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Topics - Zweitholou

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1
Hello everyone!

I've been working on setting up blender files for all the player characters and reskinning the existing meshes to the Ue4 skeleton hierarchy, then reanimating for unreal. A big focus here has been on understanding what unreal can do that we can take advantage of, which is why I'm focusing on using skeleton retargeting to have a standard animation set all characters can use with a few unique animations for things like spell casting that differ by race. The hope is that this framework will lower the barrier to adding new specific animations by only requiring the animation to be done once for all instead of 19 times for all the different races. I'll post updates as I go here and talk through the workflow I'm figuring out to make this happen.







Thanks!

2
Single Author Stories / Searching
« on: July 31, 2009, 12:58:22 am »

Chapter 1: The Stranger

   The air is pleasantly cool as it flows playfully through the crowded plaza.  The old, worn paving stones feel the slap of shoes and sandals as they listen to the prattle of unassuming townsfolk.  The conversation varies, sometimes dying down, and other times rising to a dull crescendo.  Sometimes many voices speak, competing for attention.  Other times it is a select few whose vocalizations are to be made out above the rest of the crowd.  Here, a Kran discusses kras latest trip to Gugrontid with a fair-skinned Dermorian, kras deep, gravelly voice catching the attention of the occasional passersby.  Meanwhile, on the far end of the crowded plaza, three graying heads nod, while snatches of conversation whisper on the wind, interrupted now and then by hearty, seasoned chuckles.  The elders, two Dwarves and a Diaboli, talk like old friends, sharing jokes and reminiscing. Their faces crinkle into warm and much used smiles as their babble meanders within the warmth of a shared past.  Through it all a gentle wind ruffles hair here and there.  The smell is thick and pungent, rich with the aromas of town life.  The stench of sweat mingles with the dense, earthy scent of dirt, accented by wood smoke from torches.  These aromas drown the nose in their depth, pervading the olfactory sense of all those present.  All the while the breeze drifts by, first as soft as a bluedust pillow and then as wild as a hungry tefusang.

Today is an ordinary day in Hydlaa.

     While perhaps sounding as distant and exotic as another land, this is but a day, no more distinct than any other in the eyes of the Hydlaa residents.  For them, there is nothing more commonplace.  Yet, it is vital to understand that the people of Hydlaa find their city’s consistent normalcy to be not a detraction, but a great beauty, for they love the calm simplicity of their city, with all its sounds and smells.  In fact, the only aspect of the scene less striking than the scene itself is a particular Xacha, plain and insignificant, who is talking with a friend beside the fountain.  He looks completely at ease with the situation, and fits into the crowd well.  His face possesses the singular quality of being eternally forgotten.  He lacks any distinctive features. His skin is extremely pale, like fresh goujah milk or sun-bleached bone.  Atop his pate sits an unassuming mass of dull, straight, lifeless black hair.  All in all, it’s not a bad face, just easily dismissed from the memory, the very antithesis of eye-catching.  He wears banal clothing, slightly worn and inexpensive, yet certainly not cheap.  His shoes are just the same way.  At his belt hangs a pouch of money, which he doesn’t seem too concerned about the safety of.  He is so without distinction that on first glance, passersby wouldn’t even see him there.  Noticing seems to require a conscious effort.  He continues talking to his friend.   â€śDidst thou hear of Gareth and his plight?” he asks, his arched and inquiring eyebrows concealing a playful smile.  “Nay, why do you ask?” his apparent friend, a klyros, responds, his expression expectant but not overeager.  “Well, you’d have thought the whole town would’ve heard,” the average man continues, grinning, “after all, Mrs. Garth has been known to make some noise when she finds out that Garth’s been into the spirits again.”  “No,” the Klyros replies in mock disbelief, “our Garth?” He grins wickedly. “Aye,” confirms the man, “she found him asleep on the walk out front in the dark hours of the crystal, covered in beer.”  The Klyros chuckles, “Just doesn’t know when to stop, does he? Never has.”  They share a knowing grin.  The Klyros begins to wrap up the conversation, and finally heads home for dinner after waving goodbye.

      Now more or less alone, the indistinctive man heads home as the light begins to fade from the crystal.  Another day passes, he thinks.  His shoes tap their way along the dusty street as the city quiets.  After turning a few corners, he reaches the door to his modest home, the walls of old half-timber style with gently flaking whitewashed plaster, and enters, carefully locking the door behind him.  The old house’s timbers, weary with age, creak as if in greeting, and he heads to his bedroom, one of the two rooms he lives in.  Inside, the walls are warm plaster, with a painting of an old Xacha claiming a space over the bed’s headboard.  The bed itself has the look of a thing handed down through families.  It isn’t ornate, but doesn’t need to be.  Its straw mattress and under-roping serve their purposes well, as they probably have for some time.  The sheets are the color of the flax they were spun from.  Perhaps dye was regarded as a frivolous extravagance by the previous owner.  Beside the bed wobbles an old stool he uses as a nightstand.  Its top is graced with naught but a half-spent candle in a sturdy bronze stand.  Feeling the weight of the day rush down upon him, he suddenly feels tired, and changes out of his mundane clothes into an equally mundane nightgown and cap, made of grey cloth woven from rivnak wool.  With a yawn, he stretches out onto his not-quite-large-enough straw mattress and waits for his eyelids to grow heavy, thinking back on the pleasantly normal day which is drawing to a conclusion.  After a few minutes, he is lost to the land of sleep.  The week goes by, every day more or less the same, nothing new, nothing changing.  The ordinary man has an ordinary job as a scribe for the Vigesimi.  He sits in a small room and copies: sometimes legal documents, sometimes speeches.  Never anything creative, and certainly nothing interesting to the layman.  Every day the same, like a handful of tria dropped into an eager merchant’s outstretched hand, each one perfectly shaped by magic, mundane. And so his days pass.  And the man is wholly content with this, his life.

The life of Kleed Lachu.

On one of these so ordinary days, Kleed is talking with Finara, a guard at the northern gate who is a friend of his.  As the wind tickles dust across the old stone of Hydlaa, the day inches along like any other.  However, this day is, in fact, not like the others.  This day is Kleed’s birthday.  He isn’t really expecting gifts, as he has few close friends, and he hasn’t mentioned his birthday’s approach to any of them recently.  But unbeknownst to him, Finara is aware of the unique nature of the day.  Consequently, Kleed’s face is full of genuine surprise when Finara hands him a small good luck amulet.  It’s nothing ornate, but Kleed places great value in unrequited friendship, and so sees great value in the gift.  His mouth spreads slowly into a warm smile, his dimples becoming more defined and his eyes creasing warmly at the edges, his eyes full of genuine gratitude; he unclasps the coupling on the thin chain the charm hangs from and reaches towards the back of his neck to put it on.  He is just about to bring the ends together behind him.  But they are not alone.

     Between the two doors which the gate consists of, perched on one of the worn rafters in the ceiling, a Fahny watches in greedy interest.  His eye is caught by the cold gleam of the amulet.  He tilts his head and fluffs his feathers in anticipation of flight.  Maybe, just maybe, it can snatch the amulet before the clasp is done.  Kleed begins to clasp the ends together, but his fingers slip.  The chain escapes his grasp and begins its plummet to the ground, spiraling in a dizzying dance with gravity.  Kleed’s hands fly down to grab it, his eyes widening in alarm and surprise, but he is too slow.  Down swoops the fahny, greedy mouth agape.  Beak touches metal, and Kleed’s hands, which were frantically reaching below, are left with naught but the bird’s wake.  Kleed mutters something under his breath before jerking his head up to look for the little thief.  Far above, perched on the ramparts of the city wall, a smudge of purple rests with a shining chain in its mouth, as if teasing.  Then, without further ado, the fahny flits across the walk towards the forest.

     Kleed’s smile is stolen by a disappointed frown.  Finara sighs, “I didn’t see that coming.”  Kleed shakes his head slowly with his eyes turned down, then, as if coming out of a reverie, looks up with a somewhat forced grin.  “Thought that counts,” he concedes.  He shakes his head again and slips into a more genuine grin.  “I am very thankful. It was so kind of you to…”  He breaks off.  His eyes are looking past Finara, fixed on something just over her shoulder.  She raises an eyebrow at his odd behavior and asks, “What is it?”  “Our friend appears to be back,” he responds, never taking his eyes off the creature in question.  She slowly turns her head to glance behind her.  Sure enough, a splash of purple is nestled in the tall grass, its head cocked in their direction.  It chirps, dropping the chain from its beak.  Kleed leans over to Finara and murmurs, “I’ll be back.”  Finara smiles knowingly and offers a “Good luck,” before adding playfully, “After all, that thing wasn’t free.”  Kleed throws her an ephemeral smile, then creeps towards the bird.  However, just as he’s about to pounce, the Fahny snatches the amulet back up and flies off to a nearby tree.  Kleed walks towards it again, carefully, and again, just as before, it comes within reach but escapes before it’s captured.  This game continues into the forest, the bird always daunting him from just ahead.  They pass the turn off for the magic shop, and don’t stop.  After about thirty minutes, the two are facing off just outside the woods on the other side of the forest.  The crystal begins to grow dark, but the fahny isn’t tiring of the game.  Finally, Kleed loses it in the gathering dusk.  He’s about to head back, disappointed and tired, when he notices a lone figure starkly outlined atop the hill which bulges up beside the dusty road.  Curious as to who would be out on the edge of the wilderness at this time of night, he quietly walks up towards the silhouetted figure.  He treads carefully so as not to disturb the cloaked stranger, gingerly keeping to patches of moss and soft dirt.  After a few light steps, he finds himself with an excellent view of the stranger though he is concealed by the tree trunk and tall grass.  Feeling guilty for hiding, he thinks about calling out to the stranger in greeting.  He opens his mouth to call out, but the words never leave his lips.  The sound is stuck in his throat, for as he prepared to greet the stranger, the stranger gently dropped the cloak’s hood, which slid off as fluidly as running water.  Before him, now set aglow by the dimming light of the crystal, is the most beautiful creature he has ever seen. 

     Her face is well defined, with high cheekbones and a delicate nose.  Her skin, soft, supple, and slightly blue, looks cool and refreshing in the night air.  Her ears are gracefully pointed back, though not much longer than his own rounded ears, and her lips are full and endowed with life and character.  Her eyes are like the crystal itself, pale, azure, and sparkling, while giving off a feeling of strength of mind and steely determination.  Her hair flows down her shoulders, long and soft as Arangma silk.  The contours of her face betray innocence, yet not naivetĂ©.  She has the look of one who has seen darkness, but refused to accept it.  As Kleed gazes, spellbound, he thinks of the story of Laanx and the creation of the Lemurs.  Truly, he thinks, she is in the very image of Laanx herself before Laanx was struck.  Her beauty must have no equal.  Kleed’s eyes are loosing focus.  Suddenly he notices a change in the composure of the otherworldly face.  She seems to brace her thoughts against some sadness, and as she looks out towards the wilderness, a peculiar thing happens.  A single tear, clear and smooth as glass, tumbles weakly down her cheek.  The trail it leaves glistens.  Kleed is taken aback and cannot think what to do.  He longs to run out and comfort her, but he knows that to do so would be folly.  He bites his lip to keep from crying out, afraid to shatter the fragile anguish of the moment. 

Then, as quickly as it had begun, it was over.  The stranger pulls up her hood with a deep, painful sigh and, with one last glance into the gathering dark, she turns back to the road and walks into the forest at a brisk pace, still unaware of Kleed’s presence.  As soon as she is gone, Kleed begins to come back to his sense, while her beauty still echoes through his mind.  He looks back behind him, but she is nowhere in sight.  He sighs, the curious feeling the stranger had awoken within him leaving his mind just as the air leaves his mouth.  His eyes close in a long blink, and he stands up stiffly, realizing how long he’s been hiding.  His feet find their way back to the path and he heads home, deep in thought.

To be continued…

3
Guilds Forum / [Guild] Aknetgak K'kos
« on: December 30, 2008, 04:07:25 am »
Aknetgak K'kos

[As observed by any individual at a casual glance, this guild would appear to follow the purpose of linguistic research, studying and learning Yliakum's racial languages. {Those found on the pswiki} Any members will give this as their purpose if asked, and must have some knowledge of racial languages. The Ranks would not be divulged to any but members, who are aware of the true purpose.]

History
The Compilation


Warm, heavy air rests in comfortable silence within Kada-El's careworn structure.  Inside, close to the hearth, a lone tallow candle flickers, the flame dancing torpidly as it thrusts its meager light against the enveloping dark.  While the world outside sleeps, a Klyros breathes lightly, bent over a dusty leather book.  His hand guides a long, thin quill across the soft cream of the pages.  The quill tip rises from its labor, pauses, then takes a long drink from a small glass inkwell.  Another pause, and the hand pulls the quill back to work.

The Klyros stops to peer into the dark of the tavern about him.  His bright eyes confirm that he is alone.  Reassured of the maintained secrecy of his task, he resumes his work.

After a considerable length of time spent diligently writing, he halts, rises from his chair, and picks up the book after closing it silently.  He gingerly leaps up the stairs and out the front door, heading towards east Hydlaa.

Still alone due to the merit of his maintained silence, he slips into the library.  His query takes him to the bookshelf to Jayose's left.  The Klyros pulls out a few dusty tomes and begins to read, taking notes in the leather bound book, which he has reopened.

Early the next morning after working all through the night, he pauses, deep in thought.  The concentration shows clearly on his forehead.  After a few stray, mumbled syllables, he whispers with perfect enunciation the phrase 'Aknetgak K'kos.'  After writing one last thing down upon the top of the first page, his fingers dexterously gather up the two hard covers and close them with a gentle rustling.  Rising once again, he strolls out of the library to his temporary abode to get a wink of sleep.

Something is afoot.



                                                                     

The Book


To the outside cover of the leather book a metal emblem has been bound.  A klyros is depicted with wings thrust back as he leaps into the air.  The top of an arch is broken about his waist.  At the base of either end of the arch, a weighing dish hangs.  The two dishes are balanced.  Beneath this symbol is the phrase 'Aknetgak K'kos.'


*The book contains*


Aknetgak K'kos

[*Believed to mean 'They Who Form a Balanced Future' in the Klyros tongue.]

In the beginning, Talad and Laanx lived in harmony.  In all of Yliakum, life prospered, but the gods were not content.  Their desire was to have people; people to love, to teach, and to provide for.  Laanx learned the way, and poured her love and energy into the creation of a people formed after her own image.  These people, the lemurs, loved natural beauty and pursued it with vigor, experiencing the joy of the arts.

Talad saw that Laanx had succeeded, and while she insisted that the people were for them both, he longed even more for his own people.  He drew in much of the crystals's energy, more even than Laanx had used, but he knew not the way as did she.  Talad approached Laanx, but the energy was too great and she was struck by a blast of energy which disfigured her permanently.

What if Talad had known, had been told the way before it was too late?

Through knowledge, a mistake could have been prevented.

After countless many years of wandering with his people, Laanx found a suitable place for them to live.  They prospered, and from their toils sprung the ten cities of Kadaikos.  The people offered gifts to Laanx and followed his laws, strict though they were.  But Laanx was not content.

Having had a taste of power, Laanx felt a great thirst swell within him.  He thought of the peoples who were yet to come, and wished to have power over them as well.   In his greed, he left Kadaikos, heading towards the Stone Labyrinth.

In his absence, a black fog filled the lower reaches of the stone labyrinths.  It formed an impenetrable barrier, obscuring the way to the cities and forever separating the Lemurs of Yliakum and the Lemurs of Kadaikos. Legend tells that the city was abandoned due to disease, but there is no way of knowing whether anyone survived.  To this day, Lemurs share a sense of loss for their distant homeland.  Had Laanx been shown the error of his ways, he may never have left the cities.


Through action, a great tragedy may have been prevented.


All the same, if Laanx had not left, would the Xacha, whom Laanx found and led to safety, have survived?  The future balance is delicate and requires the utmost care to exist with stability.  This truth must never be forgotten lest our guild's well intentioned actions lead to the very chaos we seek to eradicate.

You may ask, "Who are we to dictate the solutions to the gods' misfortunes?"  I do not pretend to know better than the gods!  Quite the opposite, in fact.  I seek to learn from the gods' mistakes, thought they be few, for from them may we learn great things.  Some lessons may only be learned with the advantages of hindsight.  If still you feel the matters of the gods apply not to us, mere mortals, then read on, for the pattern extends to our realm.


In 740 AY Nyshyn Klannarr transcribed an ancient text to preserve it from damage.  The original text, "A Treatise on Night Vision," was written by Phlom Acrylos, Revealer of Nature and Master of Science.  Within lie gruesome details of experiments performed in the interest of knowledge.  Had Phlom been prevented through the presentation of this knowledge through other means,  perhaps countless subjects would have been spared their sight or even their lives.

Through knowledge, a mistake may have been prevented.

Had the residents of Ojaevda been aware of the necessary precautions and techniques to avoid plague, perhaps the plague would not have spread, threatening even the Vigesimi.

Through knowledge, unnecessary turmoil and strife may have been prevented.

Knowledge, more specifically the discovery of new knowledge, the preservation of existing knowledge, and the teaching of knowledge to the ignorant, is one of our strongest allies.

Aiming to ease his troubled mind, Kerryk Cor tells of leaders, accomplishment, forgotten Kran, and guilty secrets, for in the third generation, two young Kran, Iduello Beaut and Ilallorin Cor discovered a book.  This book detailed the hard work of Konroran, an early leader whose name had been lost to time.  However, Aedaisti Beaut, the most recent leader of Kran, had taken credit for the work of Konroran.

The two young Kran argued about what to do with the book, Iduello being afraid that knowledge of the book would tarnish his ancestor Aedaisti's good name.  Finally, they tore the book into two equal parts, each piece to be kept by the friends separately.  This secret, held deep within them, eroded their friendship, and to this day their lines have feuded tensely, one seeking to remember Konroran for what he was while the other seeks to erase him from history.  Had the knowledge of the book's contents been shared by someone else, a friendship may have endured and due credit might have been received.

Through knowledge, a mistake could have been prevented.

Yes, there is a pattern.  A pattern of mistakes which drives society towards impending chaos lest action be taken against it.   I go forth to form a future balance by acting based on lessons learned by observing the mistakes of the past.  As I go, I will seek those who see the vibrancy my vision and wish to help me accomplish my end.  Concealed we must spread, slipping into the darkness as disguised light.   Later, this disguise will be thrown off and the dark forces of chaos will be exposed. With strife and chaos thus vanquished, peace will descend and the future will be balanced!

Always keep an open mind, as evil and misfortune may come from unexpected places.  Now, to work.

Ranks
The ranks are below, listed from lowest to highest:

1. Spark
2. Ember
3. Light Bearer
4. Scorching Eye
6. Radiant Revealer
6. Flame Sword
7. Scintillating Paladin
8. Resplendent Council
9. Corona
[OOC information is enclosed in brackets]

In the struggle for a future balance, fire is a double-edged sword. While fire emits light which dispels darkness, uncovers new knowledge, and lights the way forward, fire may also burn ferociously, consuming the land and leading to fear, destruction, and then further darkness once its fuel has been used up. The fine line which exists between the good effects and the bad reminds the guild members of the delicacy of making important decisions which may lead to peace or ruin. Also, these names will not directly state the purpose of the guild to those outside our ranks who may oppose our mission.  Therefore, the ranks have been given names evoking thoughts of fire and light.
If any member commits a serious crime, they will be warned the first time, dropped to Spark the second, and kicked out of the guild following the third offense. Special instances may occur.

1. Spark
A flicker, as a flash of light bursts into a new world, seeing it's surroundings in a new and different light as it spirals through the  air. Sparks may at first seem feeble, but with effort , encouragement, and fuel may grow into something greater.

[As a Spark, you are at the first and most basic level of the guild.  You have full access to the guild site and forums and other guild members are obliged to support you in lawful circumstances.  You are obliged to support other guild members as well.  In any rank, you must not break the rules of Planeshift, and that includes roleplaying.  Also, as the name implies, you are asked to help others who need aid.  Upon becoming a Spark, please create an account in the forums under your in game name.]

2. Ember
Some sparks, bright and glowing, catch and grow to form an Ember. Embers provide dim light and heat with constancy, thus being more reliable and helpful. They form the base of the fire, a foundation from which new flame and light may burst forth.

[Ember is the second rank in the guild.  The requirements for advancement are to maintain the obligations of Spark for one week.  If you've completed this requirement you may appeal to the Resplendent Council or the Corona for advancement. To advance beyond the rank of ember, a member must be involved in three guild roleplays. Upon advancement, an Ember may be assigned to any rank three through six, all of which are considered equal. At times Embers may be allowed to choose which of these four ranks they wish to advance to.]

3. Light Bearer
At times, knowledge and truth may be concealed by darkness. To shed light on the situation, a Light
Bearer seeks weaknesses is chaos from which knowledge may be gleaned.

[If ever an item is lost or a lead is required a Light Bearer must find it. Also, a Light Bearer is responsible for leading other guild members if they are lost or require guidance.  To switch to another equal rank, a Light Bearer must find one appropriate guild roleplay situation. To be eligible for advancement to the next rank, a Light Bearer must find three such situations.]

4. Scorching Eye
In the still of night, the chaos of dark whispers and mutters. A Scorching Eye must pierce the shroud to uncover the details necessary to preventing future mistakes.

[A Scorching Eye is essentially a guild spy, seeking the knowledge which will provide us with the upper hand. To switch to another equal rank, an adequate compilation of facts necessary to complete one of the roleplaying opportunities found by a Light Bearer must be produced.  If information  cannot be obtained before the unstable plan in question is set in motion, Scorching Eyes should be the first to the scene ready to follow and share the developments. In order to be eligible for advancement to the next rank, a Scorching eye must have successfully supplied information for three guild roleplays.  Any information gathered is to be posted on the forums.]

5. Radiant Revealer
After the guild has seen the potential of an event to upset the balance and the necessary information has been obtained, counteractions must be taken. A radient revealer says the right things to the right people to properly deal with an imbalance. If publicity is the most effective approach, a Radiant Revealer will spread the word, of course without bringing attention to his affiliation with the guild but instead relying upon information and evidence gathered to support his claims. If the guild's connection is noticed, knowledge will be harder to attain as our members will then be suspected.

[A Radiant Revealer acts as spokesperson, as well as occasional message deliverer to and from other guilds. To switch to an equal rank, one successful unmasking of a chaotic plot is required. To be eligible for advancement, three such successful unmasking instances are necessary.]

6. Flame Sword
By the gleaming light of his or her weapon, a Flame Sword defends other guild members and duels opposing forces when violence must be resorted to.  He or she must blaze a path of balance with the sterile blade of justice.

[Flame swords fight for the guild, both offensively and defensively when appropriate. Please roleplay duels well. Again, do not draw attention to your guild affiliation. Present other reasons for your attack, such as, "Your schemes threaten to disturb the delicate balance of peace! Cease, or I shall silence you myself!" and so on. Also, duel where it is allowed, not in a tavern or city. To switch to another equal rank, win one well-roleplayed, critical duel. By critical, I mean that the duel must be essential to the furthering of the guild roleplay which is in progress. Three such successful duels are necessary to be eligible for advancement.]

7. Scintillating Paladin
The elite group of the guild are the Scintillating Paladins, who use their wit to engage in diplomacy with guilds who may be of use or with whom we wish to be allies as well as with those guilds whom we oppose.  The rules of the guild must be enforced, and the task falls to these proficient members. Also, as their name implies, these Paladins must produce sparks, supplying the guild with new members.

[A Scintillating Paladin is selected by the Corona alone.  It is the highest rank that doesn't have a limit for the number of individuals with this rank.  A Paladin is in charge of dealing with ally and enemy guilds, as well as affairs of rule enforcement, guild improvement, and recruiting.]

8. Resplendent Council
The Resplendent Council consists of eight members who are respected for their wisdom and guidance. They are known for their just decisions and actions, and seek to enlighten those members below them. The Councilmembers are in charge of choosing which events are appropriate to be engaged in as a guild.

[This, the eighth rank, is second only to the Corona. The Resplendent Council may stop a law or rule that the Corona makes if they can demonstrate a flaw with the rule.  The council members are elected by the guild as a whole. In the instance that the Corona is absent for a long period of time, the council rules in his stead.  If a Corona decides to forfeit his position, the council will hold an election for a new Corona.]

9. Corona
His knowledge of the pattern is such that he almost visibly gives off a kingly aura, for which he is named. He is able to hide without hiding, for his presence is masked in light. He prefers to run things from behind the scenes, so as not to betray the critical secrecy of his mission; his identity known only to those whom he wishes to know.

[The Hamlaer is in charge of the guild and is responsible for running the guild, the guild website, the guild forums, and any other guild-related function.  He or she works with the Council and does whatever he or she can to help the guild's members as well as to recruit new ones.]

Principles
[The basic principles that members of Aknetgak K'kos stand for are the forming of a future balance, our primary objective, and improvement of self and others plus the prevention of mistakes through knowledge and action.  Roleplaying is essential to the guild and is stressed.]

Recruiting
If an individual shows interest in joining it would be in their best interest to contact Zweitholou or Kazubavmil [here on the forums, preferably by way of PM or email if possible or in game]. Initiation consists of the decyphering of the guild name [as that would not be disclosed publicly], where failure results in death and sucess results in acceptance into the guild. Of course, the contacted guildmember will talk with the interested candidate to make sure their beliefs are in sync with the true purpose of the guild before letting them undergo initiation. However, the guildmember must not reveal the true purpose when looking for qualification in a candidate, but should hint that the guild studies linguistics to aid order and justice, and that members may take actions towards this end.

[This guild has not yet been created in game and I am at the moment looking for constructive criticism in order to improve upon my concept. The website is http://www.freewebs.com/planeshift-guild-site/index.htm and the forums are http://aknetgak.freeforums.org/index.php.]

Zweitholou Gutharen,
Corona

[p.s. Does the azure sun have a corona of sorts which is visible at the edges in a crystal eclipse? If so is it still called a corona?]

4
Single Author Stories / Lucky
« on: June 11, 2008, 02:01:00 pm »
Khor Sild launches a toothy grin at the Ynnwn as she stumbles, clumsy with panic, through the undergrowth. He flexes his powerful legs experimentally before leaping into deadly pursuit, the wind whipping past his furry ears. Being a tall, muscular Enkidukai of the Kore clan lends him an air of strength, finesse and stealth which throws his victims into a state of panic. He races the wind between gnarled tree trunks and along mossy banks. Leaves thrash his face as he plunges on, his keen senses acutely aware of the hot blood ahead.
A break in the vegetation.
A clearing bathed in sunlight.
Time stands still as he flies forward, leaping from the trees which stretch upwards to grope at the azure sky. The Ynnwn trips on a grasping tree root and spins around to face her assailant as she falls to the hard earth. Khor's razor-sharp claws tear into the warm flesh before him. A cry of triumph erupts from his mouth.

Breathing heavily, he glances down at the dead gobble. His gaze shifts back to the Ynnwn, whose face is now flooded with relief, and he grins playfully.
       "You're lucky I showed up, miss."
Breathless, she nods in agreement.

5
Fan Art / Zweitholou's Illustrations
« on: January 20, 2008, 10:45:12 pm »
Hello. I'm Zweitholou and while I'm relatively new to posting I've read quite a bit in the forums and I have decided to open a thread to showcase some of my Planeshift art.  :)

Here is an attempt at a Lemur. It is based upon the illustration on the main website. I noticed that there have not been many illustrations of lemurs. So I drew this.



I have also posted some illustrations in the Adraax: Klyros City Project thread. Below are two personal favorites.


Sley'dekth
Not much is known about these demonic lurkers who creep about in the murky depths of the swamp. The image is often exaggerated by the local who describes it, owing no doubt to consuming terror.


Korbahd'zhoblae
This noble beast is the prize of any owner. Its useful traits include the eradication of Glest Fargels, undying loyalty, and the defense of property. It makes a keen lookout with three eyes alert for trouble, and can fend off troublemakers well with its 36 inch (about a meter) long horn. The Korbahd'zhoblae stands 10 feet tall and is formidable whether tame or wild. Pups must be raised in captivity to be sold as pets.

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