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tomahawk90

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Posts posted by tomahawk90

  1. from my quoted op: numerous promises that we are going to be told more of this, on regular basis, often, soon, daily

    Never seen such promises, just ones that it will be coming soon. Then they had more work to do due to the spamming of Minecraft updates that would break plugins and even the map, and now we have 1.3 around the corner so I bet 3.0 will come then, the plugins being modded with the snapshots themselves to best prepare for the coming of an update that would ruin the map if we did it now. Both Mojang and LotC has promised their updates to come soon. Yet they have details yet to iron out. It has been months for 1.3 and half a year for 3.0, if what people have been stating is true. Just calm down and be patient; no point in getting worked up over uncontrollable things.

    As you quoted my post and responded to it, I should think you have read my whole post. Please read a little more careful next time, you have completely misunderstood me, Im on your side, as I think is very clear from my post.

     

    The promises are exactly where I said they are, but to help you out even further, here is a direct quote from the anthos mini-website, which is also a link to the site. How convenient ;) Note that it includes "regular", "often", and it suggests that information will be added nearly daily. Also note that you are telling me you haven't seen any promises including the words I mentioned, to continue stating that you have indeed seen such promises.

    "The site will be updated at regular instances, meaning that it will have content added often. If it appears barren – then check back the next day!"

     

    I also state that I think the staff are no evil geniuses who are willingly hiding an unnecesary amount of info from us, but that they are too busy working on the map, and that the continuing pressure from this forum is probably not helping them. I am basically agreeing with you, so no reasons to get worked up. My only point of critisism is that if the staff decides to come out and say 3.0 is coming soon, releases a mini-website with statements like the one above, they will have to feed info to the playerbase to make sure anticipation does not peak and falter again before 3.0 can be released, which is what I believe is happening now. I believe the staff are doing all they can and I am pretty sure when they release it, I will still think its too soon as I'd rather see everything implemented and stable (fi shop plugin too) before release.

     

    In the spirit of the conversation:
    TL;DR: Im very calm, very patient and hope the staff takes all the time they need, and please read carefully before replying.

  2. First off, I am exited for the new world, if only because it will probably be a beauty to look at. One can't rush beauty.

    I sense much confusion in the difference between "secrets" and "surprises". The staff and builders are keeping most information closed as it creates more of a surprise, as well as gives them some more breathing room. -snip-

    To just respond to one person of a few who are basically saying the same thing.. I think no one would like to be "surprised" by how crafting is restricted, how money is regulated, and other game mechanics as an example. What does not help is that there have been numerous promises that we are going to be told more of this, on regular basis, often, soon, daily etc etc. Just check out the Anthos mini-site, I think the most recent information added there is around 3 weeks old, and thats probably half of the total of information to be found, while the home page really states information will be added almost daily. The idea was good, but if its not carried out correctly, it will backfire, which is happening now.

     

    Secrets implies that the staff is willingly witholding info, which is probably true for some of it and for good reason, but I think a large portion of info and teasers that could be supplied to us, the playerbase, is not reaching us not because the staff does not want to give it, but because the staff is busy. That may very well partly come from those around here whining that its taking so long, which concludes a nice circle.

     

    I see, in another topic, the media-team asking what they can do because they feel they are not doing enough, I see a playerbase that is annoyed because it is not getting as much information as was promised, I see a forgotten dedicated website for this new world, and I see an overworked staff. See where I am going with this?

  3. also, many are still suggesting putting restrictions only on metal, diamonds, armor, weapons.. which would thus favor the professions that are orientated on this. Anything that can be made by everyone has a value of near 0.

    As said before, the only tool for which it truly matters what material it is made of is a pickaxe, the rest can be made of wood or stone, it doesn't matter too much. So, giving everyone access to basic tools would mean all jobs are unnecesary from an economic point of view except for the smith.

    Also, if I need some food and I have a farm, why would I bother finding someone who can create more bread out of the same amount of wheat, I will usually be able to make enough myself in less time then it would cost me to go find a professional.

  4. ((I can host a training session for any of the people who have strange times or live in Australia))

    I'm in Europe, GMT +1. Usually that's not a problem, but it is when I have to work evening/night. Maybe traininggroups should be divided in time-zones, you could PM the legion members who are in Australia and/or Europe I think, I am in for any training I can make it to, there are just not that many so I would welcome them all.

  5. There is no middle ground in this argument. If you give "slight" restrictions, then people will just work with the restrictions regardless. It will be more tedious, but they will still continue to do things like mine, chop down trees, and make tools regardless of what they should be doing. I would! If I knew there was iron ore under my house, I wouldn't wait for some friend to pop up and dig it up for me, I'd mine it right there and then! It's natural for a Minecraft player to wish to do this.

     

    Just give us a money system (like the emerald one we had before, I really liked that) and let the economy do as it wants. (....)

    without responding to the solution you give, I full-out agree with you that there is no middle ground, and that's a fact, for the game's mechanics simply do not support a half-hearted attempt at slight restrictions. So you are either for or against heavy restrictions, not "a little", it should not even be an option.

    -snip-

    I still owe you a full reply, I have been very busy and going to bed, just checking in to read here. Know that it takes long because you made some very valid points which I need to ponder over.

     

    I think that there is an implicit problem with economies in minecraft, namely that materials are both far too easy to obtain, and possible to obtain anywhere in the world (with the notable exception of finding trees, and thus wood, in deserts.)

    (...)

    While my proposals are probably unpopular, they would work. More than that, though, they're just my two cents ;)

    I love you man. No, seriously, this is exactly what I am attempting for my private server after playing here and realising this would probably be the best solution. It makes so much sense. Only new thing was the limiting of stone gathering, I like that and will add it to the list of ideas (faster wood cutting and slower stone gathering).

     

    edit: sorry for double-post, I'll go to bed now.

  6. I am very looking forward to it!

     

    I do hope that all the planned features of the server will be ready upon release, so fi the shop plugin implemented too before we are released onto 3.0. We have 2.5.2 to be entertained by for now, so please don't rush the release in any way. I'd rather see the shop plugin and others be tested in 2.5.2 then see it having a false start on 3.0, because I think 3.0 should not be spoiled in any preventable way. There will probably be plenty of unforseen events for which all attention of the dev's is required.

     

    A question: Will the article on money be expanded, or will there be a more in-depth post on the workings of the economy? I only ask because the article doesn't conclude with "more on this later", while some other articles do (and I'm curious ofcourse).

     

    Thanks to all those who helped building, and good luck in the final phase!;)

  7. I believe this is a theory that Aegis debunks, and that Asulon tested anyway. Aegis (with a huge emphasis on early Aegis) barely had an economy. There were shops and all, but it was largely ignored in favor of putting your character out there. There was conflict aplenty, despite this, and without an economy dragging the RP down, we were set free to bite into this.

    As far as I've learned, in my experience learning the ins and outs of writing and roleplay, acquiring items that aren't a major plot point in someone's life is the smallest of concerns and could do with being skipped over in favor of getting to the substantial parts of the story. What Asulon tried to do was admirable, but it filled the standard of roleplay with a large amount of unnecessary tedium. Trade is well and good, but too much focus on the little things means drawing your focus away from the bigger things. Yes, in reality, the economy is the root of all evil, but it is not so true in LotC, where people go out of their way to be evil.

    Well, we do agree on the fact that an economy cant exist when there are no serious limitations, if I understand you correctly. I think the point where we are disagreeing is whether or not that would be a bad thing. Its hard to summarise (especially if not in your native language) so tell me if Im wrong, but I think what it comes down to is this;

    I think an economy would be an incentive for roleplay, while you think it would hold rp down (very summarised here).

    We have very different views of the whole experience the server should provide I guess. You think that RP will flourish because we are a Roleplaying server, and people come here to roleplay. How one gathered the items that are used for this roleplaying are therefor unimportant, as long as there is a good story going on, and you state early Aegis (I wasnt there yet unfortunately) and the current situation as examples. Am I correctly summarising here?

     

    I think that it would benefit roleplay greatly if what one roleplays does actually make "real" sense in game. So, if I am out in the woods and I run out of food, I will swear at myself and walk all the way back to find a farmer willing to sell stuff. I think when things aren't limited, no-one would do that, as you could just build a small farm right there. Ofcourse, you can still walk all the way back to find that farmer if you so please, but most of us wouldn't (I dont). Therefor, the farmer is useless. Restricting what one can do would mean the farmer would actually feel useful when growing crops, for there will be those who NEED to buy it for they cant craft it themselves.

     

    In the current situation, roleplaying fi a farmer isnt doable, for no-one needs your produce so no one will come to rp with you. This in turn leads to a lot of would-be farmers running around in the world looking for their own big adventure. That at least is what I see happening in the current world, some more experienced players are running their kingdoms/clans/order/etc. while the less experienced or less involved players are part of those organisations and havent got much more to do. I went and offered to mine for the elves, but they will never accept as they can simply do it themselves, so only the racial rp is left. There is nothing I can add to the world by simply playing my mining character, the only thing in which I can stand out is with having the most epic adventures or aspire to become a commander of this or that. If professions were in place, someone would need my skills in mining, and I would need someone to for my food and tool supply. I think thats an example of adding to rp.

     

    I understand your view when you say that these rather unimportant items should not take up time that could be spend roleplaying something greater, but this I think is mainly true if we are all going to play heroes and villains. Without restrictions, the "simple folks", lumberjacks, miners, farmers etc, would have no rp at all unless someone is kind enough to pretend they cant provide the items themselves. No restrictions will lead to everyone gathering the resources they need where and when they need them, before setting out on their own "big adventure", without any regard of how they really got the items. Having someone who is capable of gathering the resource a little faster does not chance anything to this. If I run out of pickaxes, I will go outside, cut down a few trees, build me some new pickaxes and go in to mine again. If Im out of food, I will make a farm, grow some wheat, replant the farm, make myself some bread and go back into the mine. Im not going to look for someone who would maybe make a better yield out of my farm, and Im not going to RP I cant do these things even though I would rather have my character find a lumberjack and a farmer to do it for me. Also, the lumberjacks and farmers of the server are usually not there, because they are fi out mining to get some stone for a new axe or hoe, or more frequently are out on a big heroic adventure because they got bored doing a job no-one needs (shops would help, but thats another topic).

     

    You say that acquiring items that arent a major plot point for you character should not be a big concern, but with that, arent you actually saying that you have a planned future for your character, instead of letting the surroundings determine the future of your character? I do not know what "plot" my character will be in, so I do not know in advance what is or isnt a major plot point. As an example, I was planning on mining a set amount of stone for the dwarves, ran out of food and in my search for food I ran into someone who offered me a steady supply of food and a roof above my head if I would work for him. This happened only because I refused to just grow my own food on the spot, and because of this, the simple fact that I was in search of something to eat might be a very big plot point in my characters life, as I now have a job in an order I would otherwise never have noticed. I think thats much more RP then my mining dwarf tending a farm and cutting trees and slaying mobs when he needs something.

  8. RP seems to have returned to where it was in Aegis, and everyone seems a good deal happier without so much restriction. The strangely overwhelming emphasis on economy drew way too much attention to very small and uninteresting details. Its more what you do with a hammer and less about where you bought it.

    From reading this I understand that you say the restrictions are the cause of the problems back in Asulon, without asking yourself WHY these restrictions caused a problem. Would it be possible something else wasnt carried out correctly in Asulon, which caused the restriction system to be unworkable? If you haven't yet, could you read my post before this one or elaborate why you think the restrictions caused the problems?

    Agree, with both you and James. Heavier restrictions on the economy puts too much focus on the little things that could just be skipped over. Plus, I see plenty of people roleplaying professions, now, and there's no economy (or restrictions for that matter) to speak of.

    As far as I know we will have a shop plugin. If carried out correctly, the drawback you mention with not being able to find a place to get the goods you cant craft yourself will not exist. It will however encourage trade between players. If done correctly, one does not mean the other can't be used. All goods should be available to everyone, but it should be preferable to trade between players.

    One can't NOT restrict the economy, because there wont be an economy. Without restrictions, why would we want to manage resource and money flow, as anyone can create anything. And as long as anyone can create anything, everything will be of 0 value. Look at the reactions when mobs started to drop leather accidentely, as soon as a good that was only available to some becomes available to anyone, the value drops to 0. Besides this all, the reasons for conflict in the world are almost always to do with the economy. Easier access to resources or strategic positions is far more important then blunt retaliation, which is usually the sole reason in LotC as we do not have to wage war on each other over valuable land or resources.

    If enough shops are allowed and fi the solution with more expensive non-player controlled shops is implemented, I dont see any left over problems with the economy, and plenty of interesting new RP possibilities. One can assume that when there is a need for something, someone will jump in the gap and provide for that need, because thats where money can be made. This is realistic (=easier to RP) and workable, shops will pop up at places where people need them to be.

    (...) Skills should only effect equipment iron and above ect, so people aren't too restricted on what they can do. Everyone can make simple tools mine some things farm/cook some food, ect. (...)

    I would say that we should restrict crafting.. Not on wood and stone things but any higher should be hard to craft, It promotes rp.. you have to get out there and actually bother to talk to others. Improving rp immensely!

    As I and others have stated before, what does that mean for fi wood and food, as opposed to ores? Would a farmer really be interested in getting a golden hoe, does a lumberjack really need a diamond axe? The answer is no, they can gather everything with stone tools already. So, would players go and talk to others to get these tools? no, they would keep crafting their stone tools and be able to go on forever. As anyone can do that, no-one but the most honorable rp-er will be willing to pay for goods he/she could simply craft him/herself. Result: the value of food, wood and all the products made with these will be near 0.

    Then ores. Ore gatherers profit immensly from a better quality pickaxe, as they have to cut through masses of stone before reaching ores, and especially the best ones which cant even be gathered without having used a lower ranging ore (iron pickaxe). So, the only materials that will have value if basic tools are available to anyone, are ores and products made with these. The result: everyone willing to make money will become a miner, all other professions will die out eventually. This is not at all a solution, you're certainly not the only ones to come up with this but please read before throwing your ideas out there. ~end rant

  9. Beware, wall of text

    I think many of us are missing out on solutions as we are looking in one direction, instead of first establishing the problem and assessing other solutions too. In other words, we are looking at this from an angle to close to the problem, so I think its time to take a step back and see if we can take a different approach. Sorry if I sound like I want to teach, its just that this is part of my education so Im quite set in the approach I take towards "problems". One first has to pinpoint exactly what the problem is, before looking at solutions. Additional positive is that if anyone disagrees with what I am stating, they can clearly state what part they disagree with and it can simply be altered, and because the whole thing is a linear process in which one follows from the before stated, this will quickly result in a better solution.

    Instead of looking at crafting and the economy seperatly, one could look at the overlying problem. Ultimately, this lead me to think that the best solution would be to limit what players can craft through code, and limit what can be gathered through creating diversity in the world. This is how I got there, conclusion is at the bottom if you want to skip:

    On crafting:

    The problem:

    Players will craft/gather anything they need or can use without regard of the boundaries of their character.

    Why is this a problem:

    In an ideal LotC, everyone accepted would play for the RP, unfortunately, there are at least a few who are playing "to win". These are the players who will ignore the boundaries of their character and craft/gather anything they can use to advance, and as soon as one player is doing it, the system/economy is ruined as others will either have to accept this player's monopoly or will have to break the boundaries of their own character too.

    Possible solutions:

    1. limit what a character can craft and gather

    2. make sure all players stick to the boundaries of their character without limiting the boundaries through fi code

    What does that mean?

    1a: limiting a character by a professions system, in which the chosen profession grants abilities others do not have while unabling the character to craft/gather items that are not inside this profession.

    1b: limiting a character by limiting the amount of resources available around and making sure the character cannot travel to other locations but can still trade with other locations

    1c: same as 1a, but not unabling a character to gather/craft items outside of his profession, but instead making sure all gathering and crafting is a very slow process

    1d: ?

    2a: clarify to players that if they are playing "to win", they should not be on a rp server, enough so that all players will stop gathering/crafting outside of their characters limits

    2b: banning players who go outside of their characters boundaries

    2c:?

    Considerable?:

    1a: Yes. The drawbacks of the system should however be overcome, fi those items and resources a player cannot gather him/herself should not be to hard to obtain.

    1b: Obviously not, as this takes away any interaction between different locations, destroying rp.

    1c: yes. All the crafting and gathering outside of one's profession should be very time-consuming though to make sure that players will only do these things when they see no other option, and not to sell them in bulk.

    2a: not really. This has been tried through a detailed application being needed to get in, and warning players time and again. Some will always try to be "the best".

    2b: not really. For one, it is probably near impossible to monitor, and a characters boundaries arent established just like that, so a player may always bring valid arguments to the table.

    Solutions I have seen in this thread:

    - Give everyone the ability to use the basic tools

    This would not solve the problem, as characters would still be able to gather and craft almost everything, if not everything. There is a huge difference in how different tools are regarded. This is because the difference between a wooden pickaxe and a diamond pickaxe is much more significant then the diffence between the other tools of different qualities. This because one can actually gather better stuff with a better pickaxe (and way faster too, as the better ores are hidden behind walls of stone which break faster with a better pick). It does not matter with what quality of a tool one prepares the ground to sow seeds or cuts down a tree, the result will be the same but just a fraction slower. For this reason, simply stating everyone should have access to the basic tools would mean everyone has equal changes of obtaining all resources except some ores, except for miners as they would have access to all including ores.

    - Lowering droprates

    This too would not solve the problem, for it would still allow everyone to gather and craft everything. Apart from that, consider what people do if they need a stack of a resource they have a low drop-rate for. Unless these resources are easily obtainable and cheap, they will just gather more of it to cover the lower droprate instead. Fi, a low drop-rate on wood would not mean characters would go looking for someone with a high droprate with the possibility of spending hours upon hours to do so (especially those in a difficult time-zone), they would just cut down a whole forest to get their stack of wood. This seemingly good alternative means the problem is just shoved towards the problem of land-scarring, and as seen in the polls, almost no-one wants to return to the old system of everything being regioned.

    On economy:

    The problem:

    Players and therefor nations can easily gather anything they need anywhere they want

    Why is this a problem:

    As all resources can easily be obtained anywhere in the world, this effectively renders all land and all resources to be of equal economic value to everyone in the world. This means there is no need for trading and therefor an economy, and it also means that there is no need to fight over particular parts of land in economic terms (land may still vary in value in strategic terms, such as a mountain that may be easier to defend, and in terms of size, which comes into play when a nation does not have enough space anymore to house all its inhabitants and the resources/money needed to sustain that population).

    Possible solutions:

    1: limit what resources are available to certain parts of the world

    2: limit what players can gather in certain parts of the world

    3: limit what characters can gather based on a feature which many players share such as race, and enforce that races can only live in certain parts of the world

    4: ?

    What does that mean?

    1: Disable some resources from occuring in certain areas, or disable their renewability. Fi, grown crops yield only 50% chance of a seed, or sapplings will never grow into trees. I do have ideas;

    2: Cutting a tree is possible in one part of the world, and not in another part of the world.

    3: Self-explanatory, it means that races will never settle together fi.

    Considerable?

    1 yes. This is how the real world works and it would affect roleplay in such a way that many resources will have different values to players in different places creating an economy, and that there will be flows of resources going to and from different areas, meaning trade, and it would encourage roleplay alongside roads, including brigandry. This would also work lovely together with the fact that player-owned shops will return in 3.0, actually making it way more interesting as a nation to allow foreigners to set up shop in your nation, or else employ people to travel to other nations to buy items to sell for a better price at home in their shop.

    2. not really. It does not make much sense that one can craft something in one area, and suddenly looses the ability to do so in another area as if the brain is rewrired everytime one leaves an area.

    3. not really. Limiting what a character can and cannot do based on common features such as race is quite realistic. However players may not like restrictions on what they can and cannot do, fi a dwarven farmer or lumberjack being impossible. Enforcing these groups to live together is also not what players would like, taking away to much of the free elements of the game and this not being realistic either, and taking away a lot of roleplay regarding social cohesion and racism.

    Conclusion

    In my opinion, the best solution would be to seriously limit what players can do. I hated that system as many others do, but it's really the only way to enforce people to roleplay a certain profession instead of being indiana jones who is capable of anything. And as far as I know, the reason of this hatred towards the old system of firm restrictions was not that players wanted their character to be able to do everything, it was that it meant some resources became extremely difficult to gather, leading to frustration and loss of interest (I am assuming this, correct me if Im wrong). What I am trying to say is that I think its not the restrictions that were the problem, but rather the fact that everything grinded to a halt.

    I have seen suggestions such as NPC merchants around the land selling items at a higher price, so items will always be available. I liked that idea very much, as this would solve the biggest problem people have with the high amount of restrictions (I think). This would also take some minas out of the economy, decreasing the rate of inflation.

    Also, as it is decided that not all the land will be regioned, everyone will at least be able to gather some supplies, especially around the monks sanctuary or whatever else will be in its place. Making your first bucks should be a little less hard now, even with high restrictions on your character.

    In the end, one has to weigh the freedom of players against the playability and fun of the whole community.

    Players do not like to be restricted, but if this is allowed, no economy will exist. Ultimately, I came to this conlusion:

    Any player should be able to gather any resource and craft any item if willing to learn. The professions system was good and the maximum amount of points that could be spend on professions made sure that no-one would be good at everything, but there was still room for characters who were medicore at everything. This is both realistic and it does not take away from the freedom of the player, while still allowing those who choose gathering of resources or crafting of items as a job to excel at it over others such as fighters. Crafting should be incorporated into this skill system, so that points can be spend on crafting skills instead of on resource gathering. This way, players who choose a profession such as baker become possible. Now this is impossible, because everyone who has wheat can bake a bread. Anyone can excel at anything, but not everything basically.

    This would already be a boost to economy, as different players choose different fields to excel at and they will have an incentive to trade. To further increase trade, not every corner of the world should allow every form of resource to be gathered. It would be quite ridiculous to limit crafting to locations, as this is usually only limited by the skill of the one crafting, but it would make perfect sense that every location on the earth supplies different things and more importantly lacks certain resources. This would mean that fi grain does not grow nearly as fast in the mountains as it would in flat grassy fields, if it doesn't not grow at all.

    It makes perfect sense without limiting anyone drastically. An example to finish of: Dwarves. Dwarves are known to love digging for ores. This is why they live in the mountains. Right now, this is all lore-based, as dwarves could just as well go live in the middle of a forest and dig down and have a better chance at finding valuable ore. Applying the suggestions I make would not deter from roleplay, they would strengthen roleplay and lore, justifying things instead of questioning things

    `thats hours of thought and 1 1/2 hours of writing :)'

  10. *A note written in sloppy handwriting is pinned to the notice board*

    To w'om t'is m'ey concern I Urvil wud like t' 'ave meself a 'ome but couldnt find a vacant 'ole W'om s'ud I contact? I be sleepin' in the mine fur now and be checkin t'is board too Also I entered the 'old cus the door was open and I can't lock it so nuw any'one can walk in Urvil

  11. What Urvil has just filled in on the piece of paper handed to him by Polgrath:

    Given name(RP name): Urvil

    True name(MC name): Tomahawk90

    Authentic magic user?(accepted magic user?): Nay

    What form of magic ye use?: None, prou

    Do ye seek adventure, knowledge, and companionship?: aye

    Mageshield,Delver or other(if other detail)?: Mageshield, with a likin fur minin', smit'in, and travelling.

    For Mageshields only:

    Do ye swear solemnly to put your life upon the line to perserve that of your arcane brethren? Aye, on the 'onor still left in me.

    What combat skills have ye? Sword and axe, I 'ave fought my battles in my time, down in the caves of the long lost city of Kal'Bryst, in Kharik, in Kal'Dwain amongst other places.

  12. ((Absolutely great work. This enables me to understand the dwarves much better, and helped me fill in some blanks I had, some because I joined in Asulon and never saw Aegis, and some because I have been inactive for a long time now. I see you were discussing how to add 3.0 into this all, this is because the events aren't linear? I cant get my head around that. Still thanks for the awesome compiled history of the race.))

    edit: Maybe you could add the fall of Kal'Bryst? I don't know where it should fit in, if it does.

    Link1

    Link2

    And it would be nice to see the numbering of years continuing, now it stops in year 10 in Asulon (what actually is one year in elven time?).

  13. As Farnast and the small group of Brothers around him advance through the forest, he is suddenly startled by a sense that he is being watched from within the forest. Just as Farnast thinks of stopping and focussing more clearly, the Order's camp is lit up by fireballs and the following screams and shouting make that Farnast dismisses his feeling as being just a trick of his mind. The small group continues quickly through the forest, and while the central group is trying to push towards the main tent where the Order's relics are believed to be stored, they are to advance from the sides and simply do as much damage as possible and disrupt attempts at organising an adequate defense. Moving from the forest and entering the orders camp, Farnast blasts a fireball into the nearest tent from his left hand, not even watching it fly to see if it hits. He has fought enough battles to know what he is and, more importantly, is not capable of. As he looks at the attack in the center, he can already see that they will not succeed in breaking through the hasty defences and reach the relics. One Brother seems to make it, but meets with an Orders mage and they begin to do battle. Suddenly, Farnast senses something to his right, and instinctively dives to the ground as some sharpened spikes of rock whistle over his head and rip the tent behind him apart. Looking up, Farnast concentrates and fires a blast of fire from his right hand towards the first movement he sees. While getting up, his assailant lifts up a staff and the flame from his hand splits and bends around the small figure, setting two more tents behind him alight. The staff is pointed at Farnast, and he hears more projectiles coming his way. Farnast concentrates deeply and moves his hands to his head before pointing only one finger towards the attacker. The projectiles, for which Farnast does not have any mental capabilities to spare to identify them, drop to the ground a few inches in from of him as the dwarf opposite of him stands motionless. A bit unsettled by his attackers race and the traits that usually come with it, Farnast does not take any more time then necessary and fires but a small flare of fire at the figure. He senses the dwarf gathering his toughts, and as the flaming missile pounds through the Dwarf his chest, even Farnast can see the surprised expression on his opponents face as his mind is invaded with a new order again. Heeding the call for retreat, Farnast turns around and makes for the shadows of the forest as quick as he can, disappearing into the shadows while the dwarf lay dying between the burning and torn tents.

    (sorry all, RL got a big hold on me, my dad is finally out of hospital again so I hope to be back for a while now ;))

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