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GS4-NAIONNA

 

 
**Elven Scholar Discovers Lassaran Encampment and Secures Trade!** · on 3/12/2009 1:27:39 PM Generate a link to this post in a pop-up window. 1924
Dateline: Niiman, day 12 of the month Charlatos in the year 5109

Local Elven Scholar, Lisano Torrenzia of Ta'Illistim, has discovered an encampment of Sylvisterai near Whistler's Pass. Once gaining their trust, the scholar has secured an agreement of three day's trade with the Lassaran while they prepare to move encampment. Local authorities ask for caution and respect when approaching the encampment and advise all prospective traders bringing promissory notes to draft from the Elven Nations banks. Promissory notes from other cities are not acceptable to the tribe.




OOC: Head down Whistler's Pass to look for the encampment and engage in trade with the Lassaran!

~Naionna

Speaking to Knack, Kashir says, "I think we should find them some acorns."

A large acorn smacks Kashir directly between the eyes as he touches the nest.

Kashir says, "Perhaps they have plenty."

This message was originally posted in Quests, Sagas, and Events, Current and Upcoming Events. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=12&topic=2&message=5244
 

GS4-SIRINA

 

 
2008 Goals - Year-end Update · on 12/20/2008 7:04:53 PM Generate a link to this post in a pop-up window. 1882
>Previously announced highlights
Magic, Combat, & Technical Systems
Monks/Minor Mentalist spells/unarmed combatProgress ongoing, expected mid-2009 play-testing
Alchemy: Phase II75 new recipes released; remainder ongoing
Premium homes upgradeDelayed due to staffing changes; expected for mid-2009
Mining/SmeltingDelayed due to staffing changes; expected for late 2009
Archery/Thrown weapons updateExpected late Spring 2009
New spells & spell upgradesOngoing
Lore skill reviewsMinor Spirit, Major Spirit, Cleric, and Empath circle reviews complete; non-native lores updated; Minor Elemental, Major Elemental, and Wizard circles currently under review
Towns & Communities
CHE updatesOngoing (highlights include upgrades to Aspis theatre, Twilight, Paupers, Willow Hall, Obsidian Tower, & White Haven.)
MHO updatesOngoing
Ta'Illistim Cleric GuildReleased in January
Ta'Illistim LibraryTabled due to mid-year guru change
Cysaegir lockersReleased in February
River's Rest town and hunting area expansionsCompleted
Zul Logoth hunting area and town updatesOngoing; hunting area delayed until 2009
Teras expansion & updatesOngoing
Glaesen Star updatesReleased in June
Gladiator ArenaDelayed due to staffing changes; expected for Spring 2009
Historical/racial documentationOngoing
Events, Promotions, and Platinum
Wonders of ElanthiaReleased in April
Ebon Gate (ticketed)Released in October
Highman GamesDelayed until late 2009
Mist Harbor expansion & hunting areaIn progress; hunting area delayed until 2009
Premium Contests/raffles/eventsOngoing
Plat-only storylinesOngoing (see below for releases to date)
Custom titlesOngoing
Platinum Contests/raffles/eventsOngoing
CE Systems
Player MailDelayed due to staffing changes, but in progress
Instanced Uber QuestTabled
Many command upgradesAlways ongoing


~Sirina

"I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use." ~Galileo Galilei

This message was originally posted in Discussions with Simutronics, 2008 Goals Discussions. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=8&topic=6&message=715
 

GS4-SIRINA

 

 
2008 Mid-Year Goals Update · on 6/26/2008 12:15:30 PM Generate a link to this post in a pop-up window. 1786
>Previously announced highlights 
Magic, Combat, & Technical Systems 
Monks/Minor Mentalist spells/unarmed combatProgress ongoing, on target for late 2008 release
Alchemy: Phase IIPossibly delayed due to staffing changes
Premium homes upgradeOn target for 2008 release
Mining/SmeltingOn target for 2008 release
Archery/Thrown weapons updatePlanned for late 2008 release, but may be delayed in favor of completing monks
New spells & spell upgradesOngoing (see below for releases to date)
Lore skill reviewsMinor Spirit, Major Spirit, Cleric, and Empath circle reviews complete; other circles ongoing
Towns & Communities 
CHE updatesOngoing (highlights include upgrades to Aspis theatre, Twilight, Paupers, Willow Hall, Obsidian Tower, & White Haven.)
MHO updatesOngoing (see below for releases to date)
Ta'Illistim Cleric GuildReleased in January
Ta'Illistim LibraryPossibly delayed due to coding resource constraints
Cysaegir lockersReleased in February
River's Rest town and hunting area expansionsOngoing (see below for releases to date);hunting area on target for 2008 release
Zul Logoth hunting area and town updatesOngoing (see below for releases to date);hunting area likely delayed until 2009
Teras expansion & updatesOngoing (see below for releases to date)
Glaesen Star updatesReleased in June
Gladiator ArenaOn target for 2008 release
Historical/racial documentationOngoing (see below for releases to date)
Events, Promotions, and Platinum 
Wonders of ElanthiaReleased in April
Ebon Gate (ticketed)Coming in October
Highman GamesDelayed until Jan/Feb 2009
Mist Harbor expansion & hunting areaIn progress; hunting area likely delayed until 2009
Premium Contests/raffles/eventsOngoing
Plat-only storylinesOngoing (see below for releases to date)
Custom titlesOngoing
Platinum Contests/raffles/eventsOngoing
CE Systems 
Player MailIn progress
Instanced Uber QuestDelayed
Many command upgradesAlways ongoing


2008 Releases To DateReleasedLead GM
Elven Ruhan documentJanuaryNaos
Lich Storyline (Plat)JanuaryIkaan
Adventurer's Guild rewards expandedJanuaryCoase
Society Tasks window added to StormFront FEJanuaryCoase
Updates to padding and damage weightingJanuaryWarden
Cysaegir fletching shop openedFebruaryJacien
Teras mud baths upgradeFebruaryLiia
Spell: Spirit Servant improvementsFebruaryOscuro
Spell: Major Sanctuary improvementsFebruaryOscuro and Thandiwe
Onar storyline and release of Onar shrineFebruaryAndraste
Minotaur and krag creature updates/new labyrinth area/new minotaur documentFebruaryMestys
Grimswarm storyline and release of Guardians of Sunfist societyFebruaryCoase
Teras Isle demon permit office openedFebruaryLiia
Mentors: SNowflake CarnivalFebruaryKorelys
CONVERT FORSAKE option releasedMarchOscuro
Combat guide updateMarchAuchand and Strathspey
Prayer of Communion Guide releasedMarchZyllah
Spell: Prayer of Communion updatesMarchOscuro
MHO Structure: House Dreadnaught releasedMarchIzzea
MHO Structure: The Black Wolves Clan releasedMarchIzzea
Changes to new player drop pointsMayBernt
Spell: NEW Regeneration spellAprilEstild
ARTISAN verb expanded to show exact # of ranksAprilWarden
Spell: Rejuvenation improvementsAprilMestys
River's Rest Voln expansionAprilScribes
Tehir Cultural DocumentAprilVaschka and Andraste
New human culture (Shakat) and Tehir language optionAprilIldran
Erithi clothing documentAprilXynwen
HEALTH verb updatesAprilCoase
MHO Structure: Grey Moon Manor releasedAprilIzzea
Helga's storyline and upgrades (Platinum)April/MayNaionna, Galene, & Auchand
Dark elven language document releasedMayLothwyn
Combat messaging options expandedMayIldran
Runestaff noun options expandedMayWarden
River's Rest warren and smugglers' tunnels expansionMayScribes
New super cool loot generatorMayStrathspey
Inventory keeping its order on login/logoutMayIldran
Mstrike/warcry/berserk updatesMayCoase
MHO Structure: HERT WatchtowerMayIzzea
Mentors: Garden GalaMayKorelys
Spell: Minor Summoning - new demon typeJuneOscuro
Clothing system expansion and updatesJuneBernt
Mist Harbor Bureaucrat updatesJuneThandiwe & Vesmera
Spell: Loresinging and Elemental Detection improvementsJuneMestys and Naos
Erithi Maiden storyline (Platinum)JuneItzel
MHO/CHE conversion (Platinum)In progressItzel
Glaesen Star updatesJuneLiia
Teras Isle empath guild updatesJuneLiia
Teras Isle cleric shop merchandise updatesJuneLiia
MHO Structure: Gryphon Holding updatesJuneIzzea
Mirror, Mirror storylineJuneThandiwe & Xayle


Still to come in 2008
Lumnea Festival in Ta'Illistim
Platinum: Free Summer Trials
Platinum: Fisherman's Tale storyline
Mist Harbor storyline
Solhaven temple completion
Wehnimer's Landing Frontier Days Festival
Mentors: Silverwood Wine Festival
Mentors: Tenth Anniversary Celebration
Grand Re-Opening of Teras Isle's Stormbrow Gallery
Party tents for all 16 CHEs
Icemule Trace storyline
MHO Structure: Cairnfang Manor
MHO Structure: Stormwild Hall
MHO Structure: The Gypsy Compound
Return of the Winterfest Caravan
Annual New Year's Eve GM Open House


~Sirina

"I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use." ~Galileo Galilei

This message was originally posted in Discussions with Simutronics, 2008 Goals Discussions. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=8&topic=6&message=435
 

GS4-SIRINA

 

 
2009 Goals · on 1/15/2009 7:44:24 PM Generate a link to this post in a pop-up window. 1893
Happy New Year to all! On behalf of the GemStone IV staff, I want to thank all of you for choosing to spend your free time with us. We are all part of an extraordinary community here. You make this community possible, not just by continuing to support GemStone IV with your subscriptions, but--more importantly--by adding to the vibrance of Elanthia with your collective uniqueness.

Before I talk about our 2009 goals, I want to acknowledge that our track record on 2008 goals was not as impressive as we'd have liked. We always try to temper our goals and keep them as realistic as possible, however, some very ambitious goals were announced in 2008. Our significant staffing reorganization last year made room for fresh ideas across the board, but also resulted in some unexpected setbacks while we all adjusted to our new responsibilities. We've reorganized, reassigned, and recovered though, and we're ready to move forward to bigger and better things.

In a way, sharing our goals with you is setting ourselves up for failure, as it's a certain fact that some of them will not be met. Inevitably, priorities will change, staff members will come and go, and some ideas will simply not come to fruition for one reason or another. We continue to post them though, to give players a peek behind the curtain and an idea of what's to come. Our GMs continue to work very hard to make GemStone IV an engaging, immersive experience, and that continues to be our number one goal - something for which we constantly strive.

I've divided our goals into Development Goals and CE Goals. You'll see, of course, that many of our development goals are the same items that we were working on in 2008. It's my own goal to keep you better informed of our progress toward these goals in 2009, as we work to finish what we started.

As always, this list is not exhaustive. It is a sampling of things we're planning for the year, and doubtless many things will happen that aren't on this list, just as some things on the list will possibly be pushed back or tabled. We're working to balance our resources between fixing the problems of outdated systems and processes and developing new, exciting things to appeal to all types of players - the power hunters, the GS Barbies, the roleplay junkies, and the treasure collectors.

~Sirina

Development Goals

What we're working on:

Ranged/Thrown weapon skills review and updates: We are aiming for a late spring release of an upgraded thrown weapon system with the intent of making thrown a more viable skill.

New Class - Monks: expected mid-2009 player testing with release shortly after; this release involves completion of the new Minor Mental spell circle, an unarmed combat system, and a list of monk maneuvers.

Alchemy Phase II: Many new recipes were released at the end of 2008, but some are still to come, and a library research design is planned where players might be able to study and try to discover new recipes.

Elemental lore review: expected mid-year release of changes to Minor Elemental, Major Elemental, and Wizard spell circles

Premium Home Upgrades: expected third quarter release

What we're discussing and planning:

Post-cap hunting expansion in the Rift area

Isle of Four Winds hunting area release

Cleric guild skill: Clerical Orisons

Improvements to groups/hiding as a hunting tactic

Review of Voln and CoL societies to update them and bring them in line with the new Sunfist society: expected late 2009

Mining/Smelting artisan skill

CE Goals

Increased racially focused interactions across all GS4 races ? could include merchants, storylines, documentation

Increased town-specific interactions across all major towns

"Make Things Better" campaign in most major cities (upgrading and adding to atmosphere of the city)

Ta'Vaalor storyline

Icemule Trace storyline

Teras Isle museum release

Lumnea Festival

Highman Games

Convocation of Coraesine Field (spring ticketed event - new RP and service-oriented event)

Ebon Gate (fall ticketed event - with auction tier)

Many other storylines and events are planned throughout the year. For obvious reasons, we don't want to "spoil" you by listing them all, but I think this year will be the best yet for great immersive storylines.

Platinum:

Sweetheart Festival

Ongoing platinum-specific storylines

Ongoing player-driven storylines and interactions

Platinum Monthly Raffles

Cart Contests

Premium:

Transporter update

PCALC updates

Ongoing Premium Monthly Raffles

Ongoing Premium Contests

Mini-RP festival (summer festival)

Mist Harbor town upgrades

Storylines specifically for Mist Harbor visitors

This message was originally posted in Discussions with Simutronics, 2009 Goals Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=8&topic=7&message=3
 

GS4-SIRINA

 

 
2009 Mid-Year Goals Update · on 6/30/2009 6:41:29 PM Generate a link to this post in a pop-up window. 2012
Status of previously announced Development Goals:

Thrown weapon review: expected late third quarter. Expect to see more variety to the hurled weapon types, a short duration simulated distance DS bonus similar to Ranged weaponry, some Thrown-specific maneuvers, and general interface improvements to make the combat style more user-friendly.

Ranged weapon review: This is entirely separate from thrown weapon review and is not likely to begin until thrown weapon updates are released.

Monks: delayed, but still in the works for 2009. Minor Mental list is nearly complete from spells 1-20 and 35. Three of the spells in this range are still under development, and we hope to have another high level spell ready at the initial release. Unarmed combat system is currently under development.

Alchemy Phase II: released.

Elemental lore review: expected fourth quarter.

Premium Home Upgrades: unfortunately, this is tabled again due to staffing changes.

Post-cap hunting expansion in the Rift area: nearly completed. Expect to see this soon.

Isle of Four Winds hunting area release: to be developed after the Rift area is released.

Cleric guild skill: Clerical Orisons - under development.

Improvements to groups/hiding as a hunting tactic: expected by year-end.

Mining/Smelting artisan skill - under development. Tentative end-of-year release.

Voln/CoL review - to be developed after Mining/Smelting project.

Other Recent Releases from the Dev team:

Armor Specialization
Armor Overtraining Benefits
ASSESS updates
Evade Mastery
Enchanting improvements
Manna Bread improvements
Holy Receptacle improvements

Also on the horizon: CMAN improvements, Clerical spell improvements

Arcane spell list: Nearly complete, coming very soon!

Towns & Communities team goals update:

Completed:
Racial documentation released at CCF for almost every race
Teras Museum
FWI updates
IMT storyline

Ongoing-
RR storyline
TV storyline
Solhaven storyline
Town tweaks
Wordsmith documentations (first one published 2Q09!)
PRO work (MHO buildings, CHE admin work, mentors, ALAE.)

In Process-
WL Frontier Days
giantman documentation

Delayed-
Teras Asylum storyline (early 2010)

Events, Promotions & Platinum team goals update:

Lumnea Festival - complete

Highman Games - slated for kick-off event in December and actual games in early January

Convocation of Coraesine Field (spring ticketed event - new RP and service-oriented event) -- complete

Ebon Gate (fall ticketed event - with auction tier) - slated for October

*2009 Completed Storylines not listed elsewhere here:
 Suicide Spire (Prime, January) - storyline
 The Fascination and the Horror (Plat, Jan/Feb) - storyline (T&C Xynwen as lead)
 For the Love of Her (Prime, Feb/March) - storyline
 Gathering of the Crow Moon (Prime/Plat, March) - festival
 Mist Harbor "Storm" Storyline (Prime/Plat, April), coupled with multiple releases
 Storyline in Ta'Illistim (Prime, April)
 Trine Event in IMT (Prime/Plat, June)

Platinum:

Sweetheart Festival - complete

Ongoing platinum-specific storylines - ongoing

Ongoing player-driven storylines and interactions - ongoing, several upcoming slated

Platinum Monthly Raffles - ongoing

Cart Contests - Quarter 1 contest complete, Q2 cart items pending release

Premium:

Transporter update - complete

PCALC updates - in progress, still pending

Ongoing Premium Monthly Raffles - ongoing

Ongoing Premium Contests - ongoing

Mini-RP festival (summer festival) - slated for August

Mist Harbor town upgrades - first major upgrades made in early April, next major releases slated for August

Storylines specifically for Mist Harbor visitors - as noted above, first is already complete. Second is slated for the summer.

~Sirina

"I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use." ~Galileo Galilei

This message was originally posted in Discussions with Simutronics, 2009 Goals Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=8&topic=7&message=538
 

GS4-NAOS

My life for Warden...

 
Re: 425: Elemental Targetting Bonus Fix · on 1/24/2008 4:00:50 PM Generate a link to this post in a pop-up window. 1642
A bug in the accrual calculation for the bonus from Minor Elemental spell ranks beyond 25 has been fixed. The bonus can be calculated as ((E-MnE - 25) / 2), where E-MnE is the caster's effective Minor Elemental spell ranks limited by their level.

The net result of this change shifts the levels at which an additional bonus accrues from even (26, 28, 30, etc.) levels to odd (27, 29, 31, etc.) levels, capping at 75 MnE Ranks.

Note that players currently with an even number of Minor Elemental spell ranks will experience a 'loss' of one (1) point of Attack Strength and one (1) point of Elemental Casting Strength.

--
Naos

This message was originally posted in Magic Spells and Systems, Minor Elemental Circle. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=3&message=1563
 

GS4-LOTHWYN

Players... magically delicious

 
[WoE] Melgorehn's Reach Tour / Services Postponed · on 4/22/2008 10:04:28 PM Generate a link to this post in a pop-up window. 1722
Due to unfortunate circumstances beyond our control, the Melgorehn's Reach tour and services have been postponed until Friday. Please check the calendar for the new time.

We're sorry for the inconvenience this may cause.

L

This message was originally posted in Quests, Sagas, and Events, Wonders of Elanthia. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=12&topic=32&message=764
 

GS4-LOTHWYN

Players... magically delicious

 
[WoE] Private Property Raffles Change · on 4/7/2008 6:02:40 PM Generate a link to this post in a pop-up window. 1704
There's been a change in properties being raffled in the upcoming Wonders of Elanthia event.

After some extensive consideration, and discussion with both Kia and SGM Sirina, I've decided to withdraw the Prestidigitorium from the event raffles. Instead, in the following weeks, I'll make arrangements to open the Prestidigitorium permanently for public access, thereby creating a sort of unique museum. At that point, the Property will be taken off the list of being available to occupants.

Other unoccupied former wizard workshops, such as Kodos' cottage, will likely follow. And, should the others become vacant in the future, they, too, will be opened.

The Dark Tower residence is still up for raffle. In the place of the Prestidigitorium, we're creating a brand new Private Property, one in which the winner will be able to select--barring any objections from appropriate parties--its final destination.

A preview of the interiors, plus a starting monthly rent / raffle price of the new property is coming soon.

SGM Lothwyn

This message was originally posted in Quests, Sagas, and Events, Wonders of Elanthia. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=12&topic=32&message=279
 

GS4-ALYIAS

For Honor, Pride, and Glory!

 
A Day in the Life of Arnranaer Evor Vaalor. · on 6/14/2009 12:12:48 AM Generate a link to this post in a pop-up window. 1999
All,

Below is a document that I got out of QC a bit ago, written to further explain the Guardian Keep and it's internal workings. Mad props to Cirath, who returned it to me in quite a speedy time frame. Also props to Scribes and his Wordsmiths, who took my information and made it into a lovely read. Enjoy!

-Alyias

*********************

High Porter Arnranaer Evor Vaalor examined the line of pages before him, his eyes glancing over their identical golden tabards, crimson leggings, and crimson shirts. He made yet another mental note to ask for their shoes to be a bit more practical long, curled toes with tasseled ends were not exactly the best way to ensure swift, silent delivery of messages. He had to admit to himself they looked like the fresh, young nobles-to-be they were. Ranging in age from seven to seventeen, this crop included more than one young female. After brushing a stray piece of lint off the crimson-embroidered wyvern on the end page's tabard, he finally spoke.

"It is time for you to assume your duties within Guardian Keep," High Porter Arnranaer announced. "In preparation, I am here to remind you of your duties and quiz you as to your readiness."

A couple of the younger pages shifted their weight nervously, causing an audible rustle of silk. Sharp looks to the young blond in the middle and the third page from the left, a young girl, encouraged them to return to the straight-ahead stare pages were to maintain at all times.

"The main duty of a page is to run messages between officials throughout the Keep. You must do it swiftly, silently, and, most important of all, accurately."

"We will begin with you," High Porter Arnranaer stated as he stopped in front of a sixteen year old with light brown hair. "Who would you deliver a message to if you were instructed to ask about the menu for tonight's dinner?"

The page, his eyes meeting Arnranaer's, said, "Master of the Kitchen Eroldyna Renuaonna Vaalor, milord. She makes the menu for the King's board and for the servants, both.

Arnranaer nodded once, then moved on to his next target, a much younger youth. To meet the seven-year-old's eyes, the High Porter bent down a bit. "And who reports to the Master of the Kitchen, youngling?"

Squeaking with nervousness, the youth answered," The Pantler, Afor Throvarafel Vaalor, milord! He makes the best bread and honey!" Blushing as he realized his gaffe, the youth went on more seriously, "and the Butler, Gildrim F-fisquelanna Vaalor and the Butcher, Sehean Casath-thvia Vaalor, milord." The blush deepened as he stammered the last two names.

Arnranaer smiled slightly as he nodded to the youth, scion of one of the noblest families of Vaalor. "Correct, but you must practice your pronunciation! This evening, repeat each of those names perfectly five times to me before your supper. It is Gildrim Fisquelanna Vaalor the Butler and Sehean Casathvia Vaalor the Butcher."

The youth nodded his agreement and said, "Thank you, milord High Porter," in a relieved tone. He could not keep his eyes from straying to the willow switch in the corner of the High Porter's office.

Taking a couple of strides down the line, Arnranaer picked his next victim. This time, it was a striking red haired teenage girl with blue eyes. She had had trouble adjusting to court life, he recalled, having come from a family of petty nobles on the edge of Vaalor's holdings. "Tell me the duties of the three who report to the Master of the Kitchen."

Staring straight ahead, the girl answered in a clear voice, "Milord, the Butcher inspects all meats that come into the Keep and prepares them with his staff. The Butler is in charge of the wines, spirits, ales and beers. And the Pantler is in charge of procuring everything else from bread to cheese to napery."

"Very good, Page Veritia," the High Porter said. "Now, one more question: who does the Master of the Kitchen report to?"

After pondering slightly, she replied, "The Lord Chamberlain, milord. Retassal er'Anlan Vaalor."

"You will do, young lady." Backing up slightly, Arnranaer stopped at another page, this one almost stodgy compared to his more lithe brethren. Rumors abounded about his male parentage, as his mother and her household had been assigned to far away lands when he was born, but there was no proof he was not suited for Elven court. Still, there was talk.

"Who else reports to the Lord Chamberlain, Page?"

"The High Maid, milord. Your boss, Zawynyth Amtifel Vaalor." The portly page exhaled slightly in relief.

"Not so fast! Who besides me reports to the High Maid, young man?"

His shoulders sagging, the coarser page replied, " the High Gardener, Lamvara Koehlarnes Vaalor. The High Marshall, Dhoil Evlonkash Vaalor, in his stables, and ." he paused for half a second, considering, " the Master of Ceremonies, Caslastha Feravainhar Vaalor. Milord."

Nodding curtly, Arnranaer moved on down the line. He stopped, his bushy eyebrows furrowing into one as he bent down to address a tiny girl. It was obvious her tabard had been cut down to fit, as the wyvern brushed its bottom hem. He wondered briefly why they sent such young ones to him to train as pages. She should be enjoying the sunlight, not standing along the corridors of power at the beck and call of every official.

"Young Page Sharletta, who else is of equal rank in the household with the Lord Chamberlain?"

Sharletta smiled slightly, her youthful spirit getting in the way of her professionalism as she piped up, "The Lord Legionaire, my uncle, and The High Lord Stewardess, Tahlthi Zythaira Vaalor, milord!"

Shaking his head, Arnranaer looked down at the tiny page and waited. Her mouth went round and she put her hand to it, making an audible pop as she realized her mistake. "I'm sorry, milord. I forgot. I'm not allowed to tell of my family while a page." She hung her head and he nodded.

"That's right, Page Sharletta. You are all pages here, nothing more and nothing less. While you wear your uniform, you are all equal in rank, no matter who your family is. It is fundamental that all of you understand this."

Turning and pacing behind the pages, correcting their backs when he saw the slightest slouch, the High Porter reminded them, "The High Stewardess' duties involve everything outside the Keep except the Army. That is the provenance of the Lord Legionaire. And the Lord Chamberlain controls all that goes on inside the walls of the Keep."

Tapping an unsuspecting page on the shoulder, Arnranaer asked, "Who would you be required to go to to retrieve documents, young man?"

The page answered, his eyes closed to better concentrate, "The High Yeoman, Vonya Selaelis Vaalor, milord."

"Good," the High Porter replied, "and if it was over some difficulty with one of the smelly Dwarven delegation? Probably involving baths ."

Suppressing a smirk, the same page replied, "That would be the High Ambassador, milord. Simam Eilahual Vaalor."

"Again correct." Reaching the far end of the line of pages, he faced the nondescript ten year old at the end. "But what if it was the Dwarven delegation asking about trade, who would you go to then, young lady?"

She answered in a very melodic voice, "In matters of trade, always go to Jatherthar Daeten Vaalor, the Commerce and Trade Minister, milord. He also oversees all the shops in the Fortress." Her answer almost sounded musical, as if she had put the knowledge to some tune only she heard

"Very good."

Strolling down to the last knot of three pages without questions, he stopped and stood silent for half a moment. "Page Elvaryn, tell me who the Lord Chancellor and the Lord of the Exchequer are. Also explain to me their differences in function.

Elvaryn replied, in the cracking voice of a fifteen year old, "The Lord Chancellor is Shanal Elasti Vaalor. He oversees all the paperwork of the kingdom and audits the accounts of the Lord of the Exchequer, Arnhal Kerithoth Vaalor, who is in charge of the treasury."

The High Porter cringed inwardly with each break from high to low pitch and back, but did not let it show to the young man. "Yes, that is correct."

"And now you, Page Wyreni, who is in charge of the security of the Fortress, keeping malcontents locked up where they belong?"

The ten-year-old Wyreni looked up at the High Porter and stated, "The Constable, milord. His name is" she hesitated slightly, her uncertainty showing on her face, " Corath hel'Saeari Vaalor, milord."

She exhaled slightly as he nodded his approval. "Yes, you did pronounce it correctly, Page Wyreni." Turning to the last of the pages, he said, "And the last official you will be asked about today: who is in charge of spreading the culture of Vaalor to all, both within and without the Fortress?"

Lowering his head, for this was another of unusual, to say the least, parentage, his ears less sharply pointed than the rest of the group's, the boy said in a tone of fear, "The Minister of Culture, milord. Lord Ahari Corwynaen Vaalor."

His tone sharper than before, the High Porter intoned, "Yes, and don't you forget it, King's pet or not!"

Stepping back a couple of paces, Arnranaer addressed the group one last time. "You have all passed this final quiz. You are expected to be at your posts in no less than half an hour and to start your duties. If I hear of a single message misrouted, lost, or slowly delivered, you will be back here in this office."

His voice became softer. "And the visit will not be nearly as pleasant. Understood?"

In chorus, the pages recited, "Yes, milord!" before filing out the great ironwood door.

This message was originally posted in Towns, Ta'Vaalor. To discuss the above follow the link below.

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GS4-VARULV

 

 
A Grim Swarm · on 2/5/2008 6:35:44 AM Generate a link to this post in a pop-up window. 1649
Authorities from as far apart as the port of Solhaven to the Fortress of Ta'Vaalor are struggling to respond to a multitude of reports of marauding bands of giants, trolls, and orcs assaulting cities and settlements. No explanation has yet been offered for the invaders' ability to suddenly appear, attack, and just as quickly vanish. Scholars of Ta'Illistim are reportedly at a loss to explain how this force could have mustered in such numbers without drawing attention, let alone how they are managing to coordinate their attacks.

The Militia of Ta'Vaalor mustered quickly to repel the assaults on that city, but reports from the western side of the Dragonspine are more dire, with rumors of raiders plundering the streets of many settlements of the Turramzzyrian Empire. Particularly hard hit were
the iron mines of Krinklehorn, with squadrons attacking and destroying a number of the region's crucial forges and foundries.

Travelers are warned to be particularly cautious when venturing far from their local city's defenses and encouraged to stay in groups.

~Varulv

This message was originally posted in Quests, Sagas, and Events, Invasions. To discuss the above follow the link below.

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GS4-ANDRASTE

Baker Extraordinaire

 
A Nefarious Hangout Revealed · on 12/15/2007 12:15:28 AM Generate a link to this post in a pop-up window. 1618
Dateline 12/14/2007: WAGE AND DAGGER TAVERN OPENS!

Changing management has taken over a small tavern that was failing financially and given it new life. Working within the seamy shadows of the docks of South 'Haven, the current owner hasn't done much to improve the exterior, but apparently the kitchen has found a new cook. In keeping with the kind of... clientele... it draws, no visible sign attracts attention to the establishment. While you're encouraged to spend your coins inside, you might wish to keep them secure and out of sight while socializing.

END NEWS ITEM

--A

Bringing tiramisu and key lime pies to the masses everywhere!

"Wisdom is ofttimes nearer when we stoop than when we soar." ~ William Wordsworth, The Excursion

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GS4-KORELYS

Princess Unicorn

 
A Parchment Posted in TC · on 9/28/2009 6:11:56 PM Generate a link to this post in a pop-up window. 2091
Citizens of Icemule Trace,

As we attempt to sift through the mass of information regarding recent and deal with the implications of events that are occurring right now, please be patient with our bureaucratic processes. As you know, the wheels of government move ever so slowly.

No pardons will be issued to folks accused of killing so-called "traitors," as evidence of said treacherous acts has yet to be fully collected by government officials. Justice records are still being analyzed.

The local government has received several eyewitness accounts of the sacrifice of Taiele, formerly known as the Ice Maiden. It has been decided by unanimous vote that a memorial should be erected in her honor. Folks wishing to submit a design for said memorial should do so no later than the 10th day of Jastatos.

-The Icemule Council



OOC: The memorial should be something that can be placed IN a room, not a room itself (something akin to a small shrine or a statue). It can be long or 15/15/15 +show, it can have writing, and you may include proposed scripts for interaction, if you wish. Have them in to gs4-korelys@play.net by October 10th!

-Korelys


The ghostly voice of Foof says, "This seems to be a serious invasion."

"For all sad words of tongue and pen, the saddest are these, 'It might have been.' " -John Greenleaf Whittier

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GS4-ITZEL

 

 
A Posted Parchment · on 1/27/2009 11:19:39 PM Generate a link to this post in a pop-up window. 1903
Following the events of this evening, a parchment was posted in front of the tall rock spire that has so rudely disrupted the goings on of Solhaven's North Market.

It reads:

Let it be known that this rock, and all of its contents, remain off-limits until a thorough investigation can be conducted. Interested parties should gather upon Leyan, the 28th day of Lormesta, during the early evening. Violators of this edict shall find themselves subject to penalties of fines and jail time.

The parchment is marked with a heavy seal, and bears all the hallmarks of an official document.

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GS4-SCRIBES

We demand sacrifice!

 
A Smuggler's History of River's Rest - A Summer Serial History - Part I · on 6/15/2009 12:45:13 PM Generate a link to this post in a pop-up window. 2001
Hi Folks,

Coming to the River's Rest town topic this summer is "A Smuggler's History of River's Rest," to be published in serial form over the next couple months. A mongrel kobold named Byron declares, "A Must Summer Read!" A little girl with red hair and a penchant for racing things has stated, "If I could read, I'd read this!" Lastly, a town willow tree expressed itself with an excited quiver of its branches at just hearing the name of the history. So tune in this summer to the River's Rest topic for "A Smuggler's History of River's Rest" joining the "An Incomplete History of River's Rest" as part of the lexicon of historical greatness!



A Smuggler's History of River's Rest

By

Casler Huntington

I was once a man without memory, cast against the sands of a Selanthian beach either through Niimas benevolence, or because her father would not tolerate my presence in his deep, dark depths. For nearly two years, like a fisherman, I cast a net for memories, for those things which had made me what I am and changed me from what I was. I have opted never to suffer such an experience again, and so, I place quill to parchment and record what I know now and what I knew once before . This is my history. This is a smugglers history. This is a history of the town of Rivers Rest.

There are few who live in Fairport who have not heard of the Red Hats, a small brotherhood of smugglers whose members are etched into the harbors and ports of Torre and Oire like the brine of the sea. Their activities are rumored to take them the length of the Imperial coast at times. It was of my study of them, as a young noble, that I first heard the name of Rivers Rest. The tales told to a youth in a dimly lit and laughter-filled wharf tavern spoke of it as the origin of the brotherhood, a town that had been humbled by a great fall, not even a shell of its past magnificence, and risen, if even briefly, as a safe haven to smugglers and, later, pirates. Thus, when I fled my duty in life and sought a new future, I went to Rivers Rest.

For the right amount of silver, about anyone can find passage on a small cutter to the island set in the mouth of the Tempest, and for a bit more, they can land at the docks of the Warren. It is a hidden and often intentionally forgotten district of the island town, located behind a great wall of blackberry brambles. As I learned later, it was not always called the Warren, nor had it been sequestered away from the rest of the town by the brambles; both of these had developed over time. Once it had been a favored wharf area for a city that fell to ruin, and remnants of such are still visible; that is, those remnants that have not been carried away for use for building material. As such, the area made an ideal location for later sailors to rest their vessels and so it has been ever since.

The jumbled, crowded buildings are a product of the brambles and a calamity that occurred almost a century ago, when a fire destroyed nearly all of the structures. When the River Rats, as those who live there call themselves, rebuilt, they scavenged for any building material quickly at hand and the result was a process of design and construction as haphazard as the many tongues you might hear spoken within them. Halfling residents built halfling buildings, elven residents opted for elven styles, and so on; and many more incorporated elements from their neighbors, creating a polyglot of architecture. If one is pressed to describe the Warren, one can only call it something wonderful and free; reflecting the spirit of its inhabitants.

Only a few streets bisect the Warren, and of them, only one leads to the tunnels under the island, leaving only the North Fork of the Tempest River as a means to arrive and depart. They are named for those individuals or families who have by sheer will of presence imprinted themselves upon the Warren, or in one case, of past military adventures. One particular stretch of street is of some importance, a place where before even the oldest inhabitant can recall, violence and honor have been used to judge the claims of those who believe themselves wronged.

It is a place where elders of the Five Houses, presently the most powerful families of the Warren, offer their wisdom and judgment. It is not so much a place of duel, as nearly ritual combat. Deaths are rare, though humiliations may be often, and it is of either partys own volition to accept such challenges of combat. It is there that justice has a home.

Now I return to the Five Houses, the families that control most of the smuggling that goes on within the Warren. It would be simple and wrong to say that they are all smugglers, for the differences between families are far more delicate and upon them balances the very power of control over the Warren, and perhaps, the town itself. To understand then, these families, I must mention briefly the past of the town, of pirates, and of the Smugglers War.

While smugglers have long called the island of Rivers Rest home, the island was once magnificently a haven of pirates, of such repute that their ghosts still haunt the seas, if not in form, then in the minds of its sailors. Ketain of the Scars, Gaspard, Oteska, and the Reiver Shepherd, are but a few of the names, though among the most notable, of the pirates who claimed a home on the island or nearby. Their day is remembered as the Grand Era of Piracy, but before them, there were the smugglers. The smugglers, whom no age is given, were among the first to resettle the island after its fall into troll-infested wilderness. Over the centuries they have abided, becoming like the reeds upon the banks of the Tempest, something unchanging, steadfast in their presence.

[Coming Soon: The Pirates, the Smugglers, and the Five Houses!]




The next segment shall be longer, friends, folks, and the interested. Feel free to send me a note with any questions or comments concerning the history. :)

I hope you all will enjoy this sumemer's postings!

GM Scribes

This message was originally posted in Towns, River's Rest. To discuss the above follow the link below.

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GS4-SCRIBES

We demand sacrifice!

 
A Smuggler's History of River's Rest - Part II of the Summer History Serial · on 7/2/2009 12:20:40 PM Generate a link to this post in a pop-up window. 2015
Howdy folks, below is presented the continuing serial of River's Rest History. Enjoy!

Part II of A Smuggler's History of River's Rest



Like the tides that have ebbed and flowed across the shores, it would be impossible to write of the complete history of the smugglers. Many have come, many have left, but at some unknown point, houses began to emerge: families who rose with great pride to prominence amongst the smuggling community and to whom smuggling became more than just simple criminal enterprise. To these families, it became something of an honor, a profession in which ones strongly held belief in freedom was expressed through ones trade. It was freedom from the laws of man or elf to go where one wished and to buy and sell what one desired. In other words, smuggling became an immutable right.

As such, the smugglers developed a code of honor, known only as the Code, for it would be pretentious to name it anything else than what it was. It is, or was, unwritten, but here now I record at least some of the Code, in my own words, so that I might remember if I am to forget again my life.

1. One does not take what another has rightfully claimed.

2. The dead are sacrosanct, as are all things related to the dead.

3. An Oath is unbreakable if made under the Code.

4. One does not steal, for that is a pirates trade.

5. One does not seek to ruin others; there is always profit for all.

6. All have a right to redress before the Houses and so abide by their law.

7. One must support and aid the other, when not harmful to ones self.

8. Those who cannot obey the Code are dead to those who do.

This code, which is far more intricate than the eight rules I have listed above, is what bound the smugglers together for centuries and into the present. It has shaped their views on life, and children today, born of smugglers, seem to emerge from the womb with it instilled within their hearts. As important as it is to the smugglers, one must earn the right to be governed by it naturally, by following it. For the baker and the healer, it is not applied, lest they seek to follow it themselves. Never have I seen a more pitiful creature than a smuggler who could not keep to the Code and was left a wasteful man, ignored by all, to eventually wander away from the Warren to a fate unknown.

Thus, the great houses were formed under the Code and in turn formed the Code. Most of those families are now gone. Their legacies have been to be forgotten or absorbed into the remaining houses, and in one instance, ruined from such a height of prominence that none yet dare disturb their shattered home, upon the street that bears their name. While some simply faded away with the weakening of leadership or will, others were destroyed by accident and by man, and by the latter, I mean pirates. The Smuggler War that followed the Great Cataclysm was not one of set battles but of subtle assassinations and skirmishes fought in the shadows of the Warren, the darkness of the islands tunnels, and in distant drop spots. Its scars lingered on to the present day, perhaps to heal or be torn asunder once again.

The war came about by the rising of the Tempest Falls, denying the pirates who sailed the river access to the hinterland. Refused such income, the pirates turned to the other illicit trade of Rivers Rest, smuggling. For centuries, pirates and smugglers had coexisted uneasily upon our island, but each sought only what each sought and never what the other had. When this changed, it disrupted the balance that the smugglers had established, and a way of life that had brought success and fortune to generations was disrupted. Pirates, by their very nature, take what is not theirs, and so now they took what had belonged to the smugglers, and war ensued. The pirates violated the Code, for they had their own code, perhaps an older one, and as such their actions were insulting to the very heart of honor to the smugglers. Like light reflected on river waters, the violence came in brief bursts, but the water flowed, and soon it was over.

In the wake of the war, only two of the great smuggling families remained, House Lefante and House Rewyn. Lefante had been established many centuries ago by an elf disenchanted by Chastons Edict, and now that elfs grandson is the head of the family. He is known simply as Lefante, and has had the inhuman privilege to watch his own descendants come of age, the fruit of a marriage many decades ago. Of these there are two who are the light of his eyes, one whom I led to his death and the other whose heart I tore asunder. Of her I will write no more, for perhaps if I were to lose my mind again, it might be better for her that she can finally forget this boy from Fairport who has forgotten her. A close friend of hers, and once of mine, was of the House Rewyn.

Rewyn was established by a shipwrecked sailor, who claimed that the Mother had saved him as he lay dying on the black sands to the north of town. Ever since, it has been custom for Rewyn to send a daughter to serve as a priestess for Aeia, and the Rewyns have always been known as the family closest to the island of Rivers Rest. Perhaps it is the way of life, then, to mirror such beautiful things with ugliness. For all the houses that once existed and now still do, all were finer, grander than the houses that by force have joined Lefante and Rewyn at the council table. Of this, I speak of the Pirate Houses, the three who balance the two, and help to keep the Warren in a period of uneasy stalemate that has lingered ever since the end of the Smugglers War.

Long ago now have the pirates moored their great seafaring vessels, exchanging them for the cutters and sleek coastal craft more adept at slipping unnoticed in the night. Perhaps the worse are the Fell. The Fell are where the dredges of the River Rat community flee to, those who seek company amongst those who care as little for themselves as they do for others. The worse atrocities are spoken of them, a house that is restrained not by will, but by disorganization. It is lead by a council, made of those who have killed their predecessors to earn the right to sit their stead. If there is justice beyond the Gate of Ebon, they shall have a place reserved for them, and it will not be pleasant. Of slightly better reputation are the DeRichters. By far the most organized, they are lead by Valons DeRichter, who has fully inherited all the trickery, cunning, and lethal viciousness of his pirate ancestors. It is the most powerful of the pirate houses, that most capable of exerting its will upon others. It was the first of the pirate families to turn upon the smugglers and should never be trusted completely.

The Wimpletons are the last of the pirate families that I will speak of. Legend speaks of the Wimpletons as Paradis halflings who went to sea, sailed to the edge of the world, and lost a part of their souls to what they saw there on the edge of the ether. Many have mocked this house and become the victim of such horrible means as to enter into local legend for the shock of its severity and cruelty. For all that the Wimpletons are vicious, they are perhaps the most honorable of the pirate families, if such an adjective can be honestly applied to these clans. They might stab you in the back, but at least, they will let you know in advance their plan to do so.

Thus the three and the two make five, the houses which might be deemed the powers of the Warren. For all who walk its streets, most have pledged their allegiance to one house or another, and the rest, mercenary like or new to the ways of this world, follow a destiny led by silvers. The future of the Warrens lies in the future of these houses, whoever is able to grasp the reins of leadership and cast their vision upon the smuggling world.

Now that I have written of the Warren, its people and the houses that rule it, I now turn to the history of the land and waters of Rivers Rest, which I greedily sought upon my first arrival and hope to reacquaint myself with now upon my second.

It was among the first things I saw, as I arrived so many years ago, perched on the western most tip of the island, overlooking the bay. A vast monolith of stone, referred to as The Eye by the locals, and more formally as the Stone Eye. Little of the building could I at first learn from those I spoke with, most suggesting I speak with the odd creation that stands proudly behind a bar within. Byron is his name, and of him, he told me that the original owner, if such a building can be owned, was known as Myron. Myron had stood amongst the Council of Mages back in the time of the fall of the Kingdom of Elanith. In fact, the mongrel kobold claimed continued ownership by Myron, placing either upon himself or his master, a considerable number of years lived. I knew neither of which I could trust, so continued further investigation of the stone building. It was a process of many years, but not unsuccessful, either. For it was on the roof of the building, the last inch of stone that I had not yet scoured, that I found the answer to the origin of the Stone Eye.

[To Be Continued in Part III of A Smuggler's History of River's Rest]




GM Scribes

This message was originally posted in Towns, River's Rest. To discuss the above follow the link below.

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GS4-KIA

Rah! Rah! Rah!

 
A time for change · on 5/30/2008 5:37:34 PM Generate a link to this post in a pop-up window. 1757
GemStone IV community,

I am stepping down as Associate Product Manager of GemStone IV. I have recently been presented with an opportunity to change careers and it is something that I am very excited about. I am the new Associate Producer for Metaplace (www.metaplace.com). As such, I am unable to continue my role as APM of Gemstone IV. I'm not going too far, though... I have been a player of GemStone since 1999 and I will continue to be a part of this unique and wonderful community as a player.

Senior GameMaster Sirina will be taking over the role of APM. You are all in very good hands with her! Sirina brings a wealth of game knowledge to the position as well as excellent management skills. She has done everything from quality control to training to managing the Towns & Communities team. Plus, she's pretty damn cool. :)

Congratulations Sirina! I know you will do a fantastic job!!

Kia

This message was originally posted in Discussions with Simutronics, The Good....(general compliments). To discuss the above follow the link below.

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GS4-XYNWEN

Exit seraphim

 
A Twist of Roses: Raffles · on 9/7/2008 12:11:49 AM Generate a link to this post in a pop-up window. 1836
Yfane, Auvyra, and Caelesta have been traveling for months and missed their summer raffle. As we move into autumn, they have decided to combine summer and autumn's raffles into one extravaganza. As such, their minions have placed some raffles in the antechamber of their store, A Twist of Roses, in Ta'Illistim.

Items are being raffled individually and include two forehead gems and two Yfane gowns. Caelesta is still overly fatigued from their journey, but raffle off a full feature alter or two in future days.

The raffles are set to run for just under three days, so you have ample time to get a ticket.

OOC REMINDER: You must be logged into the game to win. I will try to be around to distribute prizes at the time of raffling, but I cannot guarantee it. Since I can't guarantee I'll be there to hand it to you, I won't make you be awake and ready to take delivery! In other words, it's perfectly okay to be afk at a table or somewhere out of the way (and preferably private and safe). I'll track you down.

--Xynwen--
"I wish my lawn were emo so it would cut itself." -- as seen on a t-shirt

This message was originally posted in General Roleplaying, Elanthian Fashion. To discuss the above follow the link below.

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GS4-XYNWEN

 

 
A Twist of Roses: Spring Line Contest · on 12/16/2007 3:47:24 PM Generate a link to this post in a pop-up window. 1619
A Twist of Roses, Ta'Illistim's newest salon, is gearing up for spring! While their less-than-humble proprietors would NEVER admit to utilizing designs coming from someone else, their puppetmaster (aka me) is perfectly willing to get help.

So...contest time!

RULES:
1. One entry per account (ALL accounts are eligible--basic, premium, platinum)
2. Each entry can consist of up to 5 items for the shop
3. Each item can be LONG, but no SHOWs are allowed. LONG items have a maximum of 60 characters including spaces
4. Due to me by 23:59 pacific time, January 15, 2008. Email my play.net and put ATOR Contest: <account name> in the subject line
5. Send me only 1 email. Do not send 5 separate items in 5 separate emails. I will disqualify you and hunt you down. ::grin::

About the salon:
Remember it's an upscale salon with people who consider themselves true artists in their field. I'll take submissions for any or all of the rooms (makeup, jewelry, clothing). With the seasonal nature of the inventory and the "artiste" mindset of its proprietors, you won't see the sheer volume of clothing that its predecessor had.

WINNERS:
1. There will be as many winners as I deem necessary to flesh out the spring line
2. I will decide what would fit in the salon
3. Winners will receive 1 of their created items free. If I use all 5 items of a submission, you will get to pick 1 of those 5 as your freebie, not all 5
4. Winners can fill themselves with self-righteous joy and self-aggrandizement, knowing you are truly worthy of the fashionista title

That is all....go forth and design for me!

--Xynwen--

This message was originally posted in General Roleplaying, Elanthian Fashion. To discuss the above follow the link below.

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GS4-SCRIBES

We demand sacrifice!

 
A Word From Krint - A half-krolvin religious and social document · on 5/28/2009 4:12:58 PM Generate a link to this post in a pop-up window. 1985
Hi Guys,

Big Props to Isten in QC for speeding this document through so quickly. Even bigger props to all you HK players, who've patiently waited for me to do my job. I hope you enjoy the document below. I've posted it now so you can read it as soon as possible, while I've requested for it to be placed on the website. As you read this, keep in mind that it only applies to those HKs from Krint. If your HK isn't from Krint, then consider it informative, but not guiding to how you play your half-krol. It essentially offers some information on the religious beliefs of the HKs and how they organize themselves and communities. I hope to build on this document, and also hope that there's good material within to allow you all to expand upon with your creative geniuses. I'll check in daily or so for any comments or questions regarding the document, but also feel free to email me.

Again, thanks for being patient and I hope you enjoy it!



Empress College, Nydds

Master of the Archives, Fentol Braunich

Year of Our Lord Emperor Aurmont, 5109

[A Note On This Document: This document was recently brought to the Empress College archives by the survivor of a shipwreck, who had been rescued by a ship of half-krolvin hailing from the Isle of Krint. Never before have we come across a document written by that race of such brutal heritage, especially as their very existence was only lately revealed to the wider world. According to the sailor, the captain of the vessel was taken back by what had been written of his race, and wrote this brief document to offer the most accurate knowledge of his people. Underneath is a short parchment written by the sailor, who had tried to ask questions to further understand what the captain had penned.]

[The following in italics by hand of the sea captain.]

They do not know us, our ancestors' descendants. Not the humans. Not the giantmen. Not even their neighbors, the scholarly elves. They do not know us. They write as if they do. They speak as if we do not hear and make judgments as if our lives and fate have already been settled. We, of Krint, and those from Krint, live different lives and for the sake of our dignity, we tell you now of who we are, so not to allow our story to be written by others. For now you shall know the word as we have made it and know the truth. Let us then begin

We do not worship the Gods of this continent. The Gods of our ancestors died in the slave pens of the Blood. We send sacrifice and fire to the sky to the Gods who gave us freedom and solace in the age when our ancestors suffered as slaves. They are the Gods of the Blood, and they saw the weakness of our capturers. They punished them for their vain pride and divisiveness. The Blood were punished and we were granted what the Blood had lost, dominion of the seas and the freedom of the waves. We kneel first before He who rules the oceans, the powerful Khar'ta. His temper is like the waves and by his grace, we possess the right to know every swell and journey beyond the stone beaches of our home. He is of the Three Face; that who reaches to the highest mountain, he who walks the sands of the depths, and she, the destroyer of Tyrants. He will be one or three, and to him we bow in submission. For the four corners of the seas, we gather every four months and offer our thanks for raising us above the Blood before his eyes.

We offer thanks to the Starbringer, Czag'herndra, who provides the maps of the heavens. Who dies in fire, to emerge as the Czagpritz, only to die in flames again at the end of day. We offer nothing to the Beast that desires the night. He, the Czagprozdmordg is an enemy of our Gods. He is an enemy of our people. Nor do we forget his companion the Serpent, who wraps itself about the necks of the Blood, speaking as they speak.

For all the klinasts, each has their God. The Strong One. The Nurturer. The Winged One. The Builder. The One Eye. For each there is a shadow, and that shadow is also honored. To all else, we offer nothing. We owe nothing. Except for the Krefkra, its Guardians, and He Who Waits within it. She of Winter and She of Sight, we submit ourselves to their worthiness as guardians, and to allow us passage to He Who Waits, Tiktez'te. Then we will be nothing, released from the final chains of bondage, no longer to suffer. Free of this world, lest it continue, the unworthy to walk the earth tez'te and cursed until the great consumption of the lands and the sky. This is how we worship. They are the Gods that lived and delivered us from the Blood, taking from the Blood what once was their right, and giving it to us. These are the Gods we worship.

The eyes that have seen Krint are our eyes. The feet that have walked Krint are our feet. Anymore who may claim to know of Krint, who are not of us, speak of nothing but the rumor of the Others. Only the Blood have known Krint, but they do not know it anymore. It is the Council that rules on Krint. The Council is made of the elected, two from every Klinast, to offer the wisdom and the guidance of the ways of our people. It is the Council, but it is not the only council. Beneath it and obedient, are the other councils, for every village, for every town of Krint, where resides the people of Krint.

The councils judge the law, but it is not the only law. We abide by the older law alongside the new, and grant justice that is found in the arena of battle. Blood can be shed for justice, as well as gold offered in balance for loss of that blood; an offer that cannot be refused. This is the way of our justice, both old and new, beneath the skies and above the seas, and open to all, those of klinast, and those of not. The latter are the greater, but the path is open to them to become the former, to seek their own role to join the council and speak of justice.

[The sailor's addendum]

I have sailed the many coves and bays of the Great Western Sea for many years, and met not just the many people of the Empire, but the many races found north of our borders. Never before that day, when the Lady Niima guided the vessel of the half-krolvin to my rescue, had I met a people so alien. For all that they were different, the half-krolvin that I encountered on the vessel were a good, if guarded people. It was only through the course of the voyage that I was truly able to befriend them and have the opportunity to learn more of them and their ways. Their religious beliefs were of particular interest to me.

On it's face, it would seem that they worship different gods than we, but actually, I believe they are the same gods of Liabo and Lornon, though revered and respected differently. As the elves offer different perspectives than ours, the half-krolvin have their own. Perhaps the most different is their belief regarding life beyond the Ebon Gate. They do not quite acknowledge the Ebon Gate, but refer to it, I think, by the name Krekfa. I am not sure what Krekfa means, but simply that within it resides a god which will destroy their souls. As horrifying as this sounds, they see this as a positive! From some point in their history, they believed that our world is one that exists to suffer and be enslaved within. Thus, one escapes only by dying, and even then, they know that even souls can be enslaved, so only when that soul is destroyed, will it finally be free.

As much as I might argue with them, that souls are safe beyond the Ebon Gate, they refute my points by saying that nothing is ever safe. As a result of this view, that only in death's destruction are they free, they have little fear of it. They do not court death, for it will come when the "guardians" allow and dictate for it to come. They believe that to actively seek death, or to kill one's self, offends the guardians by disregarding their will. Like much of their religious beliefs, I found it quite convoluted.

I tried to learn of their society on their island home of Krint and elsewhere where that culture had spread, but could gleam surprisingly little. While they do organize themselves around trades and skills, I was told that it is the old way and not followed by the majority of the population. Only those who are truly driven to these paths seek entry into what they call "klinasts." If I understood the captain, though, the klinasts are like our guilds, in that they are gatekeepers to certain activities. If a half-krolvin wishes to build a boat, he must gain the permission of the appropriate klinast before embarking on this venture. It is not unusual for members of the population to live with the klinasts, who themselves live separate and communally within the village, or town, or even city of the half-krolvin. There they learn the trade that they can apply toward livelihoods, but with a debt toward the klinast that seems to continue through the rest of their life.

There was much more to these people that I was unable to learn in the little time I had aboard their vessel. They are a proud race, but seem to carry within them all, a quality of sadness for a reason I could never quite identify. This is not to say they are a somber race, for there were moments of gaiety that surprised me with their level of enthusiasm. I wish we could learn more, for they seem to hate the krolvin even more than we of the sea do, and would make fine allies. It is an odd hatred, built on a belief in superiority and in a culture that seems more akin to the krol, than to ours. Nevertheless, I have hope in the future for better relations between our two peoples.




GM Scribes

This message was originally posted in Races, Half-Krolvin. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=10&topic=11&message=1020
 

GS4-COASE
 
 
Additional Armor Overtraining Benefits Implemented · on 4/2/2009 12:25:22 AM Generate a link to this post in a pop-up window. 1946
In addition the Armor Specialization List, we have implemented an additional benefit to continuing to train in the Armor Use skill: For every 50 ranks of Armor Use that a player has above the minimum ranks need to train away the RT adder for their armor, their armor's Action Penalty will be reduced by (Armor Group - 1), a maximum reduction of 50% of the original action penalty.

For example, an augmented breastplate requires 90 ranks of Armor Use to train away its RT adder. It has an Armor Group (AG) value of 5 (skin = AG 0, robes = AG 1, soft leather = AG 2, hard leather/scale = AG 3, chain = AG 4, plate = AG 5). Its base action penalty is 25. So, if it is worn by a player with 140 ranks of Armor Use, the action penalty will drop to 21, to 17 at 190 ranks, and to a minimum value of 13 at 240 ranks.

This benefit is available to all professions.

Coase

This message was originally posted in Hunting and Combat, All About Armor. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=23&message=2868
 

GS4-WARDEN

 

 
Adventurer's Guilds Recharging for Silvers! · on 12/20/2008 11:51:07 AM Generate a link to this post in a pop-up window. 1881
The Adventurer's Guilds of Elanthia are proud to announce a special limited-time offer! It appears the guildmasters have been a bit exuberant in purchasing holiday gifts, and now it is time to refill those guild coffers! From now until the new year, the Treasure Masters in each guild hall will offer enhancive recharging services in exchange for silvers as well as for bounty points. Stop on by while this offer lasts!

This message was originally posted in Organizations and Societies, Adventurers Guild. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=20&topic=9&message=8923
 

GS4-MESTYS

 

 
Adventurer's Guilds Recharging for Silvers! · on 12/24/2009 3:05:46 PM Generate a link to this post in a pop-up window. 2144
The Adventurer's Guilds of Elanthia are once again offering to recharge your enhancive items for silvers from now until the new year. Stop by the nearest guild to take advantage of this limited time offer!

-M.

This message was originally posted in Organizations and Societies, Adventurers Guild. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=20&topic=9&message=10722
 

GS4-COASE

 

 
Adventurer's Guilds Restock their Reward Shops! · on 1/19/2008 3:14:10 PM Generate a link to this post in a pop-up window. 1639
The Adventurer's Guilds have restocked their reward shops to provide a larger selection of potential reward options for its many freelance contractors. All previous reward options have been retained, with the following new additions:

-Feather Charm: Reduces your encumbrance level by 40 lbs for 5 minutes. Rub activation with 1 charge.

-Mandis Charm: Dispels all spells currently affecting you. Rub activation with 1 charge.

-Chronomage-approved Gold Ring of Teleportation: A standard teleportation ring, licensed for 20 successful teleports.

-Throat Balm: Eliminates all current vocal chord stress and excessive thirstiness. Rub activation with 1 charge.

-Temporary Damage Padding: Add damage padding to your armor for 50 hits. Somewhat and heavy padding levels are available.

-Temporary Elemental Flares: Add fire, cold, or electricity flares to your weapon for 30 flare activations.

Coase

This message was originally posted in Organizations and Societies, Adventurers Guild. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=20&topic=9&message=7538
 

GS4-COASE

 

 
Aid in the struggle against the Grimswarm? · on 2/22/2008 4:34:38 PM Generate a link to this post in a pop-up window. 1670
In the face of increasingly effective hit-and-run tactics by the Grimswarm, the human and Vaalor armies have decided give up their fruitless and costly attempt to engage the Grimswarm in open combat, and to pull back the majority of their forces into their most heavily guarded towns and fortresses. As such, large swathes of the countryside have effectively been ceded to the Grimswarm. On those lands, reports from adventurers and other hardy souls have indicated that the Grimswarm has started to move beyond nomadic raiding and is apparently beginning to lay claim to lands and to start what appears to be long-term settlement.

All hope is not lost, however, as several representatives from an organization called the Guardians of Sunfist have visited towns on both sides of the DragonSpine to offer their aid in the struggle against the Grimswarm. These individuals claim that the ability of the Grimswarm to move about undetected and strike from hidden staging grounds is due to the Grimswarm's recent mastery of powerful shrouding magic. The Grimswarm has since used that magic to escape from their old lairs in the DragonSpine and freely pillage the rich human and elven lands.

Fortunately, the Guardians of Sunfist claim to have developed a method that can temporarily pierce the magical shrouds that surround the Grimswarm's encampments. They have successfully demonstrated this technique on several occasions, which has allowed intrepid adventurers to enter and destroy Grimswarm warcamps near Ta'Illistim and Wehnimer's Landing. Talks between the Guardians of Sunfist and the various town and imperial governments have commenced, with the hope that the techniques of the Guardians of Sunfist could be taught to beleaguered human and elven armies, and thus turn the tide of the war.

Coase

This message was originally posted in Organizations and Societies, The Guardians of Sunfist. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=20&topic=10&message=13
 

GS4-AUCHAND

Rezzing Cities Since 2009

 
Airship & Boat Travel Times, Information · on 10/30/2009 11:40:38 AM Generate a link to this post in a pop-up window. 2113
The travel times for the new mobile properties are as follows for both Prime and Platinum properties. Both properties have a home port of Solhaven. The Falcon, the airship, will be berthed at Redwing Spire in South 'Haven, whereas the Abandoned Dock is currently in the process of being renovated to house the Carillon.

In part because of these travel times, you will be able to, at any point in your voyage between travel hubs, send yourself ahead of the vessel via a Chronomage compartment stored on the vessel. Standard Chronomage costs apply.

Airship     Days to Destination
WLSHIMTTerasTVTI
WLX11233
SH1X1233
IMT11X233
Teras222X33
TV3333X1
TI33331X


Boat   Days to Destination
 WLSHTerasRR
WLX122
SH1X21
Teras22X2
RR212X


I'll begin contacting winners regarding acceptable customizations for the airship and boat on the weekend of November 6th.

Auchand

My town has more lives than Buffy.

This message was originally posted in Quests/Sagas/Events, Ebon Gate Festival. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=12&topic=29&message=19401
 
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