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Arthur Stafford, medical malpractice.
Brianna Keres, undead sacrifice.
Brogar Fellborn, lich fodder.
Colin Hawk, had a bad trip.
Craystor Rake, exiled for murder - then murdered.
Hadrian Cole, died of plague.
Halfdan Orrson, undead sacrifice.
Halla Ulfing, police brutality.
Harlan Peale, got his reward.
Hector Orson, undead sacrifice.
Hew Phella, fought in the shades.
Krokus, never saw it coming.
Kyte, boxed in the jaw.
Lucian Cain, crossbow to the face.
Meriel Kelling, didn't expect the Inquisition.
Mozar, Sacrificed himself to stop someone sacrificing themselves to stop someone from sacrificing themselves.
Nathaniel Vane, got smoked...or did he!?
Ralof, eaten by a crocodile.
Richard Colbourne, victim of organized crime.
Rowan Grey, killed by a Defiled.
Rowdy Blackcoat, couldn't calm down.
Samuel Baker, hanged for murder.
Sibyl Crow, knife in the back.
Zanven Tarmikos, got hammered.
[OF SHARDS AND FACETS]
During the Age of Darkness, a powerful wizard named Mondain bound the world of Sosaria to the Gem of Immortality, allowing him to achieve godlike power. In the world's darkest hour, the Stranger (or 'The Avatar of Virtue') appeared and slew Mondain, only to discover that Sosaria had become inexorably tied to the Gem. Seeing no other alternative, he shattered the Gem of Immortality, freeing Sosaria proper from its power. This, however, had the unintended side-effect of creating a perfect copy of Sosaria within each and every one of the hundreds of shards of the Gem of Immortality. Furthermore, the shattering magically divided Sosaria's surface, with each facet of each shard containing one of the planet's continents. After the moment of the shattering, the history of each shard diverged wildly.
[THE EUROPA SHARD]
THE CROWN OF THORNS
On one such shard, a man named Cantabrigian British succeeded in uniting the city-states of Sosaria in the wake of Mondain's defeat, forming the Kingdom of Britannia. Under Lord British's banner, the remainder of Mondain's minions were decisively defeated at the Battle of the Bloody Plains, and the Kingdom was set to settle into an era of peace and prosperity. This came to naught, however, with the mysterious disappearance of Lord British a few short years later. In his absence, unrest grew in the northern city-states, culminating in the proclamation of the Republic of Vesper. Without the mutual threat of Mondain and deprived of Lord British's talented diplomacy, the Royal Council was unable to resolve the crisis peacefully. Unwilling to let the Kingdom disintegrate, an alliance of Vesper's Royalist counterparts mounted an invasion, sparking what became known as the War of the Crown of Thorns.
As the war dragged on, Royalist demands for military and material support, combined with repeated trespasses by both Royalist and Rebel armies, eventually provoked the neighboring city-states of Cove and Minoc to enter the war on Vesper's side. This decisively tipped the balance of the war in the Republic's favor, and the Royalist Alliance withdrew from the region shortly thereafter. While sporadic fighting continued on the borders and no formal peace treaty was ever signed, the withdrawal of the Royalists from Vesper effectively ended the war. Vesper announced the incorporation of both Minoc and Cove into the Republic shortly thereafter.
OF BARONS AND ORCS
Peace in the north was short-lived. Seeing the weakened state of the northern city-states in the wake of the recent war, a horde of orcs gathered in the Glenmore highlands. Catching Cove at unawares, they overran the town, scattering the small garrison with ease. When a local Covian nobleman, Octiovus von Richter, approached Vesper to ask for aid in driving the orcs from his land, he was sent away empty-handed. Vesper would not risk her army to save Cove.
Returning home, Octiovus rallied the Covian peasants and, assisted by foreign volunteers and mercenaries, decisively defeated the orcish invasion. By the end of the campaign, the new Covian Militia was a large and seasoned fighting force, vastly disproportionate to the civilian population of the village. Backed by his new army, Octiovus declared independence from Vesper.
AN AGE OF STRIFE
Over the next few decades, the "Royalist" and "Rebel" city-states fought dozens of wars, great and small. Minoc changed hands between Britannia and Vesper no fewer than five times, while the Baron of Cove expanded his holdings by siezing the border provinces of Altmere, Blackwell, and Templewood. Shifting alliances, civil wars, and invasions by outside forces all combined to keep Sosaria in a state of constant warfare throughout the period. With the Royal Council unable to maintain order, the Kingdom's largest vassals - the Duchy of Trinsic, the County of Skara Brae, and the Protectorate of Yew - each pursued vastly policies. At various times, individual Royalist provinces were even known to ally themselves with one Rebel city-state to fight against a common foe. On occasion, united by their shared Avatarian faith, Yew and Cove even found common ground under the banner of the Church, embarking on notable crusades against both Trinsic and Vesper.
THE WAR OF THE GREAT COMBINE
Shortly after the ratification of an alliance between Yew and Cove, the Republic of Vesper launched a pre-emptive invasion of Yew, fearing that the allies were plotting an attack of their own. After devastating the Yewish coastline the Vesperian attack was repulsed, and a Covian-Yewish attack on Vesper was similarly defeated the following month. Over the course of the war, each side launched attacks on the major population centers of the other, and each attack was decisively defeated. Vesper, however, was much less capable of absorbing the losses, and began to grow increasingly desperate for any advantage that could be gained over her opponents. By the time the war ended, Vesper had embraced a myriad of unsavory practices, ranging from Necromancy to Daemonology. In part as a reaction to this, Cove and Yew signed the Crossroads Pact, extending their alliance indefinitely and inviting Trinsic, Skara Brae, and Templewood (ceded back to Britannia some years prior) to join them.
THE ARROW'S POINT INCIDENT
Shortly following the signing of the Crossroads Pact, a mysterious arcane anomaly destroyed the village of Arrow's Point in northeastern Yew. Yewish Militia detachments sent to investigate found the region overrun with undead, and were quickly overwhelmed. Survivors trickled back to Yew with news of a vast horde marching on Stonekeep. What's more, many of these survivors had been infected with a virulent plague which, in its advanced stages, transformed its victims into cannibalistic madmen. Stonekeep was slow to ask for aid from her Royalist and Covian allies, being loathe to damage her political standing by admitting to a need for assistance from Cove. By the time the Yewish authorities formally asked for aid, the Plague was already well out of hand, having claimed a vast portion of Yew's population.
THE SCOURING OF YEW
Hearing of the crisis in Yew, the Cove dispatched a large force to the aid of her ally. Unfortunately, because of the gulf of foes lying between the two nations, the Covian Army was forced to reach Yew by sea, and this delay proved disastrous. Upon landing on the beaches of Yew, the Covians were forced to fight their way through a veritable tide of undead to reach Stonekeep, which they found beset on all sides. The plague zombies had begun to mutate into hideous masses of rotting, bonded corpses, forming what the survivors termed 'Plague Beasts'. More troublingly, the hordes seemed to be becoming more and more organized. Eventually, the allies were beaten, the walls of Stonekeep breached, and the sacred Empath Abbey desecrated.
Only a fraction of the Yewish population had survived to reach the relative safety of Stonekeep. Still fewer survived its fall; for, in their last valorous act, the remnants of the Yewish Militia fought a doomed last stand as rearguard to the retreating Covians, who succeeded in escaping back to the coast and evacuating with the small handful of civilians who could be saved.
Yew was lost.
THE BURNING OF TEMPLEWOOD
As the survivors of the Covian expeditionary force reached Cove with the Yewish survivors in tow, so too did the realization of the depth of humanity's peril. Further decimated by the ruthless culling of any displaying symptoms of Plague, the survivors were eventually allowed to resettle in Cove, though the stigma of the perception that the Plague was a product of Yewish uncleanliness haunted them for the rest of their days.
The matter of containment now came to the forefront for Cove. Finding the Knights Templar unwilling to cooperate with the harsh measures favored by the Baron and the survivors of the Yewish Expedition, the Covians took drastic action. West Altmere was swiftly reoccupied, the bridge over the Templewood River razed, and the population of Templewood relocated. Those who resisted were put to the sword, and every building was looted for any useful supplies, then burned to its foundations. A vast desolation was created several kilometers deep, extending from the river into Altmere, all in a vain effort to prevent the Horde's attention turning to Cove next.
THE SECOND DARK AGE OF BRITANNIA
In the years to follow, the Plague seemed to have spent its fury in the eradication of Yew. Alas, none accounted for how the weakening of the realms of men had empowered their foes. Creatures that had long been contained by the might of the Great Powers now ran unchecked. Orcs bred in the mountains and hills uncontrolled, and invaded the countryside. Harpies and Gargoyles, Lizardmen and Trolls, Ogres and Ettins, and every manner of foul beast besides preyed on outlying villages as the governments of the city-states withdrew and consolidated their armies around more densely populated areas.
Within a few short years, travel and trade became nigh impossible. Orcs waylaid caravans, wanderers ran afoul of hill trolls, and the armies' scouts found themselves unable to roam far afield without suffering grave casualties. Those humans made refugees by these attacks all too often resorted to brigandry to survive. All contact between the nations was lost, or became hopelessly unreliable. Mankind ceased to exist except in a few scattered pockets adrift in the unknown and surrounded by foes.
THE FOOLS' CRUSADE
Throughout the Age of Strife, the power of the Avatarian Church has been waning. Because of the Church's uncompromising ruthlessness, the petty disputes of doctrine between branches, and the growing perception of the Church as corrupt and tyrannical, the Faithful had become few in number. In many cases the charges of corruption were well-founded, and so the bonds of trust between Church and flock weakened, then broke entirely. The perceived failure of the Avatar and his Church to defeat the Undead proved the fatal blow. While the Church retained considerable political power due to the support of the support of the Baron of Cove, its moral authority faded into non-existence.
So it was that, some thirty years after the Fall of Yew, the Order-Militant of the Covian Branch of the Church, the Templars of the Order of Saint Celestine, announced a new Crusade. They would cross the River and drive through the wasteland into Yew itself. There they would discover the source of the Plague and end it, or else recover the bodies and relics of the Saints, and thus regain the favor of the Avatar - and thus, deliverence from the ongoing apocalypse.
Unsurprisingly, very few answered the call to arms. The nobility was unwilling to risk life and limb, the militaries were occupied with the basic defense of humanity's last bastions, and the commonfolk were too far estranged from the Church for the Templars to make any headway. But the Templars went anyway; for an oath, once sworn in the Avatar's name, is sacred and inviolable, and they would not be dissuaded.
The Templars had barely made it across the River when the Plague Hordes swarmed against them in numbers never before seen nor imagined. Faith and steel and fire could only carry them so far in so hopeless a fight, and one by one they fell, the plates of their armor ripped away or crumpled to the point of uselessness by repeated blows. The Grandmaster of the Order fell, the arteries of his neck severed by a plague zombie's bite, as did every Preceptor, and all save one of the Order's Seneschals.
The battered remnants of the Church beat their way back to the River. There, those who were wounded opted to make the ultimate sacrifice, remaining behind so that those few of their comrades who remained unscathed could escape, and so that the unholy infection would not be carried across the river.
That day, the Church Templars functionally ceased to exist. Scarcely two dozen now remain in all the North, and many of those are now far advanced in age, or else inexperienced apprentices of men who were themselves inexperienced apprentices at the time of the Crusade. The Church has been broken, and their flock has been left to stray.
Merry Christmas and whathaveyou! The Server's been a bit dead as of late, while folks prepare for the holidays and spend time with family, but we should be back up and running at full steam in January.
For now, enjoy the holidays!
That is the question.
I'm perfectly willing to convert the map over to snow, but I can't guarantee that I'll ever be arsed to convert it back over to summer again.
So, our options are as follows;
1 - Eternal Vaguely Spring
2 - Eternal Winter
What do you lot want?
TorrakKeres: [multi add cat
TorrakKeres: Click until satisfied
Bonestaff (Sasha): omggg
Bonestaff (Sasha): [multi screens of cats
Bonestaff (Sasha): click click
Behold; I am become [multi add, distributor of cats.
You haven't lived until you've played DayZ Standalone with Buttons and I. Elektro 5-0 reporting.
GM Linaeus: I'm picturing the townsfolk falling back to this fort when the big attack finally comes. Which will actually get them all killed, because there's no way out.
GM Rune: Our own Helm's Deep! Only with less...safety.
The Keres Household is seeking to employ villagers in several positions on the estate.
HOUSEHOLD GUARDS
Salary: 75gp/week, plus room and board.
We live in a dangerous region, in dangerous times. Outside the walls, there is considerable danger of attack at almost any given time. Bandits, Undead, Orcs, and even political enemies of the Family have all been known to attack those passing between the Keres Homestead and Blackwell. While some within the household are capable of defending themselves, it has become necessary to take steps to ensure the safety of those that cannot.
Those filling this position will be tasked with preserving the health and safety of members of the Keres Household, as well as the properties of such. They must be skilled armsmen, and willing to place the safety of their charges at a higher priority than their own wellbeing. Guards are expected to be up to date with any licenses required of them by the Village's authorities, and to be in good standing with the Avatarian Church.
Position 1: -Unfilled-
Position 2: -Unfilled-
GROUNDSKEEPERS AND STEWARDS
Salary: 50gp/week, plus room and board.
The Keres Homestead is a somewhat large parcel of land, and requires considerable upkeep. The various industries the estate is capable of undertaking have hitherto gone untended, resulting in an overall lack of financial stability. The Estate houses a small Tinkering workshop, a forge and anvil, an orchard, a small vegetable garden, and a small number of pigs and chickens. Additionally, there is a small pier adjacent to the estate for fishing.
Those filling this positon will be tasked with performing certain chores on the farm, including the upkeep and harvesting of livestock, garden, and orchard, and keeping the household's living space relatively clean.
Position 1: -Unfilled-
Position 2: -Unfilled-
The Keres Family prides itself on the loyalty its members display for one another, and the dedication with which each works to ensure the safety and wellbeing of the others. Those accepted into the Keres Household are expected to treat one another with decency and respect, and to always act in the best interest of the family. Whether in private or public, each should strive to uphold the family's ideals of Honor and Solidarity. This applies as much to the behavior of the Household's servants towards the Family as it does to the Family's behavior towards its servants. Anyone found to be in violation of this trust will answer to me personally.
*Signed above a wax seal depicting a snowcapped mountain and a portcullis*
Rurik A. Keres,
Grenadier Commander, ret.
Head of the Household
Don't forget Marcus Blake !
*A letter bearing the seal of the Inquisition, resting atop a carefully wrapped bundle.*
Knight-Preceptor Erik,
I hope you will not begrudge my coming to Blackwell against your wishes. I felt it was my duty as a Servant of the Church to personally follow up on leads regarding the activities of the Red-Robed Wraiths that have been sighted within your parish. Reports have no doubt reached you by now regarding my brief infiltration of both your Clergymen and the jumped-up militia calling itself the 'Midnight Watch'. I assure you there was no malice in my actions, and that I acted solely in the interest of uncovering any weaknesses in the induction process for these two organizations. I found them both sorely wanting. All a man must do is wear a cowl and call himself 'Brother' this-or-that, and the peasants readily trust him. As for the Watch, they seem too desperate for manpower to look into the backgrounds of those they recruit. As such, I have opted to maintain my cover within the Watch, and observe its members further. I am afraid I cannot reveal my alias among them even to you, and ask that, should you somehow learn it, you provide me with no preferential treatment that might expose my true identity.
As for this package - you may ask how I come by its contents, as it until just a few weeks ago rested secure in the Reliquary of Saint Helena. I admit that when I learned that the Reliquary had been violated, and the tomb of three Saints robbed, I momentarily considered razing the village wholesale. Alas, I was able to control myself, and immediately set about pursuing leads gained during my involvement with the Watch. While investigating the tavern owned by one Althalus Khalorson, I had the good fortune of stumbling upon an incriminating conversation in progress. Listening through the doorway, I learned that the female inside (later discovered to be Meriel Kelling) had murdered the exile Craystor Rake. What's more, she seemed certain that Rake would not be returning from the dead, and spoke with conviction on several other matters deep within the counsels of the Enemy.
Following Ms. Kelling back within the walls, I ascertained the loyalties and faithfulness of the several Watchmen present, then invoked the Rights of Vigilance and Wrath to seize jurisdiction from them momentarily. Using this window of absolute authority, I arrested Ms. Kelling, and quickly enlisted the aid of the Watch in transferring her to the Church's interrogation room. There I conducted a thorough debriefing, though I failed to obtain an honest confession to any of my initial charges. When I administered a particularly regrettable form of torture, however, she quickly caved and admitted to having been the culprit behind the theft from the Reliquary! What's more, she admitted that she had been put up to it by Undead, proving once and for all that she was an Agent of the Enemy - albeit a very scared and clueless one. I say with confidence that there was more despair in her actions than malice, and that she acted out of fear and hopelessness.
Unfortunately, Ms. Kelling's injuries were beyond healing by the time she admitted to her misdeeds. While I would have preferred to execute her publicly at a later date in order to discourage similar disloyalty among the peasantry, I deemed it an opportunity - perhaps the last - to ascertain the location of the stolen Relics. Thus, I set the Heretic ablaze in the Interrogation Room, threatening to allow her to die slowly to the flames if she would not reveal the information. Still, she held. Only when I threatened to do so to one 'Jake Jeckel', an associate (possibly lover?) of hers, as well did she reveal the location of the relic, giving me ample clues as to how to locate her hidden cache.
I then administered a lethal crossbow shot to the heart, a follow-up shot to the head, and severed her carotid artery to ensure her death. The corpse of Meriel Kelling was committed to Pyros for purification shortly thereafter, to deny its use to the Enemy.
The relics that were stolen have been recovered: I present this blade - that of Knight-Sister Theresa of Glenmore, if I am not mistaken - as a token of my worth, and pray that this small sign will induce you to consider my offer of Inquisitorial assistance further. I hope that you will at least allow me to continue my presence and work in Blackwell.
*Signed with the initials R.G.*
THE ARROW'S POINT INCIDENT
The Plague began in the far north, in a small village on Arrow's Point, west of the dungeon Shame. Reports by the ruling Yewish indicate a strange explosion in the region, with the first reports of large-scale attack by zombies in the area immediately following. The Militia detachments sent to investigate were overwhelmed, and survivors trickled back to Stonekeep carrying stories of the horde, and infection.
THE SCOURING OF YEW
The Plague quickly spread to Yew proper, borne across the vast distance by those infected among the retreating Yewish Militia. Stonekeep was slow to ask for aid from her Royalist and Covian allies, being loathe to damage her political standing by admitting to a need for assistance from Cove. By the time the Yewish authorities formally asked for aid, the Plague was already well out of hand, having claimed a vast portion of Yew's population and turned them into shambling Plague Zombies.
Cove's response was instrumental only in prolonging the inevitable. Ordered by the newly-elected Baron Mikael von Richter, the 1st Baron's Own Grenadier Regiment deployed alongside a battalion from the Army's Core Division to assist in what was initially billed as a mundane undead incursion. Unfortunately, because of the gulf of foes lying between the two nations, the Covian Army was forced to reach Yew by sea, and this delay proved disastrous.
Upon landing on the beaches of Yew, the Covians were forced to fight their way through a veritable tide of undead to reach Stonekeep, which they found beset on all sides. The plague zombies had begun to mutate into hideous masses of rotting, bonded corpses, forming what the survivors termed 'Plague Beasts'. Though the allied forces were able to repulse the ongoing assault, it seemed certain that the attack would be renewed. More troublingly, the Plague Hordes seemed to be becoming more and more organized.
This was the first sighting of the wraiths calling themselves the Heralds of the Legion, appearing as red-robed, flickering figures, speaking in hissing, cold voices. They seemed to direct and empower the otherwise mindless Hordes, granting them a deadliness too great for the diminished Yewish and Covian forces to overcome. The allies were beaten, the walls of Stonekeep breached, and the sacred Empath Abbey desecrated.
Only a fraction of the Yewish population had survived to reach the relative safety of Stonekeep. Still fewer survived its fall; for, in their last valorous act, the remnants of the Yewish Militia fought a doomed last stand as rearguard to the retreating Covians, who succeeded in escaping back to the coast and evacuating with the small handful of civilians who could be saved.
Yew was lost.
THE BURNING OF TEMPLEWOOD
As the survivors of the Baron's Own Grenadiers reached Cove with the Yewish survivors, so too did the realization of the depth of humanity's peril. Further decimated by the ruthless culling of any displaying symptoms of Plague, the survivors were eventually allowed to resettle in Cove, though the stigma of the perception that the Plague was a product of Yewish uncleanliness haunted them for the rest of their days.
The matter of containment now came to the forefront for Cove. Finding the Knights Templar unwilling to cooperate with the harsh measures favored by the Baron and the survivors of the Yewish Expedition, the Covians took drastic action. West Altmere was swiftly reoccupied, the bridge over the Templewood River razed, and the population of Templewood relocated. Those who resisted were put to the sword, and every building was looted for any useful supplies, then burned to its foundations. A vast desolation was created several kilometers deep, extending from the river into Altmere, all in a vain effort to prevent the Horde's attention turning to Cove next.
THE SECOND DARK AGE OF BRITANNIA
For a brief few seasons, the Plague seemed to have spent its fury in the eradication of Yew. Alas, none accounted for how the weakening of the realms of men had empowered their foes. Creatures that had long been contained by the might of the Great Powers now ran unchecked. Orcs bred in the mountains and hills uncontrolled, and invaded the countryside. Harpies and Gargoyles, Lizardmen and Trolls, Ogres and Ettins, and every manner of foul beast besides preyed on outlying villages as the governments of the Great Powers withdrew and consolidated their armies around more densely populated areas.
Within a few short years, travel and trade became nigh impossible. Orcs waylaid caravans, wanderers ran afoul of hill trolls, and the armies' scouts found themselves unable to roam far afield without suffering grave casualties. Those humans made refugees by these attacks all too often resorted to brigandry to survive. All contact between the nations was lost, or became hopelessly unreliable. Mankind ceased to exist except in a few scattered pockets adrift in the unknown and surrounded by foes.
THE FOOL'S CRUSADE
For decades, the power of the Avatarian Church, both in Yew and Cove, had been waning. Because of the Church's uncompromising ruthlessness, the petty disputes of doctrine between branches, and the growing perception of the Church as corrupt and tyrannical, the Faithful had become few in number. In many cases the charges of corruption were well-founded, and so the bonds of trust between Church and flock weakened, then broke entirely. The perceived failure of the Avatar and his Church to defeat the Undead proved the fatal blow. While the Church retained considerable political power due to the support of the Baron of Cove, its moral authority faded into non-existence.
So it was that, some thirty years after the Fall of Yew, the Order-Militant of the Covian Branch of the Church, the Templars of the Order of Saint Celestine, announced a new Crusade. They would cross the River and drive through the wasteland into Yew itself. There they would discover the source of the Plague and end it, or else recover the bodies and relics of the Saints, and thus regain the favor of the Avatar - and thus, deliverence from the ongoing apocalypse.
Unsurprisingly, very few answered the call to arms. The nobility was unwilling to risk life and limb, the militaries were occupied with the basic defense of humanity's last bastions, and the commonfolk were too far estranged from the Church for the Templars to make any headway. But the Templars went anyway; for an oath, once sworn in the Avatar's name, is sacred and inviolable, and they would not be dissuaded.
The Templars had barely made it across the River when the Plague Hordes swarmed against them in numbers never before seen nor imagined. Faith and steel and fire could only carry them so far in so hopeless a fight, and one by one they fell, the plates of their armor ripped away or crumpled to the point of uselessness by repeated blows. The Grandmaster of the Order fell, the arteries of his neck severed by a plague zombie's bite, as did every Preceptor, and all save one of the Order's Seneschals.
The battered remnants of the Church beat their way back to the River. There, those who were wounded opted to make the ultimate sacrifice, remaining behind so that those few of their comrades who remained unscathed could escape, and so that the unholy infection would not be carried across the river.
That day, the Church Templars functionally ceased to exist. Scarcely two dozen now remain in all the North, and many of those are now far advanced in age, or else inexperienced apprentices of men who were themselves inexperienced apprentices at the time of the Crusade. The Church has been broken, and their flock has been left to stray.
A FLICKERING BEACON
For the Northern States, final destruction grows nearer each and every day. Though it has been some eighty years since the Arrow's Point Incident, the Plague Hordes have thusfar been unable to cross the Templewood River. However, what few messages have reached the North from Britannia tell troubling stories of the Fall of Skara Brae, of Trinsic turned into an abbatoir, and Britain encircled and teetering on the edge of destruction.
Moreover, the Cities-First strategy has led to massive overcrowding, severe famine, and a widespread shortage of supplies of all kinds. This problem has been exacerbated by the resurgence of the Orcish tribes of the Avarician and Glenmore Mountains, who have invaded the Covianshire and Altmerian countrysides, isolating the cities of Cove, Altmere, and Vesper from one another.
The third and final sign of the coming apocalypse has revealed itself in the form of renewed sightings of the red-robed Heralds, who have begun to appear before gatherings of survivors, prophesizing the arrival of a greater Horde even than that which destroyed the Templars. They preach the gospel of the Guardian, calling all who listen to surrender their flesh and accept the 'gift' of Undeath, or else be sacrificed upon bloody altars, or devoured by the Plague Hordes.
Surely, these are the End Times.
Delfer: The way I see it..
Delfer: Is that your average gecko or bearded dragon couldn't run a good government
Delfer: And if your government isn't, by your opinion
Delfer: Then there's only one conclusion to be drawn there
Delfer: What you need is a big terrarium
Delfer: If you give them somewhere better to go they'll get out of your government buildings
Righto, so you may or may not have noticed that the shard has been a bit dead recently. I'd like to outline the reasons for this, so none of you think that it's been purposefully abandoned or that we hate you or anything.
1 - Isaac/Tom has been busy and/or without internet for quite a while now IRL, which has shifted the majority of the non-programming workload back onto me.
2 - I purchased 2500pts (~150 models) of Warhammer High Elves in early September, and have been painting those.
3 - My school schedule lightened up these past two terms, so I've been spending more time with RL friends and at the local hobby shop.
4 - I just bought a 6-man Infinity team last week, and have been learning to play that and painting my squad.
5 - I've been involved in multiple World of Darkness campaigns for a few months, and those are eating a lot of my time.
6 - I'm rapidly approaching graduation, and have thus been spending more time on school work and starting to my shit together and start scouting out some jobs.
So, you know, my most time-consuming and demanding hobby isn't really on the top of my to-do list. We'll see how things pan out in the next couple of months, though.
In the meantime, feel free to hit me up on Steam if you see me online. I'm always happy to play a quick game of this or that when I'm not busy.
Errrrrrrh. It varies somewhat wildly for me right now, and my sleep schedule fluctuates.
Also; "THERE ARE NO OTHER MMOS. THERE IS ONLY UO."
From my experience with it, it suffered from a lot of the same problems that WoW does, RP-wise. Text box chat system, over-focus on items, no real consequences to dying (beyond the usual equipment damage), and so on. I imagine it can work if you reaaaaally get into it, but I don't see it as a viable RP game.
Now, for an MMO, it was pretty tops before it went Free To Play and they shoved all of the good stuff into the "Pay us ten times what you were paying for subscription to unlock the content again" section.
That's a very good point. If you die in a tournament, chances are you were taking an unnecessary risk and fighting while already wounded. So, the old wound re-opened. Now you've bled out in the arena. Good job.
I do think that the "melts down into iron" aspect is unintentional, though. We'll look into it.
Bob probably shouldn't be trying to solo the horrors of the wilderness anyway, and pretty much deserves what he gets. >_>
For once, I agree with a feature request! I Second Buttons' suggestion.
Its already a 9/10 chance of failure -and- pick break at GM Lockpicking.
(OOC: There's actually a small ring/arena over by the tents. I can extend it if its too small.)
*Signed*
Haugrim Hansen, Weaponsmith
OTHER GAMES?