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Tethras

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Posts posted by Tethras

  1. Any chance on changing the name? Not trying to be harsh but calling it nexus is kinda asking it to be associated with the old pvp plugin. From what I'm hearing you're also going to be adding plugins along with this such as a new pvp one, called "nexus pvp" in the future. You're kinda asking for misunderstandings, with similar names to a plugin that wasn't exactly well liked. Meaning it's gonna be associated in some shape or form to the old plugin. Even if it's not wholly relevant. 

  2. Farren raises a brow as he glances at the poster,  pulling out his chisel, carving some words onto a nearby piece of slate. Handing it to his tunnel mew, before sending it to the creator of the poster. It reads:

     

    "Tu whovever wrote t'at poster,

     

    Tu ways ov Runesmifin are nae tu be taken lightleh. If yer wish tu learn, join tu Dwarven Smifin guild an if yer are worfeh. Learn yer shall.

     

    But if yer seek merely enhancements fer yer weapons, t'en ah suppose we can oblige. Though please note, t'at we prefer ah challenge. After all, w'ut greater joy is t'ere fer ah smif t'an tu work tu forge? An tu surpass tu works ov tu ancients. If yer wish tu contact me, use t'is tunnel mew. He's ah friendleh one, so 'e won't scram... much. 

     

    Yemekar guide yer hammer, 

     

    -Farren Starbreaker "

     

    ((Just got back, haha ^_^ Teaching shall be done,  I'll be starting with a smallish group then expanding from there. Feel free to contact me via forums, skype or in game if you want to learn more. For now, expect posts about it in the next few days.  ))

  3. A single tunnel mew arrives before King Hienrik, holding a small stone tablet in it's mouth. Upon closer inspection you notice it bears writing as well as the seal of the Grand Kingdom of Urguan.

     

    To King Hienrik of the Kingdom of Oren,

     

    We the sons and daughters of Urguan write to you today, in the hopes that peace between our two races can be established. For what must seem an age, our people have warred, staining these lands with our blood. Should you accept these terms we shall wipe away the grudge that has been carved into our hearts. If you are to refuse however, then all of Anthos shall know of your bloodlust. Of the insatiable thirst, that your race has for blood. There is no longer any justification for this war. Your forces march into our lands killing indiscriminately, without an abundance of any honour or cause. Do not forsake the path of Horen for the ways of Khorvad. You have one Elven week to reply.

     

    Below are the terms we offer for peace:

     

    Terms for the Kingdom of Oren

     

    - The Kingdom of Oren shall cede the lands in the map below to the Monks of Cloud Temple. Any fortifications are to be removed, so that it may become neutral territory.

    - The Kingdom of Oren shall cease all hostilities against the Grand Kingdom of Urguan, signing a pact of non-aggression that will last for an Elven Month.

    - Individuals found breaking this are subject to judgement in the Courts of their own Kingdom for up to two offenses. The third offense shall lead to these individuals being handed over to the Grand Kingdom of Urguan, for judgement.

     

    Terms for the Grand Kingdom of Urguan

     

    - The Grand Kingdom of Urguan shall cease all hostilities against the Kingdom of Oren, returning all prisoners and signing a non aggression pact with the Kingdom of Oren that shall last for an Elven Month.

    - Individuals found breaking this are subject to judgement in their own Kingdom for two offenses. The third offense shall lead to these individuals being handed over to the Kingdom of Oren.

    - The Grand Kingdom of Urguan shall evict the forces who still support the Tarus Rebellion residing within their lands.

     

     

    We pray that you reach a wise decision,

     

    - Grand King Indago Stormhammer

    - Lord Farren Starbreaker

    - Lord Fariken Irongut

    - Lord Igor Ireheart

    - Lord Onar Stormhamer

     

    Bolted to the stone tablet, you notice a small map, marking the areas to be ceded.

     

    http://gyazo.com/c1efb5e2853b21c81bd44a2bab2eba05.png

     

    ((Just an OOC Note, please don't post trolly replies on this. Or post if you don't have knowledge of it in roleplay, if you do I'll ask an FM to remove your post. Also please don't metagame this information.  Happy roleplay!))

  4. http://www.youtube.com/watch?v=oUlclgxgNAo

     

    Printed pamphlets are spread throughout the various territories of Anthos, bearing the seal of the Grand Kingdom of Urguan.

     

    The Crow’s Deceit

     

    People of Anthos. As many moons have passed, we have come to see what darkness envelopes these lands we have grown to call our home. Yet here we remain, embroiled in a war, so harsh and bloody that the lives of dwarf, human, elf and orc alike are taken by the day. We have seen what putrid lies the Orenian government has sought to weed into the minds of those they oppress. Humanity’s war with the sons of Urguan is nothing more than a conquest of vengeance, hatred and above all, the desire to control. Though in the last week, Oren’s offence was halted, they continue to seek justification where they can find none. They see fit that it is our children, our families and our friends who must suffer and die for their actions. We whose blood must fill the vast soils of this land. Ask yourself this. Would you send your children to fight for such a cause?

     

    Though the Orenian government is quick to place the blame upon the Grand King of Urguan, they conveniently forget that these ‘rogue Lords’ they speak of, not only intruded upon the Grand King’s coronation but also attempted to kidnap the High Princess of Malinor. Lords who to this day remain members of Oren’s government. Bandits, thieves and killers. Are these a people you wish to rule a Kingdom? Such an act was to tear apart what peace still remained, forcing the hand of the Grand Kingdom to act. This decision however would never have been taken without knowing of the oppression that many humans had faced from within the Carrion dynasty.

     

    The Carrion scourge proudly justifies its actions but so easily forgets the wrongs their own kind have committed, thinking themselves a just and pure people. But, people of Anthos, let me remind you that the human Empire, if it had seen its goals true, would have one day seen all races enslaved beneath its reign of tyranny. At its height, the Holy Oren Empire controlled the elves, brutally annexing their race to the point of extinction, while leading a crusade upon the orcish deserts. Had the Grand Kingdom of Urguan not acted, many of those lands to this day, would remain under its occupation.

     

    For all the humans continue to hide behind the dwarves’ apparent allegiance to Setherin, they fail to present any evidence to their claims, beyond rogue sightings in dwarven territories, a region that the Black Scourge has attacked for many years. People of Anthos, ask yourselves truly. Would the Sons of Urguan, a race who saw the destruction of the undead at the hands of Urir Ireheart fight by the side of evil? A race who despite single handedly holding back Ondnarch’s hordes to the south, continues to assist in pushing back the Scourge? For it is humanity, not we who now turns Yemekar’s creations upon one another. It is humanity who seeks to burn, destroy and conquer those who have done no wrong. Their intent is truly no different to the Black Scourge who they claim to despise so. They seek to spread false lies and deceit, rallying the races of Anthos to battle amongst one another, brother against brother. Is this the act of a nation who desires peace?

     

    For it is the Crow’s Deceit that now leads us to such mindless violence. While he hides behind false claims of justice, he fails to see the facts of the past. The war with the orcs that plagued the early days in these lands did not begin by dwarven hands and it was never a war the Sons of Urguan sought to fight. On the Isles of Elysium, Vrograk’Gorkil, Rex of the Orcs knowingly and unprovokingly attacked a fortress under the protection of Legionnaire forces, slaughtering those within, dwarf, human and kharajyr alike. Through years of endless warfare, it was only the capture of the Ugluk Fort that achieved peace. A fort that was once used to imprison, capture and murder those who passed down the roads alongside the crossing, whether they were dwarves, orcs or elves.

     

    Even as the war came to an end, the dwarves did not seek to avenge the deaths of those they had lost to the halls of Khaz’A’Dentrumm by laying ever more torment on the orcish survivors. Instead, they forgave their former enemies, even despite an invasion by their kind in Asulon that had for many years, led the dwarves to the brink of destruction. An invasion that humanity had wrongfully interfered in without ever declaring a state of warfare. King Heinrik has further chosen to overlook the very fact that his own kind fought alongside the dwarves, even going as far as to crusade into the orcish deserts. Does he then choose to forget that offers were made from Oren for human forces to assist in the capture of the Ugluk Fort? Yet in the name of honour, the dwarves chose to fight alone.

     

    While the Orenian government makes claims of peace, they quite easily forget their annexation of the elven lands of Malinor, and their ‘holy’ occupation of the Orcish deserts to quell their ways, they deemed ‘uncivilised.’ Yet it was a dwarf who freed Malinor and Lenfarthing from its oppressors, granting them independence rather than conquest. For many years, the Grand Kingdom gave shelter to those who had sought to escape the tyranny of human rulers. The human occupation of the elves was halted by the Grand Kingdom, their Empire brought to an end. Yet what humanity fights for is no war of liberation but one of revenge and a bitter hatred for seeing their power falter. They once again forget that it was their own kin who willingly joined under the Grand Kingdom for protection from the wrath of their own kind. Ashamed by the past, they continue to deny the truths that lie before their eyes.

     

    To the people Anthos, we say this. If you truly strive for peace and wish to fight back against evil, you will not defend this King, whose grudges against our kin run deep. If the Orenians truly had any honour, they would know to fight their own war. Yet as they cannot do so, they seek to impose their will upon the rest of Anthos, spewing lies upon lies of deceit and malice.

    This King calls for the destruction of the Grand Kingdom, yet remains unknowing that his very ascension to power, and the crown he wears upon his head is there because the Grand King before us made it so. How, you may ask? The Carrions betrayed Oren. As their people suffered and died, they sought shelter in the arms of the Grand Kingdom. A shelter we granted them, not for the sake of our own but because the Kingdoms of Oren would destroy one another. Is that such an act of corruption? They so often forget that their independence was left to them willingly.

     

    The Crow speaks of this war as if it was one of justice. Yet what is true is that this King, is not a just man, but no more than an ambitious fool, who wishes nothing but to assert himself as the King who destroyed the dwarves. As the King who took down the very Grand Kingdom which had stood before the Holy Oren Empire. People of Anthos, orcs, elves, dwarves, kharajyr and humans. Do not let the ambition of a power crazed King drive our races apart in hatred. We the Dwarves do not fight for land but for our survival against a foe that seeks nothing but their own ends. A foe who will lie to and deceive the people of Anthos until all are driven apart.  Yet his quest for vengeance will falter. For it is they who broke the peace. They who continue to fight a war that others do not wish for. If a dwarven victory is achieved, know that we unlike the Orenians do not wish to push on into their lands, seeking a war with no end. For we fight for our homes and our families. The humans have nothing to fight for but the crazed desires of a King who has been driven mad by dreams of conquest. If the Grand Kingdom falls, there will no means of stopping Oren from creating the empire it desires: For as long we remain as a part of this world, we will never allow that to happen again.


    3ulcSeI.png

     


     

  5. Omi is one of the greatest builders to have graced the Dwarven Playerbase, I dare say the entire the Server as well.. I'm surprised we haven't made him Paragon for it yet. Among the older generation of Dwarves who built 3.0, Omithiel was one of the major builders. Examples of his work can be seen throughout Kal'Azgoth. In regards to his attitude, he's trustworthy. Omithiel doesn't dabble in secret stashes and the like. He doesn't see the need, he just enjoys building. Coupled with his general layed back attitude, Omithiel is quite friendly. An asset I would say when working with other people. So +1

  6. An idea that just popped into my head. How about we make the city a tundra area as people stated. And have another mountain terroformed to be even higher with snow, making it a religious grounds of sort. Similar to High Hrothgar off Skyrim. I mean it could be useless at first, but as it goes on it if doesn't serve it's purpose we can change it for something else.

     

    ltR6H.jpg

  7. Its actually quite small

    Yep, I'll get some screenies of it later. But the thing with 4.0 is that it's a lot smaller than we thought. It's good in some ways, bad in others. For example the small island of sorts, that it's the middle of the ravine is barely five blocks wide. But on the map, you think you can put a small tower on it. Which I would argue that little island would need work first before we do that. 

     

    Going back to topic here, I agree we need a central lobby. I would argue similar to how Al'Khazar had it. A central area, with the shops nearby. Then housing further back in the city. The "Outer" area doesn't really need to be massively defensible, but the inner yes. We've got to remember this cities in two parts, the inner and outer. I would argue most things would be in the outer, with the inner (Cavern) area reserved for palace and some other things. Maybe houses if we people really want to live indoors. Although the key thing is that it's wholly defensible.

     

    Moving on, that area for a farm, I would argue only has enough space for maybe crops and a small shack. The tree farm, needs could be near the entrance to the path up. The problem we have here is that the GM's and Dev's have develop the new map. But we don't have an updated version. The map displayed on our threads are outdated from what I've learned, due to GM's voxelling.So we can only come down with a format, although we do (well some of us) have access to a world download of an old unxolled version of our area. Which is a really good help, as we have discovered it's smaller area than we thought. 

     

    Here are some "big helps" I feel.

     

    - Our builders get a updated  worldownload of our area in 4.0 ( if possible)

    -Build Server to test out ideas and design (If someone is willing)

    - Updated map of our area? Similar to the ones Shifts posted.

    - A google doc for everything. Ideas our current plans (This thread will become cluttered so it's better to have it all in one place, nice and neat)

    - More emphasise on being easy to change around.

     

    Now I'll write a small paragraph on the last point since I feel not many people have gotten what I've meant in the past. What I mean, is that have it so that it's easy enough to build in the city, and move things around. In case certain areas are unneeded, or if the use of things change. For example what if we need to expand the housing area? Unused decorative area? Just tear it down and move more houses into it. One of the main problems with Kal'Azgoth and Storms Crossing is I don't feel I can build in those cities. I feel like I'm destroying it's perfection, hence why the smithing guild area is taking ages to build (Sorry guys!). They're built in a way, that when you build you risk destroying the city. It's a problem to do mainly with space and building quality. Kal'Azgoth, it was almost taboo to build in that city. When there was building there was either unfairness in what was there for example Grandaxe Clan Hall ( there's a lot of things wrong with that, but I'm going to leave it at that). Massive hall, at least triple the size of all the others. Or the fact they were horrible and unused, in this case the engineering area under the Crafting District.  There was too much empty space in that city, it looked great but wasn't functional. 

     

    Kal'Ithrun, now this city is built for a small amount of players. But again, the problem is space. Areas beginning to hit into each other, as well as it being within a limited confines. Not to mention it lacks a centralized area,  well to say the least a "good" centralized area.  Small, with shops next to it sure. But it feels more like a crossroads in a maze to me, rather than a place to hang out. Again though, that's just me personally. It's a great city in it's own way, yet I feel that it wouldn't be in our best interest to go along with the something. Now easy to develop, is to have some empty areas for our players to build into if need be. In the meantime we can make this farm areas, or simply small plaza's that can be build on in the future.  Changeable is also builds that look good but area easy to follow the pattern and style of it. Sure we can make it look nicer in some areas, but if we have a theme. I mean people who aren't so good at building are properly going to be building as well (like myself). Our "good" builders I find often are doing other things or don't have time to help with most builds. But that's just me, at any rate I'll write a more well formatted post later. 

  8. Farren turns to his desk, glancing towards the applications. Raising a brow he picks them up, his face contorting into a wry smile.

     

    "More members eh? Well t'ey're both accepted, ah'll send tu tunnel mews out later. Time fer reformation, we've got enough people around now fer t'at."

     

    ((I've got exams this week, so  I might not be on much if at all. Speak to Dizzy for a lesson in the meantime, when I return we can get started again [As in the guild reformation].))

  9. Great Builder and an even greater roleplayer. I'm surprised Thoak's not already on the ET Build Team, he's one of the main architects behind most Dwarven Builds. When I think of great builders, he's among the top three "Thoak, Omithiel, Spuller" . Don't be put off whith the screenshots not showing default texture pack since most of the builds I've seen off Thoak work very well with any texture pack, including the default minecraft textures.

     

    +1

  10. ((Uh half that land is around Kal'Ithrun. It would only make sense that you do a siege to take it. Rather than being able to claim the land up to our very gates with a battle.  I mean you're not taking the range of the siege weapons or the fact that it's a Capital into account here. Feel free to message me, another lord or Spuller if you want to sort out the area to claim. Since it seems you're basically trying to claim the land right in front of Kal'Ithrun without taking it. )) 

  11. It's

    not actually fair. Just make it so the armor is buffed, not the individual.

    You have that armour in your inventory. The same problems still there, since you can easily transfer it to another character. Not fair? It's pretty fair, and a good option. Considering it limits exploitation. If a Golem doesn't need buffs in PVP, then a Dread Knight certainly doesn't. My opinion, considering the who beats who relation. 

     

    Keeping it as it is, is a better option if you take into consideration how it can be abused. Not to mention the many groups who would claim they need this perk. There's already a runechant plugin, find an in game solution. For example allying with enchanters to gain powerful weaponry to boost your pvp capabilities. From what I see, you can easily find an in game solution to this. Rather than granting perks to this specific group.

  12. Well... Orcs and Golems should get benefits too.

     

    And so should like... half the races.

     

    Or everyone can just be on a fair playing field :V

    I think this sums it up best.  Just slap on some iron armour and get your sword out. Most people I meet, are willing to roleplay fight beings that are normally more powerful than them, golems, ect. If not then it's only fair enough. Going by who beats who, Dread knights would recieve a certain buff. Since golems can beat dread knights most of the time, they would recieve an even more powerful buff. Ect... It would just cause to many issues. Not to mention not everyone plays these creatures as their main, so this would be very hard to control. Who has the buff/enchanted weaponry.

     

    So to sum it up... Nah, keep it as it is. Doesn't make much rp sense? Just say the Dread Knight/Whatever was damaged pre the battle. Or maybe he it was luck? It's roleplay just, roll with it. I agree maybe for events, buff magical beings/constructs/ things for the event. But for regular day to day things? Nah. Keep it as it is, it's fair and it'll save everyone a lot of hassle.

  13. Tunnels Mews are seen scurrying around the Grand Kingdom of Urguan, dropping off large stone tablets in front of citizens. At closer inspection you would notice that the stone tablets hold odd markings. You notice these markings form into crude words, it reads:

     

     A New High Prophet has been Chosen!

     

    In accordance to the traditions of the Dwarven Clergy, a new High Prophet has been elected by the Council of Prophets. His name is Aldal Ireheart (Soggy365), may he lead the Clergy into a new era. Spreading the word of the Brathmordakin to all corners of Anthos. 

     

    Yemekar guide you all,

     

    Lord Farren Starbreaker

     

     

    ((Congratulations to Aldal (Soggy365), best of luck to him! ))

  14. How would you even enforce this?  There are ways this can easily be abused, such as someone dragging the exiled person back to the city they're not allowed oocly to go back to. Or what if they're being attacked and the closet sanctuary is that city? It's getting rid of roleplay.

     

    Quite frankly I feel that this hampers roleplay, not to mention causes more issues that it'll solve. Effective guard forces could easily take out these criminals. If they return and cause more problem? Repeat, eventually according to Pavlov's classical conditioning theory, people should realise that they're getting a negative reaction for what they're doing. Stopping it, or it could have the screw you effect. But it's better than these needless limitations that will most likely worsen the problem that solve it.

  15. Why is arson so common anyways? I see burnt buildings literally every day. It gets a bit boring after a while. Sure, I don't mind a pyromaniac and their ilk doing it, but everyone and their grandma uses it to solve problems nowadays and its been cheapened down to the same level as murder now.

    Because it's an effective way to send a message. In most scenario's it's one of the most effective ways to have an impact. Via burning that building you're forcing someone to react. To do some damage, I mean if you're attacking someone. You can kill them sure, but death doesn't matter. It's cheap, due to the monks reviving people 24/7. So arson comes into play, it's an effective way to attack your enemy (say an enemy nation) and to have an impact in roleplay.  Or quite simply, they find it fun.  Obviously it doesn't always work out like that. But for the most part, you can't deny the arsonist is having a large impact on somebody via his actions. 

     

    Now I don't do arson personally, since I don't have a Va. This is merely conjecture on my part. But in regards to changing the arson rule, I wouldn't say revert to the old system. From my point of view, the staff could:

     

    • a) Bump up the difficulty of arson VA's. (Possibly even wipe the current ones if they're such an issue. I mean villains are meant to generate "fun" rp for other people according to the VAT ).
    • b) Remove Va's - in the hopes that by cheapening it further so people no longer do it as much. Or due to this scenario showing the failure of the VAT for some. I mean with arson such a common and cheap thing...
    • c) Add further restriction on what you can and can not burn. For example you may not commit arson in a Capital City without the consent of one of the region owners. 

    Those are some of my suggestions, I haven't been overly effected by this so I'm not sure that's enough/too harsh. At any rate, I do see the problem. 

  16. ((Written on a phone, sorry about any mistakes))

    *Aldal Ireheart gathers all the remaining clergydwarves he can find and addresses the group*

    "Deh situation that oor clergeh is in cannae beh ignored aneh longer. Weh need teh meet teh discuss leadership an' restore deh clergeh teh its former gloreh. If needs beh, ah can arrange deh meetin'."

     

     

    Farren nods at Aldal, glancing around at the gathered clergy members. Letting out a short sigh, before he begins to speak.

     

    "Aye, ah'm sorreh fer dalayin. All ov yer still 'ere, w'en are yer able to make it tu ah meetin? Ah'll be bringin up some new f'ings fer us tu discuss as well as appointin ah new High Prophet. "

     

    ((When are you guys available for a meeting? How about this Thursday (2nd of January) 10pm GMT (5PM EST) ? ))

  17. forest dwarf area

    I don't think we should have racial areas. But rather divide it via inner and outer area. If we want it divide it via clans, forest dwarf, whatever we can develop from those two areas in the future. Since let's be honest, there's not really enough forest dwarves to constitute having an entire district dedicated for them. The same could be said about the Cave Dwarves, if not for the fact that since we're Dwarves. With the name Dwarves, there are certain expectations such as underground halls. So both areas, with an inner for more official areas, such as a Palace. With a higher priority on defence. With the outer contrasting this, more focused on trade and general roleplay with less of a focus on defences and fancy builds. But more on it being functional. 

     

    So in regards to the inittial build I feel we should focus on the actual city and the environmental build around it. One recommendation if someone can get on the map, is if we could world download it to experiment with different possibilities on single player. Or on a private server. Obviously we won't be able to pre-build most of this, due to the drive by the playerbase for wanting less prebuilding. So we need to think, yes we want nice builds.  But can we gather the resources realistically in the next map to build it? More importantly, is it practical? I would rather have less of a fortress  area, but a nicer area to play in for the outer district. Rather than focus purely on defences around the city.

     

    Although we're going off the Markarth build, I feel mostly our theme should be this. "Everything we build can be changed or developed." One of the problems with Kal'Azgoth, people were afraid to expand off it, to build in it because it was too perfect. They were afraid to ruin it. So in this case, yes we want nice builds. But we want it so that future players can change it, so we don't get a repeat of this map where we're forced to move cities. 

     

    Thoak and Hobo nice builds! I like them, although my only issue is that the blocks. Will we be able to obtain clay bricks for buildings? Will we have enough iron to be able to afford to put iron blocks down? But you guys should speak to Spuller, I think he has some builds himself he's working on. You guys could possibly work together to come out with some awesome concept builds.

     

    Another question to pose though, environment builds. This does not only include, bandits camp, caves, ect. But farms. Do we want a mushroom farm within a cave similar to Blacklight? Or actual farms? I think we should be self sufficient, since it's never worked when we've tried to be otherwise from what I've seen.  Sure, we should focus on mining and production. But we still need farms of some kind. So what sort? Normal farms, located further down the valley. Or should we go with a mushroom/mooshroom cavern?

     

     

    Edit : I think we need either the first post to be edited to contain a summary of what we've got so far. Or another reply to this thread stating on what we've got. So people don't have to scroll through all those pages.

  18. Farren approaches the dwarf, handing over a small stone tablet. 

     

    "Some ov tu records beh lost after tu Siege ov Khazad'Rikkaz. But 'ere, it's ah copeh ov w'ut meh clan an ah 'ave salvaged."

     

    (( Not all of it's there, sorry. Due to some people being from the past and never truly being fitted in. I'll be putting them in randomly as time goes by. But this is what I have so far: 

    http://www.familyecho.com/?p=HCUUC&c=2x27qfcqs8&f=260438342601550302 ))

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