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Archive for the ‘Dark Isles’ Category

A Leave of Absence

11 Jul

Most of you will no doubt noticed my absence from Dark Isles over the last couple of weeks. A large part of the reasoning behind that is that I’ve got a lot on. Work, packing, getting everything ready for the big move that’s due to happen in 5 weeks (5 weeks till I move out of the house, 6 1/2 till I move to Sydney).

Tickets have been booked. Childcare for Sydney has been arranged, and there is still so much to do and sort out, number one of which is finding a place to stay over there.

Anyways, despite all of this, I do have the occasional free moment of time. Rare as it is, it is hard for me to justify spending it on something that I do not feel comfortable, nor enjoy playing myself.  If I were to log on that little free time I get would be spent doing the less fun things on Dark Isles, handling complaints, getting grief and doing things for other people

So for now, the best thing for me to do is to avoid logging on, until I have more time. So that the only time spent here isn’t solely filled with the less fun things but rather will be balanced with the good and the bad.

However, if the game goes down, and can’t be kick started, I’m more than happy to get it up and running again. It just might not be right away.

Those that want to keep tabs on my life, I’m posting periodically on http://www.kiwi-mum.com.

 
 

Silver Point Costs – Specials

01 Jun

Channellers: 5SP (special low cost once it is made available)

Dryth: 10SP

Vek: 15SP

Wolfkin: 15SP

Noble Baron: 5SP

Noble Viscount: 10SP

Noble Count: 15SP



All these costs are applicable to NEW characters applying for a special.

 
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Posted in Dark Isles, Roleplaying

 

SPENDSP

01 Jun
Syntax:  spendsp alt || <attribute> || skill ‘<skill name>’
Syntax: spendsp alt || <attribute> || skill ‘<skill name>’
Syntax: spendsp check skill ‘<skill name>’


spendsp alt
This command will purchase you an alternative character for your account.


spendsp str/agi/dex/con/int/wis/per/psy
This command will purchase you a point in the attribute of your choice.


spendsp skill ‘skillname’
This command will purchase a single point in the skill of your choice. You must met the requirements of the skill in order to purchase it. If you do not meet the requirements, they will be displayed to you. An example of the use of this command would be:
spendsp skill ‘dodge’


spendsp check skill ‘<skill name>’
This command can be used to check the requirements of a skill before raising it.


For information on how to earn silver points, see help silver points
 
 

SUPPORT

01 Jun

The succession to King will be decided by whom of each of the candidates has the highest support. Each person can register their support for one of the candidates by typing:

Support <name>

Where name can be: Beckett, Darius, Flaern, Stellvia or Lenesson.
(Or any noble. However, if you support someone other than one of the candidates, your vote will be added to whom ever the noble you support is supporting).

You all have until the end of the Saturday the 12th to lodge your support. It is VERY important that everyone select one candidate to support. We will be randomly selecting 5 of those who do support and awarding them with one SP each.

NOTES:

You have one vote per character.

How much each vote is worth is dependant upon the social rank of your character… for example, the vote of a Earl is worth more than the vote of a Baron.

Citizen’s cannot vote.

 
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Posted in Dark Isles, Roleplaying

 

THE SUCCESSION: CANDIDATES FOR CONSIDERATION

31 May

Each of the candidates listed below has been officially approved as the next potential ruler of Seahaven. While the next monarch will rule for life, with their heir succeeding the throne after, the rather free-thinking city has opened the running up to both popular election followed by a meeting of the council. Presented here are the candidates, as much as gossip knows about any of them. Think carefully. Choose wisely. The person chosen will affect the course of Seahaven’s future.

Count Beckett ap Raenold, Head of House Abduros

Beckett

Count Beckett ap Raenold, Head of House Abduros

WHO LIKES THEM?:

Proper nobles may fancy this candidate, as would some agriculture types and those interested in a proper succession, even if that definition has not exactly been called into question yet. Down-to-earth types and the scholarly may dismiss him as too refined to be anything but bad for the throne.

Overview: A sophisticated noble with grand dreams of a city returned to former glory.

Platform: Education, Scholarly pursuit of medicine, retaking the borderlands.

Advantages: A strong, natural candidate. While many candidates run on unique positions, Count Beckett is one of few ‘proper nobles’ for such a claim, being of a well known House, though not exceptionally powerful. He is a relatively smooth talker, persuasive, and has a core of loyal followers that form his support, and coin to expend in the acquiring of more support, or -other- ways to handle rivals.

Disadvantages: His strong views on some matters have led some to dynamic opposition of him, and he garners more support among the sophisticated than he does the masses.

HOW THE GAME WILL CHANGE:

-Beckett has a mildly expansionist policy, with possible intent to attack either the Sayaki, the demons of Talavaria to the north, or Balinand/Tarkas.

Fleet Rear Admiral Darius Merick]

Darius

Fleet Rear Admiral Darius Merick


WHO LIKES THEM?:

Militants of all types, sailors, and officers in the military are likely to favor this man. Those who like peace and internal affairs first will probably not like this chap.

Overview: A young firebrand, committed to the eastwards expansion of Heassian power and the greater restoration of its military and merchant fleets.

Platform: Commerce, colonization, and adventurous risk. Believes in Seahaven as an ascendant power, whose best days are still ahead of her.

Advantages: Passionately optimistic, with a gift for oratory, Darius has a close alliance with the noted treasure hunter Desmond Valeth. Valeth has recently returned from the very edge of the dark seas surrounding the dead Dominion, and claims to have retrieved from there an artifact capable of killing the Kraken. Whatever this is, the Council has thus far denied him and Darius permission to use it, a wish they have honored out of their mutual sense of duty. Darius’ oceangoing past and promise of freeing up the seas has made him very popular with the sailors and soldiers of the southern coast, and he claims many several high-ranking sympathizers within the Royal Guard. A very distant but common-born relation to the Azure Wolf, this tenuous link to the man who essentially ran Seahaven for a generation has bolstered his claim.

Disadvantages: False rumors have long persisted that Darius and Desmond, friends since early childhood, are in fact homosexual lovers, and bawdy tavern songs to this extent have surfaced more than once. In a kingdom so recently shown the drawbacks of an heirless monarch, these rumors do not sit well with the populace or the nobility. Also counting against Darius is the fact that he is of the lowest admiral rank, but this is somewhat counterbalanced by the fact that he seems to be among the only remaining naval officers of that tier that consider their rank anything more than a defunct title.

HOW THE GAME WILL CHANGE:

-Darius is EXTREMELY imperialistic, with all intents of restoring the Seahaven navy to something better than its last golden age, conquering Balinand and subduing everything eastwards, up to if not into the Darkness. With the famous treasure hunter Desmond Valeth at his side, he may have the means to conquer some of Heas worst fears up until now.

Lord Commander Flaern ap Arian, of the King’s Rangers

Flaern

Lord Commander Flaern ap Arian, of the King’s Rangers

WHO LIKES THEM?:

Expansionists, demon hunters, soldiers in general: agriculture and traveling merchant types may favor this candidate, though sophisticated nobility may perhaps find him too base for their preferences.

Overview: A skilled ranger commander with adventurous, martial views who leads from the frontlines, so to speak.

Platform: Boosting Seahaven’s confidence and power by rebuilding an army, re-taking Aruta. A fair deal for all, whether it be a noble’s expectations or a farmer’s needs. Regional supremacy.

Advantages: A frontline leadership, he’s well known among soldiers, especially in his current position of power in the Rangers(Cloaks.) His leadership through example in such combats has earned him a reputation as a skilled swordsman and tactician, and he is something of a teacher as well. Somewhat charismatic, he easily bonds with those of commoner or merchant status, as well as nobles willing to give him the time of day.

Disadvantages: He’s a wolfkin, to some degree of rumored / common knowledge. (He doesn’t hide it, but he’s not the talk of the town, either.) High nobles like dukes and grand duchesses may feel he is of low birth despite his claims and position, and refuse to have much to do with him. His frontline leadership is not without risk, either, in the eyes of some who would prefer a king that sits idle and safe and stays quiet for a bit.

HOW THE GAME WILL CHANGE:

-Flaern has an expansionist policy, with every intent to drive the demons from the Aruta Highlands capital of Talavaria, once and for all. He has slightly different views on society and minority groups like the Wolfkin that may cause policy shift within Seahaven, whether for or against currently favored standards.

Grand Dutchess Stellvia ferch Syleen, Head of House Amati

Stellvia

Grand Dutchess Stellvia ferch Syleen, Head of House Amati


WHO LIKES THEM?:

The Tranquil Tide, the scholarly, and the sophisticated but intelligently so probably like this pick, as do many common agriculture and produce people. Soldiers, adventurers and criminals at heart probably do not.

Overview: An even-tempered, middle-aged noblewoman, interested in the improvement of life for Seahaven and its subjects.

Platform: Altruism, public works, creation of a standing militia to counterbalance the Sayaki forces and guard all the outlying towns of Heas. “Never shall there be another Talavaria,” she is fond of saying, in reference the fallen metropolis of northern Heas. She has also proposed the establishment of an Order of Magi in service to the crown.

Advantages: Stellvia has the rare political gift of being hated by none. If the vote is split between polarizing candidates, she may well win as a sort of least-objectionable alternative. She is very popular with both the lords and farmers of greater Heas, despite being a relative unknown in Seahaven. This may well prove to be a difference-maker, as it is easy to forget from inside the halls of power that Seahaven is only one part of Heas, and that there are many lords who rarely step foot within its confines. She has several sympathizers within the Tranquil Tide, due to her charitable streak.

Disadvantages: Rumors persist that Stellvia is a channeler, and it is true that she looks much younger than her age, something magecraft is rumored to accomplish. Though not a disadvantage per se, this complicates matters, as many fear such power, and it would almost certainly lead to a further souring of reputations with Balinand, possibly making her a candidate for assassination by Seekers, if ever the rumors bore out true. Also, she is an older woman, and while age is an accomplishment in men it is a liability in women, for Stellvia is an older woman, at forty, and has never borne an heir. She would be pressured to marry quickly and birth many. Stellvia is also cursed with a rare violent temper — despite being generally easygoing, with a warm exterior, rumors persist that she once beat a servant with her cane to within an inch of his life.

HOW THE GAME WILL CHANGE:

Stellvia is extremely intelligent, and would probably improve Seahaven life immensely in some regards. She is a Channeler and will try to make it openly beneficial to the kingdom by establishing a Magi Order of some sort, and is also content not fighting people around Seahaven’s territory.

Sir Lenesson Crelsea, Armiger of the High Fane

Lenesson

Sir Lenesson Crelsea, Armiger of the High Fane


WHO LIKES THEM?:

Religious nuts, merchants, commoners of all walks of life. Some nobility, though likely not the highest tiers, due to the religious fervor involved. Heretics and those who like keeping the Gods out of their politics probably aren’t going to like this fellow much at all.

Overview: A devout foreigner to whom are accredited numerous miracles.

Platform: Purification by fire and sword of the demonspawn, Vek, and blasphemers that have infiltrated Seahaven and its environs in ever-increasing numbers. Closer diplomatic ties with the South, in order to create a united front against the Darkness. Reawakening of religious faith.

Advantages: In the Duchy of Almande, an independent human city-state in the greater landmass of Sron, there was a famous Temple of All the Gods, also known as the High Fane. The champion and protector of this temple was chosen from the local knighthood, to whom was handed the banner of the Fane and the title of Armiger. These knights were selected for their piety and stalwart virtue, as well as their strength at arms, and to them historically are attributed many miracles, and the High Fane was a place of pilgrimage from the world over. Some six years past the first Darkfall, Lenneson arrived in Seahaven with a small contingent of Almandish folk, bearing the Armiger’s regalia. He declared he had been sent to the place in the world where he would be most needed, and told of a harrowing trek across the Isles to Heas, in which most of his followers perished. He claims that Almande still feels the light of the suns, a country protected by the blessing of Elbahn. His tales are more the stuff of legend than anything else, tall tales, but Lenneson has remained a figure emblazoned on the popular imagination. One event is widely accepted as fact: Sent to reclaim Talavaria, he and his men somehow managed two weeks’ march in a single day, under cover of night, something none of those involved are coherently able to explain. Lenneson and his contingent have in recent months returned, and he will not speak of his experience, saying only that his resources were insufficient to the task. He has decided instead to “purify that kingdom which is left to us, before we struggle for more.”

Disadvantages: Lenneson is not the Armiger of the High Fane. Marooned on an uninhabited atoll, he is a former mercenary. The true Armiger’s ship broke up against the rocks of this island just after the Cataclysm, and the sailors settled there on the island for a time, creating temporary log houses and welcoming Lenneson into their fold, while they worked at reconstructing the ship, which was more debris than anything else. Eventually, after suffering extreme losses when the Kraken itself came upon the island, they were able to escape. As he drove off the Kraken with the Armiger’s lance, the men of Almande declared Lenneson the new Armiger. Lenneson has gone to great lengths to hide that he is not a knight, even though the true story would still impress. He is incredibly insecure about being the champion of a place he has never visited. It is only a matter of time before one of his followers breaks the oath of silence on the issue Lenneson exacted. Moreover, he is not noble, nor is he a native.

HOW THE GAME WILL CHANGE:

Seahaven will become a zealous, one-church state worshiping all Six. Lenneson will probably begin an Inquisition to root out heresy and Vek, and Rhonastre will almost certainly become an enemy.

 

Silver Points (SPs)

31 May

Syntax:  SP <target> <amount> <reason>

Silver Points are an award system for players and staff. A way for us (and you guys) to award role-play that you think is just a little bit special.

These points can then be used to purchase a number of privileges, including but not limited to:

  • Specials such as Channellers, Dryth, Vek’pem Ahyre, Wolfkin and Nobles
  • Multiple characters
  • Icing and unicing of characters
  • Skill and attribute points above the maximum amount that can be purchased with RPP.
  • Return a character from death



So, how can you award silver points? This is where the catch is, you can only award them when you have them yourself. And only award up to the total value of the SPs you have been awarded. For example, if you have been awarded 25 SPs in total, you can award 25SP. If you use those up, you’ll need to be awarded more yourself before you can award them in turn. The person being awarded will be notified that they have been and the reason why, but will not be told who it came from.


NOTE: These points are not awarded for every day role-play. We do not want to players awarding other players for a good mud-sex scene, or normal tavern role-play. It should be reserved for the exceptional. For example:

  • A good plot
  • Holding a good event
  • Providing good conflict (not necessarily combative) to the game
  • Involving newbies in a scene and helping them get involved in the game
  • Going above and beyond to provide aid to newbies
  • An exceptionally played scene



This command is logged and those that abuse it will be punished.

 
 

Evocation Spells

20 May

Because I really want to get enough spells in so that we can open this up to the players ASAP, I’m asking all active staff to please come up with no less than 3 evocation spells to be inputed. Ideally they would cross over all 5 kha types:

Fyros – Cymur, God of Guardianship, Reincarnation, Fertility, Fire, Agriculture and Tradition.

Aeros – Balor, God of War, Death, Inspiration, Conquest, Martial Arts, Sky,  and Fate.

Dwaeos – Ylessa, Goddess of Fertility, Reincarnation, Feminine Creativity, Healing, Love, Sexuality and the Sea.

Nhacros - Morhiag, Goddess of Vengeance, Night, Mysticism, Dark Prophecy, Death and the Underworld.

Ethreos  - Sykala, God of the Hunt, Woodlands, Nature, Animals, Weather,

Earth, and the Seasons.

PS. Players who come up with a spell that gets used, will gain a 200 RPP bonus. In order to qualify for the bonus, your submission must include:

- short/long and look description for the item being invoked

- caster, victim and room echoes for the spell

 
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Posted in Dark Isles

 

Evocation

20 May

So, I need ideas for creation spells. What would you like to be able to be created with an evocation spell? Thing magical and mythical. Daggers of flame, etc.  Post your ideas in the comments. Be as specific as you can.

 
 

Magic Code [|||||||||||||||||||||||||--] (95% done)

20 May

I must admit that I’m surprised at the lack of interest from the players with regards this new snippet of code. And when I say snippet, I mean 8-10 hours of hard work slogging away at C, PHP and MYSQL to get a portion of the magic system in. To create spells, that you, the players can use. At my current charge rate, that’s $400 worth of my time. 10 hours I could of been putting into web-design projects (of which I have 3 lined up) to put towards the big move. So please, if new stuff comes in, applaud. Praise. And generally pretend that it’s the best thing since sliced bread. Because it really is. How cool is it to be able to wave your hands in the air, utter a few words and have a firey sword appear in your palm, ready to wield for an epic battle against demons? Or are you all too spoiled by the ease of which such things are found in WoW and other such graphical MMORPG’s?

I’ve not coded for a bit. A few weeks? Months even. So encouragement would be good. Especially if you want me to stick around and keep up with it.

PS. It’s about 95% done. Expect it to be active sometime over the next couple of days once the documentation and other such stuff is done.

 
 

New [magic] code

18 May

is coming soon.

Snippet of Magic Code

Snippet of Magic Code

 
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Posted in Code, Dark Isles