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The Moot: Discussion Thread

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Hacatsu
Elgate
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Post  Elgate Sat Dec 27, 2014 6:04 pm

Any OOC discussions, clarifications, questions on [You must be registered and logged in to see this link.] or the like can be posted here.
Elgate
Elgate
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Post  Hacatsu Sun Dec 28, 2014 9:59 am

Already have any idea how we're going to fill the ranks?

Known druids are (and their respective levels):

Saber: 26 + other non-druid levels = 36 -- played by Absol13

Drurazhor Urnagahaz: 30 -- played by Hacatsu

Lia Liadon: 24(?) -- played by LadyAloura

Hol Lennart: 5 + other non-druid levels = 12 -- played by Hacatsu

Will ?: unknown level -- played by Ragdoll_Knight

Grace Fennerset: 21 + non-druid levels = 36(?)

I think that's it, being Grace the druid leader. Now we need to organize the others accordingly.
Hacatsu
Hacatsu
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Post  Elgate Sun Dec 28, 2014 11:13 am

Potential Candidates for Great Druid (1 place):
Old Bear (NPC- ?? Druid (30-36?. Werebear.))
Drurazhor (Hacatsu, 30 Druid)
Grace Fennerset (? -As a dual class druid, Grace might be unpopular for this, but unless deemed completely unworthy, it's possible)
Other NPC/ DMPC


Potential Candidates for Archdruids (3 places):
Grace Fennerset (Elgate, 21 Druid/15 Shifter. Werebear.)
Lia (Lady Aloura, 22 Druid)
Saber (Absol, 26 Druid/10 Rouge ( Werecat))
Drurazhor (If not Great Druid)
Fen (Spiriteternal - Fen might have similar problem that Grace faced, being a Druid/Shifter/Monk, and not pure druid, but she has been around a lot and has her own allies)
Other NPCs

Potential Candidates for Inner Druids (9 places):
Hol (Hacatsu, Druid/Bard/RDD?)
Any PC with 15+ Druid levels.
NPCs

That's from the other thread. If anybody else wants to be added, give me a shout. This will give us an idea of the desired outcome (even if things don't roll this way because.. Druids.)
Elgate
Elgate
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Post  Elgate Sun Dec 28, 2014 12:16 pm

There isn't a lot of info on how a moot is held exactly:
Druid's Handbook 2e wrote:These gatherings enable the circle to celebrate the changing of the seasons, to gossip and socialize, to exchange information on the state of the domain, and to fight druidic challenges before an audience. Druids at a moot perform ceremonies to celebrate Nature, honor their dead, marry a couple within the Order, and initiate new 1st-level druids. Along with these ceremonial duties, small groups at moots disappear together into the wilds to talk quietly while searching for herbs or mistletoe.
(...)
Such a gathering generally takes place at a sacred grove under the stewardship of the summoner. Though most moots last about four days, the meeting cannot end
until the summoning archdruid or the great druid dissolves it. Bards, elves, rangers, swanmays, and other sylvan folk often are invited to a moot, but its location remains a secret to others. In troubled times, elves, rangers, friendly beasts, or forest creatures may patrol the moot and take trespassers prisoner.
So, I researched actual druidic rituals that happen around the new year:
The Eightfold Wheel of the Year & Druid Festivals: Order of the Druids and Bards
Looking at the complete cycle, we shall begin at Samhuinn - a time which marked traditionally the ending and the beginning of the Celtic Year.

Samhuinn, from October 31st to November 2nd, was a time of no-time. Celtic society, like all early societies, was highly structured and organised - everyone knew their place. But to allow that order to be psychologically comfortable, the Celts knew that there had to be a time when order and structure were abolished - when chaos could reign. And Samhuinn was such a time. Time was abolished for the three days of this festival, and people did crazy things - men dressed as women and women as men. Farmers' gates were unhinged and left in ditches, peoples' horses were moved to different fields, and children would knock on neighbours' doors for food and treats in a way that we still find today, in a watered-down way, in the custom of trick-or-treating on Hallowe'en.

But behind this apparent lunacy, lay a deeper meaning. The Druids knew that these three days had a special quality about them. The veil between this world and the World of the Ancestors was drawn aside on these nights, and for those who were prepared, journeys could be made in safety to the 'other side'. The Druid rites, therefore, were concerned with making contact with the spirits of the departed, who were seen as sources of guidance and inspiration rather than as sources of dread. The dark moon, the time when no moon can be seen in the sky, was the phase of the moon which ruled this time, because it represents a time in which our mortal sight needs to be obscured in order for us to see into the other worlds.

The dead are honoured and feasted, not as the dead, but as the living spirits of loved ones and of guardians who hold the root-wisdom of the tribe. With the coming of Christianity, this festival was turned into All Hallows [commonly referred to as Hallowe'en on October 31st], All Saints [November 1st] and All Souls [November 2nd]. Here we can see most clearly the way in which Christianity built on the pagan foundations it found rooted in these isles. Not only does the purpose of the festival match with the earlier one, but even the unusual length of the festival is the same.

Next in the cycle is the time of the Winter Solstice, called in the Druid Tradition Alban Arthan [the Light of Arthur]. This is the time of death and rebirth. The sun appears to be abandoning us completely as the longest night comes to us. Linking our own inner journey to the yearly cycle, the words of the Druid ceremony ask "Cast away, O wo/man whatever impedes the appearance of light." In darkness we throw on to the ground the scraps of material we have been carrying that signify those things which have been holding us back, and one lamp is lit from a flint and raised up on the Druid's crook in the East. The year is reborn and a new cycle begins, which will reach its peak at the time of the Midsummer Solstice, before returning again to the place of death-and-birth.




If we take aspects of the Samhain festival, then this makes it a perfect time to also add the option of 'Atoning', which is the appeasing of the animal spirits that haunt the individual, along with other 'shedding other unwanted aspects' of the self. However, as DnD druids are highly against the undead, I doubt the moot would contain much about ghosts and spirits, other than honouring their memory and, if need be, putting them to rest (as in the case of atonement). But the ceremony of Samhain was to protect people from the spirits, so that aspect could remain.
Aspects of the Alban Arthan Festival celebrates new birth and the cycle of the year.

So possible aspects of a moot:

A bonfire (Dead, collected wood only- no felling of trees. From Alban Arthan (winter solstice) it was tradition that each druid/person bring a piece of wood with them, from their homeland/journeys.). For warmth and to 'keep spirits at bay'. (Maybe also a few people with ceremonious torches patrolling). Incense or sweet smelling herbs might be thrown into the fire. The ashes of this bonfire might be blessed and given out to druids, so that they might bless a land with fertility?
A feast (No places for the dead, as in Samhain tradition, but a feast for all who came to the moot, and offerings to the wild animals.)
Blessing of the feast/farms/cattle.
Ritual meditation and spells (To replicate the idea of communicating with the dead, but in this case nature, and the 'witches' making prophecy and spells)
Fairy games (Seeing as none of the groves are awakened and groves -hate- fire, Rags suggested the feylands. This makes it perfect for the fairy involvement that Samhain talks about. Maybe a case of a 'wild hunt', like in alban arthan, which was basically a huge game of tag/chase. With mild pranks for those who got caught.)
Gifts to Children (In Samhain, children would 'guise' which is now practiced as trick-or-treating and caroling. newly initiated druids (often youths) and druidic children might be given gifts to help them on their path.
Apples! Hazelnuts!

And of course, Nature and Nature Deities (Nagealai, Cherol, Deeproot), would be an important aspect.
Elgate
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Post  Elgate Mon Dec 29, 2014 8:41 pm

Okay, so considering this moot has certain aspects, there's a few more things we need to consider:

Fey Influence
Ranger Influence (We focus a lot on druids, but we've also implied this heavily involves Ranger characters- So let's get them involved. Players with Ranger Characters, what would you like to see? This is predominantly a Druid event (or should be), and Ranger's might want to have their own separate gatherings at other times.)
Local Influence: I realized suddenly that most of the druid sources I use focus on european 'forest' druids. But Arg-reg is a semi-tropic area, with fruit like bananas, coconuts, chillies and even borders the Dildmar Jungles- holly, evergreens, hazelnuts and apples might not really capture the local essence...)


Fey are... interesting. I'm not really sure how to really incorporate them other than having them around 'playing host' and doing things for their own amusment and the like. I suggest 'Heroes of the Fey Wilds' as a source on Fey (You can find it on the internet).



Ranger Influence: I'm going to suggest The Ranger's Handbook 2.e, which is the sister handbook to the Druid's Handbook 2.e Which is used as the primary source for Arg-reg. It sounds like druids and rangers are happy to sit in on each others festivals, but otherwise prefer to work separatly- Rangers with people and nature, and Druids with animals and Nature (Druids with a much more 'cleric' like feel to them.)


Any suggestions?
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Post  Pyro Fang Mon Dec 29, 2014 9:22 pm

Daily Life
When a ranger is not adventuring, he still has plenty to do to keep busy. Some of the more common ranger activities are described below.

Most of a ranger's daily routine occurs off stage; that is, neither the player nor the DM need keep a detailed record of what a ranger does between adventures. However, a creative DM may use elements of a ranger's routine as the basis for an adventure--while patrolling his territory, a ranger intercepts a goblin who turns out to be a scout for an advancing army; or as a springboard for a ranger to acquire a new follower--a bear rescued from poachers takes a liking to the ranger. A ranger's routine might also generate encounters to introduce him to important NPCs--the ranger provides first aid to a hunter who turns out to be a powerful official in a prosperous kingdom; or gain him experience-- the ranger earns experience points by fighting a small forest fire.

Of course, not every ranger regularly engages in all of these activities. A ranger occupying an arctic territory doesn't have to worry much about forest fires, while a Warden probably spends more of his time enforcing laws than a Greenwood Ranger or Feralan. Still, the activities described here should give you a good idea of how a typical ranger fills his day.

Patrolling

The ranger spends much of his free time patrolling his territory. He may follow the same route every day, or he may wander wherever his fancy takes him. He keeps an eye out for signs of trouble, such as eroded fields or withered plants, and makes contact with other sentient residents, listening to their problems or engaging in small talk. Some rangers ride mounts, particularly if they have a lot of ground to cover, but most prefer to patrol on foot, which enables them to traverse obstacles more easily, as well as minimizing the chance of drawing attention to themselves. Though patrolling is necessary to keep abreast of the condition of their territories, rangers also patrol for the sheer pleasure of basking in the open air and savoring nature's splendor.

Monitoring Strangers

A ranger is ever-watchful for strangers in his territory. Followers or other contacts may alert him to the presence of strangers, or he may become aware of them himself by noticing disturbances in the terrain or observing them directly.

In most cases, a ranger monitors strangers discretely, watching them from the cover
of trees or shadows, or requesting his followers to make regular reports of their activities. Usually, a ranger can ascertain the intention of strangers without ever making direct contact with them. Most turn out to be harmless travelers or hunters who pose no threat to the ranger or his territory, and the ranger leaves them alone.If a stranger's motives are more ambiguous--for instance, if he's chopping down trees or hunting animals beyond his needs--the ranger will confront him, politely but firmly inquiring about his intentions. Generally, the abrupt appearance of an intimidating ranger, particularly if he's accompanied by a bear or two, elicits immediate cooperation. If the stranger explains himself satisfactorily, the ranger departs, perhaps implying that he'll be back if the stranger doesn't keep his nose clean. Should the stranger resist the ranger's authority, the ranger may take whatever actions he deems necessary to ensure compliance, using violence as a last resort.
However, physical confrontations are rare. More commonly, strangers require directions, medical care, or advice. A ranger is usually willing to help, especially if his assistance facilitates their leaving his territory more quickly. If the strangers are lost, the ranger will point out the best route leading to their desired destination. In some cases, he'll volunteer to guide them. Most rangers have a rudimentary knowledge of first aid, and can bind sprained ankles, splint bones, and attempt to resuscitate for drowning victims. A ranger can explain which plants are edible and which are poisonous. He can direct strangers to sources of fresh water, orchards of ripe fruit, and safe campsites.

In return, the ranger may well insist that strangers clean up after themselves, avoid disturbing local habitats, and preserve the natural beauty of the environment. Those who violate the ranger's trust can expect a brisk escort out of his territory.

Trailblazing

A ranger who occupies an undeveloped wilderness must spend a fair amount of time making and maintaining trails. Some of these trails may be permanent roads or paths, usable by anyone traversing the ranger's territory. Other trails may be known only to the ranger, concealed by dense woods or similar terrain. The ranger and his followers use these concealed trails to get from place to place while monitoring the movement of strangers. Although animals in their native habitats are efficient trailmakers, the ranger may improve their trails by making the footing safer, or linking feeding grounds,
watering holes, grazing pastures, and lairs.
An effective trail system requires a thorough understanding of the land, including the
precise location of streams, hills, and other significant terrain features. A ranger occupying a small territory may be able to hold this information in his head. For larger regions, the ranger may need to keep maps. In this case, a conscientious ranger will regularly review and update his maps, adding new features and looking for discrepancies.

Constructing a new trail begins with clearing debris and smoothing the ground. This may involve cutting trees, pulling stumps, and filling in holes. If a road passes though a valley or ravine, the ranger may have to dig ditches to direct rainwater away from the trail. He may then need to plant grasses along the roadside to prevent soil from washing into the ditches.

Trail maintenance is an ongoing chore, requiring weeding in the spring and ice removal in the winter. In exceptionally harsh climates, the ranger may have to build snow fences, which are constructions of wood or stone that run parallel to a trail. During blizzards, blowing snow piles up along the fence instead of covering the trail.

Wildlife Management

A dutiful ranger looks after the interests of the wildlife in his territory. He tracks down poachers and unprincipled hunters, relocates creatures that have been displaced by natural disasters, and cares for young animals whose parents have been killed. He notes fluctuations in animal populations and tries to determine if an excess of predators (or prey) is only a temporary adjustment to current conditions, or if it foreshadows a more serious problem. A sudden drop in the number of songbirds or frogs, for instance, may indicate that the insects they eat have been poisoned by some outside source.

Conservation

A ranger is dedicated to the preservation of his environment. He uses timber, water, and other natural resources judiciously and encourages others to do the same. If he cuts a tree, he replaces it with a new seedling. If he raises herd animals, he keeps them moving so as not to overgraze a pasture. If he farms, he rotates his crops so as not to exhaust the soil, replacing the nutrients with natural fertilizers.
Unfortunately, the ranger must continually struggle against the carelessness and greed of those who don't share his concerns. They strip the land of timber and minerals, and level entire forests to build new cities. For commerce or sport, they hunt scarce species to extinction. They relentlessly farm the same acreage until the soil can no longer support crops, and dump raw sewage and other waste products into lakes and rivers until the water is no longer fit to drink.

The ranger employs several methods to counter this selfishness and indifference. He educates travelers passing through his territory, demonstrating the importance of proper waste disposal and the danger of smoldering camp fires. He negotiates with local villages to regulate mining and farming, and to set aside virgin forests and jungles as protected sanctuaries. In extreme situations, a ranger may resort to guerilla tactics, such as sabotaging oppressive and ruinous activities.

A ranger must also be constantly vigilant for natural disasters. As prevention is the key to effective disaster management, a ranger remains alert for the earliest signs of trouble, taking immediate steps to intervene before the problem becomes a full-blown catastrophe.

Here are some the most common natural disasters a ranger might have to face:
Insects/Disease. Infestations of beetles, locusts, aphids, and other insects can strip forests and pastures in a matter of days or weeks. Molds and rusts can ravage woodlands if unchecked. Old trees, which aren't as resistant to disease as younger ones, are particularly vulnerable. To prevent the spread of destructive insects and fungi, rangers remove and dispose of infested plants as quickly as possible.

Flood. An excess of precipitation, sudden snowmelt, or high winds producing strong coastal waves may result in flooding. Floods can wash away valuable topsoil, destroy trees and buildings, and drown the unprepared. Rangers reduce the severity of river flooding by planting and maintaining the trees and grasses in elevated lands. This vegetation controls runoff and absorbs melted snow, preventing it from running off into rivers and causing the water to rise over the embankments. Ambitious rangers with leadership skills will sometimes coordinate the local population to assist him building levees to contain rivers prone to flooding. This must be handled with care, as such rivers can silt up, causing worse problems later.

Seacoast floods, on the other hand, are almost impossible to prevent. A ranger's best
strategy for dealing with them is to become familiar with the weather patterns that precede them. With sufficient warning, a ranger can warn others to seek protection in the highlands until the storm subsides.
Earthquake. Violent shifting of the earth's inner layers may produce earthquakes, which can occur anywhere in the world. Earthquakes can indirectly cause flooding and fires, but the biggest danger comes from avalanches, falling rocks, trees, mudslides, and collapsing buildings.

As with seacoast floods, there's not much a ranger can do to prevent earthquakes, but he can learn to recognize the signs that precede them. Unusual animal behavior (such as the agitated prancing of small mammals), spontaneous geyser eruptions, and clusters of small tremors often indicate an impending major earthquake. While the warnings may not come long in advance, a forewarned ranger can spread the word to head for plains or open fields, which may be safer havens in the event of a major earthquake.
Drought. Higher than average temperatures and a lack of rainfall may result in a drought. When water is scarce, rivers dry up, vegetation withers, and animals suffer from dehydration.

Rangers can't accurately predict when droughts will occur. However, in regions of irregular rainfall, he can check tree rings, which give an excellent indicator of rain received in previous seasons. Thick rings occur in wet years, thin rings in dry years. Since wet periods tend to alternate with dry periods, studying the rings can help the ranger anticipate the next drought. A ranger can't offset the overall effects of a drought, but he can reduce the local impact of the drought on marginal habitats by storing water, and encouraging others to do the same.
Fire. Fires are perhaps the most devastating of all natural disasters. A fire not only wipes out trees and vegetation, it also kills animals and pollutes lakes and rivers with ash. Travelers who carelessly burn trash or toss unwanted torches into the brush are a common source of fires. While lightning strikes are a primary cause of forest fires, some fires are intentionally set by enemies.

Rangers occupying forests or other territories susceptible to fire constantly watch for smoke. Tall mountains make the best vantage point, but where mountains are unavailable or where scaling them frequently is impractical, rangers may construct lookout towers-- simple platforms supported by long poles and nearby trees. A rope or wood ladder gives the ranger access to the tower.

Fighting fires isn't easy, nor is it something one ranger can effectively do alone. Because fires spread so rapidly, particularly in dry seasons, a ranger's chance of stopping a fire decreases with every moment it's allowed to burn. Water or dirt can be used to smother small fires. If a ranger has prepared for help beforehand, he can coordinate the building of a fireline--an area cleared of all vegetation and other combustible material. This helps contain larger fires, but an adequate fireline usually requires the efforts of many individuals working as a team. Once a fire is extinguished, a close watch must still be kept for many days, lest a smoldering limb start the fire blazing once again.

Law Enforcement

Certain rangers, such as Wardens and Sea Rangers, may be charged with enforcing the laws of the local ruler. They arrest and punish poachers, patrol the lands they guard, and sometimes negotiate land use agreements with farmers, loggers, and others. If a royal decree protects a particular animal species, the ranger may be charged with enforcing it. Some rangers have the authority to act as judge and jury, allowing them to try cases on the spot and pass sentences as they see fit. Fines may be levied for minor infractions, such as trespassing, while more severe crimes, such as killing an animal from the king=s private stock or picking fruit from the king's tree, may be punishable by death. In such cases, the ranger will have a charter or royal writ from the ruler.

((Here's a reference from one of the hand books))
Pyro Fang
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Post  Elgate Tue Dec 30, 2014 4:04 am

Yeees, but what do you want me to do with that? That's the section describing a Ranger's daily life. You can use that to help you RP a ranger, but in this context I was asking if the moot would have any ranger rituals/activities/symbolism- what do you want from the moot?

Chapter 8 is how to roleplay a ranger, but I'd suggest looking at chapter 9 and 10.

Chapter 9 discusses the relationship between druids and rangers, and chapter 10 describes how ranger moots/gatherings tend to go.

For example:

Ranger's Handbook 2.e wrote:No forgathering would be complete without games and contests for rangers to demonstrate their skills and compete for prizes. Conservative forgatherings feature debates, target shooting, and knotting matches (where contestants see who can untangle complex knots in the shortest time). The Glass Eye Concourse and similarly rowdy forgatherings feature contests of a more physical nature, such as head-slamming (contestants butt heads as hard as they can until one passes out), dagger juggling (often done blindfolded), and bear wrestling.
Mountain Men in particular have a tradition of rather intense competition. For example, Mountain Men enjoy a bizarre drinking contest where bitter roots, fish scales, rotten vegetables, and other distasteful substances are mixed with water; whoever consumes the most of this vile brew is declared the winner. Other contests common to forgatherings include horse races, rabbit hunts, and mock battles using swords and spears bound with thick layers of cloth. Winners are awarded silver pendants, hiking boots, or other prizes donated by the more affluent attendees. If donations aren't available, each participant puts a few coins in a pot before a contest begins; whoever wins claims the pot. Wagering is rampant for all types of contests, with rangers betting everything from animal pelts and dried meat, to arrowheads and leather gloves.
Elgate
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Post  Elgate Tue Dec 30, 2014 5:14 am

BTW, here's a list of characters that will probably know and be welcome at the moot:
Grace (Druid)
Dru (Druid)
Lia (Druid)
Fen (Druid)
Saber (Druid)
Hol (Druid)
Other Druids...

Nailo (Ranger)- Edit: Contested Welcome
Grim (Ranger)
Other Rangers...

Charia (Fey)
Other Fey- who have strong connections to the feyland. Fey born in the material plane who have little to no interation with the feyland won't know about the moot.(EG, most gnomes and elves born outside the fey).



Other possible characters:

  • Some bards might have heard of it- especially if they have connections with any of the above.
  • Clerics of Nagaelai, Deeproot or Cherol.
  • -Some- Lycons. This isn't a lycon gathering, but lycons are welcome. (Many lycons tend to be nature orientated, but just because you are lycon doesn't mean you'll have been told about the moot- you need to have a reason other than lyconthropy to join.)
  • Barbarians might be told, but again, unless said barbarian is interested in protecting nature, they wouldn't have been invited.
Elgate
Elgate
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Post  Elgate Tue Dec 30, 2014 1:13 pm

It's been pointed out that Nailo's history might cause more than just cold shoulders.

Things to consider here:
Nailo is an ex-vampire. How well known is this and how would druids, fey and other rangers react to this if it's made known? (especially with the extra info on how he was a vampire -> Ex-vampire)

Nailo has murdered people in the past. Lots. Many. Again- how do the druids, fey and other rangers act?

Nailo is now a ranger. How... ranger-y is he?



My thoughts:

Druids probably might be suspicious of ex-vampires, but have no issues with that exactly- they might even celebrate getting someone back from the curse. However, the soul may be considered tainted- and they should still be purified. Rangers might just be down right suspicious, but have less concern for 'purifying'. No idea about fey.

Druids, generally, don't care about 'good' vs 'evil'. So long as Nailo isn't going to start murdering people, they don't care. Other Rangers in general would despise him for his path, even with his 'change of heart'. Again, no idea about fey.

I.. have no idea how much Nailo actually acts as a ranger- is he known as a good ranger (as in good at being a ranger)?


Elgate
Elgate
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Post  Ragdoll_Knight Wed Dec 31, 2014 11:49 am

Honestly I'd like for pyro to weigh in here before I do my post, I'd like to know more about his history (unless I know it all now) and about these murders. I think the murder of children or pre-adults might stain your reputation, as it stunts the growth of human beings, thought it's worth discussing if it was good for them to be stunted or detrimental..... damned neutrality and balance. *shakes fist*
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Post  Pyro Fang Wed Dec 31, 2014 7:58 pm

Ragdoll_Knight wrote:Honestly I'd like for pyro to weigh in here before I do my post, I'd like to know more about his history (unless I know it all now) and about these murders. I think the murder of children or pre-adults might stain your reputation, as it stunts the growth of human beings, thought it's worth discussing if it was good for them to be stunted or detrimental..... damned neutrality and balance. *shakes fist*

he has a long history, I dont know if I remember all of it but I can write what I remember.

And rag he did murder a fair amount of people as a vampire and turned three children who killed a bit more people. Though he was a crazy vampire with no soul so he wasnt actually nailo at the time more of a husk, which is why he called himself nixalo. So depends on how one would look at it? I mean druids could hate him cause he was a vampire or like him cause it was deeproot who raised him and who he still serves, even giving up the lycon regen for that reason
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Post  Hacatsu Thu Jan 01, 2015 1:46 pm

Ok, un, how come Nailo isn't a vampire anymore? I mean, there is a cure? Suspect
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Post  Ragdoll_Knight Thu Jan 01, 2015 2:09 pm

There is a way too remove the curse once it's officially taken hold, though it's very complicated and involved.

From what I understand Nailo was destroyed and then given a brand new body.
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Post  Elgate Sun Mar 22, 2015 2:42 pm

Okay, this ended up screeching to a halt after me and rags got sidetracked by RL- who is still interested, what's happening, what's going on, whose doing what and where are my shoes?


Rags, I'mma poke you. Need druid info and.. stuff. and... more stuff. Like... we need some sort of schedule here.

day 1: Druids gather.
Day 2: Druids punch the heck out of each other.
day 3: Druids eat leaves. Rangers back slowly away. Fey take bets on which druid can eat the most.
day 4: something inevitably goes wrong.
day 5: ???
Day 6: profit.
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Post  Absol 13 Sun Mar 22, 2015 3:25 pm

I think grimtooth is being awkward in the corner, eating fish and staring at graces kid(s)?
did I bring saber in yet? I didnt did I? Well, he might, appear, at least for the punching part.

Also about your shoes?.. I think you left them with Geralt, in the hall of gods., So you better get new ones.
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Post  Absol 13 Wed Apr 15, 2015 10:02 am

To answer Pyro who asked in the other thread
Elgate wrote:Okay, this ended up screeching to a halt after me and rags got sidetracked by RL- who is still interested, what's happening, what's going on, whose doing what and where are my shoes?

That cover it?
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Post  Elgate Wed Apr 15, 2015 11:17 am

Yeup, still poking rags- he's really busy with RL stuff, which comes first, but as the druid circle is his baby, I'm not going to hijack it. Especially as I can't hijack it, unless I come up with my own ideas for the Circle, which might ultimately clash with Rags. As such....

Rags has given me a little info, but is working on the rest, so 'bear' with us (dum dum tsh!), so...

Hands up who thinks their character would know a bit about the prominent druids in the area, and who some of the members of the Circle are?

Re-reading the post, we're still on the first night which iiiis:
Elgate wrote:The first night is the night of atoning past transgressions and also issuing a challenge to a ranked druid- so that the challenge might be prepared in time before the end of the moot.

We have three 'prominent' Circle members at the gathering already, but I'm not sure who is who yet (well, I know what they are, even if I don't know their names yet. I might just come up with names if Rags isn't careful. That's what you get for leaving your NPCs undefended!). (PM me if you think your char should know, and I'll send you what info Rags has shared with me).

PCs currently in the event:
Grimtooth (Abs)
Drurazhor (as an owl) (Hacatsu)
Hol Lennart (Hacatsu)
Grace Fennerset (Plus kids; Dyne & Geralt) (Elgate)
Jax (Hacatsu)
Nailo (Pyro)

Nailo is off in the shadows. Dru is watching from the trees still?

Grim, Grace and Jax are speaking with one another. 

Hol has yet to be engaged.

Oh, btw, could a mod move [You must be registered and logged in to see this link.] to this thread? This is the thread intended to discuss the moot, while the IC thread should be kept as IC as possible.
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Post  Absol 13 Wed Apr 15, 2015 12:10 pm

i'm -thinking- of bringing saber in, as out of place as he would be. He would attend, i just need to think of to make him arrive.
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Post  Elgate Wed Apr 15, 2015 12:58 pm

Eh, we have a ragtag group right now- he's technically a druid, even if an odd one. He's just more likely to get punched in the face.

Soooo, First day is about 1)atonement, 2)Picking who to punch in the face.

Without much more detail from Rags, and his permission to punch people in the face, we're going to have to stick to atonement for now.

Which is perfect, because Eriniel has recently tested out the atonement spell, so we know how it works now!

Huzzah for the scripting queen!


So, we'll get the details sorted on atonement, then we'll continue IC chit chat and get started on the atonement spells, and hopefully by then we'll have more of an idea of who we're punching in the face and when.
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Post  Elgate Sat May 09, 2015 11:12 am

Okay, Rags, I'm Hijacking the plot. It's mine now. I stole it. Fight me.

I'm also wondering now whether this would have been better done IG, but we're all rarely on at the same time, dammit.

SCHEDULE OF DRUIDNESS:
Day 1) Atonement:
I have a rough idea of how the Atonement spell will work now, but we can also just ab-lib this. If you're character has any animal kills, they'll probably want to atone. IG you'll need to track down Erin and ask to test the spell out, for it to have IC affect. We're just rolling with the RP at the mo.

Day 2) Issuing a challenge, mourning the departed, congratulating the newly borns, weddings:
At the start of the day, anyone who is interested in a position should challenge either the druid currently in that position, or stake a claim on an empty position. If two druids claim an empty position, they'll be competing against each other. The challenged druid will then have the day to think about what his challenge will be. In the case of an empty spot, a higher positioned druid will set a challenge for the candidate. 

There is no vote system for druids- you must prove your worth through strength, skill and wisdom, not popularity.

While the Druids think about what challenges to set, other matters are attended to, such as celebrating the cycle of life and death, by mourning the dead and celebrating new births. I might try and come up with a few 'fun' challenges for anyone to join, but that's going to need me to figure out what can actually be done in a forum setting >.>

Also, any of you saps planning on getting married?

Day 3) Challenges begin:
Yeah, time to punch each other in the face! If I need to set up some sort of strange tourney style flow chart for this, I will. No idea what challenges will be set.
Challenges will be completed, victors and losers announced, yeah. 

Day 4) Final day (Cue music from Majora's mask)
IF people are still wanting more from this little RP, we can maybe fit in the Wild chase, somehow. And prophecies. Maybe. That's more a dm's domain (*Looks at Rags and Hac* >.>)


Here is a mini map of where I imagine people to be. It's not perfect, but hey:

[You must be registered and logged in to see this image.]


Okay. Oookay. So. I'm the captain now.
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Post  Elgate Sat May 30, 2015 4:51 pm

Okay, so, we're getting Priests and Priestesses into view now, so hopefully we can get onto atoning soon.

I kinda need to know who worships who, Deity wise, but I think you can get atoned by allied deities if your own ones don't have a priest or priestess available.

Also, Hol is now light blue, to reflect his chosen speech colour.

Also, there has been two new posts to the Moot RP, so check both the [You must be registered and logged in to see this link.] and [You must be registered and logged in to see this link.] page.

[You must be registered and logged in to see this image.]
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Post  Elgate Sat Jun 13, 2015 5:41 pm

Right, I'm going to have to start writing up character sheets, god damn it, why did I introduce so many random NPCs. Okay:

Pyro- If you're still about, reply whenever you can. That NPC might slink off at some point, but no rush. I'll try and keep you involved, while also making it so you don't have to reply for the plot to move on.

Lady- Welcome! cheers  I shall figure who I assume is Lia into the plans. (Haha, right, yeah, 'plans'.)

Everyone else- Sorry it's taking me a while to reply, rechecking lore, figuring out NPCs, being a ursurper and pretend DM... also, RL is being a bit strange right now.


Another thing that might want to be opened in a discussion elsewhere- The Fey wilds/ Plane of the Faerie... Are we taking the 3e lore that those lands have the following effects? The ones I've bolded are ones I've considered using or simply accepting as true for Arg-reg.:


  • Light Gravity.
    
  • Infinite Size: At the very least, the Plane of Faerie is as large as the Material Plane.
    
  • Alterable Morphic. (Think Agaolainn- space seems to warp)
    
  • No Elemental or Energy Traits: Sections of the plane may have the minor positive-dominant trait or minor negative-dominant trait, but Faerie as a whole does not.
    
  • Mildly Neutral-Aligned.
    
  • Enhanced Magic: The Plane of Faerie is highly magical, and all arcane spells cast there are maximized, empowered, and extended (as if prepared or cast with the appropriate feats). The fair folk do not care much for the pious of any faith, so divine magic is unaffected.
    
  • Flowing Time: For every day spent on the Plane of Faerie, a week passes on the Material Plane. But unlike most planes with the flowing time trait, time lost on the Plane of Faerie catches up with the traveler. Non-natives who spend time on the Plane of Faerie and then return to a plane with the normal time trait instantly “catch up.” Those affected may be ravenous if they have not eaten in weeks as measured by Material Plane time. A visitor who stays a long time on the Plane of Faerie may die if “catching up” with Material Plane time takes her beyond her normal life span (maximum ages for each race are given in Table 6–5 in Chapter 6 of the Player's Handbook). The natives of Faerie are unaffected by this phenomenon, and only the most astute natives mention it to visitors from the Material Plane.
  • Sun never sets. Eternal Twilight.





Okay, now... MAAAAAAP


[You must be registered and logged in to see this image.]

Nailo and 'Priest(ess)' are not shown on the map because they're 'hidden'.

So, you might have noticed that some of the little NPC diamonds now have patterns in them. This is so we can tell who is who, and we don't accidently transform a wood elf into a moon elf, because that would be embarrassing, wouldn't it?  I've used these symbols (⊕ ⊖ ⊘ ⊙ ⍁ ⍂ ◣◢◤ ◥◫) but also put descriptions incase some people can't see them. So, legend:
Satyrs:
() (Cross): Older Satyr- Seems friends with a male wood elf and a spring Dryad ( ).
) (Vertical Stroke):  Young shy Satyr- Has pan pipes, seems by himself, rather shy.
Five unknown.

Nymphs:
() (Cross): Naera- Friendly, friends with Elwynne ()
Two unknown.

Male elves:
 (Top Right Corner) : Wood Elf, seems friends with an Older Satyr () and a spring Dryad (  ).
 (Horizontal Stroke): Wood Elf-
eight unknown.

Female Elves:
(Horizontal stroke) Elwynne: Wood Elf, young, Red hair, copper tinged skin. Friends with Naera (Nymph )
(Top Right Corner) ? : Moon elf, seems friendly and knows Autumn Dryad ().
(Vertical Stroke) ?: Moon Elf-
Three unknown.


Dryads:
) (Vertical Stroke): Spring Dryad- Seems friends with an Older Satyr () and a male wood elf ().
(Horizontal Stroke): Autumn Dryad- Distant, knows a female moon elf ().
Two unknown.

Druid Brats:
Urgh, Six Children. Maybe (This number might change if Rags decides so).

Druids:
(To be added to map- is currently one next to Jax): Human, Male.
Five unknown druids to punch in the face.

Rangers:
Three Rangers to ignore.
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Post  Absol 13 Sun Jun 14, 2015 8:12 pm

Dunno if ODA told you, But Time flow on the feylands is CHAOTIC, and random, and~ time DOSNT Catch up with you when you leave.~ FRom ODA himself.
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Post  GM_ODA Sun Jun 14, 2015 9:33 pm

Friends,
If I may elaborate a little bit...


Flowing Time: For every day spent on the Plane of Faerie, a week passes on the Material Plane. But unlike most planes with the flowing time trait, time lost on the Plane of Faerie catches up with the traveler. Non-natives who spend time on the Plane of Faerie and then return to a plane with the normal time trait instantly “catch up.” Those affected may be ravenous if they have not eaten in weeks as measured by Material Plane time. A visitor who stays a long time on the Plane of Faerie may die if “catching up” with Material Plane time takes her beyond her normal life span (maximum ages for each race are given in Table 6–5 in Chapter 6 of the Player's Handbook). The natives of Faerie are unaffected by this phenomenon, and only the most astute natives mention it to visitors from the Material Plane.


The "Flowing Time: For every day spent on the Plane of Faerie, a week passes on the Material Plane" is an approximation - and can vary, consider this the default, but remember CHAOS is the stuff of the FEY. If this were a D&D game we'd just make some notes regarding the time spent in a plane such as this and be OK with it. With NWN multiplayer, time warps are note very easy-done. Ultimately we'll set up a system for tracking time in the Feylands and AGING the PC appropriately... but at the heart of this strange time-flow; it can seem quite subjective.

A couple sample scenarios...


SCENARIO 1: A fellow enters the Feyland and time is found to be flowing more slowly here than in Dohral, the PC spends what to him seems a month and returns to the world of Dohral where he finds only a day has passed.



SCENARIO 2: A fellow enters the Feyland and time is found to be flowing more rapidly here than in Dohral, the PC spends what to him seems a day and returns to the world of Dohral where he finds a month has passed.


In NWN multiplayer we have time flowing at a specific rate, if there is a discrepancy, the best we can do is notate the +/- age on the PC, since it would not be fair nor good for suspension of disbelief if when YOUR PC returns from Feyland all the other PCs elsewhere in the world suddenly have the clocks advance a month in one case, or would be banned from the server until time caught up with them in the other case. Hence, what we do in game is track your subjective and chronological age when you cross from one of these realms into another where time flows differently. NOTE these scripts are not fully implemented yet, we are only at the stage where we track age as noted and things like 'see ghost age 10 years' sort of thing. Some of you may have noted the grey hair effect this can yield; a sign that our aging system is working on the server. Such effects can be removed by a greater restoration spell btw.

Imagine extremes of time flow too, such as a fellow who finds the way in to Feyland, stays a year on some major quest and returns ... to find (such as scenario 2) that 28 years have passed - he returns home to Dohral to find his friends and family aged, maybe deceased, and his world as he knew it changed forever. In an extreme of scenario 1, a PC might return and seem much older than the people he left who insist he left just last year.

There are rumors that some rare and much eschewed Feykind have the ability to control the timeflow in Feylands.

Of course, in a forum event, or tabletop event, time flowes as you (DMs / moderators) please.
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Post  GM_ODA Sun Jun 14, 2015 9:42 pm

Friends,
My apologies if I misunderstood 'catch-up' in reference to time flow disparities. I thought it meant something other than 'ravenous hungry' sort of 'body taxed as if time flowed normally. THIS TOO is a chaotic (magic) sort of effect I could condone too.

The key feature of time in Feyland is, you cannot be sure of it, maybe fast, maybe slow, maybe leave you with the munchies if you smoke too much of that stuff (or so I hear).


Razz

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