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Messages - Pestilence

#136
I have been thinking deeply into what the EFU:A concurs with the original Forgotten realms setting. What I have thought is that : How close is EFU:A with the normal setting of the forgotten realms?

Surely there are many things from Faerun and the Forgotten realms setting but sometimes I'm not feeling too much of the setting in EFU:A. I know that we have the same sub-races and more with the ideas of the realms but I am not truly thinking of the various impacts that it has on the isle.

What I was able to have in the old EFU was a sense of D & D in the underdark. Speaking as it was an actual place in the forgotten realms and there were many D&D creatures like Illithids and Mind flayers. On Ymph though, it seems more alien like and much different than the normal Forgotten realms idea.

Although I love EFU:A I would like to see how many people think of the server like myself. I would also want to see players and DM answer truly to this poll.
#137
Among all minds are greater, more sinister minds. We are those minds. The Host offers his greatest to those found to his liking, those who don't however... Would not want you to share the same fate they have.

Well, this is a secret concept that has been given serious organization and time to. Its background is a group of assassins where any class and race can enjoy. The focus of the faction is to work together to become the better of the colony. As said before try to keep the group secret if your a member.

Only Requirement: Non-good

Send me a PM for the most detail about it and I'll show you an info page.
#138
Suggestions / Clerk in the Mythallar room?
May 23, 2009, 02:03:20 AM
Think about it. All new players consistently have to travel to the tower, get their citizen papers and run back to the mythallar to get the sending stone. Put the clerk in the mythallar room. It would make it more convenient IC (because it is below the portal and people can get their citizen papers and it reduces hustle to the new people.
#139
I have noticed the lack of quests away from the ziggurat so my point is: More quests in the gobsquat and out of ziggurat territory.

As I have seen in the past, some quests are very difficult and don't make sense if your a race like drow, theifling, and other kill on sight races.

If your a drow or theifling you wouldn't help a miller find her daughter but rather kill the daughter though. Searching for children for a kobold is like hunting for children to eat. it just doesn't make any sense.

I know that it would be hard scripting and programming for DMs but I really think it is beneficial for the players who play an kill on sight subrace and would make more sense.
#140
Suggestions / Locking mechanisms?
March 16, 2009, 03:12:31 AM
I have noticed that sometimes when I look in a room at kingsman I forget to knock and end up opening a room with 6 people talking secretly then wanting to kill me Xo.
For this I make a suggestion to remake the locking mechanism inside the kingsman. Also I notice too many doors around the zig being locked up.
#141
Bug Reports / Stygian Armada boat bugged
March 08, 2009, 05:49:03 PM
Right now I was going with thousandyearsofpain to Old Port from the Stygian Armada. We had gone all the way and he disembarked but it bugged and he only disembarked. I was stuck alone in the boat with no other NPCs. Can a DM help me with this problem. Still stuck as we speak!
#142
Suggestions / Fire and Trolls
February 28, 2009, 06:16:50 AM
I have played some games of DnD, (not necessarily the real thing, more like the arcade game) and noticed trolls are EXTRA vulnerable and could die mainly to fire. Inside of the DnD you would have to weaken trolls and burn them with fire to kill them. From what I do know about the DnD world is that many moves like combust, fireball, and other fire moves are able to deal a high amount of damage. Perhaps we lower the vulnerability to fire for trolls?
#143
Introductions and Group Management / Witch hunters
February 21, 2009, 06:07:32 PM
Quick Info:From what I have learned from websites with info on the forgotten realms, there are many people who hunt demons. There are those who would say they are thirsty for something. Witch hunters are people who hunt down these beings and slay them. Be it by burning them or by cleansing the demons themselves. I am thinking of an idea of a group of them.

The faction itself: The faction would go on many ventures to track down and slay demons, cause bonfires and burn the dark creatures that associate with the fowl demonicy and such. I think that it would be an interesting thing to do. Of course, some of the other factions would associate or rebel against the philosophy of them. Some even call them heretics.

Preferred Alignment: Alignment would be most likely lawful. As it says in the alignments, chaotic is sometimes called demonic to some. I'd say LN, LE, LG, N, and NG would fit as alignments. If making a Lawful character for this, they must be extremely Lawful. They are members of order and destroy the demons through Law.

Class restriction: Quick class to restrict is sorceror. Witch hunters often think sorcery is related to demonicy and would most likely cut their hands off and burn them.

Preferred Deity: Azuth, Tyr, Torm, and Kelemvor are my first thought.
 
Azuth: As told, a sect if Azuthians believe that Magic only exists by those who learn it on their own. They wish to show lawfulty to a demons wild magic ( also sorcery). They are trained as wizards and will slay a sorceror to prevent their wild magic. They serve as wizard witch hunters.

Tyr: Being the lord of justice, people who worship Tyr as a witch hunter they feel as Justice and law must be delivered to the powers of chaos of demonicy. People who worship Tyr as witchhunters are usually extremely Lawful and want to persue justice to those who associate with demons.

Kelemvor: Some demons and undead are close together. Like how a worshipper of Orcus praise the undead. Kelemvorites of witch huntery want to see all association with demon and undead destroyed. Simple as that.

Torm: People of the Loyal fury show loyalty and honor their duty as a witch hunter. They seek to serve as loyal warriors to their divine lord and will do what they must to please him. They are dutiful to slaying demons and will do what they must to do so.

Those who want to add things onto this, make a correction, join this, or comment in how freaking cool this is, make a post.
#144
Suggestions / Add more bonuses to the guard faction?
February 14, 2009, 07:29:50 AM
Bonuses, we all need them. Mostly the guarding DM factions (guard, Stygians, the Order). As with some factions, some have more bonuses than others.

One thing I liked to see at sanctuary, was some cool guard auto jail teleporters. In Ymph, we have to just walk our prisoners all the way into the guard centers and put them into jail. As in sanctuary, we could use the jail device and it would auto place them in the jail.

The Colonial Guard: Needs new things

Definitely needs some new things. The armor isn't that good from what I hear. They don't get to have any true power (usually the guards don't get to have much respect and all). Compared to the Stygians, they don't have too much to offer and the entire faction is going downhill. Perhaps add some new armors? Like have some plate along with the normal armor? Anybody agree with this?