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Netheril : Age of Magic

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Topics - ToxicWrench

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Scribed in an elegant if somewhat old styled hand, hung on most prominent noticeboards.

Quote
Payment offered for legitimate information, relics or oddities regarding the ancient Noble House of Voust of the Southern Trails of Hadrian.

If you have such, my tower sits amongst the cursed lands of old. 

Leave missive at the door and knock six times with intent.

Matriarch Letta De Venin

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New Features / Collectables and Hidden Items
« on: October 16, 2019, 12:20:23 am »
Some of you may have noticed certain collectable items appearing around the place. There is now several full sets that you can find in game by doing everything from exploring areas and solving puzzles to questing and killing bosses.

 Whoever completes them all will get a special reward. How many there are and what to look out for can be found by speaking with certain "collectors" in game. One of which is accessible by monster races. Up to you all to find them  8)

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Announcements / Regarding PC Monster Race Slaves.
« on: November 19, 2018, 11:58:30 pm »
Playing a non-traditional Monster Race such as a slave to another player requires an application.

Any Monster players that haven't done so can be killed on sight as per the usaul monster rules and may find Hadrian hostile if they attempt to enter alone.

Also some areas are off limits to monsters even as slaves which can be discussed during the application.

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Setting Information / Old Map - for reference
« on: October 18, 2018, 07:46:13 am »
Map of the extended region




Map of the local region


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Announcements / Concerning NPCs
« on: July 10, 2018, 05:03:29 am »
Just a quick reminder: Without a DM present, you cannot interact with or assume the actions of idle NPCs. There's no harm in a "he must be busy/asleep" comment for RP sake, but things such as sneaking past, stealing from or impersonating faction NPCs, a DM must be present.

If there are no DMs available, wait until there are before attempting these actions. Or better yet, involve fellow players instead  8)

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Announcements / Regarding Vanilla NWN Loot drops
« on: June 24, 2018, 11:22:20 am »
Recently we've noticed that there have been some loot drops from standard NWN. Things like +3 items, properties such as OnHit/Keen/Immunity etc and also items that don't fit our lore such as books or armour and weapons with the incorrect backstories.

While we seek out the source of these items and change them to our own treasure system, we're going to be removing/replacing such items as we see them in player's inventories. Loot balance is a key part of our server and such items being in circulation can really harm our reward/loot system.

If you find an item that is obviously not part of our setting, please trash it and record where you found it so we can stop it from happening.

Thanks for your understanding!  8)

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*This message appears as a magically enhanced parchment upon many of the walls and noticeboards throughout the Empire. The font is bold and elaborate and seems to form into the local language of those that read it*


House Skettus is the official retrievers and custodians of magical artefacts in the Valstiir Empire. All items deemed dangerous by House Skettus or the Arcanist Guild may be retrieved and stored within the Skettus Vault. Additionally, House Skettus may officiate licensed scavengers and relic hunters, allowing them scavenger’s laws on the retrieval and ownership of magical artefacts that have been unearthed in and below Valstiir. 

Additionally, the positions of House Mage and Artificer are exempt from the Arcanist Guild’s testing rituals and may perform magical experimentation in cooperation with the guild should the individual seek to do so.
 


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*This message appears as a magically enhanced parchment upon many of the walls and noticeboards throughout the Empire. The font is bold and elaborate and seems to form into the local language of those that read it*


House Reschotti are the officiators of Slavery and Trade in the Valstiir Empire. All trading of flesh must be overseen and appropriately commissioned by House Reschotti, less you face the justice of their Slavers and Patricians. All general trade by merchants must be registered to House Reschotti, less they are excluded from Reschotti’s exclusive protection and insurance from damages.

Additionally, the positions of House Mage and Patrician are exempt from the Arcanist Guild’s testing rituals and may perform magical experimentation in cooperation with the guild should the individual seek to do so. As with all members of a Noble House, citizens that disrespect any House Reschotti employees may find themselves facing Reschotti justice, under protection of Lord Viktor Reschotti's title.   

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Announcements / Pushing Plots, Storylines and Agendas without a DM
« on: June 01, 2018, 06:46:52 am »
Pushing Plots, Storylines and Agendas without a DM


Many new players have been joining our server lately and with that there are now a lot of plots, agendas and character story-lines floating around. Which is great to see! However, we thought it was due time to define ways for you all to push your plots in ways that can help shape the server and tell some great stories, without needing to wait for a DM to help you progress. These tips are by no means a “fix-all” for everyone. If after following these tips you are having issues getting traction with your goals or plots, talk to a DM about how you may be able to adjust your plans to get things moving once more.

Tell a Story

The first thing to keep in mind when playing on a Roleplay server is first and foremost you are here to tell a story. This includes a beginning, a middle and an end. Imagine you are reading a book, and your PC is the lead character. Would you be bored reading the story? That’s what other players and DMs are essentially doing, reading the storybook your writing. With that in mind remember that there should always be an end! Don’t get too attached to your character. When their story ends, even in a way you didn't foresee, just see it as a chance to begin writing another story.

Be open to change

As soon as you’ve decided on the story you wish to tell, understand that you need to be open to change. The moment you start involving others in your story-line it should be shifting, fluid to the actions of others. Be open to your ideas being twisted, changed and moulded by other players. Of course how much so depends on the character but playing a cookie-cutter character that will achieve X by doing X no matter what happens to them in game is a sure way to end up with a stale character.

Take an Interest

Take a genuine interest in other player’s characters. When the server is quiet you’ll be relying on these connections to keep busy and invested in each other’s stories. This by no means you must get along with everyone. In fact being on opposing sides or a rival with a particular character can make for great interaction whenever you log on. You shouldn’t be waiting on DMs to show an interest in your character because at the end of the day, your closest RP connections will always be your fellow players.

Use Initiative

No not the skill. You wish to train as a weapon-master, find a special relic or hunt a mythical beast or perhaps gather reagents for an experiment? Don’t wait on a DM to hold an event for you. Perhaps you decide your character thinks there is an ancient relic out in the Swamps, sure you know there’s no DM on and you just made this idea up so there’s likely nothing there to do with your plot, but that doesn’t matter. Gather others for the event! By involving them you’ve another chance to continue our previous points of telling a story and taking an interest in other characters. 

And maybe in time a DM notices that you’ve made this a regular thing and involved plenty of others. Then they may in fact place the relic you seek despite the idea coming from nowhere but the intention of RPing with others. Some of the best stories are formed by improvisation. And that brings us to our last point..

Keep DMs informed

When it comes to things such as Prestige classes or other applied for backgrounds, you'll need a DM eventually. But there’s no use in coming to a DM and saying “I’ve done X and X and now I am ready to become a Weapon-Master” and waiting on them before you do anything else. It's not going to work especially if no one has ever seen nor heard from your character before and you're haven't earned the "prestige" of a Prestige Class. Prestige classes especially are all about the journey, not the destination.

Keep DMs updated whenever you manage to progress your story, even if nothing came of it. A simple “My character believes that he can cheat death by consuming the blood of a wyvern, today I spoke with X mercenary group about scouting the area for sightings of the beasts”, would work wonders. Straight away DMs know that you’re progressing your story and you’ve already started involved others. Plus we now can spawn a Wyvern infront of said mercenaries and progress not just your story, but others as well. Plots that involve others will always get priority over self-involved ones. Whether involving other players by opposing them or uniting them it doesn’t matter. It’s all about the story.

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Setting Information / Timeline/History of Netheril
« on: April 29, 2018, 01:31:03 pm »
A brief synopsis on current historical events up until our setting:


Netheril Years//Dale Reckoning


0//-3859
Alliance of Fenwick, Gers, Gilan, Gustaf, Moran, Nauseef, and Janick into Seventon.  Soon renamed Netheril.
Beginning of the First Age.


14//-3845
Earlanni elves approach Netheril
Abbey of the Moon Established in the Abbey Mountains

132//-3727
Netheril scouts begin search for dwarves

204//-3655
Orc horde emerges from the Spine of the World and begins to move towards Netheril

326//-3533
Discovery of the nether scrolls. End of the First Age, Beginning of the Nether Age.

364//-3495
Birth of Congenio Ioun

397//-3462
Creation of Congenio's pebbles (ioun stones)

451//-3408
Congenio Ion changes the name of Congenio's pebbles changed to Ioun stones

401//-3458
Netherese scouts meet with the dwarves of Delzoun

544//-3315
Birth of Ioulaum

714//-3145
Ioulaum leads the Netherese against the orcs in the Rampart Peaks.
Ioulaum also starts the Excursion into Extinction, slaughtering over 140,000 orcs.

764//-3095
One set of the nether scrolls are stolen

845//-3014
Ioulaum creates the mythallar

848//-3011
Ioulaum creates the first magic item to use the mythallar

866//-2993
Ioulaum creates the first floating city -- Xinlenal

1048//-2811
There are now a total of 13 flying cities

1101//-2758
End of the Mythallar Era.  Beginning of the Silver Age


The Mines of Dekanter are discovered

1319//-2540
Death of Congenio Ioun

1491//-2368

The Caravan Wars start.  3,000 owlbears are killed.
Old Owl Well is founded.

1652//-2207
End of the Silver Age.  Beginning of the Golden Age.

1680//-2235
Birth of the Chronomancer
Birth of Vyctoria Valstiir

1752//-2163
Vyctoria Valstiir creates an Enclave in her own name, securing her position as a Netherese Archmage

1756//-2103
Chronomancer goes to aid the Illusk nation against orc hordes
House Reschotti is founded by Archmage Valstiir's longtime friend, Borik Reschotti
The Arcanist Guild is officially formed by Archmage Valstiir

1764//-2095
Death of the Chronomancer from a war wound that never healed.
House Dukarrus is founded as Archmage Valstiir's contingent of the Netherese Imperial Army
The Enclave is moved, positioning itself between the Patrician Plains and the Eastern Forests. House Dukarrus begins expansion on the ground.

1794//-2065
Death of Borik Reschotti, his son Viktor takes over the House
House Reschotti allies with the Dwarves to extend the low road to Hadrian

1849//-2010
The united Rengarth hordes are defeated by Lord Dukarrus, Warlord Xurrios is executed
House Skettus is founded when adventurer Jarren Skettus discovers "The Wailing Sphere",
Hadrian, a once nomadic Village, expands extremely quickly, becoming the hub of operations on the ground.
Southbank attacked by orcish Hordes, Knights of the Lady form an alliance with local nobles and eventually fend them off after great losses on all sides

1852//-2004
CURRENT YEAR

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Setting Information / Faction: Noble House Reschotti [ CLOSED ]
« on: March 06, 2018, 05:47:21 am »
House Reschotti

"Respect, Wealth, Nobility"


"Respect, Wealth, Nobility"

As the oldest, wealthiest noble house in the Enclave, House Reschotti own the majority of market and trade in the city. An ancient agreement was forged by House Reschotti and the Dwarven Miners of the frontier-lands below bringing them financial aid, security and a consistent flow of coin. Many debtors deal with Reschotti but few ever fall behind in payments. All of them like-minded in fearing the visit of the "Golden Shades", an elite contingent of enforcers that collect Reschotti's coin. The very nature of the Golden Shades is often debated amongst those outside the House. These outsiders can only agree on one small detail, the shades are something to fear.


Leader: Lord Viktor Reschotti

Colors: Red and Silver/Black

Demeanour: Reputable, Feared, Ostentatious

History:

The Reschotti family name was always one prominent in the courts of the Enclave since the very beginning, Viktor's father was said to be very close to the Archmage Valstiir. However it was not until Viktor took his place as head of the family that the house truly reached its full potential. Whilst many other noble houses see non-humans as a commodity or fodder for the fighting pits, Reschotti spent much of his wealth and power forming lasting trade agreements, with the Dwarves especially.

Whether in response to, or the very reason of his success, Viktor formed the "Golden Shades" an oft-feared group of mysterious enforcers that saw through the success of Reschotti trade deals. Any attempts to break a deal were often met with brutal retaliation. The culprits often finding themselves at best case scenario, completely bankrupt. Reputation and public image are paramount for those of the Reschotti name and there are few happenings behind the Enclave's walls that they haven't a part in.

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General Discussion / Re: Noble Factions
« on: February 07, 2018, 11:14:47 am »
If anyone has any questions about the Noble Houses I've posted so far, feel free to ask here. Makes it easier for everyone  8)

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Setting Information / Faction: Noble House Skettus [ CLOSED ]
« on: February 07, 2018, 10:59:34 am »
House Skettus

"Presence, Progress, Pursuit"

House Skettus and its original founder, Jarren Skettus are the newest and arguably most controversial of the noble houses in Valstiir. It is said that within their warded safes and vaults (deemed unbreakable by many), they protect an ancient artefact dubbed "The Wailing Sphere", an item that rivals the Mythallar in power and is the source of the seemingly ever advancing power and number of the Skettus ranks. If you need something found or stored, Skettus are seen as the safest bet in Valstiir.

Leader: Lord Jarren Skettus

Colors: Purple and Silver

Demeanour: Illusive, Possessive, Protective

History:

Until recently the Skettus family held no titles and no connections to nobility. However Jarren Skettus began to make a name for himself in the lower parts of the Enclave as a master of obtaining rare and powerful artefacts, spending much of his time delving into ancient tombs and catacombs that few dared tread. It has been said that none in the entire Enclave know the twisted tunnels and remnants of the Valstiir mountaintop like that of Jarren.

Adding to this reputation and the key to his noble title was the day he personally discovered "The Wailing Sphere", a mysterious but extremely powerful orb that was believed to rival even the Mythallar in power. He was gifted a noble station by Lady Valstiir for his discovery and in return the house must make allowances for the Arcanist's guild to study the Sphere.

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Setting Information / Faction: Noble House Dukarrus [ CLOSED ]
« on: February 07, 2018, 10:41:42 am »
House Dukarrus

"Security, Warfare, Expansion"

As the most well equipped and highly trained of soldiers in the Enclave, House Dukarrus are at the forefront of the Enclave's expansion into the surrounding wilds and responsible for engaging the Rengarth barbarians. The family name Dukarrus have spent decades fighting against those that rebel against the empire. In recent years those that wear the blue and gold have reached new heights of fame and glory in the eyes of the populace of Valstiir, whilst their brutality grows infamous amongst the barbarian hordes.

Leader: Lord Turi Dukarrus

Colors: Blue and Gold/Yellow

Demeanour: Militaristic, Battle-Hardened, Glory Seekers

History: Turi Dukarrus' father, Stephen Dukarrus was a general of the Enclave's Legion and had spend most of his adult life fighting against the Uthgardt. After almost two decades of service he was eventually slain by the Barbarian Lord Xurrios; the first man to unite the hordes against the Enclave's legions.

Taking up both his father's blade and position, Turi Dukarrus fought a long and bloody battle against Xurrios' hordes finding that in time he had begun to respect the tenacity and willpower of his worthy opponent. When the day finally came when the barbarian lord surrendered, Turi sent word to Archmage Valstiir of his victory.

Despite the unconditional surrender of the barbarian lord and his remaining warlords, Archmage Valstiir ordered Dukarrus to bring the barbarian to the Enclave to experience the full extent of Netherese Justice. The history records show that Turi Dukarrus followed this order without hesitation nor question and obliged for the glory of the Enclave. He returned home with this vicious enemy and was rewarded a noble title for his efforts.

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