneel and submit to his punishment...



...Only to instead deliver another insult to Bernard's halls. The Glittsman within did not accept such a slight, and battered the Orzans down to a man. The fierce Ser Japes was stripped naked and paddled like a surly babe, before Bernard announced he would be sent back to his Lord in such a state.

This is where the screenshots end, as I got too caught up in the moment to keep taking them. It was claimed that Japes had sold the souls of several Orzans to a demon to attain some fell bargain, and that he allegedly planned to use his stake in the soon to be rebuilt Vestry to steal even more away. Though disturbed, the Lord  of Glitt would not kill a knight that was assaulted within his home outside of a proper duel. He would still be returned...

At which point Alcide decided enough was enough. As Japes made his way through the streets, he gripped his epee in hand and charged for a final lunge. The results?



A knight lay dead on the cobbles. Alcide, for his crime, was to die. But Anders is not a man of mercy. Emmett was taken with him, to be tortured before the young man's eyes and break him. Only his death was to be swift. It is said that no good deed goes unpunished...
[/hide]

So ends my time as Alcide! I had a tremendous amount of fun playing him. His quick wit and catty tongue meant most interactions gave me a chance to give some sly barb. I very frequently delivered back-handed remarks to the face of retainers from all Houses, as he sought to quietly release the building pressure of his hated for what they represented. Even so, I did still manage to make friends in the ward, as well as interesting enemies that made my time so much more special to me.

A special thanks to the players of Kinsley, Sorcha, Earc, Reinald, Aldstan, and Mebril for all the political scheming done during his time alive. Another to the Peter Pickwick crew, Anum, Casper, Oliver, Albert, and Vimmyl for the many magical adventures we had. To that end, thank you to Bearic, Secutor, Skaghunter and Sternhund for running many of the plots and events that did so much of Alcide's view on life in the 99th.

And, last but certainly not least. To the Belmores, Talbert, Pavlina, Emmett, Joachim, and Sarah herself... you truly were an exceptional group of players to engage with. I saw others from the outside say that the Belmores were the most human group that they had seen, and I really did feel that way myself.  The love poured into one another, both in and out of character, made logging in a joy even when nothing in particular was going on.

I would have loved to keep playing Alcide for longer, but I am happy with the way he ended. He died doing what he thought was right, and in doing so has sewn a number of plot seeds I hope will unfold in cool ways. I'll take a little time to gather my thoughts on what exactly I want to do next, but I look forward to meeting you all again on a new face soon.

Oh, and thanks again to Karpie for the art used at the top of the page! I told you I was going to use it in the obit, didn't I?
#2
Announcements / HELLO
April 17, 2018, 04:52:50 AM
I'm happy to say that after spending far too much time on efu pretending to be an elf I can now continue to spend far too much time on efu pretending to be a variety of other creatures as a Dungeon Master! I've already enjoyed sharing stories with many of you, and I'll continue to do so now behind the screen. Please preemptively prepare to complain when I accidentally kill you while getting the hang of this.
#3
Screen Shots & Obituaries / Radvul 'Redhands' Stragat
February 04, 2018, 08:45:14 AM

Radvul Stragat was the son of a Community Overseer and a Matchmaker, both honorable and very boring positions within the realm of stagnation and tradition that is the Great Rift. He served a mandatory military tour of duty, after which he got into his fist fight with his father, got his nose broken, and ran off to the surface to find his own identity and a life of glory.


He wound up working as a Wyvern Hunter, part of a crew of men with heavy machines that snares them out of the skies and descended onto the beasts with spears and axes. When he arrived in Sanctuary he was fresh out of retirement, the Darkening having ruined his plans to settle down after 30 lucrative years of killing giant lizard. Shortly into his stay Byran Ayes contacted him about killing the Pride of Jultar.


It went pretty well.


But, as with every idiot who thinks that they can fight the entire world, eventually the world is going to swing back. Redhands died stepping in to face a creature truly beyond his own understanding, and found his heart stopped and his mind shattered when faced with the true horror of what lurks outside of the realm of hunters and their own heroics.


I had a lot of fun with Redhands. He was a rough and tumble sort of character but had a huge heart under it all and liked to do what he thought was right. He worshiped Haela Brightaxe for her message of killing creatures that deserve to be killed, for the glory inherent in their deaths. With his coarse language and aggressive nature I wouldn't be shocked if few people pegged him as Lawful Good!


Being such a larger than life figure at the end was a mixed bag. As fun as it was feeling the awe of his deeds at his back, I did get to feeling like he was starting to peter out. I just hope you all enjoyed having him around as much as I enjoyed playing him. It was fun trying to reach out and touch the setting a little, even if it was mostly just killing a big dumb spider and being okay at pvping one drow.


Shout out to the players of Aelynthi, Lahanis, Orrel, Ayes, and Volric for being especially influential to the PC in his actions. I enjoyed the various friendships I got to make, even the really questionable ones. Especially some of the really questionable ones.


Here's the screenshots, in a loose chronological order: https://imgur.com/a/TEth1


I'll probably putter around for a little while as I think of what to do next. Keep it real efu.
#4


This is probably a little overdue. With my current semester being a bit more demanding than usual, I just don't have the time or energy right now to devote to a position of power on Efu. That last few times I managed to log in I was hopelessly behind on things, a trend I don't see changing for a while. So, rather than existing as some kind of ghost Sergeant, better to letter Kurenov retire into middle management.



When I set out on Hendrik, I had two goals: Make Sergeant, and take no shit. I was successful on both fronts. I engaged in more pvp on this character than any other that I have played. Roughing up various criminals, often for simply running their mouth a bit too long, and fighting against perceived enemies of the city. I'm not the most aggressive player by nature, so it was interesting to push myself to fight outside of situations in which I would normally do so.

[hide= Background]Born the son of am Impilturan duke, Hendrik led a life of tremendous expectation. He was groomed to succeed his family's control of several lucrative bloodstone mines, and through this control the interests of the Kurenovs under the gaze of the country's council. Ultimately, it was a duty he would throw away, instead choosing to abdicate his inheritance and let his younger brother assume his position. Instead he began a captain of the Warswords, a position he filled with enthusiasm until the Darkening. There were murmurs that he was perhaps overzealous in his disciplinary methods, but never enough to push the matter.[/hide]

A devout follower of Loviatar, Kurenov believed pain was the method through which men were improved. No lesson lingered in the mind as long as the bite of the whip, a tool he used to try and promote men to better themselves, and through this improve society. He wasn't a very nice man, taking exceptional and occasionally inappropriate glee in these punishments, but he was a firm believer in the duty of mankind to band together and form a strong, cohesive civilization. Even following the death of his goddess, his time in Sanctuary remained in pursuit of perfection through agony, and a more rounded home for the final survivors of the Darkening.

[Hide=Arrival]


Hendrik enlisted in the Watchers shortly after his arrival, finding the prospect of adventuring to be too foolish to serve as a long-term profession. Almost immediately into his service the Rough Guys would launch a string of attacks that resulted in the death of a Sergeant and many rank and file Watchers, leaving Kurenov one of the few left on the active patrol. As a result he was in the odd position of being the oldest recruit, having to guide newer Watchers into service despite having served only a week or two longer than them. This began an unfortunate trend of severe under-staffing that lasted through most of his career.




Though hardly a 'clean' Watcher, Kurenov wasn't interested in gold. Most of his collars involved leveling an outrageous fine upon the heads of those involved, to offer them a more reasonable punishment if they would agree to accept several public lashes. Several took him up on his offer, though few of them would seem to change for the better as a result. As he was fond of saying, 'some lads simply never learn'.



Even as a private, Kurenov expected the Watchers to be treated with respect. Several of his early scuffles came as a result of people flippantly dismissing him, resulting in busted jaws and time shackled. Those unwilling to follow orders and behave intelligently had no place.




Despite his faults, he was a ruthless and effective combatant that distinguished himself through many field missions and sieges upon Sanctuary. It was difficult to question that he was a tremendous force on the city's behalf. His zeal was a result of his zealous masochism, enjoying the wounds even as they threatened to undo him. On several occasions his comrades would remark at being disturbed by the sheer joy he seemed to receive in battle, often demanding that his enemies strike harder to try and bring him down.




It was during this time that he began to develop his relationship with the Spellguard. Though he initially thought of Thynne as a brute and a simpleton he would come to respect the woman's tenacity, finding her to be an overall positive influence on the city even with her reckless behavior. Vyrgil, on the other hand, almost immediately came into conflict with his views. The old Agent had largely locked himself away, wallowing in his sadness for several months. It instilled a sense of contempt in Hendrik for him, something that would result in them butting heads several times.



Eventually, the turning point in his career would come as the result of the trial over a Prefect. Olla Fe was ousted from Sanctuary after embezzling a large amount of gold from the city to pay her employees rather than use her own gold. Hendrik organized the case against her, resulting in a tribunal finding her and her associates guilty. They were all exiled, until such a time that they paid five-thousand gold per head to return. Few of them would do so.



And so, Kurenov got what he had wanted. He would serve as Sergeant.[/hide]

[hide=Post-Promotion]




Upon making Sergeant, the first line of business was whipping the current Watchers into shape and pursuing several of the outstanding cases in the files. Hendrik never thought of himself as much for paperwork and investigating, but he managed to close a few of the dusty and unsolved cases. It is something that would earn him the ire of many criminal elements...




During a routine patrol of the Machine a pair of Vault thugs high on Bloodshot would subdue Kurenov and his comrades. When the Sergeant refused to back down or plead, they took a hammer to his leg, beating the fallen man until the limb hung only by a single, stubborn tendon. Elaine and Mason helped him to the tower, where the leg was amputated and replaced with a crude metal claw. This would prove to be a defining moment for Kurenov, stripping away some of his cheer and exposing more of the raw edge that lurked beneath.



Relations soured with the Exiles and the newly established Covenant of the Pure. Hendrik was vocal in decrying the works of more volatile members, taking efforts to force out would-be ambassadors of Mur and otherwise stifling the impacts that the 'freaks' could have on Sanctuary.




As a result of his tireless service in opposing the dissident elements of Sanctuary, Kurenov was given the gift of mobility once more. IN a bloody and unsettling procedure his good leg was amputated as well, and two metal limbs were fashioned to replace them. This served as a quiet bit of hypocrisy for the Sergeant, his unfeeling new limbs clearly outside of the doctrine of his faith. And yet, his growing revulsion for his enemies prompted him to consider more drastic measures to become a perfect soldier, and once and for all oust the enemies of the city.




After his surgery, Hendrik would continue to serve as a fearsome face for the Watchers. Through the course of several skirmishes, sieges, and surface missions he left a legacy behind as a man who would accept no disrespect for the institution he stood for.




Even if it would mean correcting rogue elements within the Watchers and Warders. After months of deranged behavior from the Agent, Kurenov would take Elaine help and force the last remnants of Rebecca Locke to be destroyed, killing Vyrgil's 'daughter' once and for all. This would be the Sergeant's last major act.
[/hide]

[hide=Friends]


First and foremost among Hendrik's friends was Agent Vadrell, the woman who advised him to seek a career in the Watchers when he first arrived. They remained close comrades throughout their careers, being present for many of each others most trying moments. They had grand plans for how Sanctuary's future would unfold. But, in the end, it was not meant to be.




Hendrik initially thought very little of Natalia Mason, a woman who seemed more obsessed with creating interesting expklosions than doing anything productive. However her enthusiasm quickly grew on him, and what he thought to be naivete would prove to be a simple optimism of spirit... even in the darkest times. Her death took a significant toll upon him. This, along with the loss of his leg, was the major factor in causing him to so passionately hate the various freakish elements in the city.[/hide]

Unfortunately, this is where his story ends. I had a lot of fun with Kurenov, and I am sad that I couldn't get him a proper heroic end. But, I feel it's better to end the character than let him drag along for months before I might be able to play him properly. So, say goodbye to the jolly sadomasochistic Sergeant, a man who enjoyed the finer things in life: Wine, women, and whipping.

...Okay here's the fun stuff.
[hide=Loot]


The signet Hendrik earned for single-handedly covering the escape of a surface mission. The Sergeant pushed back a full Dread force while the rest of the warband escaped via portal. He would only managed to slide in at the last possible second, his body torn to shreds by the unstable energy of the collapsing portal. But, too stubborn to move on, Kurenov was brought back among the living to continue to server. A very powerful defensive tool, it continued to enabled him to charge fearlessly into danger.



Kurenov's familiar barbed sword. A devastating and brutal weapon, it would constantly gouge into his sword hand and leave him bleeding across the battlefield. The pain helped to keep him focused, allowing him to unleash devastation upon his foes. An amazing signature weapon that helped to push that imposing air I had in mind for the character.



One of the Sergeant's signature tools, he was fond of using the magic stored within the belt to send a horrifying storm crashing down on himself and anyone unlucky enough to be nearby. Out of character I loved seeing initial reactions to it, especially from those that weren't quick enough when he yelled 'CLEAR!'



A recent addition, this unsettling shield of living vines was a very fun item I wish I'd gotten to use longer. It served as both a powerful defensive tool while also leaving him exposed to greater danger, perfectly matching the risk-reward theme of many of his items. I absolutely loved it!





And a few assorted tricks and trinkets, helping to establish Kurenov as an unusual combatant. Much thanks to the DMs that made such sweet items. More than just mechanically I really liked the personality that I was able to display through them, helping to portray the character as a reckless lunatic unafraid of being hurt so long as he crushed his foes.[/hide]

Okay, that's all. I'll probably be back in the future when things slow down, playing a character with less weight on their shoulders. Much love to anybody who played in the WaW during his run, and a special thanks to Dina, Naga, and tinfoilhat. The Dream Team did a lot to help shape the core of the character's identity, and those long Machine patrols were always a good time!

It's been real, Efu. See ya soon.

 
#5
Came sooner than I would have liked. But, I guess most of them do.



I made Rodya with some pretty simple ideas. I wanted to make a roachman who would delve hard into his own nature and try to understand the 'why' of his change. The first thought was originally for a Rogue with high Int and maxed heal as some kind of surgeon. But, then I thought 'Hey, wouldn't it be cool to make a bug bard that inspired people with semi-psionic buzzing?' And, well, here we are. I decided I would say he was a scholar and astronomer prior to the Darkening, and came up with a few ideas on how I might portray him based on how the dice landed.



And did they ever land! Rodya was a little frail, but otherwise had been vastly improved from his more mundane self. This would serve to greatly shape the way I interacted with others. With fairly high intelligence and wisdom I tried to portray him as empathetic and thoughtful, despite his odd social habits. It meant that he had mixed feelings about his change. He did not resent it as bitterly as some, nor feel trapped by it, but merely hated hat he had been forced to suffer such severe changes completely against his will. This would be the lens through which most of his motivation lay.



He met Casimir very early on, who would then go on to be one of his closest friends and allies. Though a terrible influence, and probably person in general, Rodya felt intensely loyal to his shady Red Guild bro.



At the beginning of his character Rodya didn't actually have a tremendous love for adventure, and mostly went along out of a feeling of obligation to others that he knew. He was terrified of losing what few new comrades he'd made, and did a lot of stupid things to try and keep them alive. Like tearing about a horrible shadow artifact and getting cursed.



Friends don't let friends delve spooky tombs.



Sadly, most of the shadow-spelunkers died, leaving Rodya more or less alone in having his gloomy bug shackle. Luckily for him, however, in the course of growing to love the thrill of heroics and being desired for his talent, he managed to work his way into the good graces of the Priestess of Shaundakul, Sedja Hrodsan.



Thankfully Bug Luck remained on his side. His shackle was broken with no ill effects, and he got to feel the touch of the divine wind. Rodya was never an especially faithful man, and so the experience of feeling a God's handiwork in person inspired him to pledge himself in the Rider of Winds' name. Rodya worshiped Shaundakul until his death, often making quiet thanks to the Helping Hand as he faced trials.





Rodya's greatest fear was his own unstable body. The knowledge that he might drastically change at any given moment haunted him, and drove him to desperately seek some kind of answer for his mutations.



Even though the changes were largely positive, he resented the feeling that he was being adapted against his own desires, as if at the hands of some higher power.







There were many journeys, many friends, and many challenges...



Which culminated in accepting the role as Champion of the Summer on behalf of the Seelie Court.



A battle that did not end well.




And that's it for Rodya. Lot of stuff I would have liked to do. Ideas I hadn't fully gotten around too, stuff I could have done better. But, I had an incredible amount of fun playing him and I enjoyed all of his interactions. Special shout out to Stranger for helping me to find Rodya's voice and playing a really solid friend, and to Caster for running some truly excellent stories that led to his conversion to Shaundakul. Really, though, thanks to anybody who spent the time to talk to him. Seeing reactions to his somewhat eccentric nature was very fun for me, and made logging in exciting even when I didn't feel as motivated as I should have been.

Also here's some loot.




The distinctive suit of chitin Rodya wore came from killing a den of vampires down in Lower. I really loved the colors to it, along with the awesome lore behind it.



A shield earned after surviving a mad pyromancer's puzzle designed to legally burn people to death with their permission.



And, of course, his Number One Hero medal. When he first got it Rodya was still a bit on the cowardly side, much preferring to follow others into dangerous situations than lead. A far cry from the bug that would lead a force of Summer into the jaws of the Winter Court! Though Rodya is gone, perhaps the model of Number One Heroism can still live on without him.

It's been real guys. See you IG again soon.
#6


Gilbert Laedak, affected the Dawn Star by his Knight-Procurator for the weapon he wielded, has finally died. Though I am sad to see the character go, I consider him to be my most successful character to date. Originally conceived as a potential Auxiliary, Gil was a naive mercenary from Aglarond who had never seen any actual combat. More used to polishing spearheads and stocking catapult ammunition than actually fighting, when he arrived in Sanctuary he was an incredibly idealistic and impressionable young man. The original plan was that he would buy heavily into the Spellguard propaganda, idealizing the Agents for their role in keeping him safe.

And then, something amazing happened. Charles Argentaeu made a sending to speak on the Chalice, and after a while of learning of their function he offered Gil the chance to become a Squire. I was shocked, and yet... I could not think of a single reason the young man would ultimate refuse. Thus began the growth of him from a young man with a nervous stutter and no faith in his own ability to the fearless bulwark of the Golden Chalice. His growth as he became more confident in his abilities was a joy to play, and I immensely enjoyed the way the Knights of the Golden Chalice shaped him and watched him turn into some kind of horrible Gary Stu model of perfection as a result of their confidence in him.

[Hide=Squire]

Gilbert was a mess when he arrived. Full of anxiety and never formally trained, he barely knew which side of the flail to hold onto!







At first Gil was incredibly uncertain of his position as a squire. While he looked up to Charles as the example of everything he wished he could be, he had a difficult time believing that he could actually meet the older man's expectations. The result was a warrior who was constantly anxious, on the battlefield and off.





Laedak's spent much of his early time learning from his fellow squire Don Throgg and his knight, Charles Argentaeu. Though Throgg was resentful of the way the knights flocked around the new human lad he still put Gil through the ring often, teaching him the basics of battle that would carry him until the end of his career. Charles favored a much more hands on form of education, leading him into the most dangerous places in the Underdark to acclimate him to the dangers of their work. [/Hide]

[Hide=Cape Harrowden]

Not long into his time serving beneath the Summer Knight the Golden Chalice was called to their first task on their quest. The sought the Wellspring of Eternity, a font of eternal life that could return Siamorphe to her full power once more. To do this they would need to follow the tracks of Josiah Bamberg, an explorer rumored to have found it in the Underdark some two-hundred years ago. They were forced to secure an uncertain craft, approaching the fell isle under cloak of mist.



On the isle they found a village filled with warped men and women, their bodies twisting into horrid fish people. Among them was a pair of shipwrecked travelers, their captain lost in the wreck. They warned the knights of a coming Solstice ceremony, during which they would have a chance to attack the mysterious temple in the center of town without anyone noticing.



They snuck in through an abandoned asylum, which was discovered to have been holding sacrifices for the coming ceremony. The only way to the temple was through the murky waters...



The temple was truly ancient, older than mankind itself. Gil found courage in his fellows, facing the warped fish-men without breaking. At least, until the ritual completed and their wicked master emerged!



Foulest Dagon! The demonic Lord of the 89th level of Hell stepped into Faerun once more, aiming for the total destruction of all life that did not bow before him. The only hope to stop him came in the critical moments after he stepped out of the hole in reality, still weak from his transit. Alas, the knights were in no position to do battle! Throgg fled at the sight, and Gavrilov lay slain by its minions. Gil stood frozen in fright, unable to move before such a terror! As it advance upon Charles, it was Maestrari Vauclair that read desperately from an ancient scroll...


Dagon was banished once more back to his realm of brine and hatred. Without the mage the battle may truly have been lost. As it was, Vauclair was well beyond saving.


They took the fallen knight outside once more, preparing for the long journey home. Before they could load the ship a dazzling light came down. From the heavens descended Aznael, His blade still slick with the blood of the Dread from the war in Celestia, he could spare little time to aid them. All that could be done was to bring Gavrilov back to the living once more... though, not without its risks. The knight would return changed, seeing enemies within every shadow. With their full number hale once more, the knights returned home.



The nightmares of Harrowden would not fade easily, however. A small cult that had once seemed innocent now held greater meaning in the light of Dagon's menace, and the Celestial Carp offered its followers a mean to adapt to the waves below.



A trial was held, starting a long process of scrutiny that eventually saw him exiled. The cultist Highgull would die in Lower, leaving the events of the wicked isle to fade into memory...
[/Hide]

[Hide=Djinn]

For his efforts during Harrowden, and for accepting a duel to defend the Chalice's honor from the slander of Ordinant Cline, Gilbert found himself knighted. He was affected the Dawn Star, named for the holy flail bestowed upon him by Aznael following Dagon's defeat. This would cause a rift between him and Don Throgg, as the senior squire was troubled to see the younger and less experienced man attain the purple cloak before him.



Gil would wear the armor bestowed upon him by the Knight-Procurator for the rest of his days, proudly displaying the colors of the Golden Chalice wherever he went.



The peace would not last for long. A frantic mother called for brave souls to find her daughter. Gilbert vowed to bring the young woman home safely, joining with Maestrari Vauclair, Sir Randolph Gavrilov, and several other citizens. Upon their arrival they found space changed around them, changing the appearances of several of their party. It was during this time that he first met Celia Riovane.



The strange realm seemed to only vaguely follow the rules of reality. Immediately the people of the realm enlisted to aid of the 'heroes', seeming to recognize Gilbert specifically and calling him the brave knight of their legends. Only he could vanquish the vicious King Crowdan, whose evil castle lay beyond the dark woods.



Crowdan was a terrible foe, yet even as evil as he seemed there seemed to be something staged about the entire fight. After he was vanquished and the princess was saved the farce became all to clear.



Their adventure had been nothing but the dream of a girl who had wished to live in one of her storybooks. The strange man that greet them outside of the fantasy was amused by their actions, offering them the same deal he had given the girl: Any one wish, in return for one's soul. Gavrilov spoke out, admitting that it was his fault that the creature was free. He attempted to trick the Djinn, wishing to know its True Name. Yet, it was too powerful to be snared easily, and left with the knight's soul. To forge a proper prison they would need to gather several potent reagents.



They braved an Efreeti's prison...



Faced a fearsome Ice Troll on behalf of the Svartalfs..



And even faced down a massive deep wyvern!



The ritual was prepared, and the Djinn was snared. Even if chains it sought to mock them, proclaiming that it would keep the souls devoured through its games. They were faced with a choice: To seal the ancient Djinn and allow it the victory of keeping its stolen souls... or to descend into its lamp, and face it while it wielded power like that of a God's.



They brought war to the Djinn.



And crushed the wicked creature for good. The battle was not without its cost... Gavrilov's brother, once animated by a wish, was dead once more. The pain of this loss, and his part in the release of the creature, weighed heavily on Gavrilov. He would hang up his blade, and depart from the Priory.
[/Hide]

[Hide=Vauclair's Demise]

Celia Riovane found a place as a ward of Albrecht Vauclair. Gilbert took a fancy to her during the course of their trials, beginning a quiet romance that he would hide from the old Maestrari. Though the two were an odd pair, a farmer's son and a nobelwoman, the bond they began to form would form a rift between the young knight and his elder.



During a political talk with Sanctuary's diplomats the Spellguard Agent Rourke would attack Vauclair, stealing a holy relic of Siamorphe and giving it to the wicked giant Magnatz. The blood mage used the symbols of the surface royalty to draw Sanctuary's nobles to his mound, stealing their blood. Vauclair raised a challenge, seeking to reclaim his relic...



A battle that would ultimately claim his life. The old man's passing cast a shadow over the knights, foretelling the hard days that would soon come to pass.
[/Hide]

[Hide= Ysinode and The Raid on the Pyrimo]

Director Szul and the Spellguard, working with the Society of the Ordered Mind, raised up a plan to make an assault upon a lab outside of Ysinode. No longer a young and timid knight, Gilbert volunteered with Celia to take part in the dangerous raid. They were to descend to the Lowerdark, breaking through any Dread forces that lay in their path and freeing hundreds of unenthralled souls from a fate worse than death.



They met heavy resistance. In addition to the typical soldiers of the Dread army they found themselves facing many strange new abominations alongside the wicked Illithid themselves. They poured out from every corner, shrieking and putting the entire facility on high alert.



The battle rose to a fevered pitch. The Spellguard prepared a portal to tether to the beacon placed beforehand, offering and escape if the prisoners could be brought safely to it. Knight, Ordinant, and Watcher fought side by side to keep the tide at bay, buying enough time for the hundreds of desperate slaves.



The end result would be talked about for weeks, seeing all participants named 'The Heroes of Tarkash 6th'.



Embolbed by this act, the Knights met with Director Szul to discuss a similar mission. They would attend one of the Pyrimo's events, fighting not for the Dread creature's treasure, but for the life of a descendant of Sanctuary's founding families: Alexander Archibald.



They were faced against a warped flesh monstrosity, an augmented minotaur, and a terrible implanted Wyvern that breathed deadly poison all throughout the arena. The battle was not without is casualties, dairy or otherwise.



Even in victory,the Illithid was cunning and vile. It removed the implants and restored Archibald's mind, but only after destroying most of his body and leaving him as little more than a slurry of pink gel in a vast tube. The unmade man shrieked in constant agony, unable to accept his own fate.



There was nothing to do but end his anguish.
[/Hide]

[Hide=The Descent to Hell]

Their spirits heavy, the Knights continued on their Holy Quest to find the Wellspring of Eternity. They assaulted the lair of a band of demon-hunters, the Orderic Oculamus. Through them they came across a tome that would see the to Hell, into the prison of a fallen angel named Belariel. First among Siamorphe's servants, he was outraged when the mantle of its power was passed to mortal kind. To find the location of the Font they would need to challenge his generals.



Strife.



Wasting.



And desire. They were tested physically and mentally, tempted and taunted at every turn. Yet, they managed to perserve to find what they had sought for so long:



A dwarven sage, kept alive eternally. Upon the world's creation Moradin tasked him with the creation of a map that would detail every detail of the new world, including the Font's location. With him secured, they returned home to prepare for one final task.
[/Hide]

[Hide=The Wellspring of Eternity]

The Knights sallied forth one last time, meeting upon the edge of the Dark Lake. Celia Riovane did not stand among them, her presence missed even amidst the accusations against her character. Gilbert was consumed with anger and guilt regarding her perceived betrayal, though he struggled to hide it.



A spell was cast to locate the Wellspring with the Sage's knowledge, prepared by the wise MAgistrari who had helped to decode the clues of Bamberg's journal, and provided guidance every step of their journey. The spell would rob the Magistrari of his life. Vowing to make the most of his sacrifice, albeit uneasily, they continued below the waves



Within they faced many trials, and were pitted against their own fears and limitations. Gilbert was once more forced to face the dreaded Dagon, his limbs shaking as if he was a squire once more.



Deep inside they found Bamberg, still alive centuries after the fact. Yet, it was not a happy message that he carried: The Wellspring was not a font of life, but a crack in the realm of the Dead. The knights had been lied to by their Knight-Procurator. In a moment of doubt, Gilbert faltered. Perhaps it was the trust given to his liege, or the doubt regarding his judgement having turned his love aside. Regardless, it bought enough time to let Radzetsky descend into the Font to seek Siamorphe's essence.



The Knights of the Golden Chalice led one final charge against the betrayer. They fought with brilliance and skill unlike many others, bringing to bear and assault that would undo any mortal man.



But the Knight-Procurator was no longer mortal.



Charles leapt into the Wellspring, seeking to undermine its foundation with a celestial ring in his possesion. What his fate was, they would not know. The new Siamorphe struck through the recently knighted Donald Thruscaton, chaining his soul to the half-orc's body and forcing him into cruel thralldom.



A fate that Gilbert could not avoid, despite his pleas.



So ends the tale of Gilbert LAedak, the Dawn Star. Though his body continues on, there is no spark of the farm boy within him now. The purity and goodness, instilled in him by his brothers in arms, has bled out to leave only the empty aching of devotion to his new lord.

Long Live Siamorphe, the One True King.
[/Hide]

[Hide=Odds and Ends]

The Knights spent much of their time in the Dark searching, either for hints of the trail to the Wellspring or for the supplies needed to maintain their crusade. Along the way they would meet many interesting people
.


Laedak actually had a squire, albeit briefly. Leofric was a strong and capable soul, but the Underdark is treacherous, and he was lost shortly into his service. It was a failure that the Dawn Star never quite forgave himself for.



Gilbert did not have many friends outside of his order, but chief among them was the Scrapknight, Eileen. Though they could not travel together often due to their differences, he fondly recalled his days as a squire with her, learning much from her odd sense of justice and determination.


Gilbert faced many strange foes.




And saw many strange sights.



Yet, through it all he kept his sense of goodness and belief that the world could find the light of hope once more.
[/Hide]

[Hide=Loot]

A prized golden helm, earned for his part in the assault on the lab of Ysinode. It tickled the youthful pride in him, and made Gil feel as if he truly was a hero.



The Dawn Star, the holy flail that he was named for. A fearsome weapon against the forces of evil, it was the source of his confidence when facing them.



Gilbert's signature bulwark, awarded for the destruction of the Djinn and the return of the souls it has devoured. He took tremendous pride in his ability to face any danger, stemming the tide and guarding those weaker than him.
[/Hide]

It has been a long journey, but I do not regret any of the bumps along the road. I recommend that you allow Efu to sweep you along sometime, and see where it takes your character. You might find yourself less certain of your ultimate goal, but it can be incredibly satisfying to see how you surprise yourself with the path you wander down.



It's been real, Efu. I'll see you guys again soon.
#7
Suggestions / High Level Quest Limits
September 22, 2015, 09:04:26 PM
I have been starting to notice that questing options at high levels are becoming limited. Quests that allow the highest levels of adventurers are naturally going to be less common than others, but recently a few of the limited pool that are out there have been shifted down to prevent parties with high-level characters from doing them. Some of these quests, such as Terrifying Cave and Exigent Thought, represent some really terrifying(ha) enemies that under normal circumstances only could be tackled by stronger characters. This leads to issues where the rare high level characters have extremely limited options, forcing them to do the same 1-3 quests every single day with no chance for variety. I would rather see some of these made more difficult or less rewarding, if that is the concern, than to lower the max levels on them.
#8
Screen Shots & Obituaries / Udeka, Chosen of Ilneval
December 30, 2014, 07:02:45 PM


The son of a subjugated cleric of Ilneval, Udeka was told his entire life by his father that he was something more. A special child, a marked warrior. He grew feeling the weight of Ilneval's blessings upon his shoulders, and the expectations of his father and his new tribe hung like a heavy weight about his neck. Slowly, however, the constant zealous words began to have an effect. He began to truly believe. He became as much of a zealot as his father, thinking himself an avatar of Ilneval's fury and cunning in the depths.



Though he did not get many chances to deal with people, Udeka always strove to be a cunning diplomat. The Horde Leader teaches that it is strength of the mind and the body that makes a great warrior, and so it was important to always seek to be more clever than others. His mission was almost sacred in his eyes, and so every interaction was considered carefully.



(Not pictured: Targ getting his ass beaten badly enough to lead to this exchange)

Not everything was perfect within the warband. They were orogs, proud and mighty warriors who all wished to be the strongest among one another. But, the roleplay between our characters was some of the best I've had on the server. Being in a small hostile group forces you to focus much more on the inter-party dynamic, as you don't get many other options.

Udeka was fun, I enjoyed him a lot. I recommend anybody curious to try and get involved with the plotline.

See ya soon.
#9
I'm not usually one to delve into personal matters, at least not in this sort of a community. But, given the circumstances around the character I feel I should offer an explanation as to why I am retiring my character.

As I have told some people, to explain my frequent and at times unfortunate AFKS, I live with a family member who has rather severe COPD whom I help with day to day business. Recently, another member of my family has moved in with us, one who has similar physical limitations due to a prior car accident. As such, much of the physical work around the house has to be done by me, which I do not mind. Until quite recently it did not impact my ability to play EFU. But, with school having resumed, the new member of my household and my schoolwork together have made it so that I do not have as much time for myself. As a result, what free time I do have I have not had the enthusiasm or energy to devote to EFU.

Unfortunately, this situation is not likely to change very soon. I considered trying to log on when I can muster the spirit to do so, but I feel that this ultimately does a disservice to the character concept and the people I was attempting to involve in it. With no clear view on when my home situation might change, barring the summer months when my classes are finished, I feel it is best to put Ceindeg aside. I love the concept, and it deserves the best I can offer, not the bare minimum.

As she was not a very old character, I only have a few screenshots:


My earliest picture of her, still in her safety cloak.


Ceindeg had many vows, but the one most called into question was her vow against the forces of undeath. Here she is as something silly like level 5 trying to punch a Resolute Brethren.


And a shot of her less ridiculous outfit, while fighting valiantly among friends.

I am quite sad to see her go, as I loved playing this character both mechanically and in roleplay. I apologize to everyone that she was involved with, character or staff. Perhaps I will try to revisit her when things slow down and I am able to properly devote the time and energy into her story once more.

Stay classy, Efu, and I'll see you when I see you!
#10
Suggestions / House of Heroes Dart Case
September 08, 2014, 12:03:47 AM
The case sells darts for 0 gold to allow people to freely play darts with the nearby board. The darts still do full damage, however, and so from what I've seen there's nothing to stop you from loading up on as many as you'd like. Might be good to set them to 'No Damage' or some other such penalty.
#11
Screen Shots & Obituaries / Xulracht, Ogre of Malar
July 07, 2014, 06:11:19 PM

[COLOR="DarkRed"][FONT="Impact"][SIZE="6"]XULRACHT[/Size]
[SIZE="5"]Druid of Malar[/SIZE][/FONT]
[/COLOR]

Background/Synopsis:
QuoteBefore the Darkening, Xulracht was like most of his kind. A simple creature, enamored with things like feasting, collecting treasures, and grabbing kobolds by the tail to see how far he could throw them. But with the arrival of the Darkening a change awakened within him, as well. His old life was gone. Now, a new world was to be made. The Lord of Beasts gave him a vision of a world where the strong ruled and the weak were rightfully forced to appeal to their sense of mercy, providing tribute in hopes of scraping out survival.

Xulracht became determined to make it so. He sought to heal the wounds of the land by nursing it with the blood of mighty creatures, starting a ceaseless hunt to find the mighty left in the broken world and usher them into an era of battle, feasting, and glory.

I haven't played many monster characters, and those that I have are normally more 'civilized'. I also do not play many outright evil characters. Selfish, and sometimes heartless, but usually they are 'greater good' types. Xulracht was an attempt to make a truly savage character, one who was wild and monstrous at his very core.

It was an interesting challenge attempting to play such a beast while still representing a high wisdom score. The result was a creature he believed very strongly in his own philosophy, and had very little tolerance for those that would change it. Most importantly he genuinely thought that might made right... those that bested him deserved respect, even the one that ended his life.


Xulracht, mid-hunt.
I was a little surprised how many people took to his message! Not only fellow druids and wildlings, but even a few Lowersmen seemed to respect him for his strength, if not his beliefs.


Stalking the caves.
Playing a druid gave me a lot of chances to appreciate the module and its areas. I spent a lot of my time stalking around in the depths, alone or with others, and it gave me a new appreciation for the complex ways it is all interlinked.


The ogre himself.
I knew it would be a short character when I made him. Monsters never last very long! But, it was a fun experiment with trying a new concept and roleplaying outside of my comfort zone. I really enjoyed seeing another side of EFU and I will definitely make another wildling sometime in the future.

Much thanks to everyone who interacted with Xulracht, even if it was only very briefly! You made it a blast to play him. I only hope that everyone enjoyed what they did get to see of him.
#12

[SIZE="5"]DOATELU ROBAL[/SIZE]
[SIZE="4"]
Agent of the Reformed Order of the Spellguard
[/SIZE]

Character background/synopsis:
QuoteBorn to a very superstitious Chultan, when Doatelu began to show signs of magical talent he became an embarrassment to his family. He was forced into his father's care, who had previously not known that he had a child. The young boy found himself suddenly in Amn, surrounded by an entirely new world and a mountain of expectations as the only child of a merchant lord. The pressure to live up to a name he didn't even know he had was immense.

Doatelu grew into a very stern, focused man. Apprenticed to a Cowled Wizard at a young age, magic was both an escape from the world of business and a new master, a task he had to excel at no matter the cost. He became one of the organization's most promising young members before the Darkening, at the cost of a a life of isolation and study. The only true joys he had were artifice and the Art itself.

When he arrived in Sanctuary, still shaken by his ordeal, he was filled with passion and optimism at what he saw. A final bastion of civilization, warded over by a powerful organization in the Spellguard to keep them safe. Immediately, he knew what he had to do.

Following my previous character Kojirak Akmulta, a very lively larger than life fellow, I wanted to play something that would serve as a stark contrast to him. Doatelu Robal was an effort to make a Spellguard Agent that would serve as a positive public image for the organization, while nursing a somewhat unsettling undertone despite his social skills. He was a very introverted and stern man, not used to showing his emotions nor making friends. Those that did become close to him rarely even understood how he felt about them.

He was not without hit faults, however. His inflated sense of self worth led him to casually dismiss many, and in particular Lower and its people suffered his ire. Robal came to despise them with a level of passion that was truly concerning. And, at the end of the day, the man would have done absolutely ANYTHING if he truly believed it would be for the betterment of Sanctuary.

Some screenshots!


This is the earliest screenshot I have of Doatelu.
How many people can remember past the Agent uniform to the young man in the white and blue robes? Doatelu was never a great adventurer, primarily organizing ventures that he believed would make the city safer. He met a lot of people during this time that would come to be close friends. In particular, Farvyn Sundersong and Mari Galefist, who set him down the path of learning of the Hin people and their values. Through them he developed a soft spot for the smallfolk he always carried with them, much like the small stone dog still tucked in his bag even as he perished.


Robal, shortly after catching the 'Sun Killer' Dory McBlatt.
Doatelu was tasked with finding more Auxiliary as an Aspirant, something that would turn into a continued stake in the association. He was always searching for new members, and spent a great deal of his time grooming them and seeking to try and mold them into the fighting force he believed they could be. When Hughes McBlatt, one of his first recruits, came up dead it set a fire in him like nothing else.


Leading an illegal band back from the Lowerdark, following a terrifying battle.
Robal had a good deal of respect for the Society of the Ordered mind, owing to his friendship with Baelian Kalvath. He spent a great deal of time in the Lowerdark, aiding the Ordinants and overseeing patrols so that unlicensed citizens could safely join them.


Holding a meeting with the Watchers and Wayfinders to discuss the Substance.
Unity among the institutions of Sanctuary was an important thing to the Agent, to promote the strongest city that they could be. He often attempted to involve the Watchers and Wayfinders where possible, promoting their own works with Spellguard approval.


A meeting with Director Naerfaine and Wayfinder Coppertop.
Though Coppertop originally started as a woman of concern, Robal began to rely on the woman for a great deal of things. Her expertise with machinery was comparable to his own, and her familiarity with the caves and the Machine put many others to shame. He considered her a friend and strong asset, and through her became incredibly fond of the new generation of Wayfinders.


Robal, actually besting Naerfaine at wordplay.
As a recent arrival to the city Doatelu joined Narvis' Disciple of the Arts. Through them he spent a great deal of time with the Director to be, and for a long while considered him a good friend and mentor figure. Sadly, politics forced their relationship to become very strained, but they remained able to enjoy a good twist of phrase and verbal jab to the very end.


Saying goodbye to a friend.
Farvyn was one of the most influential characters upon Robal. The Hin's boundless optimism and the ease with which he made friends and lit the lives of others affected even to typically cold man. Through him he became very respectful of the Black Hound Urogalan, and sought to attempt to follow the humble lifestyle of his departed friend.


Meeting with a Dragon.
With Agent Sykes so often busy elsewhere, for a time Doatelu felt to many as the face of his very Order. It wasn't without its annoyances, with Watchers hammering the bell and criminals plotting his death, but it allowed the chance to do a lot of tremendous things. Meeting with the lord of the Causril Commune, venturing out to the Surface, and plotting the course of the city itself.


Saying goodbye.
Sadly, for as much as Robal changed, he truly remained the same. In the end it was hatred and pride that pushed him from this world. When he found himself waiting in the fugue, alone save for his thoughts, he could hide the soul beneath his mask no longer.

And, of course, some loot!


While not a massive pile of treasure, much thanks to DI and BOM for these incredible items! They were wonderfully appropriate for the character, and I always laughed when I got to use them in front of others!

Thank you, Efu, for a great deal of fun on yet another character. I deeply enjoyed my time as Doatelu Robal and interacting with such an amazing cast of characters and such a gripping setting. I look forward to seeing you all again soon.

QuoteThis character was created on Monday, March 17th, 2014 at 09:11:17 PM.
Since creation, this character has logged on and off 277 times.
The character has spent 27 days, 8 hours, 28 minutes, and 17 seconds online.

And, finally... a look at the man beneath the robes, and beneath the steel mask:

Yes, Robal's face was obscured even in his portrait. I made it a goal early on with the character that I didn't want to actually show his face that often. So through cowl and helmet, I made sure that the majority of the people he interacted with had little idea of the man beneath the uniform. An attempt to make him more of a symbol than a man, save all but a few close friends and trusted assets.

Goodbye, Doatelu Robal! Hopefully you can find a life without such expectation and duty in the beyond. But, I think we all know that he's going to be busy organizing the war against the Dread in the planes.
#13
Suggestions / Serena Tower Bell Change
May 07, 2014, 11:08:42 PM
If possible, I'd like to see the bell in Serena Tower keep track of who rings it. There's an Auxiliary posted right there to observe those who come and go, so I think it'd make sense and aid a lot in finding people who rang for a talk.
#14

I made Kojirak coming off the intentional death of my first efu character. My last one had been very passive, somebody without much goals who I could use to explore the server. When I decided to make another character, I wanted somebody with real -presence-. A character whose effects you would feel from the moment you met him. So I made Akmulta, a proud Rashemi man who was dealing with the pain of watching most of his countrymen die by telling their stories to anybody who would listen to them. A boisterous fellow who loved to laugh, eat, and fight with his bare hands. My primary goal was to have him be somebody who you would instantly remember, and I think I succeeded in that much.


There was a lot of stuff I still really wanted to do with Kojirak. Details of his character that never got a chance to come to light, stuff I was holding back for the right moment. The events Rashemen's Battle of the Moonless Night. His adopted daughter. Tons of little things I was looking forward to seeing some reactions from in game. But, it's not all bad. I got to do so much with him. I made a lot of great friends, and had some in character reactions that made it totally worth sinking so much time into this game.


I am going to miss Kojirak a lot. But, I'm not about to let him be my best character. Each end is a new beginning, and I'm going to make a new character that's so incredible you're going to forget I even had a Storyteller.

I look forward to seeing you all in game again soon.