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Barry_1066

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Posts posted by Barry_1066

  1. Halfling Heaven
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    PostPosted: Sat Sep 18, 2004 12:00 pm    Post subject: Other places of interest. Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Halfling Heaven is situated on a small desert island. The majority of the Island is dominated by the sands, but small pockets of forested areas can be seen along the coasts. There are 4 different civilisations on the island.

    1) Halfling Heaven. - A tiny village of reclusive halflings. It's exact location is lost and only known to a few.
    2) Farwest City - A very lawful city, also known as the Holy City. It has various religions within it's limited area, and trades via it's heavily used port. Farwest City has attempted to become well known for it's market of specialised goods, but so far the traders are still few.
    3) Alisha - A small village that has almost been totally destroyed by the harsh and cruel territory which it is situated in. The Alishanite citizens are few and their numbers are dwindling due to the frequent raids by hostile creatures and bandits. There is no surviving mayor or leader to the vilage, though there is a resident witch who all the village turn to for advice and support.
    4) The Thistlefoot Village. - The Thistlefoot clan are a small tribe of barbarians. They live in the Southwest Sands and are famous for their trading lifestyle. Quite often, the tribe will venture out into civilised areas to do business, and have been known to be shrewd businessmen and women. The tribe consists of various races and has only recently moved to the area.
    5) The Chasm of the Eclipse - A huge chasm situated near a large crater. Legend says that a dark god was cast down from the heavens and turned to stone here. To this very day there appears to be a giant statue of a god, half merged with the rock. It is a very dangerous area and few survive to tell tales of what they saw there.

    The Island is a very dangerous place and is home to some vicious creatures. Those that are known are...
    Illithids,
    Desert orcs,
    Cave Goblins,
    Giant scorpions and Beetles.
    Gi-ants.
    Stingers,
    Various serpents.
    Also there have been tales of a Shadow Dragon in the Alishanite Cliffs.
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    Barry_1066
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    PostPosted: Mon Oct 11, 2004 11:22 pm    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Those seeking a way from the Sands to a Halfling Heaven Home should search The Chasm of the Eclipse for a way leading to --- Ah now that would be telling.

    With DM help they might catch a Ship from Farwest City and attempt to pass the ship wrecking rocks at Halfling Heaven.

    The way actually exists!
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    http://jubilatores.com/forum/viewtopic.php?t=236

  2. Barry_1066
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    PostPosted: Mon Dec 27, 2004 2:25 am    Post subject: Halfling Heaven Map finnaly available Reply with quote Edit/Delete this post Delete this post View IP address of poster

    After much work, i have put together a block map of the HH desert. I am not sure who, besides DMs, will be able to get and use this map. It probably should be available to all HH players -- Still Thinking --- Hummmm -- well twist my arm and tell me what you think. Rolling Eyes
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    Halfling Heaven
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    PostPosted: Mon Dec 27, 2004 6:02 am    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Even if it is decided that players will not have the map, I think that Jennizas character Janice WOULD have it. Every time I saw Janice, she said that she had been making a map.

    However, I think the map should be made available to all 'Halflings in Annakolia' characters, as they have all wandered the desert for a fair few weeks now. I have no reason for it other than.... If Janice has been 'making a map', then i am sure she would share the map with the others.

    Besides that... the christmas spirit is still within me and I feel like being nice for a while. It's a shame I will be back to nasty old HH by the time the next session arrives. Bwahahahah
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  3. Halfling Heaven
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    PostPosted: Sat Apr 02, 2005 9:20 pm    Post subject: Current residents Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Tom & Peony Brewer. Tom is the son of the Brewers who run the brewers Droop. Peony is his wife and is the daughter of the Millers. She is also the High High-Priestess of marcus.... and makes the best pies in the village. (PC's - Barry & Charissa)

    Meadowlark Barleywine. Meadowlark (commonly referred to as meadow) is the daughter of the barleywines. She is a feisty halfling that is known to shout a lot. (PC - Olias Stormcrow)

    Shy Gardener. Shy looks after the flowers in the village, and is the daughter of Ma Gardener. She lost her Da in the 'not-so-recent' attack from undead that caused many of the villagers to lose their lives. She crys a lot.... and i mean... A LOT! (PC - HH)

    Nimblefingers Briarfoot - The arch nemesis of the priestess of marcus, Nimblefingers is the local troublemaker. She is famous for putting snakes in the altar drawer, just trying to surprise the priestess. She is also blamed for everything that goes 'missing'. She is the daughter of (surprise surprise) Ma & Da Briarfoot. (PC - LRP)

    Violet Fletcher - Violet lives with her parents in Fletcher Woods. They maintain the druid grove there and help to harmonise the small woodland. They also make bows and arrows which they sell in the market. Violet may seem small and sweet, but she is tougher than she looks!! (PC - Wolfgang)

    Trubbel Shacklefoot - Trubbel lost his entire family in the undead incident. He is the 'victim' of the village and was constantly beaten up by the local bullies.... mostly because of his far fetched tales and lies. Since his parents dies, Trubbel has taken to living in the gaffers home and has been taught some of the gaffers longest and most boring stories. (PC - HH)

    The Pye Sisters, Cherri, Berri and Hunni Pye are triplets. They are the local heart-throbs. Hunni is known to be the most forward of the three sisters, and can be very rude if she doesn't get what (or who) she wants. Cherri tends to follow Hunni around and shares some of her characteristics, but seems a little less possessive. Berri is the hard working sister who can often be found wandering around the market. (NPC's)

    The Gaffer. Gaffer Taleweaver is the oldest, richest and wisest halfling in the village... or so he says. He is often seen boring the children to sleep with one of his long stories that generally drift into other stories and back again without any reasonable cause. He can be abrupt, stubborn and extremely blunt. He refuses to accept Elves exist. (NPC)

    Nurse Fleetfoot. The mother of the long lost Sandy fleetfoot, Nurse Fleetfoot remains in the village hoping that one day her son will return. She can often be seen wandering to the shore where she throws flowers into the sea and makes wishes. Several years ago, she discovered a human shaped box that washed up on the shore. After inspection, she realised it could cure any ailment.... and hurriedly named it the Healing thingummibob. This can be found in her house, where she will be only too glad to heal any villager. (NPC)

    The guards. Standing outside the gates of the village are the two guards. Nobody ever remembers their names, and they seldom leave their posts. Brave is not the word to use for them, as they have been known to run inside the gate and lock it at the first sign of trouble. (NPC's)

    (this list will be updated as new villagers are added.)
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    http://jubilatores.com/forum/viewtopic.php?t=736

  4. Halfling Heaven
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    PostPosted: Fri Aug 13, 2004 5:48 am    Post subject: A Guide to Halfling Heaven. Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Halfling Heaven is a lazy, carefree, happy village. It is situated on an island in the middle of treacherous rocky waters and has been 'lost' for several generations (much to the contentment of its inhabitants.)

    The locals distrust outsiders, especially humans. They prefer to stay in their small village with their self-sufficient economy. The village provides everything that they need, and what they don't have, they don't want.

    However, after a recent incident involving a ship full of convicted criminals, several of the Halfling Heaven youth set out from their homes and embarked upon what was supposed to be an easy task. The youths have not been seen since and the ship never arrived at it's destination.

    Missing and presumed dead are...
    Peony Miller - Cleric of Marcus, Baker and Millers daughter.
    Nimblefingers Briarfoot - The village trouble-maker.
    Meadowlark Barleywine - The farmers daughter and a respected hunter.
    Violet Fletcher - A young druid girl.
    Tom Brewer - The innkeepers son and a novice sorceror.
    Sandy Fleetfoot - The village brawler.
    Brego Taleweaver - The gaffers only son and a talented bard.

    Services have been held in the Temple of Saint Marcus, and a beacon has been lit in Halfling Heaven in an attempt to show the children where their home is.
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    Snarf
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    PostPosted: Sun Aug 15, 2004 12:20 pm    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Brawler, BRAWLER??? I like to think of myself as more controlled, more at peace with myself, well, unless it comes to FOOD! Can't do anything on an empty stomach! Ask any halfling!

    Sandy
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    Olias Stormcrow
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    PostPosted: Mon Aug 16, 2004 7:57 am    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    "Village brawler?!" *laughs* "More like village idiot. Even the halflings in Hobbiton say that the Fleetfoot men are all dopey!" *pulls funny face and twirls a finger near her temple*

    Meadow

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    Barry_1066
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    PostPosted: Mon Aug 16, 2004 5:28 pm    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    You forgot cat hater -- yea that one is important -- Violets kitten certainly does not like him either

    Tom
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    Raven
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    PostPosted: Fri Apr 08, 2005 4:06 pm    Post subject: Re: A Guide to Halfling Heaven. Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Halfling Heaven wrote:
    However, after a recent incident involving a ship full of convicted criminals, several of the Halfling Heaven youth set out from their homes and embarked upon what was supposed to be an easy task. The youths have not been seen since and the ship never arrived at it's destination.


    Does anyone know where they where going, like what direction they were heading in? How long ago did they disappear, and how many criminals where on the ship? I believe there is a small chance that they are still alive.
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    Halfling Heaven
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    PostPosted: Fri Apr 08, 2005 5:22 pm    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    This is an on-going campaign with regular sessions. All the characters in it are very much alive and have actually got home, left home, got home, left home and are almost home again.
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    Raven
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    PostPosted: Fri Apr 08, 2005 7:36 pm    Post subject: Ooohh.... Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Oh, I thought it was something else(Now I feel REALLY stupid!). Thanks for telling me.
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    Halfling Heaven
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    PostPosted: Fri Apr 08, 2005 7:42 pm    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    LOL, If you feel stupid then you must be related to the fleetfoots. Laughing Wink (That is an expression from the village. If someone does something stupid, they get accused of having fleetfoot blood. Blame that expression on Meadowlark Barleywine.) Very Happy
    Olias Stormcrow wrote:
    "Village brawler?!" *laughs* "More like village idiot. Even the halflings in Hobbiton say that the Fleetfoot men are all dopey!" *pulls funny face and twirls a finger near her temple*

    Meadow


    See what I mean?
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    Raven
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    http://jubilatores.com/forum/viewtopic.php?t=49

    PostPosted: Fri Apr 08, 2005 9:07 pm    Post subject: I think so... Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Ha! Yeah I think I get it! Smile Thanks!
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  5. A discussion from the old forum:

    Raven
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    PostPosted: Thu Apr 07, 2005 12:51 pm    Post subject: The Monsters on the Island Reply with quote Edit/Delete this post Delete this post View IP address of poster

    I have a few qusetions about the monsters near Alisha. What level should your character be before confronting them? Isn't there anyone who tries to defend the town?And last, what would be the fastest way to get there if your a new player? Thanks for your time Wink
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    Halfling Heaven
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    PostPosted: Fri Apr 08, 2005 7:51 pm    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    The monsters near Alisha are not to be taken lightly. A small group of two or three CAN survive, but should be very cautious. I would not recommend it for low level characters, especially solo.

    Alisha is defended by the last remaining residents, however they have a local 'witch' who dabbles in making constructs and summoning elementals. She is trying to create some constructs that are able to defend the village and hopes that her work will pay off soon. Currently her creations are too weak to defend the village effectively.
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    PostPosted: Fri Apr 08, 2005 8:09 pm    Post subject: Getting to Alisha. Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Thanks, but you still didn't answer one of my questions. What would be the fastest way to get their for a new player? I'm sorry for repeating my question, but I plan on going there a little after I arrive in Annikolia. I do hope to get some other players to come with me. Maybe you might have some suggestions of who I might ask? Just a thought. Thanks! Smile
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    Halfling Heaven
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    PostPosted: Fri Apr 08, 2005 8:13 pm    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    The quickest way is to ask a player to guide you there. The route is complex and not easy for a new character.
    First you will need to walk to Tharbad and find the Ship to Port City. Then you need to change ship and head to Farwest City. Once in Farwest, head through the sewers and walk directly south through Ambush Pass. (So called because of the frequent ambushes there). Next stop is Alisha.

    Please realise that Alisha is situated in a desert and has virtually nothing there any more. The desert is VERY dangerous. I would not reccomend going there for a while. It would be better for you to go to one of the beginner areas for a few visits, such as Sidonias Dungeon or Bree cave.
    Sidonias dungeon is one of the first places you will see upon arriving in Annakolia. Bree cave is hidden within the town called Bree, which can be accessed from the entry area also.
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    Raven
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    PostPosted: Fri Apr 08, 2005 8:40 pm    Post subject: Thanks again! Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Thanks, I was planning on going their after a few days, but now it might be a little longer. The directions sound complex, it makes my head hurt to try to remember it, lol Smile Oh, what about elven or dwarven villages? Are there any of those? I think I should visit at least one of each before going to Alisha, if there are some. Thank you again! Surprised
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    PostPosted: Fri Apr 08, 2005 8:50 pm    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    There are several elven communities depending on if you also include Drow.
    There is a Dwarven Stronghold too.

    For directions to these, it would be easier for you to speak to players in character once you get into the world. The directions are not that complex, but it would be easier to show you rather than tell you... if that makes sense. Smile
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    Raven
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    PostPosted: Fri Apr 08, 2005 8:55 pm    Post subject: Where would I be without you? Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Where would I be without you? You've helped me out so much. I don't want to be a burden or a pest or anything, I just don't understand this new world as much as a real player, but I'll get it eventually. Oh, one more question. Do you know of a place called High Wind keep? Thanks for hearing me out! Smile
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    PostPosted: Sat Apr 09, 2005 3:02 am    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    High Wind keep, now there's a story, first thing you should know is that it's hard to get there and even harder to see anything due to the snow storm. I mean you literilly can't see your own hands in front of youyr face there. Also part of it it sealed of and only accesible with DM supervision.
    Mostly a place I do not recommend going to too soon either. It's nice to see once though. As HH said earlier, just ask in game for directions and maybe some company Smile
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    PostPosted: Sat Apr 09, 2005 9:43 am    Post subject: Drow? Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Thanks flamecrow. I forgot to ask about Drows. From what I've read, they are from the Underdark, and are a cruel race that shows no mercy, but could you tell me if there is anything else about this race I should know about? And if any of the info I have is incorrect let me know. Oh, another thing! I've heared a little about a "Bandit Lord" called W. What is the story about him? Thanks again! Smile
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    PostPosted: Sat Apr 09, 2005 10:17 am    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    The Bandit lord 'W', I could tell you about... but if I did I would have to kill you. Just Kidding.
    The Bandit Lord tends to be very secretive. If you look on the forum you will see all the information that is currently known.

    As for Drow, that too is covered elsewhere on this forum. Please Note that Drow in Annakolia are NOT what you may have read or learned about elsewhere.
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    PostPosted: Sat Apr 09, 2005 10:36 am    Post subject: Re: Drow? Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Raven wrote:
    I forgot to ask about Drows. From what I've read, they are from the Underdark, and are a cruel race that shows no mercy, but could you tell me if there is anything else about this race I should know about? And if any of the info I have is incorrect let me know.
    Drow in Annakolia are not universally evil. So throw away your racial stereotypes from Faerun.
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    PostPosted: Sat Apr 09, 2005 12:59 pm    Post subject: Sorry Reply with quote Edit/Delete this post Delete this post View IP address of poster

    I wasn't trying to be racial or anything, that's just what I've read. I didn't mean anything by what I said. I apologize if I offended anyone by this.
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    PostPosted: Sat Apr 09, 2005 9:33 pm    Post subject: Re: Sorry Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Raven wrote:
    I wasn't trying to be racial or anything, that's just what I've read. I didn't mean anything by what I said. I apologize if I offended anyone by this.
    No offence taken. Smile Faerun drow are so entrenched in most people's concept of the drow. I only said to point out that our drow aren't universally evil.
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    PostPosted: Sat Apr 09, 2005 9:51 pm    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    The Drow in Annakolia are based on the original appearance of them in the Vault of the Drow by Gygax in 1979. The idea of what the Drow are and a lot of what is currently available on them has been created since then and under a different world system then Annakolia. Keep in mind that this world has been active in PnP games since the original release of D&D in the 1970s.

    Our view of Drow is different than Faerun. Annakol is not based in Faerun and indeed Faerun did not exist when Annakol started. The point Charissa was making is this -- you cannot read about the Drow and bring that knowledge to this world. The Drow here are different. Not every Drow is born evil and is rotton to the core. In a Faerun world, Drow are completly evil and rotton to the core.
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    PostPosted: Wed May 11, 2005 11:55 am    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Confused What is "Faerun? Confused "
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    PostPosted: Wed May 11, 2005 12:08 pm    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    You didn't just ask that, did you? *sighs* Have you ever played D&D or anything D&D related? Faerun is one of the campaign settings, and probably the most well known and popular (although greyhawk or a similar DM made world are most widely played in 3rd/3.5 edition). Most novels based off of D&D are in the Faerun realms. Faerun is also known as "The Forgotten Realms"
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    To Be Continued


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    PostPosted: Sun Aug 14, 2005 11:00 am    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    I have said it before -- now i will say it again -- Annakolia is from my PnP campaign that started over thirty year ago. This world predates Faerun! Has NEVER used any faerun materials -- and is completelly seperate.

    Do not bring Forgotten Realms and Faerun concepts into this world. Do not expect things to interrelate to Faerun in anyway.

    Faerun was developed from some of the same materials I had available from TSR and Judges Guild, White Dwarf, The Dragon and other games such as Rune Quest, Chivalry & Sorcery (C&S), T&T, Traveler, C of C, and many others -- in that way there are simular elements. This does not mean that the direction and development of those elements is the same at all.

    The rules we used -- still use in PnP, are AD&D 1.0.

    We only grudgingly moved to 3.0 due to NWN.

    You will find my thinking on how things work still steeped in version 1.0 -- not because i cannot move on but because later versions have bent over backward to accomodate Faerun and -- because later rules were changed to accomodate computer programmers, not DMs and players.

    I always had skills using the Rune Quest system and C&S system combined which seems to have found its way into later rule versions of AD&D. We also had a mana system for building sorcerers, which AD&D finally adopted.

    When you play on Annakolia, you use the NWN engine and 3.0 version of AD&D NWN style. There are some changes with scripts and custom enhancements -- you also get my 1.0 alignment system. I do not accept any other writing on the subject or sources for this world.

    In conclusion:
    Do not bring in attitudes on how things work from other world and servers.
    Do not expect any Faerun involvement
    Expect Hobbits (halflings) to be Tolkien types.
    Expect Elves to be Tolkien type (NO FAERUN TYPES)
    Expect to have AD&D culture shock

    Twisted Evil Rolling Eyes Shocked Wink
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    PostPosted: Sun Aug 14, 2005 11:42 am    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Written from a borrowed computer over 1100 miles from home:
    One thing Barry didn't mention. We've always been open to creative contributions by players. Of course, these must fit into the culture, history, and mythos of Annakolia and Galandar. Also, any contributions need to be submitted to us for review before acceptance.
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    PostPosted: Tue Aug 16, 2005 5:00 am    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    What's "Galandar"? Confused
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    PostPosted: Tue Aug 16, 2005 7:20 am    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    The world on which the continent of Annakol is located.
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    I'll be here... Why?
    I'll be waiting here... For what?
    I'll be waiting here... for you... so...
    If you come here, you'll find me....
    I promise.
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    PostPosted: Tue Aug 16, 2005 9:45 am    Post subject: RE Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Quote:
    What's "Galandar"?


    I think its a spicy soup
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    http://jubilatores.com/forum/viewtopic.php?t=750

     

    PostPosted: Tue Aug 16, 2005 11:34 am    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Soup, I thought it was a type of fish. Smile
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  6. This village bain't big enough fer TWO meadows.

    Imagine Trubbels surprise to see that his future wife had a doppelganger. The double was almost identical to Meadowlark in every way. The double had a blank expression..... check! The double had bad dress sense.... check! The double had one huge ginger eyebrow that resembled a caterpillar... check! The double did not speak.... Aha... there is the difference!

    Laughing

    (this post refers to a glitch that copied meadowlark and left a 'double' that did not move or speak but just stood there staring.)
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    Well Trubbel is worried because he doesn't want to marry the Dummy, he wants to marry the original dummy
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    http://jubilatores.com/forum/viewtopic.php?t=1066

  7. Thoughts of the lost.
     

    ---The entire village gathered at the shore, each bearing a torch or lantern. As usual, the Temple had laid out a feast of honeyed ham, fresh fruit and vegetables and some of Peony's famous 'ship' shaped cookies. The full moon hung over the still sea, which looked deceptively peaceful on the surface but hid cruel rocks and horrific under-currents. The Gaffer was not well enough to attend, the loss of his son hitting the old man harder than he cared to admit, so Ma Miller addressed the crowd.---

    "I am ashamed at myself." she began, " For a while now, I have been thinking that this village has had a tragedy. We have lost, not only our children, but also the life and soul of the village. When did any of you last hear laughter?"
    She paused a moment, watching everyones faces. A sea of eyes stared back expecting words of wisdom.
    "But I should not be thinking of tragedy." she continued, "I have to cling to the hope that Peony is alive. I refuse to think otherwise. This is how I know that, wherever my little girl is... Somebody is being fed well."
    The villagers blinked and started to look at each other.
    "If our children are out there somewhere, we all KNOW they will be doing good things and trying to get home."
    "Maybe your nippers, but not mine." shouted Da Briarfoot. "I know my girl, and if there is anything she is good at, it is trouble! She's probably the reason they got lost."
    "Actually, I think you are wrong. She has a tendency for trouble, yes. But she is also a very resourceful girl. I think, if anyone will keep them OUT of trouble... it will be Nimblefingers. It's a different world out there remember. Who knows what they face." The priestess interjected.

    --- As the bickering started, Ma Miller turned to look at the sea. She remembered the look of excitement on Peony's face, the last time she had seen her. Behind her, the villagers argued senselessly. It was odd, but the children seemed to have taken the happiness with them that day. Things hadn't been the same since. This particular argument had cut off Ma Millers attempt at a speech, not that she had actually written a speech. She had tried to restore the happiness, but her words had been confused and timid. Losing control had stopped her making her point... which was... The villages loss can also be seen as the worlds gain. The children would be coming home, with stories and gifts and laughter.---

    "Wait for us!" shouted Toms father as he ran toward the group with his wife. Stopping and catching his breath, he puffed, "Have I missed anything? Ooh, cookies!!"

     

    --- Dawn. The mist is drifting in from the still peaceful looking ocean as it laps calmly on Halfling Heavens shore. Hunni Pye walks to the edge and gently drops a bottle into the water. Like a fisherman reeling in his bait, the tide seizes the bottle and pulls it out to sea. As she wanders back to her home before her sisters wake, she gives one last thought for a face she longs to see.---

     

    ---As the sun started to go down upon another day, Berri Pye was locking the door to the market hall. Just off the coast, flashes could be seen of a storm raging. Berri paused momentarily to watch the vivid redness of the clouds as they moved across the setting sun, yet only a short distance from that could be seen the electric blue flashes of lightning. She stepped closer to the shore, her attention fixed upon something floating in the water... No, not floating... moving.
    Her imagination went wild. Perhaps it was one of the halflings returned from the sea by Saint Marcus. Her feet moved faster than they ever had before as she raced to the shore. Was it Brego? Or Tom maybe. He seemed to be dragging something small... that resembled Violet. Berri's heart was racing as she came to a halt. The figure that greeted her was definately not a halfling. He stood just over six feet tall and was shrouded in a black cloak. One hand was missing, replaced with a hook which was in turn dragging a small dark-haired girl from the water by her dress. He stumbled slightly and tried to drag the girl using his good hand. Berri rushed forward to assist.---

    "Run." screamed the child. "He just killed my father."
    Berri looked up and drew in her breath as she watched the human raise his hooked hand.
    "Ah, now this place feels more like home every time I come here." He said coldly. Berri screamed.
    _________________

     

    ---The road through Halfling Heaven was eerily quiet. No footsteps, no laughter. The table outside the Temple of Marcus was full to the brim with delicious looking treats which had since gone cold and stale. The mist from the river seemed to be thicker than usual and threatened to consume the entire village.
    In the distance, the door to the Briarfoot Home swung on one hinge, creaking almost in unison with the branches of the huge oak trees. Slowly, a shuffling noise drifted through the mist as a small halfling in a purple dress ambled down the lane, dragging one leg stiffly. Her face was pale and her eyes.... strangely... lifeless. ---
    _________________

     

    --- All the halflings huddled together in the Gaffers house. The fear of what roamed the lanes kept any from venturing near the windows. The door had been securely fastened and barrackaded. A quick head count told the villagers that nine were missing in total.

    "That Human turned Berri into one of those things." exclaimed Da Briarfoot.
    "I told you humans were not to be trusted. I told you, but would you listen?" the gaffer muttered.
    "So, who else is missing?" asked Nurse Fleetfoot, ignoring the Gaffer.
    "The human took Cherri, Hunni and that human girl into the caves." said Silas Barleywine, "I followed him as far as i dared."
    "The zombies invaded the mill. I have not seen the Millers since, so that is 3 more missing." Ma Briarfoot mentioned with anger in her voice.
    "Yes, i saw that too. I haven't seen Tom Barleywine either." stated Maid millicent.
    "Tom fell under the zombies. I was too scared to stop running." His twin brother, Sam, explained.
    "That leaves two more unaccounted for. Who else is missing?" Nurse fleetfoot asked, trying to keep track of the entire village. Everyone looked around. The briarfoots were here, as were the Fleetfoots. The barleywines were either here or accounted for, and the milers were presumed dead. The Brewers stood by the dining area laying the table, so they were safe. Who else was missing?
    "The Fletchers!" the room said all at once.
    "Maybe they are safe in the woods. The zombies might not enter there." Nurse fleetfoot tried to add a calming thought.
    "Let us hope you are right. I knew I should not have trusted those humans." snapped the gaffer, amidst coughs.
    _________________

     

    A list of the many halflings that lost their lives during this undead onslaught has been made. It is regrettable that these lives were lost, and their memories will always be part of Halfling Heaven.

    Ma and Da Shacklefoot.
    Mister Gardener.
    Missy Tanglefoot
    Farmer & Goodwife Stoutly
    Master Goodfellow
    Ma, Da and Granma Pye
    Miss Lutesong
    and finally Pendro the Pixie-Herder. (don't ask.)

    Also still missing and presumed dead are Sandy Fleetfoot and Brego Taleweaver. Gone, but not forgotten.
    _________________

     

    Trubbel looked at his ruined hat. Earlier in the day, Violet had decided it would be amusing to turn herself into a bear and eat the hat... but Trubbel had not found it so amusing.

    Looking at the chewed remains, Trubbel felt a tear trickle down his cheek. His da had worn that hat the day the undead invaded the village, so it had particular sentimental value.

    As he stared out across the orchard, a stubborn malice seemed to invade his heart.
    "How dare they ruin my property!" he thought.
    "How dare they destroy the one memory of my Da that remains."

    In Trubbels confused mind, he blamed not only Violet. Instead he saw all of his so-called friends to be guilty of alienating him from his own village. The constant bullying HAD to stop!
    Absently his hand reached into his pocket and withdrew an engagement ring. With a sudden burst of anger, Trubbel hurled the ring out into the orchard.

    "You want war? You shall have it. No more Mister 'Nice' Shacklefoot." he cursed. "The wedding is off!"
    _________________

    http://jubilatores.com/forum/viewtopic.php?t=102

     

  8. There is only one temple in Halfling Heaven. The villagers all 'worship' the same deity.

    Saint Marcus - The Halfling God of Food & Indulgence.
    Holy Symbol - a reclining pig set against a large yellow sun.

    Clerics that follow Marcus tend to love the frequent 'food festivals' that the temple holds. Food festivals are held weekly and at every given opportunity such as Birthdays, Full moons, Sunny Days and Weddings.
    The temple believes that good food, fun and community spirit are the most important things in life.

    Saint Marcus is, as yet, unheard of in mainland Annakol. However, through the efforts of one cleric by the name of Peony Miller, this could be set to change.

    The Festival of Life

    There are many reasons for festivals and feasts in the village. This is one of the main events and tends to have some unique traditions incorporated into it.

    1) The Tree of Life. - All villagers (and visitors) are expected to tie a gift or offering to the tree of life. This is said to symbolise that they are prepared to give, not just recieve throughout the coming year. Theses gifts or offerings can be anything, but tend to be made by the person making the offering. A cake or cookie, maybe a small figurine made from clay.

    2) Egg Wishing - This tradition involves painting a wish upon an egg and burying it somewhere secret. The important thing to note about this tradition is that it is said to allow the painted wish to come true over the next year, but if the egg is found or seen whilst being buried by anyone other than the wisher, then the wish is lost.

    3) Beating the Bounds - A tradition that involves a long and tedious, although necessary, perimeter check of property. Halflings from the village walk the perimeter of the land and fix any broken boundary markers that are discovered. It is said to strengthen the village physically and also seal the community spirit within.

    4) The Crop Run - Another tedious but necessary task has been made into a competition. Each entrant is given a field to plough and some seeds to sow in it. The winner is the person to create a neatly ploughed and sown field within the allotted time. Usually, only males tend to enter this tradition.

    5) The Queen of the Festival - All the females that wish to be the festival queen put on their finest dresses. They hope that they will be singled out from the crowds and chosen to lead the feast and open the festival. The Queen is usually chosen the day before the festival and she remains the queen from dawn to dawn the folowing day. In that time, no-one is allowed to refuse her a dance if she requests it. The queen of the festival is usually offered flowers by all visitors and villagers also.
    Previous Queens have included Berri Pye, Ma Gardener and last years winner was Missus Brewer who has now won the title twice. (Incidentally, both her children were born within the following year of her having each title.)

    Yule-Fest.

    Well, it doesn't take a genius to work out that halflings would jump at the opportunity for a celebration, so this festival is as popular as the others. Though regional traditions vary, Halfling Heaven village tends to stick to some rigid guidelines for this festival.

    1) (a week before the festival) The Tree of Life is decorated with brightly coloured spherical pieces of pottery called 'Ball-balls'. It was once suggested that the name should be simplified to something like 'Baubles' or 'Twinklies', but being a traditional village.... they dubbed the fellow who had this idea as the 'Yule Fool.', and a new tradition was born. The base of the tree is surrounded by wrapped gifts for the entire village ready for the first day of the festival.

    2) (the day before the festival to the last day of the festival) The Yule-Fool is nominated in secret by the entire village via a secret ballot system. (No Fool can be nominated twice in succession.) The fools role in the festival is to entertain the 'guests' with song, dance, juggling and jokes. It should be noted at this point that the festival actually lasts for an entire fourteen days and nights, but the fool is only required to 'perform' during meals.

    3) (a childrens traditional game) Blind-Hobbits Bluff is another tradition associated with this seasonal festival. Traditionally played by the children, one hobbit is blindfolded and spun until dizzy. The other children run whilst the 'blind hobbit' counts to ten. Upon ten, the fleeing hobbits must stand still and are not allowed to move until they are touched by the Blind Halfling, whom now searches for them whist stll blindfolded. This game usually ends in arguments, but so arguments and Yule-Fest are famously paired anyway.

    4) Gifts - On the first day of the festival, the gifts are distributed to all the villagers. It is treated as a community event where the entire village turns up at dawn and open their gifts to the first rays of sun, shortly before announcing the first festival Breakfast.

    5) Traditional Food - Turkey with wild chestnut & sage stuffing, Cranberry & Barleywine sauce, Nut Roasts, Figbread pudding, Glacier Cake (a dessert made from meringue, various fruits and frosting), Jellied Shark, Brandy Butter and, of course, Chocolate coins. These are just a small selection of the variety of foods that have become known as traditional for this festival.

    6a) Boys Night Out - It is uncertain how this tradition came about, but nonetheless.... it is expected for all males to go to the local tavern, which for the night is designated as a male only area, and drink more than is probably wise. What goes on at these events remains a mystery, as no male who has ever attended has EVER uttered word of its 'fascinations' to a female. It has become so secretive throughout the years, that the date of the event constantly changes and is only discussed in privacy.

    6b) Girls Night In - It is fairly obvious how this tradition came about. In the males absence, the females gather together and do female things. Knitting, Washing Up and swapping fashion tips.... alledgedly. Wink

    7) Ice Skating - If the local fishing pond freezes, the halflings go ice-skating on it. It is traditionally thought of as a romantic event between lovers and married couples. If the pond does not freeze, it has been known for couples to be escorted to the mountains so they can skate there instead.

    http://jubilatores.com/forum/viewtopic.php?t=76

  9. A special session was run for Peony, Violet and Tom by HH for Tom to receive his Knighthood and official Champion of Marcus (paladin Champion of Torm) title.

    Tom, with Peony and Vi saved the oat crop that died and threatened to plunge the Village of Halflling Heaven into a year of Flapjacklessness.

    Tom, Peony and Vi were taken by ship, captained by Kylon Lyonset to the island of Alisha where they had to abandon ship and swim for their lives. Captain Lyonset did not finish the journey with the Hobbits due to a sail ripping loose with lines the great captain was holding on to and sail with Captain flew away in heavy winds.

    St. Marcus directed the group to a King's Tomb where they battled demons, draco liches and great foes. Things did look very bad for a while but Tom was able to come out a great hero.

    St. Marcus appeared and Knighted Tom himself - whacking him non-to softly over the head with his Holy Rolling Pin of Marcus. Tom found the King's staff, which Marcus had directed him to and while he protects that staff the oat crop is saved.

    Tom was revived by a kiss from Peony.

  10. *written by a follower of Saint Marcus*

    Prints upon the sand

    One night I had a wondrous dream,
    One set of footprints there were seen,
    From Marcus's feet, they surely were,
    But mine were not along the shore.

    And then some stranger prints appeared,
    So I enquired, "What have we here?
    These prints are large, and round, and neat,
    And not the shape of halfling feet.
    "

    "Lo!", Marcus said in humble tones,
    "For miles I carried you alone,
    I challenged you to walk in faith,
    But you questioned me and made me wait.
    "

    "You would not walk, you would not grow,
    The walk of faith you would not know.
    So I got tired. I got fed up....
    And dropped you here upon your butt.
    "

    And so in life there comes a time,
    when one must fight, and one must climb,
    when one must rise and one must stand...
    Or leave their buttprints in the sand.

  11. Residency

    The village of Halfling Heaven is restricted for various reasons.

    Although non-resident halflings are allowed to visit, an actual background which implies origins from the village MUST be applied for.

    The village is a small community where every resident knows each other, sometimes all too well. It has enjoyed/suffered a rich history which all villagers would know about. (Such as the invasion of undead which killed many of the population, The gaffer pretending he was dying as a joke, Weddings, Funerals, Villagers vanishing, Explorers discovering 'once-lost' places etc..)

    There are also certain beliefs instilled in the residents, such as the theory that elves don't really exist...and therefore anyone claiming to be an elf is really a longshanks (human) telling lies.

    Thus i reiterate, anyone wishing to play a resident to (or from) Halfling Heaven village must apply to myself or another one of the DM team.
    The option of being from elsewhere and moving TO the village is also application only, as potential new residents must be interviewed by 'The Gaffer'.

     

    Conditions of Residency.

    If applying for a family who has been in the village all along, there are some important factors which set villagers apart from other halflings.

    1) All villagers inherently distrust humans (longshanks). This distrust can manifest itself in various ways, but is something instilled in them from birth. A 'Heavener' will never trust humans in general, though they may discover exceptions to the rule. (i.e. "I dont trust longshanks, but this one gave me pie and it wasn't poisoned...so he can't be all bad")

    2) From birth, Heaveners are taught that Elves do not exist. Therefore, anyone claiming to be an elf, is really a human. Furthermore, Dwarves were all wiped out by humans....or so the villagers believe. Thus any Dwarves they meet, are simply fat halflings, or short humans.

    3) Each villager is as important as their neighbour, and their neighbours neighbour. The village is a self sufficient community which needs every member of that community to thrive. HH village has farmers, a tavern, gardeners, guards, bakers, priests, gravediggers, druids, merchants, fisherhin (freshwater or shore only, as the sea is too dangerous for fishing boats). If any of the villagers are lost, the whole community mourns and suffers. As such, each resident must have a trade or role that benefits the community.

    4) The Gaffer. He is the Oldest and Wisest villager, and he is also treated as the village ruler. He is respected by all, despite the fact he often tells boring stories which seldom sound believable. Disrespecting the gaffer is not acceptable.

    5) The village location is a closely guarded secret. If any resident were to ever leave the village, they would not voluntarily disclose the location to anyone who was not trustworthy. This includes Longshanks, Necromancers, or anyone pretending to be an elf or dwarf.

    6) Occasionally, a villager may decide to become an adventurer. This is very rare, seeing as the village has everything any resident could need.... and what it doesn't have, they dont want. if this does happen, it should be noted that there is no postal service.... so as far as the remaining family know... their beloved son or daughter could be (and most probably is) dead.

    7) (ooc) If the character, once accepted, becomes a long running character and establishes themselves within the RP community, then one of the vacant houses may be allocated to the characters family. If this is the case, and family members are needed, it should be noted that NPC's are usable by DM's at all times. From the outset of HH village, the family members personalities and actions were always the property of the DM to a degree. For example, Barry_1066 created his character Tom Brewer and said Tom had parents who ran a tavern. I, as the builder, then created the tavern and added Toms parents, whose personalities have grown and become distinguished over the 3 years of roleplay. Tom is his character, and his parents are NPC's after all.

    8 ) (ooc) Due to the fact that the village was created for the base of a campaign, the heroes/heroines of that campaign are also the heroes/heroines of the village. No resident may surpass the levels or abilities of those in the halfling campaign. This is not negotiable.

  12. Queen Fina and King Tarrach

    charissa1066
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    PostPosted: Fri Sep 17, 2004 12:53 am    Post subject: Queen Fina and King Tarrach Reply with quote Edit/Delete this post Delete this post View IP address of poster

    HRM Fina ingen Aeda, Queen of Annakolia
    • A spirited and fiery woman, Queen Fina is dedicated to her people. Six years ago, she fought beside her husband, Tarrach, in the last Great Giant War. On the field of battle, she accepted the mantle of authority from her father, King Cariadoc. To this day she mourns him and wrestles with the futility of her attempts to revive her father. She blames herself despite the insistence of her advisors that his time to leave this world had come.

      Cariadoc passed over her older brother, Prince Emrys, who was in line to be king. On his death-bed, he renounced Emrys as unfit and gave rule of the kingdom to Fina and Tarrach.


    HRM Tarrach Alfson, King of Annakolia
    • The son of the late King Cariadoc�s weapon master, Tarrach grew up at court. Wherever the royal family traveled, Tarrach�s family went. Princess Fina and Tarrach knew each other from childhood. Many times Tarrach protected Fina from the relentless teasing of her older brother, Prince Emrys. Tarrach, also, taught her how to protect herself. They studied and played together. Over the years, Fina and Tarrach�s friendship deepened into love. Six years ago, they married with King Cariadoc and Queen Irena�s blessings. In the midst of the wedding feast, a runner arrived from Fingar and the outskirts of Port City. Giant armies massed near Fingar. Would Port City come to Fingar�s aid?

      Tarrach and Fina took arms against the giants. Side-by-side they fought. King Caiadoc lead his troops into the battle. Hundreds fell on that day. The King himself was grievously wounded, but the giant armies lay defeated.

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  13. William and Melinda Dorr; Griswald Macintosh

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    PostPosted: Wed Nov 10, 2004 5:37 pm    Post subject: William and Melinda Dorr; Griswald Macintosh Reply with quote Edit/Delete this post Delete this post View IP address of poster

    William Dorr
    The famous gnome, William Dorr tells everyone to call him Bill. Born and raised in Port City, he made his billions selling clockwork devices and constructs that people use to do distasteful and repetitive tasks. Since his marriage to Melinda Sweet, Dorr has been known to make large donations to philanthropic causes. Dorr wants to build a perfectly, planned city as a monument to his own ingenuity.

    Dorr recently purchased the Prancing Pony Half-moon Inn from Filbert Butterbur. Of late the Dorrs are making the suite at the Half-moon Inn their primary place of residence. It is rumored that Dorr has designs on buying out Filbert�s brother, Barleyman Butterbur, who owns the Prancing Pony in Bree.

    Melinda Sweet Dorr
    Melinda came from Annakol City. She studied healing and magical arts at Sidonia�s School and met William on one of his many business trips to Annakol City. Melinda believes ardently in helping those who are less fortunate. She is a notable collector of rare and magical plants. Many seek her expert advice in the care of rare plants.

    Griswold Macintosh
    Griswold Macintosh is William Dorr�s primary assistant. Dorr met and hired Macintosh while on one of his many business trips to the dwarven city of Durin. Macintosh appears dedicated to William in a reluctant dwarfish way. Some rumors are circulating as to what holds William has over Macintosh.
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  14. Slimon Rood and Yancy

    charissa1066
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    PostPosted: Wed Nov 10, 2004 5:37 pm    Post subject: William and Melinda Dorr; Griswald Macintosh Reply with quote Edit/Delete this post Delete this post View IP address of poster

    William Dorr
    The famous gnome, William Dorr tells everyone to call him Bill. Born and raised in Port City, he made his billions selling clockwork devices and constructs that people use to do distasteful and repetitive tasks. Since his marriage to Melinda Sweet, Dorr has been known to make large donations to philanthropic causes. Dorr wants to build a perfectly, planned city as a monument to his own ingenuity.

    Dorr recently purchased the Prancing Pony Half-moon Inn from Filbert Butterbur. Of late the Dorrs are making the suite at the Half-moon Inn their primary place of residence. It is rumored that Dorr has designs on buying out Filbert�s brother, Barleyman Butterbur, who owns the Prancing Pony in Bree.

    Melinda Sweet Dorr
    Melinda came from Annakol City. She studied healing and magical arts at Sidonia�s School and met William on one of his many business trips to Annakol City. Melinda believes ardently in helping those who are less fortunate. She is a notable collector of rare and magical plants. Many seek her expert advice in the care of rare plants.

    Griswold Macintosh
    Griswold Macintosh is William Dorr�s primary assistant. Dorr met and hired Macintosh while on one of his many business trips to the dwarven city of Durin. Macintosh appears dedicated to William in a reluctant dwarfish way. Some rumors are circulating as to what holds William has over Macintosh.
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  15. King Gloibo and Queen Maysie of Gnomar

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    PostPosted: Tue Apr 26, 2005 11:57 am    Post subject: King Gloibo and Queen Maysie of Gnomar Reply with quote Edit/Delete this post Delete this post View IP address of poster

    King Gloibo the Third.

    Gloibo has been on the trone for over a thousand years. No-one knows how he has survived so long, or indeed how he looks so young (for a 1000+ year old). Rumour has it that his second wife discovered the secret of eternal life and presented it to him as a wedding gift.
    He is not known for any great achievements. In fact, when his first wife died during child birth (incidentally the baby also died), King Gloibo became extremely reclusive and refused audience with anyone. It wasn't until many years later that he finally became besotted by the beauty of Maysie.
    The wedding between Maysie and Gloibo was celebrated throughout Gnomar, although the royals did not leave the confines of the royal chambers. Several months afterwards, King Gloibo appeared to the much surprised crowds and gave a heart-warming speech.

    Now, King Gloibo is known as a great diplomat and a kind leader of his people. He has no children.


    Queen Maysie the First.

    Little is known about the origins of Maysie. It is said that she rode from Teaslewood upon a great bear of black and white almost a thousand years ago. Her beauty was such that had never been seen in a gnome before, but her attire was simple and bland. Some say that she was a druid of the forest, wheras others claim she was actually a spirit of the woods who had come to prolong the doomed heritage of the gnomish royalty.
    Since she has been Queen, Maysie has proven to be a great asset to the gnomish community. She accompanys the King everywhere and is often seen to whisper in his ear before he makes any major decisions. It was her influence that heralded the building of the Golemworks, which has proven to be a great source of income and fame for the once simple kingdom.

    Queen Maysie can appear scatty and air-headed, but her eyes seem to show a great wisdom. She speaks of no family, so it is assumed she has none.
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    Time flys like an arrow. Fruit flies like a banana.
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  16. Wolfgang_1066
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    PostPosted: Sun May 29, 2005 10:55 pm    Post subject: Hannah's Magic Cats Reply with quote Edit/Delete this post Delete this post View IP address of poster

    About 100 years ago, there was a gnome wizard, Hannah Bengel, who lived in Gnomar isolated from others. She lived with ten cats and a few kittens. They all played while keeping Hannah happy.

    One day she was preparing potions and something went wrong. There was an explosion. The cats seemed unaffected except for some potion splashed on them. Hannah lay motionless on the floor. Rain and thunder raged outside. The cats tried to help her but to no avail. She was dead. The cats were very sad and went out to Gnomar. Strangely, some found they could do magic, some found they were very strong, and others found that their singing worked magic. All of them found themselves intelligent enough to understand humanoid speech. These cats prospered. To this day Hannah's Magic Cats bred with normal cat families and spread thoughout Annakolia and Galandar itself. Not many of the cats know of their past. They do know that somehow they can do magic deeds. Four of the Hannah's first original cats, Jessie, Marvin, Vallerie, and Ashi, came on the ship to Annakolia with a few of their kittens. It is their descendents who keep alive the memory of Hannah Bengel.

    Original post by: DM Doomcat (Wolfgang)

  17. Baroness Zoe & The Wolf Gang

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    PostPosted: Sat Jun 24, 2006 12:50 pm    Post subject: Baroness Zoe & The Wolf Gang Reply with quote Edit/Delete this post Delete this post View IP address of poster

    Baroness Zoe is much loved by her people. She is beautiful (for her age) and always smiles when addressing the residents of Fountain City.
    However, she is also a ruthless leader of Fountain City and has outlawed poverty. The poor are evicted from the city and forced to live in the homeless camps outside the city walls.
    It was even implemented that people could not enter the city without proof that they held at least 1000 gold pieces, though the guards rarely uphold the random purse checks.
    Also outlawed in Fountain City are orphans. Orphans are a drain on societys resources and are expelled from the city.

    The Wolf Gang is a band of orphans who stand against Baroness Zoe. They know of a secret way into the city and seem to thrive on petty crimes. Once numbering in double digits, the Wolf gang is now reduced to a mere 5. It is rumoured that the baroness has lost patience with the Wolf Gang and has ordered that they be killed on sight.
    The five remaining members are Thom, Ralferrin, Walter, Sammana and Joanie. They reputedly live in the forest outside the city which has now been named the Den of the Wolf Gang, and are protected by the vicious wolves that dwell there.
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    Time flys like an arrow. Fruit flies like a banana.
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    Some new additions to the Wolf Gang have once again increased their numbers - These children never age, something that is increasingly evident - This effect only works on children born outside of the Wolf Gang area - the Indian tribe living there grow up. 

  18. Over the years, the term 'Fleetfoot' has been adopted by many halflings as an implication that someone is stupid.
    The fact is, a real member of the Fleetfoot family has as much chance of being intelligent as any other family.... but unfortunately for them, they have become the focus of the 'joke'.

    Speaking of jokes.....

    A Fleetfoot is walking along a river. She looks across the river and sees the meadow is sunnier so she decides she wants to be there instead. Looking up the river, she sighs as she cannot see a bridge. Looking down the river, she frowns because there seems to be no bridge there either.
    Looking across the river, she sees her twin brother.
    "Hey Dingus! How do you get to the other side of the river?" she calls.
    "Why d'you ask Moronica? Yer already on the other side."

    And thusly, the jokes are made.

  19. The Thistlefoot Tribe is a barbarian tribe who have recently settled in a sheltered corner of the Alishan Sands, somewhere to the southwest of Farwest City.

    A curious mixture of races, this multi-cultural tribe has many a tale to tell of its history..... however, these tales were never written down so they tend to change slightly with every telling.

    Many years ago in a time not so distant, there were several tribes of barbarians in the world. The Bearclaw tribe was a ferocious Human tribe who were extremely territorial, whilst the Panther Clan was a Half-Orc tribe whom, without meaning to sound repetitive, were ferocious and extremely territorial.
    These two tribes distrusted the civilised world, though they both found use for a certain travelling merchant named Sunny Thistlefoot.

    Sunny Thistlefoot, a halfling with a knack for conversational skills, often travelled between cities during his life as a merchant. He would buy silks from the Eastern Isles, then travel to the Elven cities and trade them whilst collecting rare wines which he would take to the Dwarves. From the Dwarves he would purchase weaponry and trade those to the Humans..... and so his circle of trade went on. Every city was his business ground, and his fortune was steadily growing.....
    ...All until the day he happened to wander between the warring Bearclaw and Panther tribes.
    Due to the relations he had with both tribes (he had traded 'shiny things' to them on numerous occasions and walked away with a fortune in furs and meat), he discovered that the tribes actually ceased their fighting and were waiting for him and his caravan to 'get out of the way'. However, in a moment of sheer bravery (or blind stupidity) he instead started to baffle them with spurious logic. Being smarter than the average halfling, he managed to confuse the barbarians so much that they forgot their little dispute and found they agreed with him that they would be much better off as one tribe. They would be stronger and would have more land, plus they would have less enemies. It all seemed very sensible to the barbarians, which in itself was a unique experience for them.
    So, content with his good deed for the day, Sunny Thistlefoot attempted to continue his journey...only to discover the barbarians blocking his exit.

    And so it stands to this day. Chief Sunny Thistlefoot, the uniter of tribes, leads the relatively newly formed Thistlefoot Tribe. For many years now he has dwelled amongst them (he has to, as they refuse to let him leave) and teaches them the ways of bartering and haggling. He has even welcomed other races into his tribe. A gnomish shaman with a trend for the overly-dramatic rituals, for example, has settled with them. Also, several dwarves.

    So, in short, the Thistlefoot Tribe is a multi-cultural congregation of barbarians and shamans, merchants and druids. They are maybe not as barbaric as many would assume, though clearly they are not as civilised as their chief would aspire them to be. The Thistlefoot Tribe now exists in a state of peace, though travellers beware.... A barbarian merchant who is trying to sell you a bleached bone... If they tell you they want 150gp for it, you may do well to just give them the 150gp, as you never know how restrained that individual merchants temper is (and bleached bones can hurt). Wink

  20. Lag - What is it?:

    More properly, lag refers to a delay in information exchanged between client and server, resulting in a hang with breaks immersion and can result in loss of control of one's character, with often unpleasant consequences. Players, however, tend to use the term 'lag' much more broadly, to refer to anything that causes a hang or break in play experience. Decoding their meaning is critical to understanding the problem that they're experiencing, and to fixing it, if indeed there's anything you can do - sometimes there isn't. So, for the remainder of this tutorial, we’re going to use the term 'lag' in this broader sense, and label actual lag 'connection lag'. Before we can discuss ways to prevent lag, we need to familiarize ourselves with the various types of issues that can give rise to interference with game play. Below is a rough listing.

    Connection Lag:

    Also called network lag, this arises from a problem with the connection between player and server. It can have a number of causes, including programs on the player's computer, their router, the server's router or programs, or somewhere in between. Connection lag can be detected by pinging the server, and checking ping times. A tracert will show where, roughly, the problem lies. Oftentimes there will be nothing you can do about this sort of lag, other than to assist the player in troubleshooting their system, or waiting out the network issue. If a ping results in an unusually high number, or the tracert fails at a certain jump, the problem is connection lag.

    Graphics Lag:

    This is one of the most common types of lag, and the one most mistaken by players as network lag, or as some other sort of problem external to their system. It isn't, for the most part. Graphics 'lag' occurs when the player's computer is overwhelmed with the graphical data it's getting, and fails to render it smoothly, resulting in poor frame rate, lockups, and occasionally more exotic issues. It is LARGELY a client-side issue, and they should take steps to fix it, like changing their graphics settings, or getting a different graphics card. There are, however, some things that a server op can and should do to prevent this sort of thing, which we'll go into below. If the 'lag' a player experiences is intermittent and coincides with times when a lot is happening on their screen, and other players on the server don't experience it when they do, the problem is likely graphics lag. Graphics lag can often also be detected by having the player hit the tilde (~) key, type ‘fps’, and hit enter while playing, which displays the Frames Per Second they are seeing displayed. The higher the number, the better the framerate; the lower, the choppier (‘laggier’) things will appear.

    Server Lag:

    This is the final type of 'lag', and the one you have the most direct control over. It arises when the server is trying to do too much at once. The game engine begins to run on the hairy edge, and it stops doing certain things, based on priorities in the engine. This often is caused by a lot of players on a server, or poorly written scripts, or poorly built areas, or some combination of the above. Other times, there may be some technical issue at work, like a crippled fileserver, an out-of-control process, or insufficient RAM. Server lag is often the trickiest to detect, and can be diagnosed by ruling out both connection and graphics lag. In more extreme cases, however, it's not at all hard to detect, as low-priority processes cease. These include the updating of the game clock, resulting in the game being stuck permanently at a certain time, arresting the day/night cycle. There are other low-priority processes as well, but some are of such low priority that they will fail with even a couple players on a well-built server and module, so they're not of much help diagnostically. In this latter category fall things like persistent area of effect heartbeat scripts and spawned-in-placeable heartbeat scripts - they often won't fire, if they fire at all, even on a healthy server.


    Overrides are the same materials that CAN be put into haks. They are a way to use a hak on a server that does not support that hak. The problem is, on a public server you are causing trouble by doing so.

    One such rogue example: The animation override -- it is supposed to speed up and improve animation on the user's computer. The sequences send by the public server are rejected and new ones used -- positions on the client are calculated and sent to the server with anamation sequence number information that does not exist on the server. The server receives trash data from that client using the animation override and cannot deal with that trash data -- Data Stacks start to have unprocessable data in them -- everyone starts to rubberband as the system tries to deal with the spurious data.

    A cascade crash can occure from this or the server may just suffer lag untill restarted -- sometimes it can clear when the person leaves but other times the server can be messed up untill reload.

    Other overrides do simular damage, some are worse than others. Overrides for heads that are in the haks being used we allow people to use at creation of the character and then remove from the override directory. We have found that even materials in the haks, such as heads, can cause a problem from load confusion.

    Yes - certain SW firewalls can cause NWN lag. Multi use of the IP, such as down loading music or movies or SW while playing can cause lag. WHY? because the response is delayed at the client and that delay is going to cause lag. The server waits for responses from everyone before it will move forward. SOOO, the server is a slave to the slow responder draging everyone with them. BTW dialup has NOT been a serious lag problem, but DSL and Cable has -- because those with it think they can multi use it while playing. A basic DSL connection should not run MSN or other communications programs while playing -- bandwidth.

    Keeping ones computer clean of virus and spyware -- we had a DM get infected and until he got it fixed we suffered everytime he loged on. It was a quick identify the problem and get it fixed but there you can see, it can happen and is an ongoing process.

    Defrag, reorganize the hard drive, often -- weekly is not often enough. The NWN process of reading haks is critical to speed -- since we use the CEP there are haks to read but also the base Bioware stuff is in there own special haks which is perhaps not well known -- all is needed to run the game and that access can be slowed with a fragmented drive -- slowing response -- causing lag.

    The PRC has overrides that WILL cause serious trouble to a server if in the folder when loging onto a server not supporting PRC. Again this causes serious lag that the server NEVER recovers from and usually crashes it sometime in its agony of lag.

    The best policy is that NO overrideds be used, Optimise ones HD regularly, no SW firewalls while playing, and NO other internet activity on the IP line while playing and finally, clean from virus/spyware. The free Spyware cleaners are not able to take care of the problem -- I recomment Spysweeper.

  21. Transferred from the old forum - written by Flamecrow:

    Drow in Annakolia

    After a number of talks with Barry and Charissa we've come up with the following writeup on drow in Annakolia. This is in no way everything, but it will give players a pretty good idea about drow and how they are viewed by the general population in Annakolia. Drow were introduced into Annakolia with the game module "Into The Depths of the Earth". Drow in this module were the basis for the current Faerun drow but do have a number of significant differences. Annakolia Drow are much like the drow as described in Into the Depths of the Earth, yet may be different at some points.
    Most importantly: Annakolia drow are NOT faerun drow.


    Description (from �TSR - Into The Depths Of The Earth, Gary Gygax�):

    Drow are black skinned and pale haired. They are slight of build and have delicate fingers and toes. Their features are somewhat sharp and ears are pointed and large, but this does not make them unhandsome. Their eyes are very large, being all iris and pupil. Male drow are of thin build, about 5' tall, have dead black skin and dead white hair, and the irises of their eyes are orange to orange-yellow. Females are slender and shapely, about 5'6� tall, and have glossy black skin and shining silvery hair. The eyes of female Drow are amber, though a few are said to possess irises of lambent violet.


    History as written in the chronicles of ages past:

    Long ago, while the elven and fey were but new upon the face of Galandar the elves waged a huge war among themselves. The war was fuelled by discord and moral standing, the good elves of the woods fought valiantly against their own kin, the dark elves. Why exactly they were referred to as Dark is unknown, some claim it was due to their skin colouration, others claim it was due to their dark minds.
    The Dark Elves were driven from the elven community by their good kinsmen. But the wars continued relentlessly, at times they seemed unending. Yet as time passed the good elves won the battles more and more, driving the evil Dark Elves, who were given the name of Drow away. They were driven off of the face of Galandar even, and sought their refuge in the dark bowels of the earth. Twisting and dangerous caverns slowly led deeper and deeper into the darkness. And so did the Drow, slowly descending further away from the sun and stars.
    Deep in the bowls of the earth the Drow found refuge and comfort.
    Slowly they started to regain their strength and slowly but surely the Drow started to find their twist in the dark bowels of the earth. They once again started to school themselves in the arts of the divine and the arcane and started to build great cities in the dark depths. Their cities started to thrive, and as time passed they no longer wished to rule the surface world.
    Now they will generally not wander outside of the caves, or into the sunlight. Only rarely is one seen wandering the surface. At times certain factions of the Drow strive to extract revenge upon the surface dwellers, working with other forces like giants. Hatred for the surface dwellers, and especially their elven kin burns strong in them still.


    Drow Society

    Drow society as a whole is hard to describe, as human or elven society as a whole would also be hard to describe. There are many cities, and their governmental structures and main focus varies. Some are lead by a council, others are led by a single person, much like in any society such structures differ, and there is not one perfect structure. Some cities are more trade orientated, while others tend to focus more on warfare and still others may be more interested in collecting knowledge, or on farming Deep Rothes for instance.
    One thing however flows through all Drow settlements and societies, the worship of the Queen of the Demonweb Pits, the Spider Queen herself, Lloth. In every Drow city, no matter how insignificant Lloth holds a temple. In next to every household, Lloth is worshipped on a daily basis. And of course, whichever ruling body a city may have, one can expect that one of the priestesses of Lloth has a place of importance in it. At times they may be the supreme ruler, yet they may also be but a member of a council or an advisor. Regardless, their opinions weigh heavy, as they are the opinions of Lloth herself.
    And this in essence could be seen as the basis of Drow society, united not by goals, but united by faith. This does not mean all Drow get along, or warfare never ensues between two cities. It merely means that there is very often a connection between Drow, if only on the basis of their faith.


    Drow on the Surface

    Drow on the surface are rare, and their existence and general mindset is not common knowledge. As such to most they would be nothing more then a black skinned elf. Some may be aware of the old chronicles, but all who do would have the wisdom to keep in mind that they were written a long time ago, and things may have changed over time.
    The reaction to a Drow on the surface would vary between persons. People will often react differently to Drow because their appearance is different from what people know. Compare it with the reactions that a blue skinned, green haired human walking down the street would get. Some may be curious, others scared, or wary or even on occasion unfriendly. It all depends on the person.


    Drow and Evil

    In most DnD settings Drow have been described as an almost carnal evil. Much like demons there is no good in them; they are evil to the core, born evil. This however is something that has developed throughout later DnD rulings, and is not originally implied in �Into the Depths of the Earth� the game module in which Drow first appear.
    As such Drow in Annakolia are NOT born evil, they are simply born, as every Human, Hobbit, Elf and so on is born. Their culture may be evil, and as such it would also turn those living and surviving in it evil. However, that does not mean that they are evil indefinitely or genetically evil.
    It is even so if we look at it purely scientifically that even if there was something like an evil gene, it would be impossible to keep this present in all Drow. It would eventually always change through natural mutations, and the only way to keep the evil in would be through manual selection. So that means you would have to select individuals with the evil gene and breed them with others with the evil gene. It would also mean that if an individual doesn�t have the evil gene they shouldn�t breed. Now of course such a selection would prove impossible in a culture that even vaguely resembles a human one. And then we�re not even going into the difficulty of determining whether or not an individual has that evil gene.
    So to make a long story short, Drow can be evil, just as any other elf can be evil, as any human can be evil. If they are evil however that is due to their culture and upbringing, and not �cause it�s a Drow and all Drow are evil cause� they�re Drow�.

  22. Spell Mastery System

    when a spell is cast
    an algorithm is  figured and a die rolled (the higher your mastery, the harder to gain a new point)
    if the conditions are met a point of spell mastery is awarded - 0.01

    The range is 0.01 to 100.00

    At 4 interval enhancements to the spell take place at these points: - 25.00 - 50.00 - 75.00 and 100%

    Enhancements are custom for each spell
    Some spells might be longer duration or more damage or more missiles or whatever is the nature of the spell to enhance.

    Spellcasters gain power and duration in their spells with practice. For example, Magic Missile at 50% Mastery delivers 1-4 (+1); at 100% delivers 1-4 (+2) damage. Duration spells last longer.

    Kormai's Spellmastery - Kormai was one of the original players and good friend on Realms of Annakolia - His system first appeared on Crimson Spire, a PW by Bloo (creator of the DMFI).  These two PWs, Crimson Spire, and Reams of Annakolia, are the ONLY two worlds to ever have Kormai's system.

    Casters may practice spellcasting on some place-ables, such as signs.

    The closer a character gets to 100% mastery the harder it becomes to learn. This system is similar to the PnP learned skill system in Runequest. Mastery is calculated after each successful spell casting. Each spell has its own mastery level. In other words, a spellcaster can have 10% mastery in casting Magic Missile and have 50% mastery in casting Light, only because the spellcaster has successfully cast Light more times than Magic Missile.

    Kormai's Spellmastery Algorithm

        Current Spell Mastery (CSM) x 10 = Learning Target
        Mastery Roll = random number between 0 and 999
        If a player rolls over their CSM the character successfully learns and gains mastery

    Here's an example, Bart the Wizard has been adventuring in the Bain Mountains and Dark Forest. He cast Protection from Elements on himself, his familiar, and his friends many, many times and has gained 75% mastery in the spell. His Learning Target is 75 x 10 = 750. When he successfully casts the spell, Bart must roll over 750 on a D1000 to learn. In other words, Bart has only a 25 % chance of learning each time he casts Protection from Elements.
    _________________

  23. Cue organ music.
    Scroll The Curse of the Lovers banner.
    Cue the Narrator.

    This week on The Curse of the Lovers, Darla, Hero and their group traveled by luxury cruse ship, the Sea Sick Sea Serpent, headed for Farwest City.  

    Some playful on board activities kept our travelers exercised in in good spa condition during the luxury voyage. (Honestly, the Octopus and his friends were just trying to make your voyage more enjoyable and refreshing).

    Once arriving at the Farwest City Docks, the group engaged in the age old ritual of hugging the land and kissing the dock while casting found gazes at the Sea Sick Sea Serpent Cruse Ship.

    There seemed to be some confusion about the location of their destination, the Paladin School of Farwest City.  After some aimless walking, enjoying the view and relaxing in the full knowledge that the playful Octopus would stay in the sea, our travelers found the school.

    Hero and Darla put on their hoods as they were concerned about being recognized.  After some quite long barter, Piety (the groups Paladin of Tyr, friend of Devon) managed to get the proper reignment for the deception of prisoner transfer.  

    As the group started to leave, who should suddenly, and dramatically port in – none other than Harah and her imp.  The demoness taunted both Hero and Darla, saying Darla would be caught and Baroness Zoe would have her way with her – Harah said Tyr would be pleased that justice be done and the imp corrected her saying – don’t you mean Loki?

    Harah quickly countered with hush, spoilers.

    Note – that this was equating Tyr as Loki.

    The travelers leave the school and head to the Demented Penguin Tavern near the wharf.  Things seemed to be going well until two paladins from Port City came in – Darla, being quick witted and quick on her feet stood, walked over toward them and vomited all over the head of the Temple of Tyr of Port City.  These two would have recognized Hero and Darla and probably other members of the travelers – however with sick all over him, the head of the Temple of Tyre of Port City and his accompanying female paladin companion quickly left to clean up.

    Cue organ music.
    Cue Curse of the Lovers Banner

    Our travelers quickly left to the luxury ship – Sea Sick Sea Serpent – set sail for Barrydale Port and relaxed with a few of the ship’s playful pets along the way – finally arriving at Barrydale.

    Next Game – Will Darla or Hero be caught – Will the plan to rescue Aven work – will Daisy share her dead frogs with everyone or keep them to herself – will Ikaro insist on keeping everyone safe – will Yarren let Daisy take part in the rescue – will Professor Cogg blow off another of his legs?

    Find out next episode of – The Curse of the Lovers.

  24. Vanessa the Grey Seer -
    An abrupt and mysterious woman, she mixed truths with lies to lead people the way she wanted them to go. Never knowing if she was truly trustworthy or not, Darla and her friends were forced to do as she said, as Vanessa claimed that failure to do so would result in tragedy. Vanessa seemingly betrayed Darla by returning her to Fountain City, but claimed that it was a necessary course of action to prevent the death of Hero.
    Vanessa allowed herself to be slain by Avens nephew, Devon. DECEASED
    The mystic in  training Brandon, wracked with dreams of portent takes up the Gray Seer post in the Dahke Forest - The group will need to seek him out at some point.
    Devon was called away - he has sent his only paladin companion Piety to protect the group.  Devon and Piety are an exclusive group or TWO paladins who have come to miss-trust Tyr and the Tyr temples - they suspect something is not right.

  25. HH gave this information to the whole group - important:
    ((this is primarily for Ashlinns benefit, as her character has had flashback dreams of Yarryns final days since she was born. However, I am sure the rest of you would like to know what happened to the beautiful blonde elven paladin too))

    Yarryn, sent back in time by the Chaos Demon named Harah, found herself at the Temple of the Gold Dragon of Anrys at a time before its destruction. Astounded by its beauty, she wandered through its halls in a state of wonder. Soon, she became aware of a lifeless body near the altar. Upon investigation, she discovered the High Priestess had been murdered. Turning around, she was confronted by a drow scout and they did battle in the temples main chamber.
    The drow scout managed to flee, so Yarryn gave chase only to discover that she was on the frontline of a war which was all ready to ensue. Deciding to defend the temple, Yarryn joined the fight against drow, driders, orcs, goblins and some sinister undead creatures which made the main force of the Dark Army.
    For two days she fought fearlessly and tirelessly. A human male whom also chose to fight became a trusty companion in those mere two days, and Yarryn grew closer to him than she had ever grown to a male before. When he was slain before her eyes, she felt anguish and mourned him.
    Unfortunately for Yarryn, the distraction of mourning mixed with physical exhaustion proved to be her undoing and, although she continued to battle, she was soon overwhelmed by the dark army.
    With her dying breath, she uttered one name..... "Daisy!"

    Footage of Yarryns last days

    ((Yarryn Foxx's dreams are often muddled and confused glimpses of the past, but she has had them so many times that she 'thinks' she has them in order. She also knows she would recognise the Drow Scout if they were ever to meet again...... and in this game, that may be an option!))
    Yarryn Foxx was reborn - that character is the companion in The Curse of the Lovers group.
    ***
    Yarryn Foxx -
    Yarryns real name is not pronouncable by the human tongue, but for some reason this Kyoht female has had dreams of being an elven monk since she was but a little cub. These memories which emerge in her dreamstate have coaxed her into leaving her homeland, and compel her to find the child she believes she swore an oath to protect. She uses the name Yarryn Foxx as she believes Yarryn is her 'elven name' and Fox is what the humans refer to her as.
    An adept archer, she is more than a match for unwary enemies.
    *
    ***
    ***
    ***
    so - who is it The Curse of the Lovers group are rescuing:
    Aven Ashallows -
    The loyal guard of Baronette Darla, he was a stoic and reliable man. He never spoke of his family, but instead regarded his charge like a daughter. He never openly questioned why he was given the role of protector when there were so many other soldiers who were much better with a sword than he, but instead he took on the role wholeheartedly and devoted his life to it.
    After the betrayal of fleeing with Darla, he was captured by Baroness Zoe and imprisoned. INCARCERATED
    ***
    ***
    ***
    Characters in The Curse of the Lovers were not made by the players - HH made and assigned characters.
    Aven is available to play - of course this will only happen after he is rescued.
    Assuming the group CAN rescue him
    Darla considers Aven family - there is a father daughter relationship between them and Aven is very protective.

     

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