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Netheril : Age of Magic

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Messages - dom101

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General Discussion / Re: Death penalties
« on: October 24, 2018, 02:29:44 pm »
I agree with a few points made here -

I do think that death should carry a heavier impact - which will in turn suggest players lean heavily upon the Divine PC's for assistance.  I think it should be far more expensive in both gold and xp loss when resorting to a NPC to raise a deceased character.  You have to look at it in terms of RP as well - that dead PC is in the plane where their god resides; likely a place of euphoria and everything they ever wanted.  Why would they WANT to come back?  Forcing players to lean on other players would mean more RP opportunity as well.

I also think it's easy to level here - and not that necessarily it is a terrible thing, but progression is looked at casually.  Being able to get from level 2 to 9 in a single day or two shouldn't necessarily be a thing.  It shows a progression and gives a character and a player a sense of accomplishment when it's more difficult.  Beyond level 12 should be RP xp only imo, because 15 is considered powerful in a D&D setting.  Understandable, cap is 15 and will likely stay that way - but I also agree with Fiona in that people 15+ shouldn't be sitting around bitching about being bored - they should be the server's RP Generals.  They should be leading the charge with story lines - not mired in the disinterest of needing a DM hand holding.  I have to say some high level characters are doing an awesome job of that - and I enjoy when they're around.  But there are those in the status quo of 'god squad' that do indeed sit around and simply jump on the coattails of DM events, rather than leading their own storylines to involve other players in.

All in all - mechanics aside, this server is as popular as it is, because of the players playing.  Not necessarily the storylines and setting.  A lot of what I've seen is great, but incredibly randomized and casual.

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Taking this information into consideration Schnelthect then travels to Nualla'n and searches for a library or public official that he might inquire as to what information the long-living Elves might have recorded regarding the Dwarven settlement to their north.

3
Knowing of the vague issue regarding the old settlement being rumored to be plagued by ghosts - and considering the Dwarven skeletons at the collapsed entrances.  Schnelthect goes about researching the orcan hills and the surrounding histories of the area.

If he is referred to the unfinished works other have been guided to he would then inquire if there are any filed reports with the library as to whether or not any adventurers have mounted an expedition. Also he would request names of all those that have in the past researched the topic.

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Journals & Backgrounds / Vyktor Talaudrym - Emotional Support
« on: October 16, 2018, 03:52:43 am »
:::This Article is a Work in Progress:::

First Name: Vyktor
Last Name: Talaudrym

Class: Wizard (Focus: Necromancy & Conjuration)

Appearance
  A tall, thin youth - his features sharp angled with clear indication of his Netherese ancestry.  Lean, taught muscle covers his agile form.  Preference leads him to keep himself garbed in loose fitting robes, which hides his physical features for the most part. 
  Emerald orbs peer too and fro, always scanning his surroundings curiously. 

Race: Netherese Human
Gender: Male
Age: 19
Height: 6'1"
Weight: 183lb
Eyes: Emerald
Hair: Black, short cropped
Facial Hair: Well groomed and trimmed beard
Tattoos: Multiple draconic runes placed in strategic locations over his whole body

Deity: Mystryl
Alignment: Chaotic Neutral
Profession: Arcanist, Wand Crafter
Languages: Loross, (Low) Netherese, Draconic, Abyssal

Brief History
Born to a lesser Arcanist mother, and a political delegate father in the Valstiir Enclave, Vyktor has spent his entire life preparing to follow in his parents footsteps.  From a young age he was taught to read, write and practice arithmetic - focusing on formulae and esoteric knowledge.  Through his mother's guidance and oversight, she had prepared her son to delve into the mysteries of conjuration and necromancy.  His free time - that is time, he was not neck deep in musty tomes, was spent accompanying his father to different meetings and delegations.  His father decided that the boy would need a crash course in social nuances as readily as practicing Mystryl's Art.

In his mid-teens, his mother was slain in an expedition of little to no importance, and as such, his studies were mostly left to his own accord.  His father buried himself in his work.  Soon rising to some council of foreign affairs as a clerk for a well respected House in Valstiir.  As a result, a great deal of this time in his life was either spent in lecture halls, discussing taxation or exportations of goods or within laboratories with his cousin Melvyn.

When he came of age, Vyktor chose to leave his father's residence in Valstiir, and seek his own name and fortune on the outskirts of a recent conquest of the Empire's - this brought him to Hadrian.  His first order of business was to make himself known to the local Arcanist's Guild Chapter, and get to work immediately.

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