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Balandar

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  1. Balandar

    Old News: April 2001

    Codex of Standard updated. The latest version of the Codex of Standard can be found here Posted by Balandar Saturday, April 21, 2001 4:36 PM EDT Imperial Treasurey As of April 10th, 2001 the Imperial Treasuery Stands At: IMAGE NO LONGER AVAILABLE Posted by Greg Tuesday, April 10, 2001 9:00 PM EDT Could the Cult of Jou'nar Be Returning? It was a run of the mill evening as the late Trinsic sun slowly faded behind the mountains to the West. Atop the bank I stood, sorting my treasures from the day, around me stood my fellow adventurers discussing their evening plans. As I reached into my satchel to retrieve the necessary reagents for the spell that would zap me home a man approached me. The man spoke in a very cautious tone, “Emperor, I fear one who once wore the colors of HONOR mayhap return, however I cannot speak here without fear for yours and mine own life; meet me in the basement of the Britain Tavern in ten minutes, come alone.” I glanced at my wrist watch and waited ten minutes before proceeding to the tavern. When I arrived at the tavern a man, by a different name approached me and identified himself as the man from the bank. He alerted me to the fact that he is in constant disguise….many faces, many voices. He beckoned for me to follow him, and upon reaching our destination, a small cramp room above the Britain Inn he removed a chess board from his satchel, ”Do you play Emperor?” “Not in ages, I fear I am a bit hazy on the rules of chess.” “I see,” he replied, “Then let us play, if luck is with you this night and you win I shall tell you all I know, if misfortune stands with you, then I shall tell you a little.” The game went on, however, after about three quarters of an hours time I lay my king down to rest and he uttered the word, “Checkmate” He looked up with a smile and said, “You put up a good fight sire, so I shall tell ye some of what I know. As I said on the bank, a man who once wore the colors of the Empire and of HONOR is returning, however it is not a good thing I say.” I nodded and listened further, “Tomorrow eve there is a chess tournament at 8 by the Eastern sky in the Counselor’s guild in Skara Brae, I implore you to attend. You know, most great leaders in history were excellent chess players. From an early age they develop a sense for the game, as long as they know the rules, the strategy comes natural. At the tournament there is a prize of 30,000 gold, however the prize is much more than that, as with history a leader will be chosen.” With his telling this I immediately began to ponder…..chess….chess….how does that connect with a past Guardian of Honor? He added, “Do you remember the tournament in Nujelm? Where the final match was with Gorion of the Purple Guardians? And was Gorion not affiliated with Cove in some way?” I replied, “Yes, he faced off with Jonathan Rye who beat him for the victory.” Then it clicked. Jonathan Rye, a past member of the Purple Guardians of HONOR, chess fanatic and ex-leader of the Cult of Jou’nar. It all made sense now. The man went on, “Now you see of the danger, I must take leave now Emperor, but please research this matter fully. Many Faces, Many Voices….” With that he vanished into thin air. Not entirely sure of the events that had just happened to me I proceeded to my office in the North Western part of Trinsic. As I walked passed the faded sandstone walls of the Tinker’s guild on the way to my office a peddler approached me. “Wanna buy a watch?” he said. “Not today my good man.” “Then how about a Snowy Scene of Cove? Or Perhaps a Gnarled Staff of Force? Or maybe a letter from Gorion the day before the Tournament……Many Faces, Many Voices.” He then vanished, and again left me in a confused state of mind. As I sat in the chair behind my desk I reached for a piece of parchment and began to write…..All Chess Players Wanted, Inquire to Emperor. The following day I made way to the tournament around a half passed seven with Gladiator Centurion Coldren and Senator of Genesis Keith Lasgrove, the two representatives of PGoH at the tournament. As we walked into the hall I met with the other contestants and an old friend, Madmardagan of The Unknown and the True Britannian Faction. We chatted at great length, and apparently he had seen the connection with the Cult and the tournament as well. The tournament progressed, however the two representatives from PGoH were knocked out during the early rounds. As the tournament progressed Madmardagan noticed that one of the judges was named Dimitri, as he recalled, a member of the Cult of Jou’nar. Dimitri also wore armor crafted by Farrah, original blacksmith for the cult. As the tournament drew to a close Kai Hohiro of guild Bedlam and Raven of Trinsic were left as finalists. With much disturbance from outsiders the match was called a tie and the true meaning of the tournament and it’s connection with the Cult was revealed. A book was given out that read the following: Title: Banished; Returned The withered Hands that held me Down have all been Severed; the blood of Their passing now marks my way Silenced mid-sentence, my refrain begins again, a chorus long forgotten trailing from the tip of my tongue Seven new voices now Carry the note, but Have yet to learn the words. A trial of shades, in Eight rows and Columns, reveal to Them the lyrics, or Remove them from the verse With eight in the choir, the game is Retired, rhythm and Volume replacing Check and checkmate. Allow them to join us In a state of harmony, Or add a sense of Discord to our Melody, the song Is yours to sing. Sunday bears the key Of C, as the cloak casts Eight tones to the glow Of an eastern moon, a Two hour eulogy Stirring the fallen as The game begins and ends From these writings it was decided that an event would possibly be taking place in Moonglow at 8 o’clock. Upon searching of Moonglow by myself, Ser Brightblade of PGoH and Kai Hohiro of Bedlam, nothing turned up. This eve I received a scroll from Arianna of the Valor Knights via courier pigeon… To the leaders of the Allies of Valor Knights My dearest Mallock relays to me he has been visited by a man cloaked in green. He awaited outside the castle till all were gone but Mallock. Entering the castle to have words with him. We know not who he may be as of yet. He had very little to say but what he did say was this "The First Song is Sung. The first board is claimed. Wait for Another in a cove where it Rains. On Wednesday 8 eastern evening sky. You'll find out our Machinations. Our many reasons why" Vincent Further reports from Arianna of Valor Knights report that Vincent did wear a set of green armor, the trademark of the cult. Could this be the return of an evil throughout Britannia? Only time will tell……… Posted by Greg Tuesday, April 10, 2001 8:50 PM EDT UO: Third Dawn Upgrade Maps It has come to our attention that existing customers ordering the Ultima Online: Third Dawn upgrade offer have not been receiving the complete paper map of Ilshenar and the Britannia and Lost Lands as promised, but have received a map with only the Ilshenar lands visible. We would like to apologize for this, and will be shipping the dual-sided map of Britannia, the Lost Lands, and Ilshenar to all customers who have participated in the special upgrade offer. The dual-sided map will be shipped to the address entered for the upgrade offer. Additionally, customers who participate in the Third Dawn upgrade offer in the future will receive the dual-sided, retail version map. To participate in the Ultima Online: Third Dawn upgrade offer, please visit http://www.uo.com/upgrade.html. The upgrade offer includes an Ultima Online: Third Dawn CD along with a map displaying the new land of Ilshenar and the existing lands of Britannia. As a special addition, this upgrade also includes a collector's edition cloth map of Britannia and the Lost Lands. All of this is bundled into one package priced at $9.95 plus shipping ($4.95 for U.S. and Puerto Rico or $6.95 International). Posted by Balandar Friday, April 6, 2001 12:22 PM EDT Vet Rewards Update FAQ Sage, the Lead Designer for UO, posted this to the official UO Boards: Why are vet rewards not in at this time? Vet Rewards is the first system in UO to tie items to an account, rather than a character. This was something that was very new for us, and while seemingly simple, was actually a very complex task. UO, while incredibly flexible, was not originally designed to support this kind of addition. It was clear after release that the Vet Rewards system was in a state we did not feel comfortable with keeping active. (i.e. Some people could get more rewards than their accounts merited.) The system had issues and we felt it was best to hold the system back to try to remove the known issues, rather than keeping it active and trying to fix it on the fly. Why has it been so long? While we could have held off on many aspects of development for Vet Rewards, it was believed that UO:Third Dawn took precedence over Vet Rewards. Third Dawn potentially reached more people, and was better for the ability of the game to maintain a longer life cycle. (In other words, Third Dawn would give us the ability to hold the interest of the players for longer.) While simultaneous development occurs all the time, the danger of working on Vet Rewards and Third Dawn together would have hurt both projects. Therfore, we gave Third Dawn priority. Are Vet Rewards going to be implemented? The current team is committed to having Vet Rewards come out and be stable. This may still take some time. The Vet Rewards system has been largely put on the back burner until Third Dawn could be published. This does not mean we will be putting Third Dawn fixes or enhancements to the side in order to do Vet Rewards, as we should be able to work on both simultaneously from this point on. Vet Rewards is currently back under development and we should have more information on when they will be back on TC soon. Posted by Balandar Wednesday, April 4, 2001 2:09 PM EDT Upgrading to UO:Third Dawn Reminder: To enjoy the features and changes present in Ultima Online: Third Dawn, you must have a UO: Third Dawn CD. Existing customers can take advantage of our special offer and receive a Third Dawn CD and the map of Ilshenar, Britannia and the Lost Lands for $9.95 at our upgrade site located at http://www.uo.com/upgrade.html. This special upgrade offer also includes a collector’s edition cloth map of Britannia and the Lost Lands. Ultima Online: Third Dawn can also be purchased at your local software store. Players new to Ultima Online will be able to access the Third Dawn client simply by creating their account using the Third Dawn CD. Existing customers, whether using the upgrade or the full retail copy, need only install UO:Third Dawn and download any latest patches before playing. There is no need for existing account holders to update their registration. Posted by Balandar Tuesday, April 3, 2001 7:24 PM EDT
  2. Balandar

    Old News: March 2001

    UO: Third Dawn Alpha/Beta Tester Map Offer As previously stated, UO: Third Dawn Alpha and Beta testers who do not wish to participate in the full upgrade offer will be given the opportunity to order the Ilshenar and cloth maps for $5.95, with shipping and handling paid by Origin Systems. Due to processing issues, this offer will be available within a couple weeks. We will post additional information prior to making this offer available. Posted by Balandar Tuesday, March 27, 2001 6:22 PM EST UO: Third Dawn Upgrade Site Open The Ultima Online: Third Dawn upgrade offer site is now open at http://www.uo.com/upgrade.html. This promotion will last for 60 days, during which current UO customers with active accounts will be able to order this special upgrade for a price of $9.95 plus shipping and handling. The promotional upgrade version of Ultima Online: Third Dawn includes the final gold-mastered version of Third Dawn, the new retail version map of Britannia, the Lost Lands, and Ilshenar, and while supplies last - as a special bonus - we’ll include a collector’s edition cloth map of Britannia and the Lost Lands. This upgrade CD does not include a registration code and therefore cannot be used to create a new account nor qualify for new account free game time. Stop by and order your copy today! Posted by Balandar Tuesday, March 27, 2001 6:21 PM EST Upgrading to Ultima Online: Third Dawn Due to unexpected issues, the Ultima Online: Third Dawn upgrade site will be launching at approximately 12:00 pm (Noon) CST, March 27. We will make public the upgrade site address shortly before the site goes live. This promotion will last for 60 days, during which current UO customers with active accounts will be able to order this special upgrade for a price of $9.95 plus shipping and handling. The promotional upgrade version of Ultima Online: Third Dawn includes the final gold-mastered version of Third Dawn, the new retail version map of Britannia, the Lost Lands, and Ilshenar, and while supplies last - as a special bonus - we’ll include a collector’s edition cloth map of Britannia and the Lost Lands. This upgrade CD does not include a registration code and therefore cannot be used to create a new account nor qualify for new account free game time. Alpha and beta testers who do not wish to participate in the upgrade offer will be given the opportunity to order the Ilshenar and cloth maps for $5.95, with shipping and handling paid by Origin Systems. We look forward to seeing everyone in this newest incarnation of Britannia. Posted by Balandar Monday, March 26, 2001 6:58 PM EST Ultima Online 2 Cancelled From Stratics: Electronic Arts and Origin Systems have announced a plan that will increase their focus on Ultima Online and halt production of OWO: ORIGIN (UO2). The reason is simple, rather than creating OWO: ORIGIN (UO2) as a parallel world competing with UO, we've decided to put those resources into growing and improving the core offering for Ultima Online's 230,000 loyal subscribers. In the near future and with the release next week of Ultima Online: Third Dawn, players will see new lands, new creatures, and a world that is continually evolving within Ultima Online. Posted by Balandar Wednesday, March 21, 2001 3:12 PM EST Client Patch 3.0.0 We are currently releasing client patch 3.0.0. This patch synchronizes version numbers for the client in preparation for the release of Third Dawn. Please note: Once you have received this patch, you must completely shut down and restart your Ultima Online client before you will be able to reconnect to the game. If you have any difficulty receiving this patch, please check the following: --Check the "Patch" directory within your Ultima Online directory (the default location is C:\\Program Files\Ultima Online\Patch). This directory should be empty. Any files in this directory should be deleted. --If you are unable to connect to the patch server at all, and are using an original (Non-T2A) version of Ultima Online, you may need to update your verinfo file. For details on updating this file, please see the information posted at http://support.uo.com/tech_6.html. --Run a virus scan on your computer. If after trying the above, you are still experiencing difficulty patching the Ultima Online client, please contact Technical Support at tech at uo.com. Posted by Balandar Tuesday, March 20, 2001 5:58 PM EST More Detailed information on Vendors and Gold James Wife of Napa Valley sent me this regarding the previous news post on vendors Dear Xena Thanks for the vendor post, but there was a mis-statement in the post about Player-operated vendors...It is true that when you say vendor gold now to collect your profits, the vendor places a check for all the money he can give you in your main backpack. If you have not personally dropped gold coins on his head recently, he will be UNPAID and will decay in his next refresh period (every 5 minutes the vendors take a portion of the money in reserve and send it home to their families in the country to support them) Here is the new change: When a vendor runs out of support money now, they dissapear--vanish, with no body, no backpack containing your wares, and most importantly, no death scream. They just dissapear. This has been confirmed and replicated by me and one other friend of mine on a different account. I lost over a million in goods in the time it takes to recall to a bank and back. Therefore, I would advise-Do not wait to hand your vendor gold until after he has given you the check. Give him gold BEFORE you say "William Gold please" and then then retrieve your own pay. Just like in real life, employees should be paid before the owner sees any of the profits. Also, If any of you are missing the old statement our vendors used to give us about how many days they would serve you (I hate doing the math myself,) open your journal before you request information. Apparently, They still report this precious tidbit of info, but they report it first and since one can only say 3 lines at a time, the # of days worth of reserve pay that the vendors have on them gets pushed off your screen by the other 3 statements-- Gold available, gold in reserve (salary) and cost per UO day (which by the way lasts 2 real life hours.) Various other readers also informed me of the fact that a Vendor has in fact two wallets, one that holds the money you pay him and one that holds the money from sold goods to other players. If there is money in the first wallet then the vendor will use that to maintain itself. As long as you keep the first wallet filled you are not in any danger, and you can collect money from the "sold goods" wallet without having to fear he will be gone some day. Some believe that once the first wallet is empty, the vendor will instantly disappear, others believe that the vendor will start taking money from the "sold goods" wallet like they used to do long before bank checks even existed. In any case, if the vendor's first wallet is empty, chances of his sudden departure have increased dramatically. As James suggests, it's safest to pay him first and collect the gold later. And of course check your vendor's status frequently by asking... I hope this clears up some of the confusion about vendors and their gold. From stratics. Posted by Balandar Saturday, March 17, 2001 12:29 PM EST Vendor Owners Pay Attention Please This was posted on our Trade Forum by dasmart: An issue with vendors has come to light that can be absolutely devastating. The recent patch rollouts have changed the way in which gold is retrieved from a vendor. Basically, you now get a check for all the gold the vendor is carrying rather than just the max amount of gold you can carry at the time. That's the problem: you get ALL the gold the vendor has, including the gold it needs for its own support! This means you get a check, dump it in the bank, log out, and the next day you find the vendor gone and all the items you placed on it for sale looted by other players when the vendor decayed minutes or hours after you left. This may or may not be a bug but the way to handle it, I believe, is to carry some gold coin with you when you go to check your vendors. Retrieve your vendor's gold (automatically in check form..you can't change this), drop the gold coin on your vendor to maintain it, THEN restock your vendor with goods and use the Status command to confirm how long the vendor has before decaying (based on the prices of the goods you just restocked it with). Thanks for the warning. I sure hope all vendor owners will take heed and pay their vendor with gold coins after retrieving the check for all gold from it. Here is how vendors deal with giving their owner money. Player-owned vendors will be able to give the gold they are holding to their owners in bank check form if the amount is between 4999 gold and 1 million gold. If the gold amount being held for the player by the vendor is between 4999 and 1 million gold, the vendor will hand this to the owner in the form of a bank check (as long as the vendor is actually carrying this amount). If the amount is less equal to or less then 4999 gold then the vendor will hand the owner the amount in gold form. If the gold held by the vendor is more than 1 million gold, the vendor will retain the amount over 1 million gold until the next request for gold is made by the player. From Stratics. Posted by Balandar Friday, March 16, 2001 1:52 PM EST Ultima Online Publish Information Greetings! We wanted to let you know that we'll be starting to publish some of the updates necessary for Ultima Online: Third Dawn this weekend on Sunday, March 4th. We'll be publishing the changes to the Chesapeake shard only this weekend, and will announce a schedule for the remaining shards on our website at http://www.uo.com next week. Changes in this publish include: · The addition of the Ilshenar land mass · Taxidermy kits · Hair Stylist NPCs · Item Identification changes · Good creatures vs. karma · Player-owned vendor changes · And several additional updates and fixes listed at http://update.uo.com/next.hmtl. Please note: as this publish includes a major number of changes necessary for Ultima Online: Third Dawn, including the addition of the Ilshenar land mass, the Chesapeake shard maintenance period will last approximately 6 hours on Sunday. Important: While this publish will activate the Ilshenar lands on the Chesapeake shard, the Ultima Online: Third Dawn client is still in beta testing stages. Please keep this in mind before traveling to Ilshenar with any of your established characters. You will be unable to access the Ilshenar lands without the Third Dawn beta client. We will be closely monitoring the Chesapeake shard in case any issues arise. The Ultima Online Team Posted by Balandar Saturday, March 10, 2001 12:00 AM EST
  3. Balandar

    Old News: February 2001

    PGOH are invited to a wedding PGOH is here by invited to attend the wedding of Tobias Moore and Mistress Rose of LER. The blessed event is to take place on March 9th, 10pm eastern standard time at the Moonglow Telescope (trammel) on the Catskil shard. Gates from the the moongate and the bank to the spot of the wedding will be provided. Posted by Balandar Friday, February 23, 2001 10:41 PM EST EA Comments on Connectivity Issues Ruben Cortez, Sr. Manager of Network Infrastructure for EA.com, posted this article on the Ultima Online Connectivity Board: Greetings, I'd like to introduce myself to this community, as I haven't made a public announcement regarding UO and our connectivity in years. I hope I have the time to make that fact change going forward. I'm the Sr. Manager of Network Infrastructure for EA.com. I manage all our network infrastructure as well as datacenter decisions for EA.com domestically and internationally. Since UO is a very vital part of EA.com, a lot of the decisions I make day to day are guided by what is best for UO and it’s player community. Also, since EA.com is looking to expand its PSW (persistent state world) offerings, I also make decisions based on what is best for all new PSW's to come, as well as our current games at www.ea.com. Let me give you some background. I’ve been involved in building UO’s network presence from the very beginning. I was involved in building network connectivity when UO was within the networks of Epoch, Digex, Smartnap, GlobalCenter, IXC, Exodus, and now Above.net. The international datacenters and ISP’s as well, but I won’t go into more details on them here. You can point the blame for “who choose Above.net” to me. I’m fine with that. In a minute I’ll give you more information as to why Above.net was chosen in the first place. I have also been intimately involved in every single move we’ve ever made with a UO shard. It’s perhaps the most difficult process I ever have to deal with. It’s extremely complex, not too mention nerve racking and stressful. Making the decision itself is the most painful part of it all. It’s not easy. I wish I could give you details on how circumstances exactly come about that requires us to move a shard, but there are so many I wouldn’t know where to start. But I can assure you of this. We have never made a decision to move a shard, including the recent moves of Great Lakes and Lake Superior, without taking into consideration how the move was going to affect our gamers. And the number one factor I take into consideration when devising our strategy on where the best place is to put a shard is this: How is the shard going to look for 90-95% of the players? The one, clear, unquestionable fact about online gaming I’ve learned from building and managing UO connectivity for over 3 years now is this: regardless of what we do, regardless of how much money we spend, regardless of what ISP we choose, we can not make everyone’s ping times sub-100ms with no packet loss. It’s a very painful fact; one I wish I could change. But I can’t. I don’t control that much of the Internet. As a matter of fact, no one does. But what I DO have and can present to you, is path we’ve been working on for years to try and decrease the percentage of those we can please from 5-10%, down to maybe just 1-2%. More on this in a minute. Let’s talk a little about Above.net. Let’s start by looking at the list of ISP’s we’ve had in the US alone since we released UO in September of 1997. With every single one of them, we had complaints. Maybe the current players who are complaining about Above.net didn’t complain when a shard was with EPOCH, or when a shard was with Globalcenter, but we had complaints. Maybe those who complained when we were with EPOCH or with Globalcenter aren’t complaining now? I don’t know exactly how the statistics break down, but one thing I do know, is that for 3 years we’ve gotten traceroutes to the same shards, from hundreds of people, pointing out problems with connectivity. Yes, lots of them. A lot of times they look the same, which makes it easier for us to diagnose a problem as being with a particular ISP, sometimes our own, or with a particular exchange/peering point between our provider and your provider. When we move a shard, usually we get a whole new set of complaints and traceroutes, but the total numbers don’t necessarily go up. This leads me to believe, like I stated before, that it’s impossible to please everyone and there will always be a subset of our gamers that feel they aren’t connecting to us fast enough, or clean enough, to play our games. What does this have to do with why we choose Above.net? Here’s a quick rundown on what’s important in choosing an ISP for UO. It’s not the same for choosing an ISP to deliver, say, just web traffic. · The ISP must have LOT’s of peering. Check out www.above.net for numbers on their peering sessions. The more peering session an ISP has, the far fewer transit providers our traffic has to cross to get to the end user. For example, if Above.net has peering with X ISP, then my traffic goes from Above.net to X ISP to you who subscribe to this ISP. If Above.net doesn’t have peering with the provider, then my traffic goes Above.net to transit provider to X ISP to you. One more player in the middle. One more place to have problems. · The ISP must provide me with graphs showing their capacity and peering information. Check out www.above.net/traffic. I don’t know of any other ISP in the world that provides this much information about its backbone to its customers, let alone to the public! It takes a lot of guts for an ISP to open itself up like this to scrutiny from the public, as well as it’s competitors. You would be surprise to know the number of ISP’s that either can’t provide me with this information, or simply refuse. · The ISP must have a relaxed peering policy. Above.net has an extensive peering list. I actually refer to them as, and pardon my expression, a “peering whore”. They’ll peer with anyone. Building an online gaming presence requires the ability to get our bits to as many end users as possible. Not just those on Sprints backbone, or UUNet’s. I have customers that come from every ISP in the world, as most of you can attest. I strive to please as many as I can, and the only way to do that is to have lots of paths to different ISP’s. · The ISP must have big, fat pipes, and be able to get new big, fat pipes as the need arises. Above.net is owned by MFN, which owns lots of fiber in metro areas, and trades those strands for long-haul links. This puts Above.net in a very powerful position to grow their pipes as the need arises. · Other criteria, like stringent SLA’s (Service Level Agreements) that guarantee me they will do everything possible to fix problems, address issues, etc.; a good service department to handle my needs and requests; and a good engineering team to help deal with the complexities of routing on the internet. Lots of ISP’s call me for our business. We could have chosen anyone to do our hosting and be our ISP. We felt most comfortable with Above.net for all of the above reasons and others, and one more, very significant one. Since MFN owns Above.net, and MFN owns lots of fiber, I’m free to utilize this fiber to build a very important part of our infrastructure. It’s been our strategy for sometime now to build an infrastructure that isn’t reliant on any one ISP. It’s not because we lack confidence in Above.net’s ability to deliver our packets in the best possible way, but because we realize that regardless of which ISP we chose, no one is perfect and our needs and requirements to address the issues of as many of our gamers as possible may not be fulfilled by just one ISP. I’m not sure how familiar you are with PAIX, but it’s a very popular neutral site on the Internet that gives companies a common place to meet, cross-connect, and peer networks. For more information on PAIX, go here: http://www.paix.net/company_info/index.htm EA.com has routers at PAIX, both on the east coast and west coast. It is our long term to goal to peer with as many people as would want to peer with us (we currently have over 30 peers), and buy more transit from Tier 1’s like Sprint, C&W, etc., over time as the we can. This would allow us to send traffic destined to these networks directly to the provider themselves, and not be so dependant on what or how our primary ISP wants to do it. I’m hesitant to give too much information as getting all this built takes a lot of resources and (unfortunately) time, and we’re a ways off from truly realizing the potential of controlling our own peering and routing, but as it becomes more of a reality, I truly hope you the gamer will see improved connectivity into our network. I know there are current issues with peering between Above.net and ATT, Sprint, and a few other backbones. I deal with these issues on an almost daily basis, just like I have for years now, and not just with Above.net. Peering capacity is an issue every Tier 1 deals with on some level. I’m happy to say that I had a long call with the Director of Backbone Engineering for Above.net, and contrary to rumors on these boards, they and ATT are very close to increasing their capacity with one another. Neither side blames the other for having problems increasing capacity, and both sides have worked out a solution to the problem. Above.net has even given me the go ahead to publicly state here that this increase in peering capacity with ATT will happen within 1-2 weeks. For those of you on ATT’s backbone, look to have improvements very soon. I know it’s been difficult adjusting to the GL and LS move. I know we’ve probably lost some very dedicated players of UO. That’s very difficult for us to deal with as we truly enjoy the community we’ve built and want to keep all our players. Please remember that we do take into consideration the gamer when making ISP choices, when moving shards (which I hope won’t happen again…), and when building our infrastructure. I do lurk on these boards quite a bit. This is my first post, but I hope I can do more in the coming months to address your concerns, answer some of your questions, and give you news as to how we’re growing to better your connection to us. Regards, Ruben Cortez Sr. Manager of Network Infrastructure EA.com Online Operations You can read the complete article thread here. Posted by Balandar Thursday, February 22, 2001 6:37 PM EST PGoH Rules of Engagement updated Please keep in mind that some of these rules deal with role-play as well as actual engagement in combat. It is important and should be stressed greatly that highlighting and engagement is not just about PvP combat. There are many forms of engagement and degrees of feeling that guilds/peoples may hold towards one another. The RoE listed below are generally followed by all good role-play guilds. As a member of The Purple Guardians of Honor, you will be bound to them. Lastly, PGoH, the people who choose to interact in a capacity such as highlighting are looking to have fun just as much as we are. This is why we have sought one another out. I. Everyone role-plays differently. You may not like someone’s method of interacting but if they are maintaining a character, respect that. Respect of others is tantamount to any form of interaction whether in game or out. Keep this in mind and you have already succeeded where many fail. II. Remain in character as best as possible. Of course you may slip from your intended path from time to time. Use your judgment in role-play, but here are some guidelines on what to refrain from: i. Use of Kewl-Dewd terminology. We aren’t all going to speak in olde English but let’s try not to include modern language or slang whenever possible. ii. Do not openly discuss stats and skills in their raw values. Use the titles granted such as Journeyman or Master within the game. If you must tell someone the exact value use one of the methods granted by the Gods (whisper and party talk) or your Pigeon, Dragon, Familiar (or whatever role-play name you call ICQ). III. Know the guilds we highlight. This means Enemies, Neutrals and Allies. Not all highlighted guilds/peoples are “hostiles”. This means as a Purple Guardian of Honor you are required to check the skypage for new declarations and PGoH intentions towards other guilds. There is also a link that clearly shows guilds currently interacting with PGoH and the type of relationship held with them. Failure to know this is no excuse for improper action by accident. It is your obligation to keep up to date with happenings. There will be groups that we engage upon sight, some that we are distant to, and some that we embrace. Treat them accordingly. IV. Interaction with “enemies” may often result in combat. Be mindful that not all encounters must go this route, and that certain guilds will often opt for something other than straight combat. There may be taunts, jests and the like. Highlighting is to enhance game play, not to provide an excuse for mindless battle. Make sure there is reason behind your actions either through what the guild leaders have stated or as a result of your true play of roles with your character. Some may wish to take hostages or have a tribute paid for safe passage. Just be mindful of alternatives to combat and that these actions can be just as rich and rewarding as battle. V. When engaging the enemy, many guilds will offer or warn in some manner that they are about to attack. Don’t be blind to such warnings. As members of PGoH, you are expected to do this yourself, 'tis the honorable thing to do, but not all guilds will do so. It will take a small effort on your part to learn how certain guilds engage. Orcs are different than Pirates; Pirates are different from Undead; Undead are different from . . . well, you get it. If you are unsure of someone’s intent, then use extreme caution. Some examples of what PGoH members might say in a challenge of battle include, but are not restricted to: i. “Prepare yourself for battle.” ii. “You are trespassing upon our territory. State your intention or face the sword.” iii. “I don’t quite care for people like you. You had best remove yourself from my site before I must take action.” VI. If you trespass upon another guild’s lands and they are “enemies”, expect that you will be attacked on sight. While PGoH will issue challenges to anything other than what resembles a war party, other guilds, such as the Orc Clans, are very territorial. This means if you step on their lands expect aggression, though if you are quick and offer tribute you might be granted a moment to speak . . . or to flee. VII. Should you slay your opponent in combat you must adhere to the following: i. DO NOT LOOT --- DO NOT LOOT --- DO NOT LOOT!!!! ii. When it is safe to do so, resurrect them. VIII. Death of yourself should be treated in the following manner. There are absolutely no exceptions to this. i. Should you die, wait for resurrection from a fellow guild member or should the situation dictate, your attackers. ii. Upon resurrection you are to remain in a death robe for 20 minutes. You are not to block or interfere with any events going on until that 20 minute period has passed. Do not hold any weapon or spell book (except to heal yourself or remove yourself from the scene, then remove it). Note, if you leave the scene you must still wear your death robe. You are still the “walking dead” for that 20 minute period. iii. Should you have reason to dispute the action taken against you, remove yourself. IX. Tamers are not to use anything stronger than a drake in battle. (This means no dragons, wyrms or nightmares). When using a drake, you may use one and no more. There are no restrictions on lesser animals. Tamers are to acknowledge that with this restriction in place you may expect to not be attacked while in the company of such destructive beasts. This does not give you carte blanche to push things, though. If trespassing, you must remove yourself. X. We will end where we began. Respect others. We all play this for entertainment. Treat others with respect and you will get the same in return. (Remember, respect from some in role-play may not outwardly appear as such, but it is there nonetheless.) Should you feel you have been treated in a manner not fitting with standard RoE, please contact the Praetorian Prefect, the Senator of War, a Praetorian Officer, or the Emperor, in that order. If none are immediately available, then please relax and wait. There is never an extended amount of time without one of these people being available. Use of logs and screenshots are VERY helpful. Guild ROE Posted by Balandar Thursday, February 22, 2001 6:32 PM EST PGoH Festival of Hera Festival of Hera On Saturday, February 24th, please join the Purple Guardians of Honor (PGoH) as they provide tribute to Hera, the Goddess of Earth and Beasts, by hosting a day of grand contests and feats to honor the newest members of their Legion, the Heran Cohort. Time of Event* Title of Event Event Information 12:00 noon Opening Ceremonies Location: Castle Olympus 12:30 pm Poetry Contest Location: Castle Olympus Limited to 10 participants, 5 minutes each. Entry fee: 5,000 gold. Winner takes all! 1:30 pm Vendor Romp Location: Castle Olympus Anyone that wishes to may try to sell anything by the “barter” system (similar to selling items near town banks). Vendors begin high and buyers must work the prices down to reasonable levels. 2:00 pm Team PvP Tournament Location: Felucca (gates to be provided from Castle Olympus Trammel & Buccaneers Den Felucca to secret location) Teams: 1 Mage & 1 Warrior; 1 Tamer, 1 Hellhound & 1 Imp; or 1 Tamer & 2 Black bears. Rules: http://www.geocities.com/glenn_gang_green/pvp.html Entry Fee: 25,000 gold per participant; 50,000 gold per Tamer team. WINNER TAKES ALL! Interim Games & Prizes Location: Castle Olympus For the time period between the end of the Tournament and the beginning of the Hunt, several small events shall take place. Games shall include “Best Impersonations of a Councilor, Seer or GM” and “Pass the Muffin”, with prizes distributed to the winners. An award for best costume shall be given. Door prizes shall be awarded. No entry fee required. 6:00 pm Scavenger Hunt Location: Castle Olympus Teams of two people will be given one hour to collect 100 items on a prepared list (in book). Anyone returning after the time limit shall be disqualified. Maximum of 50 teams. Entry Fee: 5,000 gold per team. First place winner: 90% of entry fees. Second place winner: 10% of entry fees. 7:30 pm Run Across Britannia Location: Castle Olympus (starting point) Participants shall arrive at the starting line naked, with only a check and 31 iron ore in their otherwise empty packs. Participants must have 100 strength. In exchange for the check, they will get a running outfit to maximize their weight. Entry fee: 5,000 gold, 31 iron ore. The victor will get all the ingots from the iron ore and half of the income; runner up will get the other half of income. 9:00 pm Induction Ceremony for the Cohort of Hera Location: Castle Olympus Great Hall Participants: PGoH Guild members only. 9:30 pm Slay the Dragon Location: Castle Olympus Interior Courtyard All participants shall be naked with empty packs, and shall gather in the interior courtyard. A dragon will be released into their midst. The last person to remain alive in the courtyard wins. Participants may not use hiding skill or purchase items from vendors. Anyone leaving the area may not re-enter. Entry fee: None. Winner’s prize: 60,000 gold. *All times are Eastern Standard Time For additional information, please visit the guild skypage at http://www.pgoh.org/ or send a pigeon (ICQ) to the new Heran Centurion, Fisher, at 74417515, or the Legate of Morale, Siun Loresdottar, at 72692533. FOR LOCATION OF CASTLE OLYMPUS, PLEASE CLICK ON THIS LINK: PGoH Map Posted by Balandar Thursday, February 22, 2001 6:01 PM EST Bandage Changes Added to In Testing Players can cut multiple bandages at once using the following manner: Players place an amount of cloth in their backpack. The cloth must be in a player's backpack to be cut into bandages. When scissors are used on the stack, it will be cut into a stack of bandages equaling the amount of cloth that was in the stack being cut. Bandages will weight equal to that amount of cloth. For example, one bandage will weigh exactly the same as one cloth and likewise one thousand bandages will weigh the same as one thousand cloth. All pre-existing bandages will be "grandfathered" with these weight changes, so that they equal a 1 to 1 weight ratio compared to cloth. Posted by Balandar Tuesday, February 13, 2001 6:02 PM EST Upcoming Bachelor/Bachelorette Auction to be Held in Nujel'm Hail and well met fellow travellers! For eons, the Guardians of Light have been the servants and protectors of the realm, offering aid and comfort to those most in need! In keeping with this tradition, the Guardians of Light in conjunction with the Purple Guardians of Honor, has arranged, for your pleasure and prosperity, the first annual Guardians of Light Bachelor / Bachelorette auction!! Indeed yes, a bevy of the most attractive and talented men and women from the Guardians of Light, baring their assets for your approval, admiration and, if one is so inclined, your ownership (at least temporarily). Have you a valorite mining area that needs working? House need redecorating? Is there a particular Balrog that has garnered your anger and attention? Or would you enjoy simply having one of these brazen and bounteous beauties parade about your house for your viewing enjoyment? No matter your want, no matter the difficulty of the task, these Guardians of Light/ Purple Guardians of Honor members are there to service that need! Come one, come all! Only once a year will you have the opportunity to actually purchase the talents and fealty of one of the oldest and most successful guilds on Catskills! The event will be hosted by Lord Galen Wilding (auctioning off the woman) and Lady Midnight Serene (auctioning off the men). Whether your need is hunting, weapons repair, sparring or anything else your wild imagination can summon, we have the man or woman to suit!!! The auction will be held on February 13 at Nujel'm Palace in Trammel. The festivities will begin at 8 p.m. Eastern. Don't be left out of this annual opportunity!!! Any Questions will be answered at joingol at hotmail.com Posted by Balandar Wednesday, February 7, 2001 10:56 AM EST
  4. Balandar

    Old News: January 2001

    Client Patch 2.0.6c We are targeting to release client patch 2.0.6c this evening. This patch contains additional localization files and resolves some compatability issues with the Third Dawn client. Please note: Once you have received this patch, you must completely shut down and restart your Ultima Online client before you will be able to reconnect to the game. If you have any difficulty receiving this patch, please check the following: Check the "Patch" directory within your Ultima Online directory (the default location is C:\\Program Files\Ultima Online\Patch). This directory should be empty. Any files in this directory should be deleted. If you are unable to connect to the patch server at all, and are using an original (Non-T2A) version of Ultima Online, you may need to update your verinfo file. For details on updating this file, please see the information posted at http://support.uo.com/tech_6.html. Run a virus scan on your computer. If after trying the above, you are still experiencing difficulty patching the Ultima Online client, please contact Technical Support at tech at uo.com From http://update.uo.com Posted by Balandar Friday, January 26, 2001 9:19 AM EST Karma Locking added to Testing The following was just added to Testing for Next Update: Karma Locking Players will be able to lock their karma. By locking karma, players will be able to control their character's status titles better. Players who wish to appear as "evil" will be able to kill monsters without gaining both fame and karma. Players will still gain or lose fame, regardless of karma lock status. The important thing to remember about karma locking is that you can only prevent yourself from gaining karma, not losing it. The karma lock will function in the following manners: The first time a player goes "negative" in their karma rating, their karma will no longer be able to raise until they visit a shrine to be "cleansed". New characters start at just above the zero karma setting, within the positive range. If players "cleanse themselves," therefore "unlocking" their karma, and then do an action that generates any more negative karma, the karma will lock again and will not be able to raise karma until the player visits a shrine to be cleansed again. If a player with positive karma chooses to lock their karma from raising any higher, they may go to the Chaos Shrine and speak the word "bal". Doing so will lock their karma, and they will receive the message "You once again control your destiny". Players wishing to remove their karma lock may visit the virtue shrines and speak the following words of power for that shrine: Compassion - mu Honesty - ahm Honor - summ Humility - lum Justice - beh Sacrifice - cah Spirituality - om Valor - ra Players who are having trouble raising karma may wish to visit a virtue shrine and speak the appropriate word of power to make sure their karma is not locked. If a player has their karma locked, the action of "I honor thee" from other players will not cause the locked karma to raise. The karma must be unlocked for "I honor thee" to have an effect Posted by Balandar Tuesday, January 23, 2001 6:19 PM EST Veteran Rewards Deactivated Due to issues with the veteran rewards system, we have deactivated the system on all shards. At this time, we do not have an updated schedule for when they will be reactivated. We strongly advise players not to participate in selling, trading, or buying existing rewards until further notice. We will update you again once we have additional information. Posted by Balandar Monday, January 22, 2001 12:00 AM EST UO Rules of Conduct Updated In addition to a Terms of Service agreement, Ultima Online also requires agreement to our Rules of Conduct. These rules cover any aspects of conduct that may affect your Ultima Online account standing and we strongly recommend that you review these Rules of Conduct on a regular basis to be certain that you are up-to-date and in compliance. We have recently updated the Rules of Conduct to reiterate the importance of keeping your billing and email information up-to-date within our system. 12) You may not give false information or intentionally hide any information, such as email address or billing information, which is required at the time you register with the Ultima Online Service. It is your responsibility to keep this information up-to-date using the website located at http://www.ultima-registration.com. If you feel your email or billing information may be out-of-date, we urge that you visit our Account Management website at http://www.ultima-registration.com to update your information online. Posted by Balandar Friday, January 19, 2001 6:09 PM EST Veteran Rewards Release Schedule In an effort to provide optimal support for all shards as we release Veteran Rewards, we have tentatively rescheduled their release. We are currently targeting to release 12+ and 24+ month veteran rewards to all remaining shards following their Wednesday, January 24th maintenance period. Veteran rewards for these accounts will be activated on the Siege Perilous shard following its Friday, January 26th maintenance period. Important! Veteran rewards are distributed by account, not character. You are granted a total number of rewards to be divided among characters on your account. If you do not normally play on a shard, you should not choose to accept rewards on that shard. Veteran rewards mistakenly chosen on the wrong shard will not, under any circumstances, be replaced or transferred. To speed resolution of any support-related issues with Veteran Rewards, we recommend that you contact the Account Support department with any questions about account age discrepancies at uobilling at uo.com. Non-account related Veteran Rewards issues should be directed to uorewards at uo.com. Posted by Balandar Friday, January 19, 2001 6:08 PM EST Patch 2.0.5a We are currently releasing client patch 2.0.5a. This patch contains localization files. If you have any difficulty receiving this patch, please check the following: Check the “Patch” directory within your Ultima Online directory (the default location is C:\\Program Files\Ultima Online\Patch). This directory should be empty. Any files in this directory should be deleted. If you are unable to connect to the patch server at all, and are using an original (Non-T2A) version of Ultima Online, you may need to update your verinfo file. For details on updating this file, please see the information posted at http://support.uo.com/tech_6.html. Run a virus scan on your computer. If after trying the above, you are still experiencing difficulty patching the Ultima Online client, please contact Technical Support at tech at uo.com. http://update.uo.com/fyi.html Posted by Balandar Friday, January 19, 2001 10:43 AM EST Publish Update – Veteran Rewards update We have revised the target date to release Veteran Rewards to accounts 12+ and 24+ months or older on all non-Japanese shards. Veteran Rewards for these accounts will be activated on the shards on Monday, January 22nd (local server time). The Siege Perilous shard will be activated with the rewards following its regularly scheduled maintenance period on Friday, January 26th, barring any unforeseen downtime. We are continuing to work to resolve the localization issue with the Japanese shards and will release a schedule for these shards once one has been determined. Important! Veteran rewards are distributed by account, not character. You are granted a total number of rewards to be divided among characters on your account. If you do not normally play on a shard, you should not choose to accept rewards on that shard. Veteran rewards mistakenly chosen on the wrong shard will not, under any circumstances, be replaced or transferred. For more information on the various types or rewards and qualifications for receiving those rewards, visit Testing for Next Update. Posted by Balandar Thursday, January 18, 2001 9:07 AM EST Publish Update – Veteran Rewards We are currently targeting to release the Veteran Rewards to accounts aged 36 months or older on all non-Japanese shards on Wednesday, January 17th. The rewards will be activated on these shards following their return from regularly scheduled maintenance. We are working to resolve a localization issue on the Japanese shards and will activate rewards to these shards on a separate schedule if necessary. We will monitor the activated shards for any issues that may arise. We are tentatively scheduling to release Veteran Rewards to accounts 12+ and 24+ months of age or older (in addition to the 36+ month accounts) following regularly scheduled maintenance on Thursday, January 18th (local shard time). Shards which do not have scheduled Thursday morning maintenance will receive their rewards following maintenance on Friday, January 19th. As with the 36+ month activation, this schedule includes only non-Japanese shards. Important! Veteran rewards are distributed by account, not character. You are granted a total number of rewards to be divided among any characters on your account. If you do not normally play on a shard, you SHOULD NOT choose to take rewards on that shard. Veteran rewards will not be transferred between shards. More information regarding specific details of the various types of rewards, and qualifications for getting those rewards, can be found at http://update.uo.com/next.html Posted by Balandar Tuesday, January 16, 2001 5:48 PM EST Sonoma Veteran Rewards Update We have resolved the issues affecting Veteran Rewards on the Sonoma shard, and will be reactivating the rewards system. However, it is possible that during a brief period before rewards were deactivated, some players may have had the opportunity to receive more veteran rewards than they should have. While we do have extensive tracking systems in place for Veteran Rewards, the issues that affected the Sonoma shard also affected the tracking systems, rendering the data from that short time period unavailable. While it would be technically possible to remove the Veteran Rewards system entirely and delete all rewards, and/or identify many of the accounts that may have more than their fair share of rewards, the resource drain in doing so would not only hold the release of Veteran Rewards to the remaining servers, but would require resources currently committed to Ultima Online: Third Dawn -resulting in a delay of that product as well. Without this data, we are unable to determine the number of accounts that may have received extra rewards during this time period. After discussing the delay of other systems and the Third Dawn product against the possibility that some players may have received additional rewards during a short period of time, we have determined that the best possible solution at this time is to continue forward with the Veteran Rewards publish. The issue that caused this bug in the rewards system has been resolved and should not affect future publishes to other shards. At this time, we will not be addressing the possible extra rewards, but will continue to schedule the release of Veteran Rewards to the remaining shards. Posted by Balandar Friday, January 12, 2001 7:10 PM EST Magic in Towns, Hero/Evil Changes From Testng for Next Update on the UO.com website: Changes to magic in justice areas and the disabling of the Hero/Evil system. The following changes will be updated. Certain spells that were previously castable in justice regions will no longer be castable in justice regions. These spells include: Wall of Stone, Poison Field, Mass Curse, Paralyzation Field, Chain Lightning, Energy Field, Meteor Storm, Earth Quake, Blade Spirits, and Energy Vortex. to conflict with the faction system, the Hero/Evil system will be disabled on the Siege Perilous shard. http://update.uo.com/next.html Posted by Balandar Wednesday, January 10, 2001 12:29 PM EST Client Patch 2.0.4d We are currently releasing client patch 2.0.4.d to all shards. This patch fixes a crash issue with boat/house placement. If you have any difficulty receiving this patch, please check the following: Check the “Patch” directory within your Ultima Online directory (the default location is C:\\Program Files\Ultima Online\Patch). This directory should be empty. Any files in this directory should be deleted. If you are unable to connect to the patch server at all, and are using an original (Non-T2A) version of Ultima Online, you may need to update your verinfo file. For details on updating this file, please see the information posted at http://support.uo.com/tech_6.html. Run a virus scan on your computer. If after trying the above, you are still experiencing difficulty patching the Ultima Online client, please contact Technical Support at tech at uo.com. Posted by Balandar Tuesday, January 9, 2001 7:53 PM EST Ethereal Ostards and Veteran Rewards Players with non-T2A clients who select the ethereal ostard as a veteran rewards will be unable to access/view their reward (as it is not supported by the original UO client). If you are a three-year veteran with a non-T2A supported game client, you will need to upgrade your client. Information on upgrading is available through the Ultima Online website at https://secure.owo.com/order/order.asp Posted by Balandar Monday, January 8, 2001 6:13 PM EST Client Patch 2.0.4c We are targeting to release client patch 2.0.4c later this evening. The client patch will include the following: The default desktop feature will be temporarily disabled. Moving the mouse over a player or creature status bar, regardless of peace or war mode, will now highlight the associated player or creature. This effect will be the same as if you moved your mouse over the creature or player while in war mode. Compatibility files for Ultima Online: Third Dawn will be added to the UO directory. An outdated sound file will be removed.Additionally, a client crash caused by using the 2D client on the Alpha Third Dawn shard has been fixed. If you have any difficulty receiving this patch, please check the following: Check the “Patch” directory within your Ultima Online directory (the default location is C:\\Program Files\Ultima Online\Patch). This directory should be empty. Any files in this directory should be deleted. If you are unable to connect to the patch server at all, and are using an original (Non-T2A) version of Ultima Online, you may need to update your verinfo file. For details on updating this file, please see the information posted at http://support.uo.com/tech_6.html. Run a virus scan on your computer. If after trying the above, you are still experiencing difficulty patching the Ultima Online client, please contact Technical Support at tech at uo.com. Posted by Balandar Monday, January 8, 2001 6:01 PM EST Holiday Ticket Distribution Deactivation The distribution of holiday tickets will be disabled on all shards following their Monday, January 8th scheduled maintenance period (local server time). This change will not affect existing holiday tickets or holiday trees. We will post a schedule for the deactivation of holiday trees at a future date. Posted by Balandar Saturday, January 6, 2001 11:50 PM EST Publish Update – Veteran Rewards We are currently targeting to release the Veteran Rewards to accounts aged 36 months or older on the Sonoma shard on Monday, January 8th. The rewards will be activated following the shard’s return from regularly scheduled maintenance. We will monitor the Sonoma shard for any issues that may arise. We are tentatively scheduling to release Veteran Rewards to accounts 12- and 24-months of age or older (in addition to the 36-month accounts) following regularly scheduled maintenance on Wednesday, January 10th. A release schedule for the remaining shards will be available on Friday, January 12th. Veteran rewards are given out based on account age, not characters, so please remember that if you are not a regular Sonoma player, and choose to accept a veteran reward on the Sonoma shard, you will not be able to transfer this award to your regular shard, and you will have debited your overall reward choices. More information regarding specific details of the various types of rewards, and qualifications for getting those rewards, can be found in Testing for Next Update. Posted by Balandar Saturday, January 6, 2001 11:48 PM EST
  5. Balandar

    Old News: December 2000

    "Ultima 1 - A Legend Is Reborn" Interview From uo.stratics.com Thanks to Orion and Llemandrell for pointing out a great interview with a company that is creating a freeware 3D version of the original Ultima 1. Here are a couple comments from the interview with Telemachos, the Programmer of the game: RPGDot: Did you arrange any license issues with Origin/EA on using the brand Ultima? Telemachos: Yes, when the project started we contacted Richard Garriott and made sure there wouldn't be any copyright issues. He was kind enough to allow us to continue with the project and agreed that "U1 - A legend is reborn" could be released as freeware. RPGDot: Ultima 1 - A Legend Reborn; will it follow the original storyline of Ultima I, or where's the differences? Telemachos: We decided to change the storyline some to make the game more RPG oriented rather than the hack'n'slash action game the original was. We'll do that by introducing alot of sub-quests, mainly given by NPC's you'll meet in taverns, on the streets of the towns, in the wilderness etc. Also by popular demand we'll remove the space-part from the original where suddenly had to fly a space craft and shoot down aliens and replace that by a quest more true to the fantasy genre. The overall plot of the game remains unchanged though so the final battle shouldn't be a surprise to anyone. The full interview can be found HERE. Enjoy!!! Posted by Balandar Saturday, December 30, 2000 9:28 PM EST Client Patch 2.0.4a Posted on FYI at UO.com We are currently releasing client patch 2.0.4a which will resolve issues affecting health status updates. If you have any difficulty receiving this patch, please check the following: Check the “Patch” directory within your Ultima Online directory (the default location is C:\\Program Files\Ultima Online\Patch). This directory should be empty. Any files in this directory should be deleted. If you are unable to connect to the patch server at all, and are using an original (Non-T2A) version of Ultima Online, you may need to update your verinfo file. For details on updating this file, please see the information posted at http://support.uo.com/tech_6.html. Run a virus scan on your computer. If after trying the above, you are still experiencing difficulty patching the Ultima Online client, please contact Technical Support at tech at uo.com. Posted by Balandar Thursday, December 21, 2000 12:00 AM EST Artarion's Warning to Yew A cool breeze came from Minoc to the west. The evening was quite brisk, and was the perfect enviorment for a bit of training with my fellow guildmates. Myself and Starla were with a small group of Legionaires a bit west of Minoc, training in the arcane arts when a fire elemental appeared from the forest to the north. I thought nothing much of it, believing it was one of the many common local creatures, but suddenly the cold breeze grew stronger and a bit of the nearby river began to freeze. This bit of Ice soon took the form of Ice elementals, and more Fire elementals came from the forest. Suddenly I realized most of them were after me. I jumped on my horse and tried to manuver around them. Within moments the road to the east was blocked by Giant Black Widow Spiders. The air crackled and in a brilliant flash of lightning, Artarion appeared. My guildmates were still trying to take down the elementals, but I was surrounded, trying to fend off what I could with my blade. Suddenly a Spider tore its fangs into my thigh and I was severely poisoned. Suddenly everything became black and I fell off my steed. In a half concious state, Artarion looked over me and spoke. "Good, I have achieved my objective. Listen well Gorion, for I shall not say this again. I know that the Rangers have been keeping Qua'tel safe, and I know he has recently recovered. I suggest from now on you, and those in Yew tell me next time. What you have just witnessed is nothing compared to my true power. In a few days much will change in Yew, trust me, much will change..." In another bolt of Lightning Artarion disappeared, giving my freinds the chance they needed to heal me. After I had regained my composure I set out to Yew to warn them of the comming days. -- Gorion Posted by Balandar Monday, December 11, 2000 12:00 AM EST
  6. All items in the Stretch Goal Store will expire at 10:30 am CST, February 29, 2016. This includes such favorites as: Greenhouse, Black Foal, Baby Llama, Elven Home and Armor, Functional Sypglass, Longboat, Admiral’s Outfits, and more! So you better hurry over to the Stretch Goal Store and grab these rare items while they are still available! Stretch Goal Store…
  7. Doddz! Wow, welcome back! We are all enjoying SoTA. How are you doing? Playing any games? P.S. Hopefully you see this reply. I'm not sure if your email is correct on your account (as I was getting bounce backs). Let me know if it's correct and I can update your account. Look forward to seeing you in game!
  8. Quite a few updates for PoTs and PRTs, and water lots. See the forum post here, or the original text below. Greetings Avatars, The recent post about Final Wipe & Lot Selection raised a lot of questions about Player Housing and this update will cover 3 of those topics: Player Owned Towns, Player Run Towns, and Water Lots. SECTION 1: PLAYER OWNED TOWNS: I wish to thank all of the town owners for your generous support of the game and the community. I also want to thank you for your incredible patience as we have gone on this crazy quest to push player driven content as far as we can (given our constraints). As we have mentioned previously, we were completely surprised at the popularity of Player Owned Towns (PoTs). We anticipated selling 20–30 and ended up selling 10 times that number. This success made us reconsider our original strategy of building each town as a custom static map based on templates. We call this type of town a “Custom Static” town. While we still plan to honor that commitment, we have also been steadily investing time in a different direction that would allow Player Owned Towns to be fully dynamic and customizable by player owners. We call this kind of town a “Dynamic” town. Town owners now have the choice between these two options on the town submission form. An unforeseen consequence of this success (and our rapid introduction of over 300 towns into the game) is the overhead related to change requests. More than 50% of the time we spend on Player Owned Towns each release is devoted to changes of name, location, template, connections, etc. We do not believe this is the optimal use of the pledge dollars and this is not a cost we had factored into the original price. Therefore, effective immediately, we are changing how we handle change requests and the sequence of when we add PoTs to the game. Previously, we would integrate them as soon as basic information was entered into the form. From now on the owner must first “lock” the submission form, then and only then, will we implement the submission. When "locked" no more changes can be made to the submission form, unless unlocked (see below)."Note that this also means that changes to the form cannot be made until the form is unlocked. We are in the process of adding a new button named "Submit & Lock" and expect it to be ready by R28. The submission form can only be unlocked either by upgrading to a larger size or by purchasing a service voucher (larger change requests may require additional service voucher purchases). It is worth noting that currently most change requests can only be accommodated when we wipe, so it will be up to 90 days before you will see any changes go live after requesting them. After the final wipe, we will have tech in place that allows us to make changes without wipes, of course. Also, note that transferring ownership of a town will not unlock the submission form. Please note that NO forms will be locked until the owner locks it. This means that if you are waiting to see more templates or more tools come online then DON'T lock your form (but also understand that no interim changes will be made). Custom Static vs. Dynamic PoTs: The following outlines how the two town types differ and describes the cost/benefit analysis of each as well as the process and schedule. Custom Static: Benefits: These scenes have the potential to look more unique, even though they are built off existing templates. For example you could request that we completely wall off your town even though it is on multiple elevation, something that can't be done currently with walls in dynamic towns. Once in game, owners have very little work to do other than unlocking lots. Process: Owner fills out the PoT submission form completely, including proposed layouts and customization requests. Owner locks form via “Lock & Submit”. Portalarium consults with player about the submissions. Portalarium builds a custom scene using the selected template and modifies it based on player submissions beginning sometime after final wipe. Costs: Scene is completely static, it cannot be modified by the player once it is in the game. PoT Decorations cannot be placed in Static Towns. Any desired changes after implementation will require purchasing at least one service voucher, including conversion to Dynamic. The only exception is upgrading to a bigger town size. Building of these will not recommence until August 2016 and will be delivered on a monthly basis. Build order will be based first on PoT size and second on PoT purchase date. Change requests to existing Static towns (including size upgrades) will not be fulfilled until all Static towns are complete (except for conversion to Dynamic which may be sooner) All towns currently in game will remain dynamic until we are able to get to converting them to Static. This means when the town transitions from Dynamic to Static at later date all residents will need to reclaim and redecorate. Advice for owners would be to constrain population to residents who understand this. Dynamic: Benefits: Owners can modify just about anything at any time: Lot Locations / Orientations Lot Sizes NPC Buildings NPCs Scene Music PoT decorations (walls, pavers, trees, etc.) PoT will enter the game possibly as soon as the next build after the submission form is locked with just basic information of: name, template, and location chosen Process: Owner fills out form with name, template, location, connection(s) and add on store building selections (if eligible). NOTE: All other fields are irrelevant. Owner locks form via “Submit & Lock” Portalarium implements Dynamic Town within 90 days of submission (but often as soon as the next month’s release). NOTE: If your town is already in game and you are eligible, right after you Lock your form for the first time you will receive your selection of Add-On Store Buildings. (See details below). Costs: Towns are non-modified versions of the templates. Nothing will be modified on the template by Portalarium. For example this means that all PoT connections happen from the same place using the same visuals (boats, wagons, manholes, etc.) in each template and cannot be modified. Unlocking the form to make changes will require a service voucher. Pre- versus Post-Wipe: Below, you will find a comprehensive list of all items we hope to have online before the final wipe, as well as any items we plan to support after the wipe. Anything not listed below is not currently being considered for Episode 1. For instance, Owner customization of PoT connections is not something we plan to support for Episode 1. Pre-Wipe Features & Content: The following is a list of all content that we plan is planned for implementation before or for Release 32 in July. Templates: 14 Templates based on 5 Unique Layouts/Terrain Sculpts that cover all 8 biomes (current count is 12 Templates, 4 Layouts, 7 biomes). Town Permissions: Ability to designate various levels of delegates to help run the town (working in game now). Lot Permissions: Ability to flag lots as open or designate for specific players (working in game now). Add-On Store Buildings: PoTs purchased prior to January 4, 2016 receive a selection of certain Add-On Store buildings. These will be delivered to the owner after their submission form is locked and the PoT is present in game. Goal is to have this functioning no later than Release 29 (April). Please note that for Episode 1 there are only two City sized homes: Twin Spires Manor and Adobe 2-story Keep. Due to an earlier error in communication qualifying PoT owners, village size and above, who do *not* choose the Twin Spire Manor, may opt to choose a smaller house and qualify for a free Adobe 2-story Keep. For example, the owner of a Metropolis can earn up to 4 additional Adobe 2-story Keeps. Giant Pavers: In game craft-able and add on store versions to better facilitate roads. Dynamic Towns: All PoTs with locked submission forms by Release 30 (May 26) will be present in game for Release 32 on July 28. Dynamic Town Tools: These are the tools owners can use to modify their towns: Lot Marker Placement: Working in game now. NPC Building Placement: Working in game now. POT Decoration Placement: Working in game now but current placed decoration limits (including lights) will be doubled (at least). Scene Music Selection: This will be done via an ingame wax cylinder jukebox. Hope to have this working in R28 or R29. NPC Placement: Working in game now. NPC Renaming: Working in game now Post-Wipe Features & Content: The following items will come online in the monthly releases AFTER Release 32. Blessings: Certain structures placed in PoTs, like Titan Statues, will convey blessings to players who visit that town. The duration and/or strength of the blessing is tied directly to the occupancy of the town. We do not yet have any other details about how blessings will work, but do not fear being locked into any one structure/blessing because Dynamic Town owners can change any of their decorations and buildings at any time (note that there may be a timing constraint to how quickly and how often you can change your blessing). Dynamic Overworld Visuals: The number of buildings will indicate size and occupancy levels of the town. Smoke from chimneys and/or lights in windows will indicate if players are currently online in that town. Particles will indicate the presence of a blessing and possibly indicate which exact blessing. Templates: 20 Templates with at least 10 Unique Layouts/Terrain Sculpts. Town Public Gardens: The ability for any player or town dweller to plant in a public garden area will come online shortly after Public Gardens come online in the rest of the game. NPC Behaviors: We hope to support behaviors beyond simple conversations and merchant function for NPCs. For instance we hope to allow POT NPC Guards to act like all other NPC guards where they will eventually patrol player towns and they might notice stealing or combat and fine players for infractions. Dynamic Town Tools: Highlight Flat Areas: this will allow owners to see nearby flat areas to ease placement Snap/Align to Adjacent Lot: This function allows town owners to snap lots together, especially helpful when placing row lots (note we hope to provide this function for walls/fences too). Entry/Exit Point Locations: Owners will be able to select from a list of possible locations. Note that this will NOT be the ability to place an entry point location anywhere. PoT Connection Locations: Owners will be able to select from a list of possible locations. Note that this will NOT be the ability to place a connection anywhere. Town Crier Locations: Owners will be able to select from a list of possible locations. Note that this will NOT be the ability to place a town crier anywhere. POT Decorations/Structure Lockdown: Anyone who has accidentally grabbed a guard tower from underneath themselves will appreciate the ability to lock structures and decorations. NPC Visual Variety: We hope to provide a wider visual range of NPCs (clothing, facial features, equipment, hair, etc.) so they are not all so identical. Lawn Mower: An object that lets players remove trees and foliage from areas without requiring object or lot placement. SECTION 2: PLAYER RUN TOWNS: Player Run Towns (also known as Mixed Settlements): These are towns not owned by players, not named on the cloth map, and not part of any story. To facilitate the number of lots needed for all players we are going to increase the number of these settlements in Novia and Hidden Vale These will be loosely based on the Player Owned Town templates so we can have a variety of biomes. They will now also include an NPC core that includes some basic amenities (like bank, basic trainer, crafting stations, crafting supplies, and general goods shopkeeper) Increased variety of lot sizes, especially for larger lots SECTION 3: WATER LOTS: The recent announcements about lot selection raised some questions about water lots that have been confusing to everyone. Please note that all of these lots expired with the Fall 2015 Expiration event. Water Lots: These are waterfront lots that can be placed along shorelines, piers, and docks. These are limited to Village, Town and City lots. Water lots can only be claimed with Founder Deeds (pledge rewards for Founders and Royal Founders) starting with the Citizen pledge Can be found in almost any town that has open water (lake, river, ocean, canals, etc.) Currently can be placed in Dynamic Player Owned Towns along natural shorelines but currently does not work with manmade areas like docks and piers but we hope to have this fixed post Final Wipe. Island Lots: These are lots not attached to shore directly (like the regular water lots above). They come with a Keep or Castle sized plot of land. Island lots can only be claimed with Founder Deeds (pledge rewards for Founders and Royal Founders) starting with the Duke pledge These can be found in towns with very large open water areas (ocean mainly) Please note that these are actual pieces of land in the water (i.e. islands) so players will place land homes on them, not water homes on them. There are currently none of these in the game. We just recently fixed some technical issues that were blocking us implementing them and we plan to have them start appearing as soon as Release 29. Water Homes: These houses can be placed on Water lots only. Village Size: Waterfront Cabana (Citizen) Waterfront German-Style Cabana (Edelmann & Edelmann – All Digital) Waterfront Lighthouse (Knight) Town Size: Waterfront Houseboat (Lord) City Size: Frigate (Baron 1) Galleon (Baron 2 & 3) Waterfront Castle (Duke) Island Lots: There are no specific homes associated with these. Any land based home can be placed on them. As mentioned above these are not in game yet. Duke Island (Duke) Lord of the Manor Island (Lord of the Manor 1 & 2) From <https://www.shroudoftheavatar.com/forum/index.php?threads/player-housing-update-player-owned-towns-player-run-towns-and-water-lots.46411/>
  9. MAKE A DIFFERENCE: Portalarium will donate 50% of its share* of the purchase price of this item to the designated charity SoTA has several items from the Countach Album by Shooter Jennings. You can purchase all as a package for $50 or separate here. This is with new money only, you cannot use store credit or turn them into store credit.
  10. Original Forum Post Official Post: https://www.shroudoftheavatar.com/?p=56740 Greetings Avatars, Please read this entire message, as well as the linked instructions and known issues. Thank you for being a loyal backer and follower of Shroud of the Avatar. Release 27 access for all backers at First Responder level and above begins this Thursday, February 25, at 10:30 AM US Central Time (16:30 UTC). Release 27 is the first release where our pivot to focus on Final Wipe is becoming very visible. It can be seen in the rapid expansion of scenes, filling out entire regions, albeit with scene clones (that we will later make unique). It is also the beginning of major polish passes and rework of the starting scenes to make them more playable and more directed. It is also visible in the new creature behaviors of play, resource guarding, Oracle scanning, Escort Quests, and NPCs talking to each other. Even though this was a short release at only four weeks (which means just three weeks of development) and we had a LOT of R26 patches, we still managed to add a bunch of new content to the game. Additionally behind the scenes, we continue to optimize performance and improve our data tracking/reporting (heatmaps are the latest addition). We have also begun a complete overhaul of our avatars including mesh, texture, skin, hair, clothing, and animations. We hope to reveal those changes next release when we plan to have the new male avatar in the game. Yet again, I want to express a huge amount of gratitude to our Dev+ backers who tested all of the items below on the QA server and uncovered lots of bugs. They also provided editorial feedback on this post, so they are a big reason that this post actually matches what is in the game, and that it is easy to read. While we are getting closer to launch, we are still in a constant state of change, and we do not yet have in-game systems to inform players of these changes, or to share ways to help them to explore new content and systems. This means we rely entirely on this message, and the linked instructions and known issues to convey the current game state. We regularly have to answer questions or filter bug reports because some players elect not to read this valuable information. By taking a few moments to read through this information, a great deal of our time and efforts can be redirected to focus on new “unanswered” questions, and addressing critical issues impacting each release. We greatly appreciate you taking the time to review this post, and for all the truly valuable feedback you continue to provide. Also, remember that while we are providing new content with each release, our community is working overtime to make new events for you to enjoy. So, be sure to check out a couple of the Community Events Calendars run by our community members (via in-game book or the player run websites Avatars Circle Community Events and Events of the Avatars calendar). Without further ado, here are the R27 deliverables. Key: Plain Text: The original plan for the Release deliverables. We intentionally preserve the original text so that our backers can compare plan versus actuals. Italics: Extra notes and new deliverables Strikethrough: These are items that did not make the release RELEASE 27, February 25, 2016: Story: More polish passes will be made on existing maps for balance and story support. We will also continue to expand the story with new scenes, including the town of Xenos and the entrance to the dungeon of Artifice. Scenes in the Vale will start to get polish passes to bring them up to current dynamic spawning standards. Xenos Delayed: Starting with Release 27 we shifted the focus of implementation order to be region by region. We will circle back to Elysium (region where Xenos is located) next release. Hidden Vale Polish Delayed: Hidden Vale is not part of the plot so it is currently lower priority for spawning (although we did update the sky in all those scenes, see below). Escort Quests: NPCs can now move between locations and/or follow the player based on quest flags. First example of this can be seen in the Highvale starting scene. Artifice: As most travelers and pilgrims to Xenos know—across the rolling plains of the island Elysium, several day's journey beyond the River Fall, and perched in a crook of the craggy northern arm of the aptly-named Rumor Peaks—lay the mysterious and legendary destination known as Artifice. Though there are a variety of tales that claim to know the truth behind why it was created, and by whom, the only rumors that draw hopeful visitors from across the world to gather with needy abandon in the halls of Xenos are the stories told of the dreams and wishes that can come true for those lucky enough to win the lottery granting permission to enter Artifice's secluded depths. The Halls of Artifice below will appear in a later release. Paladis Shardfall (PVP): The newest shardfall to be added can be found in the North Paladis region. Opalis Ruins (PVP): This ruined city can be found in South Paladis. Drachvald Towns: We made a major push to fill out the Drachvald region (northeast corner of Novia) in R27 including adding 6 new NPC Towns. For now, these towns are clones of other existing towns with mostly generic NPCs alongside story-specific NPCs. Post-July, we will circle back and make these scenes unique. Broochash Eastmarch Port Graff Graff Island Brookside: This scene includes a small vignette with a familiar companion. Spite: This scene includes an introduction to the dungeon of Malice, although the dungeon is not yet accessible. Visiting the Keg and Egg Tavern will allow you to meet some unique travellers to this town on the edge of death. Drachvald Adventure Scenes: In addition to adding NPC Towns to Drachvald, we also created 6 adventure scenes (of multiple levels of difficulty) to facilitate character advancement and resource gathering in the region. These adventure scenes are temporarily clones of existing scenes. Post-July, we will circle back and make these scenes unique. Rhun Ruins (PVP) South Drachvald Spur North Drachvald Spur West Vauban Foothills East Vauban Foothills The Sirens Foothills North Hulenhot South Hulenholt South Paladis: This centrally located region has been filled with one new town and 10 adventure scenes of multiple levels of difficulty to facilitate character advancement and resource gathering in the region. Similar to above these are clones of existing scenes. Post-July we will circle back and make these unique scenes. Storms Reach (town) Superstition Canyon (Control Point) Northwest Blackblade Mountains (connected to Blackblade Pass) South Hinterlands North Hinterlands Far Hinterlands North Shattered Hills South Shattered Hills Blackblade Foothills Middle Downs South Broken Road Blackblade Pass: Extended entry and exit sections of the caverns, and converted to dynamic enemy and resource spawning. Hidden Vale: All scenes in Hidden Vale are now using the new sky and weather. Hilt Fortress: The Obsidian Forge is now functioning but beware; for not only does it drain the user’s life and focus, but it also draws the attention of ever increasing waves of enemies (much like a Control Point). Note: the material Obsidian is not yet part of the crafting system. Epitaph: Updated and polished spawning, doors, interactives, etc. Necropolis: The first of several planned fixes to Necropolis have gone in this release, including improved/streamlined conversations with the inhabitants (who are much more difficult to understand by themselves now; unless you have some familiarity with long-unused languages). Further improvements are planned in future releases to this important part of the Path of Love questline. Starting Scenes / Tutorials: We have begun a major push through the starting scenes to improve, streamline, and polish. We will devote time in each release to steadily improving the beginning of the game. We have also added the ability to start each of the three questlines independent of which questline you start with. Highvale: Key to leave the area is now obtained from the knight you talk to when arriving. The knight no longer appears dead and now automatically talks to you on arrival. Edvard now gives you items and guidance needed to resume Path of Love quest in Soltown. Notes from elves and defending Knights of Norgard can now be found on corpses, shedding some light on what has happened. The healer found in the ruined village can now be led to the knight to offer him aid (first example of Escort Quest). Outside of the village is a bit more dangerous, with wolves and the occasional bear, but resources can be found as well. Any character can now enter Highvale Village and start the Path of Courage quest, even if that character started elsewhere with a different storyline path; the first time you enter the scene you will enter the single-player version (minus the initial tutorial). Isle of Storms: Arabella now talks to you automatically on arrival. Additionally, hints appear when you die explaining what happened and what to do next. Blood River: Any character can now enter this scene and start the Path of Truth, even if that character started elsewhere with a different storyline path; the first time you enter the scene you will enter the single-player version (minus the initial tutorial). Solace Bridge: Any character can now enter these scenes and start the Path of Love, even if that character started elsewhere with a different storyline path; the first time you enter the scene you will enter the single-player version (minus the initial tutorial). Ardoris: Changes to NPC dialog and journal entries have been made to make the journey through this city's quest line clearer for new players. Player Owned Towns: We will add another town template and towns will begin to receive blessings based on buildings placed and population density. Music chosen in the PoT submission form will begin to be heard. Blessings Delayed: As mentioned in the Final Wipe / Lot Selection post this feature has been delayed until after Final Wipe. Music Selection Delayed: We are going to move this to in game functionality for dynamic towns in a future release. Pavers and City Walls Clear Foliage: Placing Pavers or City Walls now clears trees and grass. Template Polish: Terrain flattened in various areas of Desert 01 template Public Cache Chests: These can now be placed in PoTs with limits based on town size. Holdfast allows placement of 1, Hamlet allows 2, etc. New Template Variations: We have introduced 5 variations of existing templates including: 01a (Cobblestone Free): Forest 01, Desert 01, Swamp 01, and Snowy Mountains 01 now all have variations that have no cobblestones pre-placed. These are designated as 01a in the form since they are identical to the original template in all other aspects. Forest 02 (Forested Plain): This is a fully forested variation based on the Grasslands template. New Dynamic PoTs: We added 24 new dynamic PoTs (listed below). We also upgraded sizes on several PoTs and added requested interconnections (these are not listed below) Astoria Ayrshire (nested in Owl's Head). Bearskin Grotto (nested in Port Phoenix) Brickbay (nested in Jaanaford). Bricksands (nested in Desolis). Bricksium (nested in Aerie). Bricktown (nested in Soltown). Brickvald (nested in Port Graff). Caden Ben (nested in Aerie). Dragonhame (nested in Oceania). Gensfield Glacebourg (nested in Admont). Isle of Apples Magincia (nested in Oceania). Mizell Thapae (nested in Resolute). Nowheresville Olde Haven (nested in Owl's Head). Painted Caves (nested in Oceania). Papua (nested in Oceania). Shadow's Rest Siren Song Bayou (nested in Port Phoenix). Storm's End (nested in The Stormlands). The Gloaming Grotto The Stormlands Roving Encounters: Roving encounters (patrolling creatures) will now appear on the overworld map and can be engaged (pulling you into a scene) or avoided if you wish to sneak past. Roving Encounters Delayed: As mentioned in the Final Wipe / Lot Selection post this feature has been delayed until after Final Wipe. Crafting: The crafting system will expand with recipes for alcohol and teleportation. Additionally certain recipes can now be taught to other players. More resources will begin appearing in the game as well. Alcohol and Recipe Teaching Delayed: As mentioned in the Final Wipe / Lot Selection post these features have been delayed until after Final Wipe. Equipped Tool: Players can now equip a preferred primary tool for each crafting skill in the skill tree interface. Tools can also be equipped and are displayed in the crafting table Interface. To make this seamless for new characters, we now start players with basic versions of all tools. Note that secondary tools used at crafting stations will continue to operate as before. Agriculture: Plant Growing Inside (plus Roofs & Balconies): Budding gardeners can once again grow plants inside player houses, as well as on roofs, balconies, and in basements. Note that growth inside is 90% slower than growth outside. For example, a plant that takes 1 day to grow outside might take over a week to grow inside. Plant Removal: Plants can now be removed from planters. Pledge Reward Reagent Plants: No longer need to be replanted and always provide at least one reagent per day. Skills Removed: Agriculture will differ from other crafting because it will focus more on the process and not skill advancement. Therefore, there are no Agriculture skills, and gathering skills no longer affect agriculture results. Citrine and Onyx: These gems are now correctly appearing in crystal ore nodes at various locations in the game. Prosperity Tools: These now increase the player’s base Meticulous Collection chances when gathering. Crafting Timers: Crafting items now takes time based on difficulty of the recipe. This is a first step at increasing the interactivity of events and eventually bulk crafting/salvage/repair. New Recipes: We added several new recipes to the game including the consumables for the new fast travel mechanics (see Fast Travel below). Recall Scroll Teleport Scroll Castle Walls Walking Cane Kilt Butter Cheese Wedge Crackling (Moved to be component, not final product) Flour Jar of Nut Butter Pie Dough Plate Of Sugar Cookies Plate Of White Cake Plate Of Brace Of Lapine Plate Of Darkstarr Fried Oysters (fixed issues) Plate Of Darkstarr Smoked Duck (fixed issues) Job System: Public and player vendors will now take Job Orders. These jobs describe what players wish to purchase and how much they will pay for them. Purchase Orders: We actually implemented this (albeit named Purchase Orders) in R26. Interactive Use Logging: Players will be able to view a log that tracks which players used any containers on a player’s lot or Player Owned Town location. Log of Usage: Right clicking on containers on players’ lots will show a list of everyone who has used that object. This log is also visible on the lot sign. Combat: Balance passes will be made across most parts of combat including PVP. Animal Charm: Now usable out of combat. Animation Speed: Did a pass through most weapons to make the animations work better with the overall increase in combat speed that we introduced in R26. Blink: The cooldown timer has been increased by 2 seconds and the focus cost upped by 2. Buff Dismissal: Buffs with multiple effects no longer require multiple dismissals Caltrops: Can now be used from the non-combat bar and will now properly trigger combat Chaotic Feedback and Shield of Air: These two buffs were truly causing chaotic feedback when used concurrently! These have been changed so one now overwrites the other. Chaotic Step: Should now be functioning once again! Damage: Melee damage has been reduced by 3.3% for all hits and the max damage done by a critical has been reduced by 15%. Magic damage remains unchanged but magic criticals have had their max hit reduced by 15%. Healing Burst: Healing burst will now require reagents. Interactions with Bow: You can now properly open doors, gates, etc. instead of shooting them when you have a bow equipped. Light: The light spell will now cast a larger, brighter light. Shield your eyes! Offhand Defense: This now gives an “always on” parry bonus instead of adding damage resistance. The benefit of time will be approximately the same amount of damage but applied differently. Parry: In our ongoing effort to make different weapon types more meaningful, all weapons now have a parry effectiveness that is not tied to the weapon damage. Daggers and small blades are now more effective than many larger weapons in stopping damage in a parry. Large, hafted weapon and bows are now less efficient at parrying than before. Additionally, offhand weapons now add to the amount stopped when parrying so now that offhand dagger won’t just be for looks! Plague: Plague damage now increases over time, so getting cured quickly is now much more important. Reveal Hidden: Reagent use was dropped to be in line with other tier 3 spells. Ring of Fire: Ring of Fire was updated to the new math used for most combat skills. Root: Root spells will now have their duration shortened based on the target’s strength. For players, this will mean that their roots are one to three seconds shorter but for many large monsters, this will likely make the roots only last few seconds. For extremely powerful creatures, like trolls, dragons, and daemons, the root be broken immediately. Shield Skills: We worked hard to finish out the Shield Skill Tree with new skills and expanded functionality to existing skills. Dig In: Area of effect shield buff that increases damage resistance in a radius around the caster but only if caster remains immobile. The effect increases multiplicatively as additional users cast the buff nearby. Testudo: Shield buff that increases damage resistance in a radius around the caster but slows the caster down. The effect increases multiplicatively as additional users cast the buff nearby. Redirection: Innate Shield skill that increases chance to force a glancing blow if the player has a shield equipped. Bolster Balance: Innate Shield skill that increases knockdown, knockback, and stun resistance. Strength of Earth: Base boost dropped from 10 to 5 + skill level/10. This was to move it to be in line with the other stat buffs. Tooltips: Filled in missing information for the following skills: Silent Movement Animal Charm Camouflage Engage Opponent Juxtapose Light Mind Wipe Shadow Form Vanish Mind Lock Untrain: A skill set to Untrain will quickly lose experience. Some of the lost experience is put back into their experience pool. Note that only skills above level 20 can be set to Untrain. Weapon Proficiency: In previous releases, not having any skill with a weapon would perform the math as if the player had a 40 skill. This has been corrected. Having no skill will now treat the player as if they have a 1 skill. Performance and Polish: Major efforts will be done to optimize performance and polish gameplay. We will also increase the breadth of metrics and logging. Weather: The visual effects associated with weather are now linked to quality settings. This should greatly improve performance for those running "Fastest" on lower end computers. Heatmaps: We now are able to visualize data internally for scenes using heatmaps. We will use these to help track everything from resource yields to player death “hot spots.” Here’s an example showing a traffic pattern through Novia. Configurable Saturation: Players can now tune the color saturation to their liking. Slider all the way to the left is zero saturation and completely grey scale. Saturation slider one quarter of the way to the right is the default saturation level you are used to. With the slider at the halfway mark, it is closer to Ultima 9 and all the way to the right is approaching the Wizard of Oz. Map-Specific Performance Improvements: Hilt, Desolis Underground, and Novia all received some map-specific performance work. Cloaks: Cloak logic has been updated to make them much less costly in high player count situations. Game Mode Display: Players now have the option to display in-game what game mode they are currently playing (Single Player, Friends, Open). Lighting: The overall brightness of all scenes was increased slightly and the maximum brightness value has been increased on the Brightness slider in options. Additionally, some of the specific weather cases had their brightness tuned and we have increased the radius of player equipped and cast lights. Fast Travel: Fast travel has had a major overhaul and is now integrated into the player economy with crafted elements. The previous zoning methods allowed unencumbered instant travel across the map at will. These completely defeated the regional economies we are working hard to create, as well as allowing players to circumvent content like control points. Finally, features like “Zone to Lot” gave a completely disproportionate advantage to players owning multiple properties. The below changes will curb abuse, level the playing field, and help reinforce the regional economies. We realize this will be painful for some of you, but these changes are needed for the long term health of the game economy. /stuck: The ability to rescue yourself from inaccessible areas now has some constraints applied to it in order to curb its misuse as an escape route. There is now a casting timer and a cooldown so it cannot be instantly performed and then repeated instantly. We are also now properly logging the use of this feature so we can automatically track trouble spots in scenes and trap exploits. Additionally, this feature now does a pathfinding check around you and moves you to a random nearby valid location instead of the map exit point. Bind & Recall: Players now have the option to bind to a single point in the game to which they can return to at any time by using a consumable Recall scroll (crafted via Alchemy). There are two options for binding; Town Criers or your property marker/sign. There is a casting timer and a cooldown for Recall. Note that this replaces the “Zone to Lot” functionality. New players will receive 12 Recall scrolls. For R27 only, we are also giving every character 20 Recall scrolls. Teleport (to Friend): This replaces /zone and functions very similarly. You select someone from your friends list and then use a consumable Teleport scroll (crafted via Alchemy) to teleport to entrance of the scene they are in. There is a casting timer and a cooldown for this action. Note that in a future release, Friends will move to a two way confirmation (like Facebook). New players will receive 12 Teleport scrolls. For R27 only, we are also giving every character 20 Teleport scrolls. Creatures: Elemental Loot: Elementals now leave a lootable corpse (with loot!). Oracle Bugs: Now have a scanning behavior when near things that the Oracle finds interesting. Dragon: We did a pass to polish animations and visual effects. Troll: We polished visual effects. Undead: The undead are now immune to poisons. Play Behaviors: Creatures now have the ability to display play behaviors. In R27, you can see Wolves periodically chase and mock fight each other. We will slowly expand this over time to other creatures. Resource Guarding Behaviors: Some creatures are attracted to resource nodes and will attempt to guard them. In future releases, we may expand this to be creature- and resource-specific. (For example: Fire Elementals would always guard sulphur nodes). Avatars: Walking Canes: Elegant avatars about town wouldn’t be caught dead without one of these accessories held in the left hand. There is a recipe to craft one in the game, and a fancier version will be available in the Add-On Store. Kilts: Freedom (from pants)! These plaid, non-pants can be crafted in game and a fancier version will be available in the Add-On Store. Blend Shapes: When creating a character, the sliders that modify face shape now average the underlying blend shapes instead of adding the modifications on top of each other. This should minimize some of the weird deformations that were being created. It will also unlock our ability to allow for more extreme settings without breaking the face. Nameplate Information: The full information (color, title, guild) is also now displayed in upper left corner of screen. Baron/Baroness Founder Title: These pledge titles now accurately display in gold. Lord British Cloak: The mysterious effect on this cloak is now not so mysterious. A player wearing the cloak has their health appear at full health until they are nearing death. Unfortunately, Lord British has a strange power that attracts random falling objects, and this cloak also has that effect. Water Cloak: This cloak that supports Water.org now extends the duration of the /rain emote and increases the loot chance in wishing wells (see below). Dyes: You can now dye clothing in bag mode. Emotes: We added a few new emotes to the game. /dance5: This is an energetic dance for when the music moves you. It can be found by talking to the music merchant Shandala Truesong in Aerie or from other players who have learned it. /panic: This is a "What? What's happening?" gesture of surprise. It can be found by talking to Willem, the bar patron in Resolute or from other players who have learned it. /pray: This is a sign of quiet meditation. It can be learned from Damai, the Mother of Peace, in Khasi's Castle in Ardoris or from other players who have learned it. Player Housing Greenhouses: We added three new greenhouses to the game: Rusted Iron Small Greenhouse (Add-On Store), Rusted Iron Large (in game), and Round Elven Greenhouse (Add-On Store). Simplified Collision: This improves performance and stops the camera from hitting things like roof beams inside. Duke Benefactor Duke Founder Lord of the Manor Keep Lord of the Manor Twin Spires Manor Addressed Geometry and texture bugs Citizen Waterfront Cabana Baron Benefactor Duke Founder Lord of the Manor Keep Window Transparency issues Leaky Roofs: We have made some improvements to the interaction between rain and buildings to fix the leaky roofs. Please note that at lower quality settings and/or in scenes with a very high density of objects rain may still get inside. Built in Lights: We added these to the Lord of the Manor Keep and Lord of the Manor Home. Ardoris Water Lots: These were positioned too far from piers making the docks, stairs, etc. of water homes sort incorrectly. City Arena Basement: Added secret bricks to open doors in cells that were trapping players. Sojourner Tales Magical Printing Press and Book: Backers who backed Sojourner Tales will receive this magical printing press with the Sojourner symbol on it. Using the press makes a book copy with the Sojourner Tales symbol on the cover. Recap (aka Space Bards) Gypsy Dance: The infamous Gypsy Dance from “The Return of Lord British” music video by the Recap (Space Bards) is now in game (currently titled /dance4) and available to everyone who has pledged to Shroud of the Avatar (cutoff for eligibility will be when we expire all pledges in July). Next release we will be providing ABC versions of select songs from Neon Milk and “The Return of Lord British” on a special neon green wax cylinder to backers who backed both Neon Milk and Shroud of the Avatar (more details next release). Countach Make a Difference: We are proud to announce that we are partnering with Shooter Jennings, and his label Black Country Rock, to raise money through our Make a Difference Store using Shooter’s newest album: Countach (featuring our very own Lord British). The following items are now available for purchase and 50% of the proceeds will be donated to a Cancer charity (details later): Countach Wax Cylinders: 6 songs from the new album plus an exclusive bonus track “The Death of Lord British” all on exclusive Countach Pink wax cylinders. Countach Album Cover Art: The incredible album art is now available as a framed painting that you can place on your walls. Countach Pink Dye: This exclusive hot pink dye is sure to catch attention. Countach Phonograph: This exclusive version of the ornate metal phonograph has pink and purple highlights Wishing Wells: Throwing coins in a well can sometimes result in receiving a random gift. As mentioned above, wearing the Water cloak improves your chances. This works on the placeable decoration as well as any wells seen in the game. Economy: Loot Throttling: We now have the ability to set thresholds, maximum limits, and time constraints to loot to aid in battling exploits. Drag/Drop Trading: Dragging an item on top of another player will now initiate a secure trade. Crowns of the Obsidians: These very rare coins left over from the age of the Obsidians can be found occasionally on higher level creatures. In later releases, they can be redeemed with trainers, the oracle, and other locations for blessings. Bulk Reagents: Reagents can now be purchased in bulk. New Sound Effects: Another huge pass through the game upgrading and adding new sounds. Slimes Breakable Rock Walls Electrical Junction Boxes Water Wheels Water Fountains Gears Obsidian Forge Death Sounds Death Ambience Curtains Candles Torches Braziers Dead Bodies Skeleton Bodies Elf Dead Bodies Wolves Soltown Sewers Blood River Solace Bridge Highvale Purify Spell Zombies Elves So, now that it is clear what you can expect, we should also be as clear about what you should NOT expect: Performance: We have only done rudimentary optimizations, and we do not yet have a full suite of performance fallbacks (LODs, etc.). This means the game will be quite slow on older machines, and due to memory usage, and might be unstable in certain conditions (like densely decorated areas). With each release, we will be doing further optimizations and adding to our fallbacks to improve performance. Crafting: The crafting system is in the game as a framework, but is still missing some key components like a full suite of Refining/Production Skills and breadth/depth of recipes. Game Loop: Release 27 is a further iteration on our game loop, but is still missing some key components. Expect this to expand with each subsequent release, but it won’t be truly complete until we hit final wipe in July. Visual Quality: Efforts to improve visual quality are ongoing. We will continue to iterate on these until we have highly competitive visuals. Pledge Rewards: Pledge Rewards that have been built and have tech to support them are in the game; all other rewards are awaiting either content creation or tech support. You can find an updated list of these items in known issues. Persistence: As part of development, we will need to periodically wipe data including characters, property, etc. As we near official launch the frequency should decrease, but there will definitely be a wipe right before launch. So consider everything gained during early access temporary. Here are links to instructions and known issues. Thank you again for your continued support. This is truly the most amazing community we have ever worked with, and we are proud to be on this journey with you. Sincerely, Starr Long aka Darkstarr Executive Producer
  11. Balandar

    Old News: November 2000

    November 2000 Sunday, November 12, 2000 The Invasion of Olympus ^top The day had been filled with battle. It was midday when an army of Dragons attacked Olympus without warning, and without mercy. Although the initial attacks were fended off, a slew of Dragons and Drakes broke down the gates of the castle, and stormed the courtyard. With the dragons about to break down the inner gates many of the Purple Guardians of Honor retreated to Trinsic. Although the dragons had been easily visible, the one who commanded them was not. Throughout the battle many people reported on hearing a voice, which seemed to come from the sky. This voice spoke of the destruction of Olympus, and to punish those who had tried to control nature's creatures. About an hour after Olympus had been taken by the unknown enemy, we knew what this voice was speaking of. Cedric, Grey's Cowboy, and Silvana Syav'ryn launched an attack of their wyrms and dragons on the castle. The people who were waiting outside as backup for the tamers soon reported that the three tamers came back out a few minutes later, and ordered their wyrms to attack the backup group. It was obvious that any who dared to bring a tamed creature into the castle would have their mind taken over by the still unknown evil. Soon it was decided by many that if we were to try and recapture the castle, that we would need help. Long ago during the Ventryn attacks on Winterfell, we met a group of people known as The Lords of The Eternal Realm. This group was very large in size and was very willing to help people out. I contacted their leader, Antilian, and he agreed to help our forces retake the castle. Although the Lords of The Eternal Realm were great in numbers, we still felt more help would be needed, so we turned to an old ally, from days long gone, The Guardians of Light. I met with Valkyrie, and her council, and requested their assistance. They were more than willing to help us in our endeavor to retake Olympus. It had been many hours since the invasion of Olympus and a massive force was gathering at the Trinsic Barracks. Nearly 70 soldiers of the Purple Guardians of Honor, Guardians of Light, and Lord of The Eternal Realm were ready to make an attack on Olympus so as to retake the castle. Soon the order was given to begin the attack. What was seen sent most people into shock when they gazed at the castle. Dragons stood upon the battlements and standing upon the roof of the Inner structure of the castle there were three massive Wyrms. We charged the front gates, which were still broken. We hadn't even made it to the courtyard, but many dragons, drakes, and a couple of those wyrms were already set upon us. We charged the creatures, with spears being thrusted into their chests and swords driven into their backs. Soon walls of the castle were littered with the corpses of the creatures. As our forces climbed over the corpses to reach the courtyard, dragons flew over us and began to attack us from behind. Soon we saw the three tamers standing on the battlements, not even looking at the battle below. They began sending more dragons at us, but we continued to bring down each dragon, one by one. We had finally reached the inner part of the castle. Within we found many more drakes, but we pushed on and killed each one. We finally reached the last wyrm. It was far larger than any other we had fought so far, but having all three guilds united, we had the power to overcome the wyrm's strength and destroy it finally. The three tamer's face became filled with hate, and with an eerie red mist, they faded from sight. Olympus was covered in blood and corpses. The walls had burns and cracks in them, and the front gates were destroyed. It wouldn't take long for repairs to be made, but a question was now brewing in the minds of everyone there. "What could have the power to do this?" Suddenly, as though it could read our minds, we heard the voice. It seemed to be coming from the sky, and its tone was filled with rage and hatred. "You have but won a small victory. Now your allies shall pay dearly for helping you fools. I am far from finished. You shall all feel my wrath!" With that, silence griped the armies below. A sense of dread soon followed, for we knew whatever had done this was far from over, and that our allies, the Lords of The Eternal Realm and Guardians of Light would also be targeted by this foe. Posted by Gorion - 2:50 PM EST ^top Sunday, November 5, 2000 Jonathan Rye's Recent Actions Uncovered ^top Twas a very hot day in Trinsic, with the sun beating down upon the sandstone. My fellow Guildmate, Greg approached me with some dire news. "Gorion, Eve and myself are currently trying to find a United Pirate, do ye know where we might find them?" "Perhaps Red Skull Bay, or Edinburgh, I heard theyve taken residence there latly." "I've already checked, they are not there." Eve then came outside from the Bank. "Hello Gorion, tis been too long, I take it Greg here has told you that we seek one of the United Pirates, Aye?" "Aye he has, but why?" "We have heard that Jonathan Rye, leader of the Cult of Jou'nar, was in Britain this morning seeking some of them, we want to find them before he does so we may know why he is looking for them." "Hmm... I have heard that Hawkeye Pike has taken up residence in Buccaneer's Den, we should check there." Eve noded, and then opened a gate to the Isle of outlaws. Not many were on the isle, so we began to search for Hawkeye's home. We reached the northern part of the isle, above the caverns, when we saw a pirate in the distance. She was leaving a few books on doorsteps, and then she looked in our direction. She began to approach us and seemed very unagressive, only asking why we were there. "We are searching for one of your fellow pirates, perhaps Patsy or Hawkeye so that we might ask them a few questions." said Eve "Dey arn't awake, but Cap'n Hook should be around 'ere somewhere, let me get him." A few minutes later Hook approached us from the west, wearing his normal blue hat on his head, and a hand on the cutlass in his hilt. "Arr.. whatcha be wantin'?" "We seek to know about Jonathan Rye, and your connection to him." Hook was able to remember Jonathan Rye, with the help of some gold. During the first day Trinsic was attacked by the United Pirates, Jonathan had approached them in the Tavern and decided he would hire them to complete some tasks that he needed to be done. These jobs were to prove their loyalty to him. The first was they were to kill the Actress from Vesper, whom Jonathan had claimed was a traitor to him, and that she had once worked for him. The second job was to get him a copy of "The Book of the Dead". Although they did give him a copy of it, the copy they recieved from the owner of the original was incomplete, with key sections missing from the pages so that he couldnt even unlock a portion of its power. After these two missions were complete, Jonathan told them to find five shadow ore veins and to bring him runes of each. He never showed up to the meeting point in which they were suppoed to give him the book and he was to pay them. After hearing the story, our group purchased the runebook, and a second copy of the altered Book of the Dead from them so that we could use this information if needed. Although the runebook could be quite helpful, when the Book of the Dead was translated, its pretty much useless since all of the keywords are missing. After we finished our buisness we left the isle to return to Trinsic and study all the information we had gathered and to make plans to try and stop Jonathan Rye. Posted by Gorion - 4:45 PM EST ^top
  12. Balandar

    Old News: October 2000

    October 2000 Sunday, October 8, 2000 Jonathan Rye Threatens Olympus ^top Jonathan Rye came to the Trinsic Bank roof this evening and spoke with myself, Gabrielle, and Martok. He didnt stay long and got strait to the point. "Castle Olympus looks quite Decorative now. Perhaps next Sunday I shall add my own decorations to the castle." After saying that, he winked and left the roof of the bank. Although I doubt he intends to attack Olympus, I do think he will try and do something on the Night of Sunday October 15th. To remind everyone, Castle Olympus is located on a peninsula east of Vesper. Posted by Gorion - 7:28 PM CST ^top
  13. Balandar

    Old News: September 2000

    September 2000 Wednesday, September 20, 2000 Two more times ^top My freind, Tymaron, was in Britain when I saw him. Apparently earlier that eve he had been approached by the Phantom at Tymaron's villa in Felucca. It had been a short stay and all that was revealed was that Xenthyl was still searching for something. Tymaron sent me this transcript of the encounter. Late Monday afternoon, I was visiting an acquaintance of mine late who lives on the south side of Relvinian’s Maze when a giant black widow spider was seen outside the window. M’Tila, my acquaintance, proceeded to attack it while I kept her cured. I noted that that type of spider was spotted in the Xenthyl attacks. Xenthyl: Is it? Tymaron: Why yes, they were, sir. Xenthyl: How surprising. Yet the attacks are not mine. Tymaron: Oh? Whose were they then? Xenthyl: Hmm, you’ll know soon enough. Everyone is so eager to know. Does no one have any patience? Tymaron: Well, we do find these occurrences quite enigmatic. Xenthyl: Coming here has accomplished nothing. Tymaron: What brings you so close to Relvinian’s Maze? Xenthyl: However, I must investigate all that…Hmmm…The maze is not what brought me here. Tymaron: What does? Xenthyl: I should have known it would not be here…A foolish error on my part. Tymaron: What, looking for a book, perhaps? He apparently didn’t hear my last words, as he had already disappeared. It was last night that I was watching a duel between Mallock and Kimmy, when all of the sudden, Malystryx, who was keeping watch on the battlements yelled a swarm of Black widow spiders were approaching the castle. Good ole Arthril, with his drum in hand got the spiders enraged to one another, while Xenthyl snuck past us and entered the castle. It was then I saw his large, black halbard out of the corner of my eye, and proceeded to chase him. He walked quickly, and I had him trapped in the Armory when he proceeded to walk through the wall. As soon as I was able to get back outside of the castle, he seemed to be proposing a riddle. Although I didnt get the exact words, I believe that he is either beginning the first of three attacks, or he is searching for one of three items. Once again he would not speak the name of his master, but he wondered why we didnt know who his master was already. After a few moments he disappeared. Although nothing exact was found, it seems that there is more reason to believe Ventryn may be behind it, and if not, then some other creature of darkness, which we know of, but may have forgotten is behind it. Posted by Gorion - 7:00 PM CST ^top Saturday, September 16, 2000 UO/Origin 2nd Annual Seattle Players Event ^top COME ONE! COME ALL! 2nd Annual Seattle Player's Event You are hereby invited to attend the 2nd Annual Seattle Player's Event for Ultima Online/ UWO: Origin. There will be much feasting, lots of players from all walks of life to meet, a raffle to give away UO & UWO:Origin merchandise, a costume contest, and even a special guest appearance by Melantus, the Community Coordinator for UO, including a Question & Answer Session! PREREGISTRATION IS REQUIRED - You can do this by contacting Joshua Rowan at joshua at stratics.com. Make sure to provide your real name, main character name/main shard, an e-mail address for us to contact you at, and your choice of dinner (from the list below). Here are the specifics: DATE: Saturday, October 28, 2000 TIME: 5pm-11pm WHERE: Holiday Inn Sea-Tac (near the Sea-Tac Airport) - Top of the Inn Restaurant (this is a 360 degree rotating restaurant with spectacular views of The Puget Sound area) MENU CHOICES: Make sure to let us know which meal you would like when you RSVP. All meals will include Salad, Baked Bread, Seasonal Vegetables, Potatoes, Rice Pilaf or Pasta, Dessert, and Coffee/Tea. LONDON BROIL - Specially Marinated and Broiled to Perfection. Topped with Mushroom Demi-Glaze HAZELNUT SALMON - Fresh Salmon Filet Broiled and Basted with Hazelnut Butter. NW VEGETABLE LASAGNA - Filled with Fresh Herbs, Mushrooms, and Savory Marinara Sauce. LEMON CAPER CHICKEN- Breast of Chicken Lightly Broiled and Topped with Lemon Caper Sauce. COST: $30 per person - We will be asking for PREPAYMENT (details pending). Once we receive your confirmation you will receive further details on how to do this. ***NOTE: Special room rates have been arranged for over night guests. Please ask us for details. NOTE: If you have already contacted Joshua, he has you on the list and there is no need to recontact him. Thanks! We look forward to hearing from you soon! Posted by Balandar - 1:52 PM CST ^top Friday, September 15, 2000 Two more sightings of Xentryl ^top The first sighting was in the Shadow Ranger village of Shadowmoor. It was a chilly night in the Abbey when Okami approached me. He soon related a story that Xentryl had come to the Shadow Ranger Village of Shadowmoor, once again summoning Dread Spiders, Giant Spiders, and Black Widow Spiders. Xentryl, oddly had arrived and helped to break out a Drow which was being held prisoner by the Shadow Rangers. Xentryl once again related the fact that we would soon know who his new master was, and that he was not in control of his actions. Soon after stating that, he walked away from the village, but not before summoning more spiders. It was at this time Okami began to track Xentryl's footsteps. Okami was quite successful, being able to trace them as far as a small clearing north of the Yew Moongate. It was at this point Xentryl realized he was being followed. Xentryl turned to Okami's direction, summoned more spiders, then sprinted off. Okami pursued but, all of the sudden Xentryl was consumed by a mist, and disappeared. Xentryl was not seen until teh next day when I was trying to explain the long history of the Fallen Lich Lord, Jou'nar to a young man of the realm. I had entered the armory west of the bank, so as the young man could hear me better. I had not even started when out of the shadows in a corner, Xentryl emerged, and then walked through the western wall. The young amn and I purued him until we lost sight of him. At this point we decided to split up and search all of the city. The Young man was searching the Telescope when I was searching teh extensive library of the Lycaeum. I walked into the southeastern wing when I saw The Phantom tossing books from teh shelves, obviously looking for something. He suddenly grabbed something and was again consumed by a mist, dissapearing. The young man and I agreed to look for clues, a few minutes later, Xentryl once again appeared. "Do not concern yourself with this, Guardian." It was in a few moments taht he had arrived, said that, and then left. I have yet to hear any more of him, or who his master is, but shall keep you up to date. Posted by Gorion - 7:09 PM CST ^top Thursday, September 7, 2000 Xentryl has returned ^top Its not over my freinds. I was just in Britain, buying some equipment when the town cryer asked those there to investigate some strange happenings at the graveyard. I worked my way to the graveyard, where normal spiders, dread spiders, and Large Black widdow spiders began to crawl from behind the graves. Quite a few of us were there and defeated them with ease. Then... Then, Xentryl appeared. It was him, the soul binder armor, and the blade of sin. No doubt it was him. He walked among the crowd and suddenly he turned to me. "Hello Guardian..." "Xentryl, Ventryn has ended his evil and you shall now destroy?" "It is not me. But you shall know soon enough who it is" With that he dissapeared. I have a feeling this may not be Ventryn's doing, but then again it may. Whoevers doing it is, we should prepare once again. Perhaps he now holds contept for us for saving, instead of Destroying Ventryn. I shall continue to keep you informed of what I find. For those who dont know, Xentryl hates Ventryn, but cannot control what he does, for the soul binder armor forces Xentryls physical being to do what the control of the suit says, while his mind is always against it. Last known, The Soul Binder armor was under the control of Ventryn. Posted by Gorion - 4:09 PM CST ^top
  14. Balandar

    Old News: August 2000

    August 2000 Wednesday, August 16, 2000 An Interview with Lord Ventryn - from uoss ^top "Lord Ventryn Presents His Side of the Story", by Tymaron Lord Ventryn presented his account of events during an interview with me on Saturday, including a long history of Stormguard and how the initial finding of the relics erupted into civil war. He describes how Lord Pythos was largely responsible for the civil war, and reveals his initial interest in the relics and his actions on acquiring them. He admits to destroying Stormguard, as well as entrapping Xenthyl to do his bidding. He then accounts his dealings with Qua'Tel, including Qua'Tel's eventual betrayal. He bemoans Winterfell's involvement. Finally, he indicates how the fifth and final relic relates to the first four. The following is the tale he told me verbatim. He spoke haltingly, but at great length. It was indeed fortunate that I so happened to have a spare journal. (begin quote) To understand better, I shall give ye some history first. The ancient estate of Stormguard. It once rested where Northwood currently exists, where Winterfell once called home. I once was part of the council of ancient Stormguard, the ruling council of the community. Eight members, including myself and my brother Adrian Pythos. Ardian however, was the lead council member. Stormguard was his. A community he founded and constructed based on the principles of ancient relics. Relics that were believed to be only a legend. And as time passed, the members of the community began to accept that the relics were mere legend, and nothing more. The legend of the relics was well known. Their origin was a mystery, but it was believed that whoever possessed the relics would rule over a grand and magnificent community and would inherit the power to make all of their dreams a reality. People strove to be the individual worthy of the relics. They strove to be honorable, strong-willed and confident. But as the memory of the relics faded, it was obvious Stormguard would need to make changes and so we did. We formed a larger army, expanded the estate, and appointed new council members. Even with the belief that the relics were only a legend, the community began to thrive. However, all of this changed and all at once. A patrol of guardsmen outside of Stormguard located an unusual terrain within the forests. Lead by Thallus and Xenthyl Fallshorn, the two brothers quickly reported their findings to the council. The council decided to investigate the terrain which seemed to radiate an odd…it is hard to explain in words, it is only something to behold. The council traveled to the location and unearthed a seal. The seal was studied for several weeks and was eventually broken by several high mages of the Council, including myself. Within the seal were two relics: the Gauntlets of the Storms and the Helm of Thunder. The legendary relics located at a time when they were nearly forgotten. However, debate quickly began between the council and the community. According to legend, the relics were rightfully those of whoever located them. Whoever released them from the seal. Then the individual would become the rightful ruler of Stormguard, and so the debate began. The relics were located by the Fallshorn brothers but released by the council. Who would be the bearer of the relics? Some believed Ardian Pythos, the current ruler should possess the relics. Others believed that the Fallshorn brothers should share the power as the new rulers. Ardian did not convey his belief and stated that he would accept whatever decision was made. A foolish decision. Rather than take a stand he let Stormguard fall into a civil war. The news quickly filtered down to the members of the community and each turned against the other and the council itself split. The only decision that Pythos made was a foolish one. He had the Fallshorn brothers guard the relics during this time of war. They were to protect the well being of the relics until a decision was made. I was appalled and shamed to be Ardian’s brother. He had crumbled away into nothing, a shell of the man I once knew, no longer was he confident and strong. But now too weak-willed to make decisions for himself. Rather than take a stand and make his thoughts known. He let his own community crumble before his eyes. I decided I would take matters into mine own hands. I will nay deceive ye, I became consumed by the frustration, the anger brought about by Ardian’s embarrassing state. I believed I could remedy his poor decisions and end the war. But I became more the consumed. I became obsessed with proving to Ardian that I was the rightful ruler of Stormguard. And that he was weak and worthless and soon I had decided that I would end the war by any means necessary. I casted a spell of motivation upon Xenthyl to steal the relics and deliver them to me. I would discover a means to destroy them. And then there would be nothing more to war over. Little did I know the power of the spell for Xenthyl slayed his own brother just to get the relics. However, he was caught and the relics were lost. Lost for my cause at least. They were recovered and again protected. And Xenthyl was charged with the murder of his own brother. I was overcome with anger, however. Even though he had slain his brother, I was still preoccupied with his failure. The relics were still out of my reach. And before another opportunity arose to take possession of them, Ardian finally made a decision. The relics would be sealed once again in new locations to prevent such an occurrence from happening again. Pythos finally saw the affairs as I did. The relics did not bring their supposed peace and prosperity, but only death! Brother against brother! Sister against sister! So they were sealed again, out of reach and in hidden locations known only by a select few. Xenthyl was soon sentenced to his death. I was safe however, no one knew it was I who was responsible for Xenthyl’s actions. On the morn of Xenthyl’s execution however, I interfered with the proceedings and, in a way, saved him from death. Of course he was grateful, believing that he was pardoned. I was still angry however, and enraged at his failure. The relics would still be uncovered, I would locate them, and use them to accomplish what my brother had failed at. I bound Xenthyl to yet another powerful spell, his soul was bound to my control, within the Soul Binder armor. An armor constructed of dark energies. Which would make Xenthyl subject to my motivations. I commanded him to return to Stormguard and seek revenge on my brother. See…I left out one part of the tale. The reason that my anger was so overwhelming: my daughter Alexandra. She had rebelled against me during the war. And served under Ardian’s army. While I was angered she was still my daughter. Ardian however, stationed her with a small guard patrol. Long before necessary training was complete. She was inexperienced in battle. She had never fought before. Nor did she have any experience. She was killed on the battlefield by members of Stormguard that she could have once called allies before Ardian brought about the civil war. Ardian was, and still is, responsible for my daughter’s death. He is selfish, and cowardly, only seeking fame and glory when it comes easily. Of course, I was quickly found out. Once Xenthyl returned to Stormguard in an attempt to slay the remaining council members under my command, I was banished from Stormguard. It was then that I knew there was no hope for Stormguard and after a short period of time, I returned to the community and destroyed it with my own hands. All that remained was to locate the relics. And rather than use them to benefit others, others that seemed to have no care for one another, I would use them for my own intentions. And for ages. I devoted all of my time to locating information regarding their location. And in that time, I discovered that there were two more relics. Four total. With Xenthyl under my control, I knew I would find them eventually. He searched the lands while I researched more regarding their existence. And in time, he located Thain Fallshorn. His own descendant, a descendant of Thallus Fallshorn directly. The brother Xenthyl had slain. If anyone would lead us directly to the relics, it would be Thain. Xenthyl observed him in secret for quite sometime. And I searched the lands for someone as powerful as myself to ally with. I found an elementalist, Qua’Tel, whose power nearly rivaled mine. I told him the tale, much like I did you, and of course, promised him power. He agreed to aid me, of course. However, I soon discovered he had learned much about the relics, but hid information from me. His desire was to betray me, and use the relics for his own intentions. I attempted to destroy him and he attempted the same against me. We left our battle on even ground however, both nearly defeated. And I remained in hiding. While Xenthyl continued to learn more about Thain, the descendant. I did not return until sometime later when I found the Crypts to be a fitting home. The modern tale begins there. I would conjure an evil force, a force that could locate the relics and I could finally take them into my rightful possession. Many interfered of course, ye know, for the fame and the glory. Just like Ardian. All of them failed. And even Qua’Tel returned briefly during this period telling of how he would defeat me. I nearly killed him and he fled once again into hiding. I began investigating the area that Stormguard once rested upon, where Northwood exists and where Winterfell once lived. Little did I know its inhabitants would interfere. Apparently they had had interactions with Ardian’s spirit in the past. His tormented soul, who tried to warn them of the danger believing that they were safe. He was laid to rest near Compassion. I traveled there, and imprisoned his soul, so he would interfere no more. Winterfell, however, and their allies continued to interfere where they did not belong. And Xenthyl he began to break free from the Soul Binder. His true self communicating information to Winterfell that would aid them. So as ye can see, I had to become a bit more vicious. And then came Thain. Apparently he had already located some of the relics, and Xenthyl the fool did not discover this. He had located the relics and freed them from their seals to prevent me from locating them. How he knew of me remains a mystery. Probably another of Xenthyl’s failures. But he hid the relics in new locations, hoping that they would be more difficult to find. Then he confronted me, and I rid him of his memory. A powerful magical blow and his memory was lost. And now with the relics in new locations, I could find them without the descendant’s help since they were free from their magical seals. The tale continues of course and some of it ye know, but to jump ahead, I easily deceived them. Multiple times. They are far too trusting. And all four of the relics came into my possession. Then news came of a fifth relic. And information regarding it was scarce. But it was believed that this fifth relic could channel the energy of the first four, directly, and only with the fifth relic could the true power of the relics be released. It is obvious now why this relic was never chronicled to prevent those with vile intentions from using the relics for vile purposes. And oddly enough, ironic almost, the fifth relic is the Fallshorn blade. Which was passed down to the descendant Thain. It seems the Fallshorns, the wretched Fallshorns, are destined on interfering with me. I had imprisoned Thain fairly recently, but before I did, he had sealed the Fallshorn blade in the magical seal that the Helm of Thunder was located in, outside of Trinsic. Only recently was it uncovered, and it is now in the possession of those who oppose me. And then I located a town crier, and told him the tale. (end quote) He then went on to state that his primary concern is with Winterfell and Thain. He had offered peace to their allies, in specific the Purple Guardians of Honor, and was awaiting an answer. Apparently this offer was declined, and Lord Ventryn later went on to attack the Purple Guardian's castle, Olympus, as well as the Winterfell Keep. After the two battles, Lord Ardian Pythos appeared and I brought up Lord Ventryn's account of the civil war and its cause. Lord Pythos did not deny Lord Ventryn's charges and admitted that errors were made by both he and Lord Ventryn. After Pict Fox related Lord Ventryn's conciliatory tone, Lord Pythos offered that it may be possible to save Lord Ventryn and change his ways. However, he left that as a decision to be discussed further. --Tymaron Thanks Tymaron, Posted by Balandar - 7:40 PM CST ^top Tuesday, August 15, 2000 Betrayal by Qua'Tel? ^top After the battle last Sunday, a couple of people went to Ventryn's Lair in Felucca, only to find that Qua'Tel was not only alive and well, but informing Ventryn on all that he knew of the Fallshorn Sword, and making plans for fighting the weapon. He showed no signs of resistence in talking to Ventryn I am told, so it is quite obvious this was not an interogation of some sort. Unless I find Extreme extenuating circumstance I believe Qua'Tel is an enemy to both The Purple Guardians of Honor, and The Kingdom of Winterfell. He should be treated as all traitors are, to face trial at the Court of Truth, once he is captured, and to face the possible sentence of execution. Posted by Gorion - 7:49 PM CST ^top Sunday, August 13, 2000 The Battle to Destroy Ventryn ^top A cold rain blew into the forest of Yew. It was a cloudy and unpleasant day. The falcon, Vengence began to approach the abbey as I depositing some gold into my bank box from my journey in the past weekend. The falcon flew through the front doors and landed on my shoulder. It carried a small letter in its mouth. As I opened the letter I read that Ventryn was preparing for a mass attack this eve, on both Winterfell Keep, and Castle Olympus. It wasnt exactly surprising that he was going to attack Winterfell or Olympus, but instead attack both at the same time. I pulled my silver longsword out of the box, and casted recall to Olympus. The cold rain was replaced with a refreshing breeze from the Vesper Bay to the west. The forces of Purple Guardians of Honor, Guardians of Light, WInterfell, and many other guilds of Northwood were gathering and prepare to split into two groups, one to defend Olympus, one to defend Winterfell. As the Guardians of Light, myself, and a few others went to Winterfell, a Skeletal Scout was revealed and dispatched, showing that the attacks were going to come soon. As we arrived in northwood, a large swarm of deamons, lich lord, and bone magi were seen far to the west, led by a Cacodeamon. The distance they were at gave us enough time to set up our lines, and draw our swords. As the deamons approached us from the west, a swarm of Bone magi pulled themselves out of the ground to the east. A group suddenly rushed to the east side so we wouldnt be hit from behind. We charged the hordes, with warriors thrusting their swords and spears into the deamons, while mages summoned an onslaught of energy bolts into their chests, causing the deamons' lives to be dispatched before their otherworldly bodies hit the ground. With a few simple swings of Axes and flamestrikes from the mages near the keep doors, the skeletal warriors', and mages' bones fell to the ground. The forces were stil incoming from both sides, but they were being held off. It was at this time Lord Pythos returned to the keep. Qua'Tel was dead, slain by Ventryn's forces. Thain was missing as well, but not dead. It had been over a week since the Fallshorn sword ha been recovered, and time was growing short before we must make an attack on Ventryn. Pythos then left us for a few moments to inform those at Olympus of the news of Thain and Qua'Tel. This was the time Ventryn decided to show himself once again. It was the normal taunts and threats, but once again he became enraged when someone mentioned his daughter, Alexandra, and decided to leave. Pythos arrived and a plan needed to be made. Many had ideas, but it was obvious that without the Fallshorn sword, it was impossible to destroy Ventryn in the Trammel facet. It was obvious that we would need to lure Ventryn to Felucca, but it would be hard to do such, since he knows what will happen. His daughter would be the key, she had told us that she would return to the Trinsic west gate now and again, should we ever need her. It was obvious that she was his greatest weakness, for no matter how much he hated and destroyed, he still loved her. Perhaps that would change him, force him to renounce his dark ways, and end his evil. If she could not convince him to end his evil, then we may be forced to destroy him. It was the best plan, seeing as Thain was missing, and we had no way to destroy Ventryn in Trammel. Then, the date. It was agreed by most we must do it soon, and we must do it at a time when the largest force may gather. It was agreed that next Sunday, at 7 by the central skies Winterfell, The Purple Guardians of Honor, and Guardians of Light shall meet at Winterfell Keep for the final battle to either convince Ventryn to end his evil, or to be forced to end Ventryn's life. Posted by Gorion - 11:05 PM CST ^top Monday, August 7, 2000 The Fallshorn Sword has been Recovered ^top As the Kingdom of Winterfell, Purple Guardians of Honor, Army of Blood Keep, and many other forces awaited Lord Pythos outside the keep, a cold wind began to blow from the Yew forest to the west. A silence came over the armies as Pythos emerged from the keep. "We must now seek out the ones who knwo where the Fallshorn sword is, Qua'Tel and Thain Fallshorn. They are alive, but we must find where Ventryn has imprisoned them, only Xentryl, the phantom knows, but alas I can nay find him." As Pythos finished saying that, Evin spoke out that Xentryl had come to the keep earlier that day, and had told Evin that they were in Fire and Ice. "One must be in the Fire Dungeon, and one must be in the Ice Dungeon then. We must split into three groups, two shall seek out Qua'Tel and Thain in the Fire and Ice Dungeon, while one shall remain at the keep and keep Ventryn busy." Emperor Borg stepped forward, "It shall be an Honor to stay and fend off Ventryn" The other two groups then set out, and soon after Ventryn appeared at the keep. We taunted him and continued to fight his hordes, and it ws after the first hour of fighting that he became suspicious. "Hmm, it appears those so called soldiers of Winterfell have not shown their head in this battle once. Something is afoot, where are they!?" Each time he asked we were set upon by another attack of Deamons and even a new creature, a Bone Horror. We were doing well for I recieved pigeons in mid-battle of Evin's and Garath's status. Evin's group was the first one to find the lair where he encountered many guards. They fought valiently and in the end, Evin, and his army prevailed. They then escorted Thain to Starks keep, while Garath's group began to encounter the guards of Qua'Tel. As they were rescuing the prisoners, Ventryn was growing weak from the battle. He was not sending as strong creatures against us, and when Thain and Qua'Tel finally arrived, he was not pleased to say the least. He entered a rage and left the grounds of Winterfell in an instant. It was shortly after that Pythos, Thain, nd Qua'Tel began to discuss what to do next. It was obvious that with Thain saved, and Ventryn weakened by that battle, it was the perfect time to retrieve the Fallshorn sword. The sword was being kept in the same seal that the Helm had been kept in. The seal was a pentagram dug up by a miner a few months ago in a cave west of Felucca Trinsic. To open the seal, eight people muct be chosen, the list included myself, Evin, Stormie, and a few others I had not had the privlidge of meeting yet. As the eight of us set out to the cave, we made sure not to lose any time, for with each instant Ventryn's power was returning. With the assistance of Qua'Tel's ability to conjure a gate to any location, we were at the Cave in a matter of minutes. Pythos then gave us stone so we may get to felucca. Upon arriving, Thain told each of us to stand at one point in the seal. Thain then gave us each one word to speak, each being the name of one of the trusted guardians of Stormguard, the kingdom where Pythos, Thain, and Ventryn had come from originally. We spoke each word, and suddenly a flash of blinding light engulfed the cavern, and hovering before us was the Fallshorn sword. Thain grasped it and held it up high, with the cave in silence from the awe, then the silence was Broken by Lord Pythos' voice. "Hmm.... we are no longer alone.... Get out!" Suddenly liches and bone magi sprung from the ground and we were cut off from our exit. We grabed our silver swords and fought our way through them. "Get Thain out now!" Pythos then tossed him a Trammel stone, and he went through a Facet Gate as the others began to bury their stones, and jumped in their gates as more liches began to make their way into the cavern. We had lept into our gates and hit the Trammel ground hard with a thud. The sword was safe,a nd we needed to make our way back to Winterfell. Thanks again to the magic of Qua'Tel a gate was summoned and we entered the chilled air of Northwood. We arrived to a group of people cheering for our success, and Pythos began to speak to the crowd. "This is truely a great day, the tides have turned, and Ventryn's days are numbered. In the comming days we shall set a date for the strike against Ventryn. Again, I thank you all for your help." With those words, Pythos' form faded way, as Thain and Qua'Tel entered the keep and began to rest for the night, with the sword safe in Thain's hands. Posted by Gorion - 6:21 PM CST ^top Tuesday, August 1, 2000 A Massive Battle and Qua'Tel is Now Missing ^top I had just finished doing some banking, when a gate opened up on the Trinsic bank roof. From its blue light, Vnetryn emerged. "Tonight much death shall come, and you will see some of my new toys" With that he went back into the gate as it faded away. I sent pigeons out to Winterfell, and the other Purple Guardians of Honor to prepare, for tonight a massive battle would be expected. That night, dozens of people, from across the realm gathered, and at 9:30 by the eastern skies, Ventryn came, and warned us we had a half an hour left to prepare. That half hours was used setting up lines and placing the mages and archers on the battlements of the keep to cast their spells from a great height. As thathalf hour ended, a huge force of skeletal mages and Lich lords emerged from woods to the west, and a force of the same size came form the road to the south. This force had us surrounded, so we let the arrows and flamestrikes fly from keep, as the armored ones below charged the forces with swords crashing and axes swinging. The battle lasted for a great while, but the forces deminished, and as the last few skeletal knights were being taken down, Lord Pythos walked out of the keep. "The undead have stopped for now, but you must realize they shall be back shortly, and with them Ventryn shall bring his new creations, you must be ready for these creatures act in ways none have seen before" Just as Pythos finished saying taht, another swarm of liches and skeletons came from the east, forcing Pythos to retrun to the keep. These undead, although much weaker, were only met to cause us to engae them, as Vnetyrn came from the woods to the west. "Ahh, I see many have come. Good, my pets seek food. Relics, I summon my creations!" With that, three green Skeletal Sorccerers emerged from teh ground, and they were able to instantly move to the other side of the battlefield without even saying a word. They hurrled fireballs and energy bolts into our force, but they were being drained of their life slowly. As the last one barly remained standing, a violent explosion of great power blasted many off their feet and even a few to their death. The explosion was so great and large, it was being felt in the dungeon Wrong to the north. And from the searing heat and fires, a horrific creature emerged. A deamon of enormous size, I swore, it could be no less, but its grey skin had a tint of blue, and it as later decreed to be a Vile Deamon. This creature killed the few taht attacked it at first, but then everyone pushed away the undead they were fighting, and drove their spells and blades into its leathery skin. The creature cryed out as a longsword was driven into the back of its head, killing it, and allowing us to reconcentrate on the undead that were much closer to the keep. Ventryn was not pleased, to say the least, at the fact that his greatest creation so far had failed. He then began to summon many other, less powerful deamons to fight, but a tamed dragon that had just arrived made short work of them, we were able to dispatch the rest of Ventryn's forces. The fields of Trammel Northwood were coveed in blood, and bodies, of both sides. Ventryn was outraged he had lost his greatest battle yet, and went back to his vile lair. As he left, Pythos came back, and soon, Qua'Tel also arrived. We began to divise a plan, Pythos wwould use much of his power to force Ventryn's body to be returned to Winterfell, while Qua'Tel's specially bred elementals, who have proven to harm him once before at Stark's Keep, would be summoned to attack him, and perhaos weaken his hold on the relics enough for our forces to harm Ventryn. The planed worked up to the point where Qua'Tel was supposed to summon the elementals, for Ventryn used the relics to block any magic use him being teleported anywhere else, but it also stoped anything else to be teleported in, including Qua'Tel's elementals. Ventryn was again enraged, and with a wave of his hand, Qua'Tel was gone. Dead or simply teleported elsewhere, we dont know. All we do know is that Ventryn definatly has harnessed the power of the Relics, and we can expect that he may create even more creatures as powerful as the Vile Deamon. Posted by Gorion - 9:46 PM CST ^top An Interview With Lady Eve ^top From The Post I, Lorraina of the Ainur was able to interview Lady Eve last night. It was a long and tiring interview for the both of us. There are many rumors about Eve, some ill feelings. I tried in this interview to clear some of this up. The interview was very long and I will need to paraphrase. I ask Eve, if she feels I misstated her to please let me know. I will do my best to try to write this report unbiased. Forgive me if I fail. The first thing we discussed was her reported criticism of the Alliance and those that had pushed forth in her absence. She stated her words were misinterpreted and had nothing but praise and respect for the guilds that carried forth and the newspaper the Post that was published. I then asked her if she was someone of power in the lands? If she had special connections to those in power. She replied, "I wear golden robes, not those of green." Robes of gold are companions, green are Seers. I then asked how she was able to contact a Seer to help with the quest. She stated it does not work that way. They contact people who make and impact on Britannia and have a reputation that precedes you. Asked why she has information the rest of us do not have. She denied it. Stated she is good at remembering details and keeping logs. She has enlisted operatives to enlist in Minax's forces and gained some information this way. I asked why others we had tried to enlist as spies had failed. She had no answer. One of her operatives was named Tibalt, the thief who stole the item from Juo'nar in Trinsic. Many had wondered who this thief was. We now know and thank him for his efforts. Eve asked me why people mistrusted her. I pointed out to her a few reasons and she responded. The first item I pointed out was her name and dress. When she first appeared she wore a white shirt and purple skirt I believe. Once Malabelle showed herself, Eve began dressing like her. Also Eve's name was Mistress Eve and Malabelle was Mistress Malabelle. It caused much confusion, and distrust. People began to think they were the same or at the least sisters. People reported they had never seen them together. Eve stated in response that the outfit was indeed Malabelle's. Tibalt stole them during an attack on Trinsic and Eve wore them as a way to taunt Malabelle. Also on her web sight there is a picture of her fighting Malabelle both dressed alike. So they were seen together. She did realize the name was causing confusion and changed it to Lady Eve. I asked why her name was so often in the headlines, when others were just as involved as she. She said because she was always there. At every major battle. Because of the paper she ran etc. (Admin Note: Paper is The Catskills Inquisitor I also pointed out that on her paper she was the main character very often. At the Post we try to give credit to all those involved. She stated her paper was her war journal and written from her point of view. It was not a newspaper and she was not a reporter , it was up to others to report the news. I told her people were upset at not being given updates as they happened. She answered that was never her job and never intended it to be. The Alliance did a job of that once they got up and running. I asked why she did not contact the Alliance when she returned. She stated she did not want to intrude and make people think she was back to take over. She wanted a low profile and contacted one guild. She does not understand how people are upset over her asking one guild for help. I asked about the poison. She said she was poisoned at the beginning of the invasion. It induced a comatose state which she recently awakened from but is still in her system and will kill her if a cure is not found. She will contact a member of the PgoH as needed. It is up to them to inform the Alliance of any details that might help us all in our battles. Posted by Balandar - 6:34 PM CST ^top
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