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Registration thread: version 2.0

Re: Registration thread: version 2.0

Postby Kithrune » Sun Feb 06, 2011 6:00 am

ok. silk reinforced silk clothing it is. I guess i will start at the Illhar'dro fort although no one has posted there for a while.
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Re: Registration thread: version 2.0

Postby Thalar » Sun Feb 06, 2011 11:19 am

Kithrune wrote:ok. silk reinforced silk clothing it is. I guess i will start at the Illhar'dro fort although no one has posted there for a while.

That's not what I meant. Val'Raveran or Chel'el'Sussoloth? Those are the two choices for starting city.
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Re: Registration thread: version 2.0

Postby Alric » Sun Feb 06, 2011 7:04 pm

Laughing Slaughter
Review: Tyrthing Kharn
Unfortunately, this character is flat out unacceptable for the DT forum RPG. There is nothing to indicate anything about these chaos gods that you speak of in canon, in addition to the fact that they are taken from an entirely different canon altogether. Additionally, humans cannot use mana arts or any other supernatural power in this setting, nor can they be immune to most mana arts (other than spellsong). A character who can drive himself into a rage powerful enough to smash through a solid stone wall is also ill-suited for the setting. As it stands, your character is much more suited for a Warhammer based RP rather than a Drowtales one. Please note that there are no Khorne Berserkers in Drowtales, and this character concept is utterly incompatible as is. Also, your character lacks detailed background; you don't talk much about his life other than him being a remorseless killing machine. A more in depth background about a character's life would be of great use.
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Re: Registration thread: version 2.0

Postby Kithrune » Sun Feb 06, 2011 7:23 pm

Good old Val'raven it is
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Re: Registration thread: version 2.0

Postby Fivemarks » Wed Feb 16, 2011 2:45 am

Name: Aeidran Kyorl'solenurn
Race: Drowussu
Sex: Male
Age: 56
Weapons: Aeidran carries with him at all times a slightly modified two-handed longsword sized for him. He also carries four daggers as backup weapons. Aeidran is well versed in combat techniques with his blade, and can more than hold his own in combat.
Armor: Aeidran wears the standard Kyorl'solenurn Templar armor, with a heavy armored visor that can be used to cover his eyes.
Other Equipment: Besides the 14 pieces of Ada, week's worth of rations(simple mushroom-loaf and water), and holy book of the Kyorl'solenurn religion that he carries with him, Aeidran is surprisingly poor, owning almost no worldly possessions besides what he carries on his person.
Magic: As a Kyorl'solenurn Templar, Aeidran is trained not only in aura manipulation (Aeidran can use his mana to shield himself and others from harm), Mana/Infared Vision (Even with his eyes covered, Aeidran can see in a mixture of auras and temperatures), and basic sealing magic(Aeidran, while not capable of opening and closing portals himself, is more than capable of keeping himself from being tainted); but he is also gifted with a natural affinity for Fire-element sorcery, further trained and enhanced with training from the Orthobbae.

Clan: As a Drowussu, Aeidran is a member of clan Val'Kyorl'solenurn.
Occupation: Aeidran is a Templar, a holy warrior trained from birth to protect his Warden and to slay all evil.

Beginning City: Aeidran was born in the Kyorl'solenurn section of Chel'el'sussoloth.

Background: What is there to say about Aeidran's past? The son of a Warden and Templar, he was raised from birth to be a templar, like his father. Having shown promise with both use of Mana and the blade, Aeidran is still somewhat unexperienced in combat. Despite his extensive training and skill with the blade, l green. Still barely out of his childhood, his story has yet to be told, his legend has yet to grow.

Description: A mountain of a Drowussu, Aeidran is tall, even for his people. Standing in at just over seven feet fall and weighing in at around 280 lbs, his compatriots often wonder how in the name of Sharess he got so large. Like his skin, Aeidran's eyes are a gray color, though his hair is blonde, cut short enough so that it doesnt get in his way. His build is, befitting its size, well muscled and toned.

Height: 7 '1'
Weight: 280 pounds
Eye Color: Gray
Hair Color: Pale Grey
Personality: One of the best words to describe Aeidran's personality is Hotblooded. While pious, friendly, honorable, and Noble like all Templars should be, Aeidran has something of a short fuse, and can become obsessed over certain things. Despite his quirks, he strives to be the model Templar to other Kyorl'solenurn in order to make up for his inexperience, while fanatically willing to kill every tainted he comes across.


Time Zone/Activity: United States Eastern Standard Time. Can post everyday all day.
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Re: Registration thread: version 2.0

Postby Thalar » Thu Feb 24, 2011 11:08 am

Fivemarks
Character: Aeidran Kyorl'solenurn

  • Worldsetting accuracy - (6)
  • Mana arts - (6)
  • Abilities - (6)
  • Items - (6)
  • Total power level - (6)
  • Backstory cohesiveness - (4)
  • Plausibility - (4) - He should have a Warden.
Conclusion: Conditionally Approved.

He has virtually no background. I'd have liked to see more here, but you say he's "barely out of childhood" which makes me believe he should actually be a lot younger.
Set his age to 30, just out of school and just entering adult life. This would explain why he has no Warden yet. Post here to confirm this. Then you may begin play.

Alternately, you'll need to take him to the Newbie School thread and build up his background before you resubmit for a new evaluation.
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Re: Registration thread: version 2.0

Postby Fivemarks » Wed Mar 02, 2011 2:13 am

Name: Aeidran Kyorl'solenurn
Race: Drowussu
Sex: Male
Age: 30
Weapons: Aeidran carries with him at all times a slightly modified two-handed longsword sized for him. He also carries four daggers as backup weapons. Aeidran is well versed in combat techniques with his blade, and can more than hold his own in combat.
Armor: Aeidran wears the standard Kyorl'solenurn Templar armor, with a heavy armored visor that can be used to cover his eyes.
Other Equipment: Besides the 14 pieces of Ada, week's worth of rations(simple mushroom-loaf and water), and holy book of the Kyorl'solenurn religion that he carries with him, Aeidran is surprisingly poor, owning almost no worldly possessions besides what he carries on his person.
Magic: As a Kyorl'solenurn Templar, Aeidran is trained not only in aura manipulation (Aeidran can use his mana to shield himself and others from harm), Mana/Infared Vision (Even with his eyes covered, Aeidran can see in a mixture of auras and temperatures), and basic sealing magic(Aeidran, while not capable of opening and closing portals himself, is more than capable of keeping himself from being tainted); but he is also gifted with a natural affinity for Fire-element sorcery, further trained and enhanced with training from the Orthobbae.

Clan: As a Drowussu, Aeidran is a member of clan Val'Kyorl'solenurn.
Occupation: Aeidran is a Templar, a holy warrior trained from birth to protect his Warden and to slay all evil.

Beginning City: Aeidran was born in the Kyorl'solenurn section of Chel'el'sussoloth.

Background: What is there to say about Aeidran's past? The son of a Warden and Templar, he was raised from birth to be a templar, like his father. Having shown promise with both use of Mana and the blade, Aeidran is still somewhat unexperienced in combat. Despite his extensive training and skill with the blade, l green. Still barely out of his childhood, his story has yet to be told, his legend has yet to grow.

Description: A mountain of a Drowussu, Aeidran is tall, even for his people. Standing in at just over seven feet fall and weighing in at around 280 lbs, his compatriots often wonder how in the name of Sharess he got so large. Like his skin, Aeidran's eyes are a gray color, though his hair is blonde, cut short enough so that it doesnt get in his way. His build is, befitting its size, well muscled and toned.

Height: 7 '1'
Weight: 280 pounds
Eye Color: Gray
Hair Color: Pale Grey
Personality: One of the best words to describe Aeidran's personality is Hotblooded. While pious, friendly, honorable, and Noble like all Templars should be, Aeidran has something of a short fuse, and can become obsessed over certain things. Despite his quirks, he strives to be the model Templar to other Kyorl'solenurn in order to make up for his inexperience, while fanatically willing to kill every tainted he comes across.


Time Zone/Activity: United States Eastern Standard Time. Can post everyday all day.
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Re: Registration thread: version 2.0

Postby Thalar » Wed Mar 02, 2011 5:09 pm

There seems to have been a slight misunderstanding, Fivemarks. For a Conditional Approval a full repost is generally not necessary. Since you've only changed the age, like I requested, you may begin play.

Approved.
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Re: Registration thread: version 2.0

Postby Fivemarks » Thu Mar 03, 2011 1:03 am

Thalar wrote:There seems to have been a slight misunderstanding, Fivemarks. For a Conditional Approval a full repost is generally not necessary. Since you've only changed the age, like I requested, you may begin play.

Approved.


I uh, could not find the Edit button.
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Re: Registration thread: version 2.0

Postby Improbable odds » Tue Mar 08, 2011 2:43 am

Name: Nathan Fulton

Race: Goblin (Halme)

Age: 32

Equipment: Having lost his home suddenly Nathan did not have time to prepare for such a long journey to the South, and thus only had what he had with him when he had left his home to hunt in the wilds a week earlier, along with a small number of items he scavenged from the burning wreckage of his home. He has…

His longbow, a nearly 6 foot tall bow from one tip to the other made of sturdy yew wood cut from a single yew tree and likely carved by hand, the bow remains un-stringed unless he intends to use it to prevent the bow from setting. The draw strength is close to 100 pounds making the weapon unsuitable for those lacking the strength and practice using it, though it has quite amazing penetrating power and distance.

10 arrows in a leather quiver, these are special in that they appear to have steel tips he likely bartered from the caravan traders he so frequently dealt with.

A skinning knife made of iron, this is really more of a tool than a weapon, but if need be he would fight with this.

He also carries with him his damaged arming sword, now blackened after having been recovered from the smoldering ruins of his home where he assumes his son was slain while wielding it. The blade is chipped and charred and the leather along the hilt has been burned away. This blade is unsuitable for combat having been badly damaged when his homestead was attacked; Nathan instead carries it as a memento to remind himself of what he lost.

Along with these notable items Nathan also has:
9 Ada
His clothing: a brown leather tunic and brown trousers, a brown leather belt with a bronze buckle, sturdy leather boots and one glove for his Right hand.
A large rucksack, capable of carrying 50-ish pounds of assorted items, it has only one compartment.
5 days dried meat(deer)
A skin for carrying water
2 wolf pelts

Skills: Nathan is a skilled hunter and tracker of game on the surface, easily able to track all but the most elusive of beasts. Given how much practice he has had during his 12 years of hunting he is also a capable archer, though he hasn’t faced actual combat in nearly 12 years. He can also skin, tan and prepare hides and pelts, speak the tongue of the Drow with some measure of fluidity and carve and cook meats of various kinds. He was once also trained with the use of a blade and in wearing armor, though these skills are far out of practice.

Magic: Not Applicable

Beginning city: Val'Raveran

Clan: Not Applicable

Background:

Nathan Fulton was born to a small agrarian family outside the city of Haltonreibe some 32 years ago during a particularly harsh summer. He would grow up knowing the life of a peasant farmer, aiding his father and mother in their small fields in hopes that they might grow enough food to survive. Year after year he did this, constantly feeling constrained and bothered by his way of life. He hated it, being stuck in this tiny farmstead and unable to go out and see the vast world around him, but the world was already dangerous enough for him here. He would survive raider and bandit attacks, waves of various illnesses that swept through the Halme population and even serious injury all before his 17th birthday, at which time his life changed with the arrival of a mercenary group to his local area. They claimed to be free men of any race, and indeed they even had orcs and Emberi among their ranks, and that they were offering the chance to join to any man able to handle himself. Nathan didn’t even bother to tell his parents what he was doing before he left, taking with him only what he could carry in a linen bag. He had joined up with the predominantly Halme mercenary group the “Free corps”, setting off with them as soon as they left the area. This particular group of mercenaries never numbered more than 20 men at any time, though for a group of Goblins they were a surprisingly well disciplined lot. They were taught to never steal or otherwise rob from the local populace of the area they were in at any given time, nor were they allowed to engage in any sort of banditry or rape. The Free Cops did not accept known criminals, deserters, or the insane among their ranks as was the policy set down by the charismatic head of the lot, an aging Halme man that must have been into his 50’s by the time Nathan joined up. It would be this man whom Nathan would attach himself to over the course of his three years or work and travel, learning his sense of duty and responsibility from him. He looked up to this man like a quasi-father figure, and he was always eager to learn another lesson whenever he had the time away from his duties. Unfortunately his time would be cut short as the head of the Free Corps would be slain during a job to protect a Halme caravan heading south to a known trading outpost, a spear piercing his chest and killing him atop his horse. This left him at a crossroads, as many events had unfolded at this time during his life. He had met a woman, the daughter of a hunter from a Northern village whom was set to give birth to his daughter within two or three months, and the new man to take charge of the Free Crops was none other than the prior heads son, a young and greedy man with whom honor and responsibility held no real place. Within the first month of him taking power the Free corps had already swelled its ranks with criminals and other goblin low-lives, slowly turning more into a group of hired bandits than a well-organized mercenary corps. It was then that Nathan took his leave along with many other of his senior fellows, unable to continue to serve under such a foul leader. Nathan took his spouse and headed North, away from civilization for the time being.

He would settle in the heavily forested area North of Haltonreibe, not far away from his spouse’s village. It would be here that he would build a home for his family and begin his business of hunting and trapping the various local game. While for the first year or so he struggled to maintain his family and his home he was blessed to have his daughter be born without complications and he would begin to establish his contacts within the Drow caravan world. It was a simple arrangement for the most part, Nathan hunted the many beasts and animals of the forests, taking the meat and the pelts to various trading posts to the South in order to barter for various goods, including Ada, eventually steel to be made into arrow-tips, and foods he couldn’t acquire on his own. It was a beneficial relationship with the strange race of dark skinned men and women, at least to them as they got access to a variety of otherwise difficult to obtain pelts and meats to be shipped to various large settlements. What he really gained out of this however was the ability to communicate with his Drow trading partners, a skill he is still learning after 12 years of sustained contact with them. This ability to converse often catches many off guard, as very few expect a Halme to be able to speak to them in any real efficiency. Not all contact is so friendly however, as numerous times Nathan has had to talk down various raiding parties from simply killing or enslaving him and his family. His usual reasoning is that he is better off up here, acquiring things that only a hunter who knows the area can acquire. That isn’t to say that he doesn’t frequently receive visits and pay his weight in goods to his raider ‘friends’ but he had managed to avoid any direct conflict.

The years would go by and Nathan would acquire a reputation among the various local towns and trading outposts as a capable hunter and tracker, numerous times being called upon to hunt specific animals that may be causing trouble to local farmers or specific beasts that a caravan might have held an interest in. He also made a small side income as a guide, as he had a fairly solid grasp of the local terrain and the roads that lead to various cities and settlements. It would be during this 12 year span of relative peace that his son would be born, just two years after his daughter, both of whom had the luxury of growing up in a place generally free of sickness (due largely in part to his separation from large Halme settlements). He did his best to educate his children, teaching them how to hunt and how to take care of themselves along with how to communicate with the Drow when he felt they were old enough to begin learning a second language. It was difficult for him to teach them however as Nathan himself held no measure of formal education, he was unable to read or write and his speech skills were mostly self-taught. His daughter however would prove to be a quick learner, easily comprehending everything he had to teach her. Nathan maintained this peaceful life for 12 years as best as he could alongside his wife, that was until recently when he returned from what he assumed to be an average hunting expedition…

Having been gone on a typical one week stint hunting game Nathan returned home to find his homestead ransacked, his home burned to ashes and all the material goods of value pillaged. It took him hours to sift through the wreckage to find the bodies of his wife and son. They were charred corpses; he was hardly even able to recognize the face of his spouse and the mother of his children. It took him nearly an hour to recover enough from his grief to begin burying their bodies, somberly digging using whatever charred wood he could find that was suitable for the task. After he said his goodbyes he began picking through the ruins to see if he could learn what had occurred, and more so to see if he could find any clues pertaining to his daughter. He judged from the numerous sets of armored footprints that there had been at least 4 attackers though he could not determine what race they were. They had taken everything of value, pelts and stored food and even his small savings of Ada, presumably heading south. Gathering up what he could, including his old blade and whatever Ada he could pick out from the ruins of his home Nathan set himself on the trail of whoever had done this. Nathan was not out for blood, revenge was an entirely secondary objective for the Halme hunter rather he needed to find his daughter and these men were as good a group as any to question about her. For over a week he has traveled, keeping a quick pace as he does his best to try and make up for the many days head start this group has on him. He is a Halme on a mission, a mission to find and make sure his daughter his safe. His search has brought him to the city of Val’Raveran where the trail from the wilderness goes cold. It is here he must work to find the next bits of a trail that may or may not have already gone cold. Still he does not give up hope of finding her.

Description: A Halme standing just at 6 feet tall, Nathan is a typical looking Halme. He is very obviously from the temperate area around Haltonreibe, his skin only tanned from the large amount of time he spends outdoors. He lacks the broad shoulders that many Halme from the north or the East have, setting him apart as having been born farther South. His brown hair is constantly matted down atop his head, cut short so that it won’t hang in front of his eyes and impede his vision during periods of hunting. For the most part he keeps his face clean shaven only allowing a bit of stubble to surface every so often. He has green eyes and can very often be seen in his typical Brown leather attire, featuring a brown leather vest over a plain white long sleeved shirt, brown linen trousers held up by a brown leather belt and a pair of sturdy leather boots.

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Re: Registration thread: version 2.0

Postby DeadPigeonGolem » Thu Mar 10, 2011 1:46 am

Name: Serra’tae Kyorl'solenurn

Race: Drowussu



Age: 50



Equipment:
-Main Weapon: A somewhat unusual broadsword, with a three foot long hilt instead of the usual 1.5. Blade is the same length as the handle. Pommel is a diamond rather than the usual round or circular shape.
-Secondary: Generic dagger of stabbing.
-Magical: 10 gems, used for demon sealing and the like
-Armor: Standard Templar-style plate armor.
-Packs: 1 combat side pouch for storing the gems and various picked up tools. 1 expeditionary pack if necessary, capable of storing up to 40 kilos of equipment, usually a tent, a bedroll, food, water, maps, and possibly some firewood if necessary.
-Other: Various nick-knacks that are more mementos then useful items, two small fire-foci for camp fires, 5 uses of bread and cheese, 1 bottle holding 1 liter of water, 1 tin (the box) of the Underworld equivalent of tea, two changes of Templar robes.

Magic: Demon/Nether Gate sealing and low-medium level skills in Wind Sorcery.

Combat Skills:
-Hand to Hand: Mostly uses rapid disarmament/disablement techniques to break/dislocate limbs. Dagger is used in conjunction with hand-to-hand techniques by substituting bone dislocating/snapping techniques with stabbing and ripping techniques.
-Blade: Uses his polearm in wide, sweeping moves designed to cause massive damage to the enemy’s core, limbs, or head. Uses his weapon in a manner similar to a quarterstaff, using the non-lethal end of the staff to wind/distract opponents, then smiting them with the blade. Unusually skilled for his age, given his background, but still is nothing compared to older and more experienced opponents.

Beginning City: Val’Raveran


Clan: Kyorl’solenurn

Background: Serra’tae was born on a day of little significance. He is not part of any subhouse, his mother being a fairly generic drowussu. He was raised to be honorable, virtuous, and to always do his duty. At some point, he discovered the wondrous beverage known as tea and it has forever been a part of his life. Serra’tae has said that he would likely travel the Overworld to find tea if he was ever given the time and the ability to do so, though he also admits that this will likely never happen. He is always equipped with his favorite blend. His attendance of the Templar Academy (sp?) did not significantly change him, but did render him somewhat pessimistic in regards to bringing the holy light of Sharess to the entire Underworld. He is somewhat notorious for this view of inevitable futility and for his unusual tendency not to freak out massively and purge the tainted with holy purpose. He is rather adamant about these views and stood out in class as the only person who felt that it was somewhat of a bad idea spiritually to indiscriminately purge the tainted and kill those who became tainted by accident in the midst of battle or while sealing a Nether gate. For this reason, he was somewhat ostracized by his peers except for those who felt that he shouldn't be alone just because of his views. His time at the Templar Academy was thus mostly filled with studying and practice and less with his peers enjoying life. The unusual amount of time he spent in training and studying increased his skill with his weapon of choice beyond the level of most Templar his age and he did better academically then most, though the knowledge has since faded somewhat from his midn. He has never actually been selected to be a Warden’s blade, since so many of them are fanatical about their faith. Instead, after completing all necessary classes, he has been shuffled around with response teams or assigned as extra muscle, backup, or in desk jobs to stay useful until a Warden capable of standing his “weak faith” accepted him as her Templar. Because of this, he is rather looked down upon by other Templars and Wardens.

Description:
Height: 6 feet, 8 inches.
Weight: 247 lbs
Eyes: Storm grey
Hair: Blonde
Skin: Drowussu Grey
Notable Features: His hair is kept out of his face with a headband that keeps the bangs out of his eyes, but the rest of his hair is cut relatively short for practical reasons. Not shockingly handsome, nor shockingly ugly, but easy on the eyes and a nice smile.
Personality: Fairly quiet, tendency to be socially awkward. Dislikes massive purges or going on "Smiting Patrols" (when a group of Kyorl'solenurn roam about destroying the taint wherever it is found). Likes drinking tea and reading novels or historical/philosophical texts. No matter his specific views, Serra'tae is loyal to the Faith and will purge the taint wherever and whenever necessary.

Timezone: US Central Time, able to post essentially every day, but only in the evenings.

-----

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Re: Registration thread: version 2.0

Postby Thalar » Mon Mar 14, 2011 12:51 pm

Improbable odds
Character: Nathan Fulton

  • Worldsetting accuracy - (7)
  • Mana arts - (NA)
  • Abilities - (8)
  • Items - (8)
  • Total power level - (8)
  • Backstory cohesiveness - (8)
  • Plausibility - (7)
Conclusion: Approved.

Just one note however. I assume you will GM a storyline in which his daughter is being searched for? You may not play her as a character (as we have a strict no-interaction policy for multiple characters of the same player), though if you are GMing a story she may be an NPC in that story. Or another player could write up a background for her and play her, at your discretion. If you have any questions please ask in the Newbie School thread.

==

DeadPigeonGolem
Character: Serra'tae Kyorl'solenurn

  • Worldsetting accuracy - (6)
  • Mana arts - (4) - Templars don't learn to seal nether gates, this is for the Wardens alone (since learning to seal the gates means learning to open them, too).
  • Abilities - (7)
  • Items - (4) - Wood is expensive. Heatstone infinitely more plausible than firewood+foci.
  • Total power level - (7)
  • Backstory cohesiveness - (6)
  • Plausibility - (6)
Conclusion: Conditionally Approved

For drow, it is infinitely more likely you'd be carrying a heatstone (you charge it with mana, it creates heat until the mana charge is used up) instead of firewood (wood being very expensive underground). They cannot set fire to things, but it is my understanding you can use them like you would an electric hotplate. Provided you have a drow-made pot or pan, which are made to interact with heatstones. Seeing as heatstones are relatively new information, I'm going to make a little post about them.

Post to confirm that he's unable to seal nether gates (he may still seal demons and nether energy into gemstones, but cannot do the work of a Warden, which is to banish the demons back through a gate and close said gate), and also that he carries a heatstone plus a drow-made pot/pan/wok/other (please make a choice) instead of firewood + fire foci.

Once you've posted your confirmation of these terms, you may begin play. If you have objections please take them to the Newbie School thread.
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Re: Registration thread: version 2.0

Postby DeadPigeonGolem » Mon Mar 14, 2011 11:04 pm

Right, confirmed that he can't seal nether gates (wiki wasn't clear on that, sorry) and that he uses heatstone and associated cookware. Would you like me to repost?
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Re: Registration thread: version 2.0

Postby Thalar » Thu Mar 17, 2011 11:57 am

DeadPigeonGolem wrote:Right, confirmed that he can't seal nether gates (wiki wasn't clear on that, sorry) and that he uses heatstone and associated cookware. Would you like me to repost?

For a conditional approval, a repost is unnecessary. You've accepted the terms I asked for. We treat it as if you'd made the required changes to the character sheet.

Thalar wrote:Once you've posted your confirmation of these terms, you may begin play. If you have objections please take them to the Newbie School thread.
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Re: Registration thread: version 2.0

Postby DeadPigeonGolem » Thu Mar 17, 2011 2:02 pm

Awesome.
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