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Topics - Red_Judas

#1

QuoteAlberic was the older twin of Olberic, and the commoner son of a knight. The two were meant to become clergy, but his parents favour had always been on Olberic to eventually lead the faith. When Olberic tragically died, Alberic was motivated to earn his parents favour by accomplishing what his brother could not.

Having dedicated a significant portion of his life to furthering the cause of the faith, he became instrumental in forming the doctrine and tradition of the Lord Departed and stepping into the role of the Restored Vestry's first Lord's Bishop. The Blessed Gallant IV!

I loosely based Alberic Steelsworn on Prince Vlad Tepes. I was to work in the shadows, hiring people to do my work so I wouldn't have to get my hands dirty, and to build a garden of impaled heretic corpses. I would absolutely compromise and work with heretics, or obvious spies, if it meant pushing the Vestry's agenda forward. I was pragmatic in that sense. I made a ton of enemies, and some unlikely allies, in the process.  Eventually, the idea was to grow my power enough to simply divest myself of the Ward and establish a High Holy See somewhere else.

Although Alberic was written as a sinner and charlatan, he was in total denial of it. He thought himself infallible, and his voice to be the voice of God. One thing that plagued Alberic, despite being such a vocal voice against it, was fear. Alberic didn't want to die and so he made sure he was always surrounded by some sort of safety net. He only liked to move if he was sure of victory. In the end, his fear was tested over and over again. His last act, while no one will ever know what it was, was one of self-sacrifice.

Alberic is survived by his beloved Alethea, and joined at the gates of heaven by Eleleleleth, Enos, Mandy, and Deva. He will fondly remember Helyna and Angrammon. And, of course, he was honoured to have joined Leon Tegyr, Ucygeos, and Kric on their quest to complete Oathkeeper.

[hide][/hide]
Rest of a weary priest in the further reaches.

[hide][/hide]
The Kingward Pilgrimage

[hide][/hide]
The armour I won for slaying an ogre chieftan.

[hide][/hide]
I made the character of Gallant I up two days before.

[hide][/hide]
Then I was given his sword and I almost cried.
#2
Suggestions / Joint/Faction Bank Accounts
April 01, 2019, 12:42:23 AM
I don't know if this has been suggested in the past of if it's even possible, but I think it would be neat if players could open a separate bank account that they can share access to with specific players of their choice.

Players that group together and form factions often try to pool resources. One thing in particular that they tend to do is put their shared coin into the same bank account. But if the holder of that bank account dies, that money is gone forever. By having shared accounts, it creates a legacy that ensures that a faction doesn't disband because a key member died.

Additionally, I feel that it could also open things up for exercises in trust. Players might get offended that they're not trusted with the company finances, or maybe someone was trusted a little too much. Could be minor embezzlement here or there. Maybe they just took all the money and ran.

Anyway, cheers!
#3

Reman Havelstein
 
 
Reman Havelstein was created Friday, April 22nd, 2016 at 10:51:07 PM.

Reman was a charismatic gentleman who held very controversial views in an era of exceptional xenophobia. While he was vilified by many, no one could say he was heartless or rude. He became the face of a movement of Red Guilders who immediately latched onto what he was doing in opposition to what members of the formerly inclusive Black Guild were attempting to accomplish. A far cry from the predominantly Human Red Guild of the past. Much of the hatred he gathered was due to his overly-inclusive nature that led to his ultimate downfall, sparking outrage in his disciples.




He came from the gentry of Old Port, but spent many years living in Sanctuary. When the Public Housing Vault was initially opened to the public, Reman and his young bride settled there. During those years, Reman took up gambling to pay his debts, but when his efforts began to incur debts of their own, the ringleader of the gambling den Reman frequented took his wife as collateral.

Sniffing around and trying to find where she was being held, Reman heard that not only was his wife not actually being held prisoner but was having an affair with the man who allegedly kidnapped her. It was quickly revealed that the games Reman had been playing were rigged and his wife had been in on it, encouraging him to play against her lover.

Having enough evidence, Reman fetched the Watchers who had the boss hanged as the corrupt Watchers are wont to do. His wife was nowhere to be found. This betrayal haunted Reman for the rest of his life. Even though his wife had deceived him, he kept the wedding ring as a memento and never spoke of her again.

For a time after the betrayal, Reman kept informants around and opened a successful local detective agency. But with the folding of the Auxiliary into the Watchers, Reman decided to put his skills as a detective to use in the Watchers and Warders.


He was hired by Vyrgil Vendelstalh, who would attempt to advise an ever more independent Reman, and remained by his side until his death.Together, they were present at Mutulakt, where Reman did not draw his sword once. They were together when Reman took possession of his mansion in the High Apartments. They were together through thick and thin. Even in great tribulation, Reman stayed with Vyrgil out of a sense of responsibility to the man who had raised him up.

Early in Reman's time in the WaW, Reman patrolled the Public Housing Vault frequently, attempting to use the location as a quiet base of operations for more clandestine affairs.A great deal of time was spent there to no avail and it was determined that a fresh approach would need to be taken in order to further his goals.

After some lengthy scheming, a plot was set in motion. The monsters being allowed into Sanctuary were to be seen not as friends, but as allies and freefolk so that Sanctuary would not stand alone when the Dread Empire inevitably came for her. To that end, it was imperative that embassies be established, contacts made, informants hired, and security raised.

While I had intended to create a quiet spy agency, I was pulled into the world of Civil Rights and diplomacy instead.

Quiet backroom deals ensured the survival of many, and halted the potential massacres rising from the boiling tension. Reman worked tirelessly to fix the chaos in the city, brainstorming solutions and finding ways to outmaneuver the radicals of both sides of the aisle. At times, his efforts seemed hopeless. Often he would go outside to throw up, or collapse to the floor and weep when he was alone. He faced very staunch opposition and was horribly outnumbered. However, his strong stance and natural public charisma made him a force that alarmed his opposition greatly.


On a fateful dark, Director Mouldercrest came to Reman and asked him to carry out a diplomatic task that would have been a disaster had it been left in the hands of anyone else. Armed with only the knowledge that a very important guest that could not be insulted was coming with a lot of cargo, Reman organized the few people who would join him and went to retrieve the delivery.

To Reman's horror, the great eye-tyrant Lord Gharlayxix had arrived. Naturally, people were terrified and attacked it. All were repulsed. To placate the monstrosity, Reman disavowed those who had attacked and spoke sweet nothings to the beast until the cargo was safety in Sanctuary's possession. Miraculously, despite the massive effort of the people of Sanctuary to sally forth and kill the Eye-Tyrant, Reman managed to sooth it enough to leave in high spirits. This garnered him both admiration from some and hatred from others.

Upon his return to Sanctuary, Reman was arrested to be tried for treason. However, Reman demanded the presence of Director Finn Mouldercrest who went to bat for Reman and had the charges dropped. Though some Watchers refused, they were dealt with harshly resulting in one overzealous Watcher killing Reman as if he were Lee Harvey Oswald. Reman didn't make it out of the cells alive.

His body was dumped by another overzealous Watcher which cost Reman his leg. When his body was recovered, great pains were had in order to see Reman revived. The miracle of the Living Martyr was almost short lived, however, when a Scrivener saw through Reman's disguise and attempted to burn him alive. A great host quickly came to his rescue once again and Reman was returned home safely.

As Reman recovered, Director Mouldercrest came to him and offered a favour. Recognizing the efforts made by Morgan Dubois of the Black Guild. Reman asked for her to be lifted up as the Red Guild Prefect of the Stadium. Mouldercrest acquiesced under the condition that Reman take her in under his tutelage, effectively giving him a second prefecture. This victory would not last.



Not a day after he had successfully negotiated with Lord Gharlayxix, members of the Black Guild had Reman arrested for multiple counts of fraud and dragged him from his estate. His political maneuvering blew back in his face as he was dragged to the courts to face what would certainly be a kangaroo court. Reman played along with the game, awaiting the inevitable death sentence so he could make the next move. He played his last ace and very publicly announced his demand for the right of Final Appeal which guaranteed him a trial by Directors. This was predictably shot down by those interested in a hasty execution to avoid consequences for what was most certainly an assassination. However, Reman's play was a tactical one, set to spur on greater outrage at his death. His last taunting comments regarding the inevitable outrage at such a trial being held under the noses of the Directorate.

With Reman's ultimate demise, the city descended into chaos. Outrage. Anarchy. Whatever comes next is certain to be awful. Reman was the seal holding back the floodgates.






















 

Last Supper
 
 
#4
Bug Reports / High Apartments Prefecture Estate
June 11, 2016, 01:53:07 AM
High Apartments Prefecture Estate is friggen glitchen

Front door is broken. You can enter the house, but the door locks behind you and cannot be unlocked. The lever to the side will unlock the door outside, but remains useless from the inside.

The table and couch on the second level has a nasty habit of trapping people who stand up from the couch. The only way to get out is to have someone knock out your character.

A tax collector never spawned inside the house. Perhaps this is dependent on a reset, but if that's not the case, well I was told to let you guys know.

Other changes are welcome, but not necessary. Those are just the glaringly obvious issues.

Cheers!
#5
Suggestions / IG Public Notice Boards
May 05, 2016, 10:54:04 PM
I had an idea to have a few usable notice boards scattered around Dunwarren. Similar to how you would rent a stall, you could select a space on a board, represented by a painting, write up a little message, and have it stay for maybe an hour or so. When the time limit is up, it could be assumed that someone has put up a new notice over top of your old one, or it's been ripped down. A bit like a notice board or a lamp post you might see in real life.

They could be used to temporarily advertise ig about selling merchandise, blanket for a campaign, or announce an event for an extended period of time without needing to rely on making lots of sendings, among other advantages.

[ATTACH=CONFIG]n658286[/ATTACH]
#6
Bug Reports / Watcher Beat Patrols
April 28, 2016, 07:51:24 PM
Just something I noticed. When doing the beat patrol along Spellbeggar's Lane, it gets labeled in my journal as Archibald Row. However, the Archibald Estate is at the Warehouse Beat near Serana Tower.
#7
Off-topic Discussion / Forum Down Time
May 09, 2015, 10:33:04 PM
Am I the only one who can post? It feels like I'm one of those guys waiting out the end of the world with their books.

https://www.youtube.com/watch?v=UAxARJyaTEA
#8
Suggestions / Detailed Text Adventure Points
May 07, 2015, 07:14:02 PM


In Pillars of Eternity, there are world objects that you can interact with that bring up choose your own adventure text situations. In one situation, you are given the option to try and climb an ivy covered wall. But there is another option of using a grappling hook to climb up. In another situation, there's a tunnel filled with rubble. To get through, you can either use a hammer and chisel, or attempt to move the rubble by hand. All of this is framed in by a little narrative.

My suggestion is to have something similar added to EFU. For example, instead of just clicking a little placeable and teleporting to the other side of a gap, a description pops up, and presents you with a few options. You could fire a grapple over, you could toss a grapple, you could attempt to jump, or you could back away. This doesn't need to be used with every situation. There are obviously moments when you would want to use your grappling hook freely, or you just want to get across a chasm so you can engage an enemy who's firing at you. But what I am saying is that there are definitely situations that could be improved by adding narrative to what you're doing instead of simply handing you the options and asking you to pick a colour.

A more specific example would be the wall climbing feature most prominently seen in Lower. Instead of simply having something that vaguely points out a wall and gives you the option to climb or JUMP!, it could be framed in with a brief description of the wall and have more options like using a grapple to get over it. Then when you pick the option, depending on how you rolled, it briefly tells you how you got over the wall.

You could also implement this into more dialogue driven quests (which is certainly something I want to see more of) where you speak with certain NPC's and learn pass phrases. If you get to a door without knowing the whole pass phrase, there are options of saying the wrong thing and a description on how the door man reacts.
#9
Screen Shots & Obituaries / Who's Robert Oak Anyway!?
November 17, 2014, 02:48:26 AM


I wasn't quite sure exactly where I wanted to take Oak when I first rolled him up a few months back. Abala had asked me to roll another Watcher to whip the Watchers back into shape, but I respectfully told her, "over my fucking dead body." Except not as politely. That didn't work out in my favour evidently.

Another important figure in my development, if only briefly, was RwG's Alhinar. He converted me to Ibrandul where I wrote The Psalms. There is no other Prophet but Alhinar.

At first I figured I might become a Wayfinder as I had remembered them in their infancy before their elevation. Instantly I wanted to usurp power and build my own private army. Then I looked at the Watchers and wanted part of that also, which set plans into motion. With a brief pit stop in Lower where I questioned where my loyalties would lie, I eventually made it into the Wayfinders. There was a brief moment where I intended to become the Sheriff of Lower and if I had survived, that might have been revisited. It wasn't long before my workings had been noticed and the gears were set in motion for the Wayfinders to merge with the Watchers.

That wasn't fully my intention. I merely wanted the Wayfinders to adopt a militant stance, have the Defense Branch weakened, and to have the Wayfinders elevated. Either way, I got mostly what I wanted.

When Melanie died, I seized upon the power vacuum and ultimately became the last Captain of the Wayfinders. This accomplished a character goal, but it also meant that not only did I play the first Sergeant (and equivalent) in the Watchers, but also the first Adjutant of a brand new branch. That's pretty fucking cool. Next up, INSPECTOR (just kidding, I have better plans).

During my career, I did some daring things. For example, I stupidly did a solo run of Traensyr so I could make a map. It was successful, but stupid none-the-less. That's probably my proudest achievement.



Now, my favourite piece of DM Loot was a skull I acquired from another player that I proudly wore on my belt. It gave me an extra two charisma, which meant that I could have probably used it as a skull puppet, and people would have been endeared by it. Regretfully I never attempted it.


Anyway! It's been a blast while it lasted. Now on to bigger and better things.

And remember! I'll see you all in hell!
#10
Suggestions / Ring Safe
November 16, 2014, 05:01:46 PM
This is inspired by the gargoyle that tests your blood for aberrations in the Lowerdark.

Maybe have something similar outside of Sanctuary's gates that not only checks your blood but takes your ring when you're leaving. When you come back, it checks for aberrations. If you're fine, it gives your ring back.
#11
Screen Shots & Obituaries / DUCKY, RUN!
October 26, 2014, 05:58:19 AM
Zango and I decided to do a run of the hardcore prelude. Well Ducky Steinfistberg and Falthro "Filmore" Gunker (AKA My Wife) managed to complete it with the help of a spellwiggler named Lars Anderrson. Unfortunately for Lars, he happened to be our first victim. Right at the gate to sanctuary, we stripped him naked, made him dance, and sent him on his merry way.

Once in Dunwarren, we quickly set upon several adventurers who promptly beat us to a pulp. After slogging through many beatings, some guy no one has ever heard of had us devoured by Lemures. Seriously. What a dick.

[SIZE="7"]These are our adventures![/SIZE]









#12
Suggestions / Better Watcher Sentences
October 13, 2014, 04:11:47 AM
I'm totally prepared to work towards this in-game, but I want to prime the idea first.

I find that Watcher sentences lack a lot of originality and are in a way incredibly boring. They don't instill any sense of dread. The one sentence I kind of liked was stripping someone down, and dumping them at the spire near death. No one wants to take the risk of doing that though. So I had an idea.

My idea was to have a wing of open cells below the Watcher Barrack called The Pit. Inside would be all sorts of deranged lunatics that might try to sell you their own feces or even attempt to kill you. Prisoners could be sentenced to the pit, but their story wouldn't necessarily end there. If they got lucky and managed to dodge the roving bands of lunatics, they might find a tunnel to freedom. Only that tunnel to freedom is infested with spiders and goblins. If they make it through alive, they become free in the back alleys of Lower.

To avoid people just logging out, it could also maybe set a spawnpoint upon entry. Maybe even have a relatively safe area where a lot of the new prisoners dwell. Thoughts?
#13
Suggestions / Diving Bell
October 05, 2014, 02:15:57 AM
A barrel you can bring underwater with you that contains air so you can stay underwater as long as you are near it.
#14
Suggestions / Earthquakes and Other Tremors
September 26, 2014, 02:03:49 AM
So every other DM quest seems to start with a tremor of some kind. Occasionally I'll see a quest pop up and crack a joke about it not having a tremor this time, only to realize I've spoken too soon.

Now, many people have made the argument that Dunwarren is geologically unstable. But these tremors never seem to be of a natural geological nature. Instead it's almost always something minor.

I could ask you guys to stop, but I have something better in mind. [COLOR="Red"]Add in a script that causes regions to shake periodically.[/COLOR] Maybe throw in a little scripted message about where the shaking came from. I just want some justification for the massive amounts of shaking because it happens so often in DM quests that it's just a joke to me now. You would think most of it would at least be natural.
#15
Suggestions / Backpack on Encumberance
September 24, 2014, 07:36:57 AM
When you reach a certain point where you can no longer carry extra weight around comfortably, I think it would be interesting to see a backpack appear to show that the player is struggling with more than they can carry.
#16
Player Workshop / Tent Design
September 06, 2014, 04:02:12 AM
The large tent is something I came up with years ago. That particular screenshot was taken last year. The design is simply 6 market stall placeables set to face each other.

#17
Can a Zombie and a Ghost Come From the Same Person? That was a question I read earlier that sparked an idea.

My idea was for a dual set of quest specific monsters, collectively called Manes. The details of the quest aren't really of interest to me, but it's the concept of the monster that I really want to focus on.

A Manes (Mah-Neez) consists of a Spook (Spirit), and a Freak (Body). The Manes is supposed to be a person who has died and come back as two separate entities. The Spook preserves its own body as a sort of servant. If someone were to kill a Freak, the Freak would simply get back up with completely renewed energy, because the Spook has given it new life. The only way to kill a Manes is by destroying the Spook with negative energy, and then by killing the Freak before it can summon back its Spook.

The idea is that even though a Manes is one entity, it also works semi-independently.

A way this could potentially be implemented is by making the Freak an invincible summon of the Spook, but that would eliminate the chance of a Freak summoning back the Spook.

Alternatively, the Manes could be tied to a trigger, and they would set it off every time their companion died.

However this could be implemented is out of my element. I just thought it would be a cool idea.
#18
Suggestions / Unintended Potion Side-Effects
September 01, 2014, 08:14:58 PM
QuoteWarning! May cause unwanted change of hair colour, discolouration of skin, strange glow, boils, and even death.

Over-use may result in overdose.
My suggestion is for some potions to do their intended duty, but also contain silly, and sometimes dangerous side-effects. Maybe not all the time, but often enough. Some of them could be permanent, and some could be temporary.

Feel free to add to this list.
#19
Suggestions / Informative/Propaganda Sendings
February 22, 2014, 08:02:43 PM
Much like how there's a Watcher who announces posted bounties, I think there should be automatic sendings by the Heralds.

Sendings like "Remember to turn over all undeclared baublium to the nearest Spellguard Official. Every piece of baublium is worth more than the thickest walls."

Or "The Dread Empire doesn't take breaks, and neither should you! A workers labour is tantamount to victory!"

Even "Thralls may walk among us! Ensure that you receive a checkup regularly, and have your papers updated by a Spellguard Representative."

Thoughts?

Comments?

Suggestions?
#20
[SIZE="7"][COLOR="Indigo"]
[FONT="Palatino Linotype"]The Purple Dragon Knights and War Wizards[/FONT]
[/U][/B]
[/COLOR][/SIZE]

[COLOR="Indigo"]A squadron of warrior elite from Cormyr have found themselves stranded in the depths of hell itself. Or so they say. But being cut off from their homeland has not absolved them of their oaths. They remain fiercely loyal to Crown and Country. However, they understand their plight. Even now, their brothers and sisters continue to fight on in their absence, while the Squadron struggles through a similar fate in the depths below. It is entirely possible that they will be forced to remain until the war is over, or they are defeated. To that end, the survivors have begun efforts to settle their knights.
[/COLOR]
[SIZE="4"][COLOR="Indigo"][PC] Player Faction
[/COLOR][/SIZE]

[COLOR="Indigo"]Application: No

Recommended Alignment: No Chaotic, No Evil

Recommended Race: Any (Cormyte, though "Refugees" may be considered)

Not Recommended Race: Orc, or Monsterous

Recommended Class: Wizard, Fighter, Ranger, Paladin


Other Details:

Faction Base: No (Hopefully in the near future)

Benefits:
-Pre-existing framework to build on
-DM Attention
-knighthood and Nobility
-Friendly to Magic and Melee
-Fresh faction

Hindrances:
-No clear place to settle down
-Not yet fully resigned to being trapped
-Exclusive

Obvious Goals:
-Defend Cormyr
-Find a way home
-Establish a Cormyte Enclave

If you desire to roll with us, but don't meet our requirements, as long as you're a Cormyte, you're welcome to join us. You just won't necessarily be a knight.

It's true that we have our work cut out for us, but if players impress us, we might be open to including exceptions our ideal knight. Provided they swear allegiance to Crown and Country.

If there are any questions, feel free to post below.[/COLOR]