Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Vilthis Trayus

Pages: [1]
1
In-Game Roleplay Events / [RP] The Apprentice
« on: December 12, 2010, 11:43:56 am »
"To face Death without dying is the only way to come to know Me." - The Four Revelations of Dakkru

Prologue

Within the murky quarters of his safehouse illuminated only by a falka lamp on the desk, Vilthis immerse himself in his studies. Whilst recording his life work accordingly in his grimoire, a timely intrusion brought about his unhealthy obsessive erudition to a halt. At the door way of his quarters stands an imposing figure clad in dark leathers, his presence imposes an intimidating aura.

“My Lord
” Kovarks Berlos bows respectfully as he comes before Vilthis, the steadfast and unquestionably competent agent of the Trayus House approaches the desk. The diaboli’s distinguished service complemented with his pragmatic attitude wins much favour in the Trayus court.

“I believe this might pique your interest
” Says Kovarks as he brings a copy of the local journal detailing a young hoodlum of considerable notoriety making waves in Ojavedan slums.

Vilthis rubs his chin intently and grins as he assesses the information, occasionally reading out to himself the keywords in the article “Child
 Arcane...Terrorised Residents
Extortion”

Vilthis looks up to Kovarks “Yes
 A fascinating one this is” he remarks and folds up the journal, placing it aside neatly on his desk.

“Shall I see to this my Lord?” Kovarks inquires, awaiting the confirmation of his master. Being all too familiar with the work behind recent probing of potential candidates for his master’s agenda, Kovarks eagerly seeks to undertake another assignment.

“I shall see to this personally Mr Berlos, I could do with the exercise after such criminally long indulgece in my quarters” Vilthis replies, as he raise from his chair and dons the shrouding black robes hung on the cloak stand.

Kovarks bows without protest though surprised at Vilthis’ desire to personally undertake this probe. Left only to speculate what his master sees in this target, he watches silently as Vilthis leaves the quarters in his expedited but refined strides befitting a noble, leaving to track his intended subject...

To be continued...

2
In-Game Roleplay Events / Proving grounds: Kalypson Groleck
« on: December 11, 2010, 02:08:25 am »
Kovarks Berlos positions himself at the corner seat of the tavern, his hood lowered to obscure his appearance as he lay in wait for a subject assigned to him in the dossier he is provided. He keeps a hawk-eyed vigilance on the entering and departing revellers of Kada-El, none eluding his attention passing through the grand doors of the establishment.

The wait was short lived and the entry made by his subject drawn himself an inescapable attention as he stumbled through the door.


(01:34:03) Kalypson trips over the threshold and tries to recover, looking a bit uncomfortable in the tavern surroundings.

Kovark keeps his eyes affixed on Kalypson Groleck. He quickly looks down at his sketch for reference and target confirmation.

“Yes...This must be him” Kovarks thinks to himself though as far as first impression counts, Kovarks remains unimpressed about his master’s candidate selection passed earlier today. His hypercritical nature nitpicks on any small details of Kalypson quality, as he schemes to draw him out to test his abilities.

As Kalypson occupies himself with his pack over the cider at the bar, Kovarks paces towards him seemingly in an innocuous manner intending to order a drink.

01:39:01) Kalypson nods to the Diaboli again as he quietly sips his cider, looks around the bar. Seeming a little bit more comfortable.
As Kovarks moves in a little closer


(01:39:23) Kalypson steps back. "Um... am I in the way here then?"
(01:40:02) Kovarks roguishly snatches for a skin at Kalypso's belt and dashes out of the tavern.
(01:41:14) Kalypson steps up to the door holding his belt... now empty.
(01:41:19) Kalypson says: Hey!

Kalypson calls out to Kovarks for him to stop as he gives a chase for him through the dark alleys behind Kada El.

01:41:44) Kalypson says: Now... why you go and take that...?
(01:41:56) Kalypson says: Hey!
(01:41:59) Kalypson says: I worked hard for that...
(01:42:26) Kalypson hesitates but follows the thief into the darkness

Kovarks comes to a ladder and makes a descent down into the sewers with Kalypson following shortly behind. He could still hear Kalypson’s call as he tries to lure him deeper into the sewers.

(01:42:40) Kovarks quickly runs down the stairs at a pace seemingly wanting Kalypson to follow
The chase comes to an end when Kovarks reaches a spacious chamber deep into the sewers.
(01:44:13) Kovarks suddenly come to a halt, turning around to face his pursuer
(01:42:41) Kalypson says: Look, I don't want a fight...
(01:42:47) Kalypson says: Just hand it back.
(01:44:56) Kalypson kicks a rat out of the way and moves forward.
(01:44:58) Kovarks holds out the skin and in a peculiar hissing tone "You want thisssss....Don't you?"

Kovarks dangles the hide snatched from Kalypson before him, taunting him to come forth.


(01:45:22) Kalypson flexes his fists, "yes... it is mine, now isn't it, thief."
(01:45:49) Kalypson holds out an open hand, "come on... just give it back."
(01:46:02) Kalypson shakes involuntarily a moment.
(01:46:08) Kovarks fluidly draws his falchions..."You have to fight for it then" and directs a slash towards Kalypson.
(01:46:11) Kalypson pulls his hand back and flexes his fists again.
(01:46:37) Kalypson shakes again, eyes darkening again, brow knit.
(01:46:50) Kalypson says: Just a hide... it's...
(01:47:07) Kalypson shakes his head and squeezes his eyes shut tightly, opens again... "just a hide..."
(01:47:32) Kalypson says: You are just looking for a fight then... not the hide. yes?
(01:47:52) Kalypson takes a ready stance, "why?"
(01:48:10) Kalypson draws his sabres, waiting.
(01:48:15) Kovarks lowers his stance making no response to Kalypson’s queries and lunges his falchion.
(01:48:25) Kalypson jumps back.
(01:48:50) Kalypson stumbles over a rat, surprised by the lunge and jumps back up.
(01:49:07) Kovarks twirls around using the momentum of the lunge and sends a kick directed at Kalypson's chest
(01:49:32) Kalypson shakes silently, shudders against the kick and throws the saber hilt into the Diaboli's face.
(01:50:19) Kovarks roughish instincts permit him to dodge the move, seemingly playing with Kalypson
(01:51:13) Kalypson's face darkens and he swings wildly.
(01:52:29) Kalypson continues to anger, not able to land a single blow with meaningful affect.
(01:52:40) Kovarks dodges the wild flails of the slashes casually though he appears to be studying the moves

Kovarks pays deep attention to Kalypson’s moves. Though unfocused, Kalypson raw rage has carried him through thus far.

(01:52:29) Kalypson continues to anger, not able to land a single blow with meaningful affect.
(01:53:21) Kalypson takes a defensive stance... calming down
(01:53:30) >Kovarks Berlos beckons Kalypson Groleck with a slight gesture of the hand.
(01:53:53) Kalypson shakes but stays calm. Seems to be gaining focus and thinking.
(01:54:05) Kovarks hisses "And I wasssss expecting....more..."
(01:54:22) Kovarks circles Kalyson menacingly
(01:54:36) Kalypson angers again quite suddenly, possessing a new strength and determination.
(01:55:06) Kovarks slightly taken aback by the renewed vigor goes into a defensive stance
(01:55:18) Kalypson lunges. point direct at the taarget.
(01:55:49) Kalypson's second sabre takes a defensive sweep against the Falcheons.
(01:56:14) Kovarks deflects the blow and brings the blunt back of falchion to clash against the sabre non-leathally
(01:56:35) Kalypson recovers with a quick return lunging again.
(01:57:19) Kovarks gracefully makes a butterfly leap and dodges the lunge and pivot a blunt blow to Kalypson's back
(01:57:34) Kalypson grunts and goes down on top of a rat.
(01:57:58) Kalypson scrambles back up and moves back, waiting again... "come on, try me... again!"
(01:58:09) Kovarks appears to be nodding a weak approval
(01:58:43) Kalypson looks around quickly, checking all the corners of the room, breathing heavy...
(01:59:13) Kovarks dashes and slides forward to peform a leg sweep
(01:59:41) Kalypson jumps missing the sweep and brings both hilts down on the Diaboli...
(02:00:29) Kovarks brings his falchions up in a 'x' formation taking the brunt of the untrained blows and makes a roll back
(02:01:11) Kalypson pushes off the defensive move, just barely missing having his hands cut off, and looks more worried as the fight goes on... breathing heavily and sweating.
(02:02:11) Kalypson glances at the gates to the room...

Sensing Kalypson’s intention to escape before completing his required trials



(02:02:45) Kovarks makes a short incarnation and sets a burst of fire at the exits
(02:03:23) Kalypson ducks as the sparks fly, looking back at the diaboli with wide eyes...
(02:03:35) Kalypson waves one sabre high and throw freezes at the fire.
(02:04:15) Kalypson runs back away from the Diaboli... laying ice all around his feet.
(02:05:00) Kovarks looks at Kalypson seemingly with a discerning expression under his hood.

Kovarks thinks to himself “Some arcane aptitude
Good”


(02:05:49) Kalypson watches, flexes the sabres... tries to think.
(02:06:17) Kovarks casually makes his way towards the exit, a smouldering wisp of smoke rises from the extinguished flames that used to burn by the exit
(02:06:37) Kovarks discards the hide on the ground as he proceeds
(02:07:21) Kalypson growls at the Diaboli's return. "Come on... what is this all about?"
(02:07:58) Kovarks makes no response as he makes a turn leading deeper into the sewers vanishing from sight

From a distance Kalypson’s frenzied cry echoes in the sewers as Kovarks departs.


(02:08:46) Kalypson shouts: "ArrrrrrrrrGGggggg!"

Kovarks weaves through the sewers with great familiarity, the labyrinth no hindrance to his quick exit from the entrance near the Winch gate and quickly makes his way to the temple green to catch his flight on the charted Pterosaur bound for Ojaveda. Properly secured on the saddle, the beast of burden spread it's wings and makes a broad sweep downwards, propelling itself off the ground as it climbed for optimal altitude.

The landscape below flashed past quickly with Hydlaa out of sight in mere minutes and the Shindrook volcano slowly loomed in a distance. Gradually the White Towers in the Dsar of Sarraghi came within sight, the spires dedicated to Talad glows magnificently in the dimming crystal in the approaching dusk. The Pterosaur made a sharp pitch setting coming into descent as it tilts gently setting the course straight towards the Dsar of Akkaio where the Pterosaur dock is located at, the scores of merchants look up in the sky as the the pterosaur glides past the bustling bazaar. The Pterosaur handler expertly reins the beast bringing the flight to a gentle landing as it reaches the docking point, only the slightest jerk was felt when contact with the ground was made.

Kovarls quickly disembarked and hands the aviator 6 circles before melting into the traffic of the merchant quarters heading for the residential slums in the Dsar of Kore. Navigating through the maze of dusty cramped alleys, Kovarks halts before a door with a peculiar door ornament in the design of a carkass.

A cloaked figure attends the door after it was knocked. Kovarks flashes a platinum coin bearing the seal of Rulayne Orgrin before the attendant permits his passage after verification. Kovarks enters the quarters and goes down on a knee before a pale fleshed individual clad in half plate standing in the middle of a sigil etched on the ground. His dread inspiring graft on his left arm clutches a dossier.

"It is done, my master" Kovarks reports "Excellent potential....But a hot blooded one no less"

"Weren't we all Kovarks?" the armoured figure replies broodingly and hands Kovarks the dossier he holds without any further remarks.

Kovarks smiles, giving the statement a silent acknowledgement reflecting upon his early exploits and receives the dossier. What is intended is self explanatory.

"As you wish...Lord Trayus" Kovarks replies and rise on his feet, departing in pursuit for another subject of his master's interest...




3
In-Game Roleplay Events / Casting Call: Inquisitor's Apprentice
« on: December 07, 2010, 05:32:55 am »
"One. This dark crystal's power has grown unstable. Some fledgling power has infected it. I will contain and control it; this will cost the mortal world" - The Four Revelations of Dakkru

Briefly, the character I play, Vilthis Trayus (Male, Xacha), has been a follower of Dakkru's faith as an inquisitorial agent against the Blackflame. His means are however questionably Machiavellian in nature.

As per settings would indicate, the most plausible leader of Dakkru worship is Rulayne in Yliakum whom was sent by Dakkru in her revelations to spread word of her worship; whom Vilthis is answerable to. The roleplay approach I take is associated with a 'noir fiction' style with the undertone of detective narrative, espionage and cult hunting in chief.

A sample of the narrative style from a (supposedly) continuing arc: Clandestine Wars http://www.hydlaaplaza.com/smf/index.php?topic=37059.0

A character background: http://www.hydlaaplaza.com/smf/index.php?topic=37063.msg421335#msg421335

Presently, I'm exploring a new storyline where, the character Vilthis Trayus, chances upon a young apprentice and takes him under his mantle teaching him the tools of his trade to later be a cult hunter in his own right. The apprentice history shaped under the unsettling circumstance he is raised in, schooled brutally in the arcane, combat, espionage and investigation. The animated relationship between Vilthis and the apprentice is a turbulent one resulting from Vilthis' dubious sense of humanity and his distant uncharacteristic cold demeanour. Resultingly, the apprentice matures to be a sort of an hardened anti hero with profound destiny ahead, albeit with a troubled history that creates an interesting flavour with character interaction.

There are no bars to candidacy. Interested party for the role of the 'apprentice' please kindly post here with details you may find useful in the consideration for this part. Subsequent decision would be posted here.

4
Guilds Forum / [Guild] House of Trayus
« on: April 18, 2010, 02:27:04 am »
THE HOUSE OF TRAYUS

Overview and Goals

What the House of Trayus seeks to accomplish is to participate and contribute to the cosmopolitan flair of Hydlaa City. Constructed of a system based on secular ideals that encompasses a robust constitutional foundation and dedicated settings compliance, we seek to simulate role play immersion for our members. Along so, The House of Trayus aspires to actively to assist members with their goals and invest tremendous interest in its members development.  The cultivation and ushering new leaders in the organisation is also amongst our paradigms as we play out in in an egalitarianistic environment where members of this House could choose diverse fields to participate in - be it in the politics of the House in the Retinue Council, becoming Military Heroes in the Gendarmerie, or accomplish their Magnus Opus as a Master Artificer.

Join us shaping your destiny in Yliakum together and tell us your story!


Brief History and Settings

[Inevent of date inaccuracies, this will be clarified when settings team are contactable or able to assist furnishing dates]

The House of Trayus plays out itself as one of the numerous Houses in Hydlaa with a notable recorded history and heritage since it's arrival in Yliakum the 5th Epoch and beyond with its origins from Xaant Laan, the Lemur city in the Stone Labyrinth. The Trayus House is among the original Lemur settlers that reached Yliakum led by Galeran Tarbius in an exodus from the Stone Labyrinths and was among the contributing Lemurs that erected the Iron Temple and the City Library in Hydlaa. The members and relatives of the Trayus clan was later involved in Lemur expansion to the 4th level of Yliakum, culminating the founding of the Lemur College at the Stronghold. As do most scientific Lemur, the Trayus Clan adopted the classical academic vocation of alchemy and publishing as it's key industries and learning a fundamental aspect of the House tradition.

As decreed by the law handed through the Octarchal Decree in 425 AY, the House of Trayus was amongst the earliest adopters of the new policies, marking the birth of the modern Trayus House. Lord Dunril Trayus, undoubtedly the most historically prominent Head of this House led the abolishment slavery in its apothecaries and press, and the departure from a Lemur exclusivity through admission of other races into the House by implementing a multi racial policy and granting freedom of worship. Additionally, he produced the House Constitution that greatly reformed the administration of the House, giving effect to more governmental accountability and access to justice to it's members and established the core values of the House of Trayus – Diligent, Perseverant, Inventive and Steadfast. Dunril Trayus also left an iconic mark on the face, literally, on Trayus Publishing through the slogan he coined – “The Momentum of Discovery”. These words still mark the pages of the books produced by the press.

The present head of the House is Vilthis Trayus, born 750 AY, the XXth generation of Trayus to ascend the position, shortly after the passing of his uncle Ignious Trayus at 772 AY.


Organisation/Institution Overview

The powers of the House Lord by virtue of the Constitution is judicial capacity in the House Tribunal as a guardian of the House Constitution; imbued with the duty to safe guard and scrutinise laws and policies that may be unconstitutional. (i.e. Slavery, racial discrimination, executive abuse etc), along with limited prerogatives to be exercised during declared emergencies, ceremonial capacities or a constitutional deadlock.

The Retinue Council is the legislative and executive organ of the House of Trayus. The Retinue Council performs the day-to-day administration of the House of Trayus. Their jurisdiction is by far the most influential and widest, a body shaped by political entities that exist in the House passing laws and governing statutory boards that administer the laws.

The Gendarmerie serves as an paramilitary organisation of the House. They police and enforce the laws of the House in their peacetime duties and conduct military training for members of the House as required by the Octarchal Decree of 425 AY

Article VII. “Once an adult, all peoples must seek and provide monies for at least one year of weapons and armour training.”

The House Industries are helmed by Master Artificers whom responsible for the regulation of their trades, admitting House subjects as members of their trades and monitoring labour conditions in their respective professions. Members of industries pursuing their trades are amongst the people whom are eligible for positions within the Retinue Council should public service be their calling.

The rest of the House at large are Retinue Members along with Retinue Initiates whom are probationary members of the Trayus House.

House Ranks

Lord of the House: The constitutional Head of the Trayus House whom sits in the House Tribunal as a Judicial authority sanctioned by Article 1 of the House Constituion

Retinue Councillor: Member of the Retinue Council, an assembly of nobles that possesses legislative and executive capacity in the House sanctioned by Article 2 of the House Constitution.

Retinue Knights: Chivalric nobles of martial might in the Trayus House, commanders of a Gendarme Company with duties invested by virtue Article 3 of the House Constitution.

Gendarme Sergeant: A commander of a Gendarme Platoon, a veteran gendarme tasked to lead and pass on their learnings to officers in his charge.

Gendarme: An paramilitary officer of the Trayus House.

Master Artificer: Chief regulator of an industry or a titled craft master

Learned Artificer: A crafter of merit

Retinue Member: Upstanding member of the House

Retinue Initiate: A probationary member of the House.

Join Us

You may express your interest here on these boards, contact us ingame.
Search /who Trayus

5
Hailing from Hydlaa, the Captial City of the Dome level of Yliakum, Vilthis led a relatively sheltered life in through his infancy, often curious and inquisitive of the environment that surrounds him akin to any other children. However, a small scar on his chest distinguished him from other unblemished children. The nature of this scar was from a precarious incident when newborn Vilthis was saved by a shield spell casted by his uncle, the late Lord Ignious Trayus that partially intercepted a hostile incarnation casted by an assassin whom soon fled upon the deed.

Vilthis enjoyed an intellectually fulfilling childhood, for his father was an archivist of the Hydlaa Archives whom often brought home various tomes of diverse subjects and his mother a practicing alchemist of some renown educated him in alchemical fundamentals. Vilthis was also known to have conceived several mathematical puzzles in this period, inspired by several puzzle contraptions given to him to him by his uncle, Ignious Trayus.

Advancing into his late teens, Vilthis enrolled into the Xacha College located at the Stronghold, the fourth level of Yliakum where he was schooled in Alchemy and Jurisprudence. Though he excelled in the academy through his scientific excellence, Vilthis often clashed intensely with the Law professors of the college whom philosophies of the rule of law was contrary to his, particularly their support of the Octarchy. Vilthis held a vehement disapproval to  the Octarchal Decree of 425 AY whom he viewed as despotic instrument of a autocratic government, lacking any provisions to safeguard concepts of property rights and accessibility to justice.

Subequent to his graduation, Vilthis worked briefly in publishing with the Hydlaa city press before encountering Giroum Duphra, a wizened Priest of Laanx whom took Vilthis upon him as an apprentice and trained him in the arcane arts. Vilthis had prior to his apprenticeship intuitively mastered the 6 core spells of elementary magic - disturbingly not through arcane mediums but through sheer power of will. The old priest was however pleased to discover such uncommon aptitude for magic in Vilthis.
 
This was too the period where Vilthis came to know another another esteemed mage by the name of Emphatico Karasi whom introduced himself an emissary of the rogue territories known as the Wayward Kingdom. Emphatico spoke to Vilthis about the Wayward uprising which Vilthis was enthralled by the manifestation of a such rebellion against the Octarchy he so despised. Persuaded by such a calling, Vilthis enlisted into the ranks of the rebellion for a period before a series of Blackflame entanglement resulted in the timely demise of Vilthis, and most notably the lost of his left arm.

Doomed to wander the Death Realm lost, broken and maimed, Vilthis walked the planes, and depths of the realm as he explored the nature of death and studied the Dark Crystal. The epiphany that the Dark Crystal is central to the preservation of the universe instilled Vilthis with reverence to Dakkru, the Goddess of Death. Departing from his former worship of Laanx, Vilthis assumed his new paradigm and served as a Doomguide during his remaining tenure within the Death Realm.


Time and mortality is transient within the Death Realm as Vilthis indulged in this luxury at his liberty as he studied the Dark Arts without the constraints of a Xacha lifetime. Cumulation of his life work combined his new found knowledge of necromancy with Xacha alchemy. A notable invention based on the amalgamation of sorcery and science constructed by Vilthis is the Cabalist Axis. Serving as a restoration of his left arm, this invention of semi sentience forged of machine and flesh endowed surpassing endurance, durability and strength to wield devastating arcane energies beyond the capacities of bare flesh.

However, the jewel upon his crowning work is much less conspicuous. The age bound Vilthis, in his research of leaving the Death Realm has successfully completed of a ritual from the book titled "The Pact" recovered by a famed Death Realm Explorer, Shindrook the Mad. Effectively, it halted Vilthis aging; rendering him frozen at the age of 24 indefinitely.

No longer age bound within the Death Realm, Vilthis assuredly returned to the Realm of Living...Only to discover that no time little passed since his supposed Death...

6
Roleplaying (Communitive Storywriting) / Clandestine Wars
« on: March 17, 2010, 09:29:08 am »
Clandestine Wars

"By the year one hundred and five of our Blackflame, the army was a terrible force barely recognizable as Lemur. The whispers came again, and the army seethed up though the Labyrinths to attack the dwarven city known only as the Rooms, and the Dermorian city of Ilith Thalasind, both outside of the safety of Yliakum.
the goals of the event was to drive the elves and dwarves into Yliakum so that the Blackflame could spread more easily amongst the now united races."
– The Cleansing

Trayus Grimoire. Journal Entry, 16th Kravaan, 771 AY

My cloaked form appeared once again under the light of the Azure Crystal in what that seems to be years since I’ve basked beneath the glorious warmth of the soothing rays since my passing into the Death Realm in the Year 771 AY,  on the 15th Day of Kravaan. My immediate surroundings are familiar, I knew I was at a secluded alley somewhere near Guildhall Square, East Hydlaa. My former association with the splinter group, Wayward Kingdom developed my familiarity with the locality. Their secret chapter house within the proximity was among my common haunts.

I paced warily towards the main road, anticipating shocking and vast changes from my extended absence. However, I was surprised (albeit relieved) that Hydlaa had changed little since my departure. This prompted a strong inkling in my mind that I need to satisfy.  I approached a wayfarer on Hydlaa’s road with a burning query in my mind.

My inquiry about the date directed towards a passing Demorian yielded an astonishing answer – The present date on this day is the 16th Day of Kraavaan, the Year 771 AY!

Although my timekeeping has been less than satisfactory during my tenure within the Death Realm, it was somewhat certain that I have spent at least a decade within the dark dominion. My scientific Xacha psyche attempts to postulate logical explanation for the phenomenon. I regret my poor research performed on the portal I utilised. Thus far I’ve drawn few weak conclusions linking to my present condition

1)   My altered arcane constitution of my body from the ‘Pact’ ritual I’ve performed warped key fundamentals on how my body interacts with the passage portals (i.e time mechanics)

2)    The plane I’m presently on may potentially be a parallel of Yliakum

Regardless, it is not difficult to remedy the issue assuming if I ended up at the wrong plane. Death would suffice in taking me back to the Death Realm again to search of a valid point of return. I am however convinced that it would be prudent to remain and perform what I intended since I’m here. My duty as a servant of Dakkru.

As expounded by Dakkru within her Four Revelations, she spoke of a fledging power that has infected the Dark Crystal, it is known to her worshippers that the Dark Crystal is central to the construct of Yliakum, and potentially beyond. Our present understanding reveals that it's one of the sources of our power and knowledge, and it keeps sentient beings in contact with the gods.

Essentially, my mission is simple. To discover the source of the ‘infection’ and formulate the necessary remedy before it cost the mortal world excessively.


Vilthis Trayus


[Hello there, it's my first attempt trying to write some background lore about Vilthis, I hope that it receives well. There would be subsequent installments planned for the future as Vilthis delves into his investigation :)]

7
Wish list / Furniture interaction
« on: February 22, 2010, 08:38:21 am »
What i find affecting game immersion is the inability to interact with furniture. Simple actions like sitting on a chair or laying on a bed for instance should be something considered for implementation.

8
General Discussion / Questions Concerning Dates
« on: February 22, 2010, 05:27:11 am »
Regarding the the Epoch Milestones, is there a specific date that pins it down?

For instance, what year was it at the beginning of the 5th Epoch?

9
The Hydlaa Plaza / What D&D Character Are You?
« on: February 05, 2010, 06:25:13 am »
http://easydamus.com/character.html

Go check it out this quiz to find out what sort of character are you. :)
Post your results by copying and pasting the generated code here!

This is my result

I Am A: True Neutral Human Wizard (2nd Level)


Ability Scores:

Strength-12

Dexterity-14

Constitution-14

Intelligence-19

Wisdom-19

Charisma-13


Alignment:
True Neutral A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction.


Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.


Class:
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.


Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?[/url], courtesy of Easydamus <a href='mailto:zybstrski@excite.com'>(e-mail)[/url]


10
General Discussion / Hey what's up?
« on: January 22, 2010, 09:28:39 am »
Welcome aboard! :)

11
Guilds Forum / Seeking enrollment in Spellcraft Institutions.
« on: November 01, 2009, 08:34:24 am »
Salutations,
I'm an initiate whom has manifested in this foreign world recently possessing rudimentary skills in Crystal Way and Dark Way..
I seek enrollment under an institution of repute or apprenticed to a learned wizard.
Information and advice welcomed.

Regards
Vilthis Trayus


Pages: [1]