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Messages - Hugs&Kisses

#1
Introductions and Group Management /
November 20, 2013, 08:11:05 PM
It'll be nice when more gods die off and the lurker is one of the few that remain. This religion would really be best served by two or more different factions treating the faith differently. Nothing represents a chaotic church more then mixed messages.
#2
Off-topic Discussion /
July 24, 2013, 05:53:42 AM
Sun's rise and Sun's Set. How can you be sure its the same one everyday?
#3
Bug Reports /
July 23, 2013, 12:28:06 AM
The summons also do not turn red, they remain blue.
#4
Bug Reports / Wilderness Survival and Food
July 22, 2013, 10:58:36 PM
This used to allow some measure of scavenging when you would need to call a check for food. However within the last two or three resets, no check is made ever, and you always require food. Was this a bug, or did you remove the wilderness survival use here?
#5
Suggestions / Torches Underwater
July 22, 2013, 07:17:32 PM
I think it would be pretty cool to have your torch get snuffed out if you happened to have one out when you dove into water. We already have the scripts for this from Old Stones I'd think. Could be a nice bit of immersion. Although granted... Very low priority.
#6
Bug Reports / Puzzel Quest
July 21, 2013, 09:18:38 PM
If someoneelse is doing this quest, apparently sometimes you can take it anyway. This will reset their puzzle and now you both are doing the quest simultaneously. I know this wasn't like this on the previous reset, where someone forgot to close the quest and no one could take it until they got back.

I have no other information for you. :/ Maybe it was a one time thing?
#7
Suggestions / Coal Delivery
July 21, 2013, 08:11:21 PM
The only option in the end of this starter delivery quest is to Bluff for more gold. It would be nice if any other dialogue option was available. I can imagine not everyone is going to try to ask for more money.
#8
[INDENT][tface=sketch]The Church of Ibrandul[/tface]

The Church of Ibrandul is a badass little faction that has been in lower since the very beginnings of efu. They don't get much play because everyone oocly thought that the god was dead. However, Shar is actually being quite loyal to the followers of this deity and the faith is more potent and involved now then it ever was when the lurker was alive. So in effect, this deity is actually quite active and his domains play into everything that Sanctuary is. This faction has Huge potential for those looking for things go and get involved in anything. I should also mention, They support GOOD ALIGNED clerics and followers as well!

Quote from: Meldread;362795On the topic of Shar killing Ibrandul during the  Time of Troubles... this is not knowledge that any PC would possess,  even the clergy of Ibrandul themselves unless revealed to them directly  by their deity.  Even Sharran Clerics would not know whether or not Shar  killed Ibrandul, and indeed - even the other deities themselves believe  Ibrandul is still alive and kicking.

This is purely 100% OOC knowledge, and in fact may not even be true in EfU even if it is true in canon.


[tface=sketch]Lord of Caverns, The Dungeon Master, Lord of the Dry Depths, The Skulking God, Lurker in Darkness[/tface]
Symbol: Four interlocking silver circles on a dark purple background
Home Plane: Lesser Power of Pandemonium
Location: Formerly Phlegethon/Ibrandyllaran; currently adrift in the Astral Plane
Alignment: Chaotic neutral
Portfolio: Caverns, dungeons, the Underdark, skulls
Worshipers: Subterranean creatures, dungeon dwellers,
Favored Weapon: "The Skull-Splitter” (heavy pick)

Cleric Alignments: CE, CG, CN, N
NwN Domains: Cavern, Earth

Dogma: Followers of Ibrandul believe that the Underdark is every bit as vital as the surface world, and darkness is its greatest redeeming quality. In a world without light, there is no tedious and inescapable march of day and night to command the lives of intelligent creatures and no end to the variety of shapes and textures to experience tactilelyâ€"something which would be lost by merely looking upon them as surface dwellers do. Followers of Ibrandul believe that nothing is good or evil in the dark unless you consider it so, and such value judgments are frivolous.

Initiates to the Enveloping Darkness, as the faith is properly known, are charged: “There is perfect freedom in perfect darkness: independence, individuality, liberty from the judgment of others. Ibrandul protects you and guides you in the dark ways. He drives away those who would do his children harm and from time to time reveals great treasures to those who venture into the depths. Remain steadfast to him, and he will stand by you.”

[hide="Some History"]Worshipers in Calimshan and other areas of the Shining South claim that Ibrandul (Ih-BRAN-duhl) watches over humans who must venture into hostile underground areas, aiding and guiding those who serve him when they are in need. Ibrandul’s worship began in the prehistory of Calimshan, even before the founding of the Shoon Empire, which is now known as Iltkazar. Some tune after the defeat of the Djen, a tribe of nomadic humans was abducted from the Calim Desert by dark elf raiders from the city of Guallidurth, located deep beneath the desert sands. These humans served the drow as slaves for centuries, unable to flee the subterranean city because of their fear of the all-enveloping darkness.

The humans eventually escaped when a monstrous lizard emerged from the darkness, drove off the dark elf overseers, and led the slaves into the surrounding wilds of the Underdark. Some of the former slaves eventually returned to the surface and brought with them tales of the Lord of the Dark Depths to the tribes of the surface. Others remained in the dark tunnels, living in small, nomadic bands and subsisting by raiding the farms and caravan of the drow of Guallidurth and the humans of the surface. The subterranean dwellers slowly evolved into skulksâ€"a cowardly race of humanoids with chameleonlike abilitiesâ€"through a side-effect of one of the spells granted by the Skulking God. Both the humans of the surface and the skulks of the Underdark continue to worship Ibrandul, albeit with slightly different representations and sets of beliefs. Since then Ibrandul’s worship has quietly spread to many locations with access to the Underdark, including Undermountain beneath Mt. Waterdeep.

During the Time of Troubles, Ibrandul was spotted wandering the Underdark beneath Waterdeep. Unbeknownst to his worshipers, Ibrandul was killed during the Godswar by Shar. The now-petrified remains of his avatar are believed to lie at the bottom of a vast chasm in a lost level of Undermountain. Shar has always jealously guarded her rulership over darkness and those who work in it, and when Ibrandul was tremendously weakened by being forced into a minor avatar form (as all the powers were) during the Tune of Troubles, Shar killed him for daring to subvert followers away from her ranks. When the gods ascended to the heavens, Shar had acquired the power and portfolio of Ibrandul. Shar’s guise as Ibrandul is quite useful to her, allowing her to subvert the worship of her hated enemy Selûne without drawing attention to her most faithful worshipers, the nightcloaks. Shar/Ibrandul enjoys the delicious irony of secretly eroding the power of the Lady of Silver, particularly in the city of Waterdeep, one of the seats of Selûne’s power.

Ibrandul was a taciturn and moody power, and Shar stills plays him as such when she speaks for him or has one of her avatars behave and appear as his used to. He displayed all intense emotions simply by flicking his tongue or blinking his eyes at a quicker pace. He radiated an aura of gloom, darkness, and ages long forgotten. He was always restless, wanting to stalk off into the dark and roam the tunnels of the Underdark searching for those might harm his followers.[/hide]
[hide="Other Manifestations"]Ibrandul commonly manifests as sounds: footsteps around the bend, breathing (which is often mistaken for wind moaning in the caverns), dripping water (often in arid regions of the Underdark), cave-ins (which rumble in understandable words and phrases), and in curious rock formations and erosion patterns. Many adventurers aided by Ibrandul have no idea that they have been visited by him; rather, they find themselves guided to their destinations by avoiding natural hazards and following peculiar-yet-natural signsâ€"typically a trail of warm spots on tunnel walls (visible by infravision and lasting for only a few moments per spot). Ibrandul sometimes works through free-willed earth elementals, horgars (giant sluglike creatures that tunnel through the earth by melting stone), ibrandlin and other lizards of all sizes, skulks, oozes (gray and crystal varieties), and will o’ deeps.[/hide]
[hide="Day-to-Day Activities"] All priests of Ibrandul proselytize among adventurers and the poor folk of cities. Ibrandulin are also expected to build temple fortresses deep in the Underdark to serve as sanctuaries for those who venture in the depths. They are to offer the protection of the Lord of the Dry Depths to those who must hide underground (from justice, their enemies, a plague, severe weather, or an attack on the city) by providing such people with guarded, defensible temples underground to stay inâ€"in exchange for regular rental payments for a bed, food, a niche in the temple, and Ibrandul’s favor.

Many of Ibrandul’s clergy members wander in the Underdark as adventurers or aides to them. Their mission is to persuade everyone they meet to remain below the surface and acknowledge Ibrandul as their defender while below ground. Ibrandulin tend to roam alone in the Underdark, celebrating the darkness, which leads to a relatively high mortality rate among the lower-ranking priests. The smarter Ibrandulin stick with groups until they develop their survival skills and priestly powers a bit more. Shar tends to warn and protect higher-level followers of Ibrandul with the same subtle signs and manifestations that Ibrandul liked to use.[/hide]
[hide="The Church"]Any creature who loved the darkness with a passion used to be able to join Ibrandul’s priesthood. Shar (masquerading as Ibrandul) now keeps watch over the sect of Ibrandul and grants his priests their spells. Shar is pleased with her new followers and makes all new initiates specialty priests, although numerous clerics of Ibrandulâ€"about 20% of the total clergyâ€"still exist from prior to the Fall of the Gods. Ibrandul’s clergy members used to include a few gray druids , but since the Time of Troubles they have stopped receiving spells from the Lord of the Dry Depths and now worship dwarf, gnome, or other Underdark deities.

In Calimshan and the Shining South, Ibrandul’s worship has declined significantly over the centuries among humans. Ibrandul is still worshiped with great fervor by the once-human bands of skulks who stalk the Underdark in the Calishite region of Faerûn and emerge only to raid the surface As a result, the Skulking God is considered far more of an evil power in Calimshan than elsewhere in the Realms.

In the Sword Coast North, Ibrandul’s faith is a relatively recent arrival. Here the Lord of the Dry Depths attracts worshipers of a wide variety of alignments and races, and his priests emphasize his defender aspect more than his love of darkness. It is likely that Shar will shift this focus in the near future. Before Ibrandul was slam, he provided his priests with spells to modify fire lizards into ibrandlin, the “lurkers in darkness” created in the image of the Stalker, which priests could train to guard Ibrandul’s temples.

With Shar’s favor, the ibrandlin are now beginning to breed true. Before the Avatar crisis Ibrandul tended to ignore his followers once they were relatively safe, leaving all his clergy members as clerics and not providing enough divine power to turn the ibrandlin into a self-propagating species. It was probably this inattention to his worshipers and corresponding weakening in his power that led to his defeat by Shar.

Novice Ibrandulin (priests of Ibrandul) are called Children of Ibrandul, and addressed as “child” by priests. When initiated into the priesthood, they earn the title Lurker. Senior priests (those above 5th level) are Mysterious Lurkers, and the leader of a temple is an Impenetrable Lurker. Priests often take distinctive personal titles, and the recognition of such title by the Impenetrable Lurker of a temple is all that is required to make them official.[/hide]

[tface=sketch]More information[/tface] can be found in this second edition resource, Here.

[tface=sketch]Faction Goals[/tface] they include everything from:
  • Conversion and Ceremony
  • Cartography and Underdark Scouting
  • The subtle involvement of the Sharran Church
  • Killing threats that surround Sanctuary
  • Hunting Aberrations
  • Treasure Hunting
  • Ruin Diving
  • Building up the various locales
  • Aiding or leading adventuring parties
  • Being Rebellious
  • Being philosophical about the nature of the world as it is now
  • Having a nearly indestructible portfolio.
(unlike the sun, it would hard for efu to exist without an underdark)
  • And the list goes on.
[tface=sketch]New and Existing Characters[/tface]:
New characters can easily fall into the ranks here, however, existing characters might also find a purpose for themselves by getting involved. New clerics are encouraged to have their own goals, to have disagreements within the church itself, and to consider being involved with /specializing around other factions as well. This is a religion that accepts many walks of life, and no matter the concept you can find some traction working for or against the church. I am putting this up because I feel that a lot of people could have some fun playing with the concept, and it has little information presented on the forum for people to have made that decision previously.

Interesting side note: Although his darkwalkers are primarily humans and (in area of Calimshan) skulks, Ibrandul is known to also have rare dwarf, gnome, dark elf, and half-elf (of dark elf descent) priests.
[/INDENT]
#9
Suggestions / Cleric Conversions
July 20, 2013, 04:43:05 AM
As the Cleric Amulet's and prayer books have been removed from the server. I propose that a cleric tool be added to the clerics that would allow them to request prayers and conversions as they did before. Without the mechanical grinding of abilities and boons that went along with the amulets.

In this way a cleric does not need to request a DM for conversion and other small RolePlaying events. These could also record the information invisible for the DMs should they be curious, assuming such information is desirable.