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Borg

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  1. From what they describe Praetorian....it sounds similar to Mondain's old home in the Maze built by his Minataurs.... ***Fades to story*** It was the dark times of Mondain and the power and lure of the gem of immortality began to influence his mind so much....he began to look for ways to improve his defenses as well as maintaining stronger power on those around him. Let me see.....now Mondain was responsible for the blending of many species of animal life with his servants ...that is true. Lizzardmen for example roam now in the swamps they fled to after thier kinds creation in Mondains laboratory beneath his home. The Lizzardmen were to be his warrior race but thier cold hearts could not keep any form of loyalty for long. Ratmen, though simpleminded did not work either since they kept hoarding and hoarding anything they could get thier paws on. It seems the beast of burdon has now been found in the Centaur, which is a blend of strong steeds and his woodmen that worked in the carving of Mondain's property out of the forrest. There Mondain had built a grand maze for protection and his magical power carpeted the area, making teleportation impossible. Cunning gamesmen who designed the Maze were twisted with strong Ox bulls that helped plow and carve the land into the Maze itself. This new mutation became guardians of the Maze.....they were the Minataurs. One of his strongest creations they were and although were defeated by man long ago.... thier elaborate work still stands today challenging visitors to the Maze. Inside the maze stands many structures as well as hidden access to the laboratory where these experiments did take place. Here is where Mondain twisted life in experiments first...then the vile Sutek for a period of time before his mind itself tore him apart into insanity. Even now in the stable at the back of the house the animals are still cared for.....but by whom or by what is what ye should ask. Most recently though I heard Imps and young demons patrol the area searching for some relic. Perhaps they seek a means to find the Minataur Stronghold and bring them back to stop the expansion of humans into the new lands and Ilshenar....I do not know. The Minataurs were never defeated or driven underground like the Cyclops were by humanity. Other races though did follow the great towers of the single point of view.....and along with them the people who still cared for them. The husbands, wives and family perhaps of the servants that so horrifically now were blended species of animal and human. Human developments sprang up that we have only just begun to understand in Delusia; where great reference is made to the Serpent and Spider races which at first all were refugees from the surface world along with their human families. The Minataur though is still escaping human eyes....still the guardian of the Maze.....perhaps now fortified in a stronghold yet to be uncovered. I believe the key to this stronghold and the means to re-discover this proud and powerful race is within the Maze. Minax may know its true linkage for her past involvment with Mondain is quite well known....perhaps she does not know of the Minataurs....for they were created prior to her relations to Mondain. The myths and rumors about the Minataurs are that they were great warrior guardians that carried the Axe of Woe [executioner axe of terrible power], Grave Gauntlets[gloves of terrible power], Staff of Dismissal[teleports target away] and Staff of Shaking[Earthquake spell]. The maze once could not be entered by magical means or traversed either by use of magic...I can only assume that this would again be the case at their stronghold or in the area of their presence. A spidershrine also resides inside the maze they created to protect their original masters home. If this is the linkage to the Terrathans I do not know....as well as the many Ophidian friendly areas that are scattered about the same maze area. The whole area of the maze is kept in grand appearance.....one can only wonder if the creators still maintain it perhaps from deep deep below in their stronghold. The Stronghold of Minataurs....another piece of Mondains legacy that still stands hidden from view....growing and growing stronger
  2. Excellent..........start surfing the website and digesting as much as you can for Sunday......read above posts for some hints on what may be questions. ANYONE ELSE ?!?! *nods thanks to Legionnaire Pyro for being the first challenger*
  3. Aye......I will join you Kurt Tis a fine location to gather......if you are late to the party....go to Ishenar Valor and STRAIGHT Down screen till you hit the washed out bridge. we will be in that area. (methinks Kurt mistyped saying LBR will be left out....this is in Ilshenar so you will need LBR to get to the Liche Lord Bridge)
  4. Those Members interested in participating PLEASE post your name as a REPLY to this thread. Again.......this is MEMBERS ONLY and for ACCOUNTS that are NOT UPGRADED. Possible questions and answers about this contest.... Q I have 2 accounts and one is upgraded....can I enter to try and win the second account upgrade? A If you have multiple accounts the account upgraded MUST have a member inside PGoH. Q Can I websurf for the answer to the questions during the event? A Depends......you will be given 30 seconds to answer and LAG cannot be used as a method for failing to answer in said timeframe. Q The Castle has alot of Lag and system lately....how is that fair? A We will not be doing contest at Olympus......neutral site not used by players....and you should be able to answer question easily heheheh. Q IF i get booted am I out of contest? A If you are up for question and it happens yes.....must be MERCURY does take issue with you. Q Who is Mercury? A MERCURY is GOD of Mischief and Humility is his followers Virtue.....information is in CODEX. Q How do I learn about common realm knowlege or stuff about PGoH in Catskills not on website? A Start by visiting the sites and getting a "feel" for or asking older members about what you found interesting at them.
  5. At the conclusion of Sunday's 7pm EST Meeting 6-9-2002...I will be conducting a Trivia Contest for PGoH Members ONLY. The Trivia will be questions that will have answers that can be found ON the Imperial Website, in the realm and common knowlege about PGoH in Catskills. My only suggestion to those interested in this contest is to be familiar with past storylines, Codex and realize things in or about PGoH areas in Catskills. The contest will be a Survivor style Q and A for members that are NOT upgraded to LBR client. This will be the first in a series of contests leading up to our celebrated 5th Anniversary on 10-11-1997 Hints: History, Codex, Gallery and visiting the houses noted on Roster held by PGoH would be a good idea....but everyting on website is fair game.
  6. Lokie from Lake Superior talked to FierY iCe on the Test Center. Lokie’s report on the conversation is as follows: I just talked to Fiery Ice on TC2 about the undead spawn. It seems that the champion, Neira, is a female necromancer who rides around on an undead nightmare. Her special ability is that she runs faster as her health gets lower, avoiding all conflict from players. As she is running, she drops items called "unholy bones". These unholy bones, after around 5 seconds, turn into a random undead monster. Fiery Ice told me that you can cut up >the bones somehow, but I am not sure how. And Neira looks very cool. She >is a female NPC with a death shroud, blood red cutlass, and rides a grey >horse that I was talking about earlier. Fiery Ice says she doesn't hit too hard, but I don't know if I believe him . Fiery iCe added this bit of information: To cut up the bones you can use daggers, or other sword type items and then target the bone pile. A few different types of objects work for this. (Sometimes it takes several attempts.) She can also throw the bone piles at you to try and do damage. The undead horse is actually the skeletal mount graphic in LBR by the way. …
  7. Zowwwie I like those veggies...warm with butter dont eat too many though hehhe
  8. The following points summarize the current state of player housing/house decay within Ultima Online, and will continue to remain true: Players are allowed to have one house per shard, per account. These houses will need to be refreshed manually. Some older accounts may still maintain more than one house per shard, per account (but no more than one per character on that shard). These houses will need to be refreshed manually. Acquiring a new house will put all other houses owned by that account on any shard into Condemned status, disallowing them from refreshing and forcing them to decay. Players are allowed to own grandfathered houses on more than one shard. In addition, two new elements will become a part of this system: Players may opt to only own one house per account, period. In exchange, that "primary house" will be automatically refreshed for as long as the account remains active. (See "Primary Houses" below for more details.) Note that your account is considered to have opted in to this new "one house per game account" rule if you place a new house or have a house transferred to you. Further, once this new housing system becomes active, any inactive account that is reactivated will also automatically be considered to have opted in to this new "one house per game account" rule. Houses that are owned by inactive game accounts will decay within 2 days, and will not be allowed to be refreshed for as long as the account remains inactive. Housing states: Houses will be classified as one of three "House Refresh Types": "Automatic," "Grandfathered," or "Condemned." The house refresh notation can be seen by double-clicking a house sign and accessing the house menu; only those who can access a house's sign-menu will be able to see this house refresh notation. Note: Only a house's owner, co-owners, and friends will be able to see the current state of decay ("This house is slightly worn," "this house is somewhat worn," etc.) of a house, which will be done by single-clicking that house's sign. These states will be updated upon any placement or acquirement of a new house, and/or changes to the owning account's active/inactive status. Below is a more comprehensive breakdown of the housing refresh states. Primary house: This house is owned by an active game account, and has been established by the player to be that account's primary house. Note: setting a house as an account's "Primary house" will automatically force all other houses owned by that account, on any shard, to become Condemned. The house refresh state on the house menu-gump will be listed as "Automatic." Primary houses will automatically refresh themselves-in fact, these houses will no longer display any decay stage, as the house no longer decays. The typical situation for this could be said to be a player who has decided to only maintain one house in all of UO, in exchange for that house never decaying for as long as the game account remains active. See "Primary Houses" below for more details. Grandfathered house: This house is owned by an active game account, but has not been established by the player to be that account's primary house. The house refresh state on the house menu-gump will be listed as "Grandfathered." Grandfathered houses will decay "as normal," and will proceed through several decay steps before disappearing after approximately 11 days. However, owners and friends will be able to manually refresh this house and begin the decay cycle anew by opening and closing any of that house's doors. A typical situation for this could be said to be a player who plays on two shards and has a house on each. Each of those two houses will need to be manually refreshed over time, and the player may decide to manually refresh each once every week or so. Another typical situation for this could be said to be a long-time player who is maintaining more that one house on a given shard on his one account. Each of those two houses will need to be manually refreshed over time, and the player may decide to manually refresh each once every week or so. Condemned house: This house is owned by an active account, but has been put into "Condemned" status due to that player placing, or acquiring, a newer house, on any shard. In other words: the newest house becomes the Primary house, and all other houses, on all shards, become Condemned. Any house owned by an inactive account will also be considered Condemned. (Reactivating that account will allow one house to become a Primary House, and all other houses on that account will remain Condemned. See "Primary Houses" below for more details.) The house refresh state on the house menu-gump for these houses will be listed as "Condemned." This house will not be able to be refreshed. It will decay within 48 hours of becoming Condemned. Note: setting a house as an account's "Primary house" will automatically force all other houses owned by that account, on any shard, to become Condemned. A typical situation for this could be said to be a player with any number of houses on any number of shards who has obtained a new house, and all houses other than that newest house on that shard will become Condemned. Another typical situation for this could be said to be a player who has closed an account and left behind one or more Condemned "ownerless houses." Implementation: the changes to housing/house decay will occur in three phases. House Status Assessment: All houses within UO will be marked with one of the above housing states during this phase, based on their current house status. This phase will last until the associated "Publish 16" (of which these feature changes are part) is active on all shards, during which time all houses (except Condemned houses) will continue to be automatically refreshed. Once these feature changes and Publish 16 are on all shards, we will move quickly to the next phase, "Establishing Ownership." Establishing Ownership: This phase will begin phasing out the possibility of "ownerless houses"—those houses that are owned by an inactive UO account—and allow co-owners the option of claiming their respective ownerless houses as their own. Those co-owners, in order to claim such an ownerless house, must either not already own a house on any shard or be prepared to have all other houses owned by that account to become Condemned. The right of claiming an ownerless house will be "first come, first served," where the first co-owner to access the house and claim it will become the new owner. If all of a given house's co-owners pass on this ownership claim option, the house will be marked as "Condemned" and allowed to decay at the start of the third and final Implementation phase, "New House Decay Rules Begin." New House Decay Rules Begin: This final phase begins the new house decay rules: all Primary houses will auto-refresh forevermore, Grandfathered houses will need to be manually refreshed, and Condemned houses will not be able to be refreshed and will decay within 2 days (as per the rules specified in the "Housing States" section above). Primary Houses: Players will have the option to make one of their houses within Ultima Online as their Primary House. Owning a Primary House will have certain benefits and restrictions. A Primary House will never need to be manually refreshed; Primary Houses will always automatically be refreshed. When a player declares one of her houses to be the Primary House for that account, all other houses owned by that account, on all shards, will be set to Condemned status (and decay within 2 days). If a player has placed or has had a house traded to him, he may not place or have another house traded to him for a minimum of one week. However, that player can still give away any number of houses without restriction-he simply can't collect any more until one week has passed since he last obtained a house. If a player's account becomes inactive, all houses on that account will become Condemned. If that account once again becomes active then that account is considered as having automatically "opted in" to the Primary House system, and one house will be compelled to become a Primary House while and all other houses on that account will remain Condemned. Co-owners: The co-owner feature for houses will continue to exist, with all the rights and privileges they currently enjoy, although being a co-owner will no longer count against your house ownership status.
  9. Resource and Crafting Changes Several new rewards have been added to the Blacksmith’s bulk order system. Prospector’s Tool. Powder of Temperament. Blacksmith Scrolls of Power Gargoyle’s Pickaxe. Blacksmith bulk order system changes include: The reward value for items with an exceptional requirement has been increased. Large bulk orders will now be received for sets of weapons. Grandmaster smiths will now have a greater chance of getting bulk order deeds with color requirements. Players will now be able to collect the following new stackable resource types. Spined, Horned, and Barbed leather Bones Players with an appropriate amount of tailoring skill will now be able to craft bone armor. Armor crafted with colored ore now yields better armor ratings the more rare the ore type. Tailoring Bulk Order Deeds Tailor NPCs will now issue bulk order quests to players Several new items have been introduced to Britannia as rewards for completing tailoring bulk order deeds. Special cloth (20 new hues). Brown Bear Rug. Polar Bear Rug. Flower Tapestry. Small Stretched Hide. Medium Stretched Hide. Specially Hued Sandals. Tailoring Scrolls of Power. Barding Changes New items related to the Bard profession can be found and/or crafted Exceptional instruments “Slayer” instruments Fire Horn Many changes have been made to the various Bard skills. These changes can be summarized as follows: Difficulty-based barding Target limitations (targets cannot be influenced by more then one of each bard ability at a time) Distance checks Line-of-sight checks Provoke changes Creature damage scaled based upon difficulty level (weaker creatures hit harder than normal, stronger creatures hit more lightly than normal). Peacemaking changes Target-specific and area-effect functionality. Enticement changes Skill changes to “Discordance” Discordance skill reduces power of NPC targets. Taming Changes Changes have been made to the animal taming and pet control system. These changes are summarized as follows: Creature control “slots”. Improved pet training. Animal Lore functionality improvements. Taming process changes. Inability to tame “trapped” creatures. Creature taming skill-loss penalties. Taming difficulty changes. Pet loyalty changes. Pet behavior changes. Pack instinct. Pet bonding. Pet resurrection. Stable slot changes. Summoned creature changes A new tame-able creature named “a fire steed” will be found roaming the lands of Britannia. Changes to Felucca A large number of changes have been made with respect to the Felucca facet. These changes include: Changes to the Felucca dungeon and Lost Land player interaction rules Changes to the conditions of the “Murderer” status Changes to the conditions of the “Criminal” status Changes to the conditions of thievery Improved resources in Felucca Housing Changes Houses will now auto-refresh under a more limited set of conditions. Guaranteed Gain System The core of this system is the guarantee that if you play "normally", you will gain skill. Players will continue to be able to gain skill when successfully performing an action, with the following additions: Under this system, if the player has not gained a point after successfully performing an action within a specific time period, the next successful attempt will result in a skill point. There will be a limit on how many skill points a player can earn through the GGS during each day. This will not affect the current use-based skill check system. Players that reach this limit can continue to gain skill through the old system. This system will replace the old ‘Powerhour’ method of gaining skill. Evil-in-a-Can Changes Many changes have been made to the “Evil-in-a-Can” spawn system. These changes are summarized as follows: Champion status shrines. Undead creature group. New, dynamic, Felucca spawn locations. “The Harrower” super-champion monster. New paperdoll titles. Monster spawn changes. Spawn timing changes. Champion spawn changes. Creature group changes. Changes to Combat Unarmed “to-hit” changes (chance to get hit while unarmed is now the better of either Wrestling skill, or an average of Anatomy & Evaluate Intelligence). Tactics will not influence damage when above 110.0 skill as much as it previously did. Players will no longer be able to “run away” from arrows/bolts. The dexterity stat will no longer affect at what point in the swing animation a hit or miss occurs. Mace weapons will now do less damage to armor then before (but still more then other weapon types). Staff weapons will do the extra stamina damage that “true” maces do (they still do not get the extra armor damage that “true” maces get). The damage done by the earthquake spell has been increased. The 8th circle summoning spells will now have a normal spellcasting delay. Purple potions deal extra damage based upon the thrower’s alchemy skill. Ethereal mounts will now have a 3-second “summoning” delay. Bolas will now deal damage when successfully dismounting their target. Bolas will no longer require the tactics skill to use. Changes to New-Player Quests A new “quest button” has been added to notify the questor of any quest status changes. All quest text has been refined, shortened, and updated with links to the Codex of Wisdom. Several quest steps have been improved and/or simplified. Quest monster AI has been improved. All quest gumps have been visually and functionally improved. Miscellaneous Changes Players will now be able to gain in the Justice virtue. A new category of items will be found in Britannia. Skill Scrolls. Stat Scrolls. Player “bones” will now follow the same rules as player corpses for being looted. Furniture dye tubs will now be usable by appropriate players when locked down or when in that player’s backpack. “Young” characters will no longer be able to travel to Felucca. Young characters logging into Felucca will be sent to Trammel. Bug Fixes Sandstone houses will no longer have a “hole” in one of the wall segments. Items should no longer “fall” through the steps of a log cabin. All items that can be used for crafting will list their number of remaining charges. A bug that could result in players being alive on one subserver and dead on another has been fixed. Players will now receive a message when the archprotection spell fails to take effect on a target in range. Stablemasters will no longer spam the names of their inventory when the stablemaster is created. Bolas will now properly dismount players on Unicorns, Ki-rins, and Ethereal Mounts. Players will no longer be able to use items that are stored on stabled pack animals. Some misleading messages in the new-player tutorial area have been fixed. A bug that allowed players to enter houses they were banned from has been fixed. Players accepting a guild war invitation will now receive the correct message. Gypsies in Illshenar will no longer report incorrect inventory descriptions. Players will no longer be able to steal from Guards. A bug that could prevent locked-down forges from working correctly has been fixed. Thread will now work correctly when used on a loom. Players will no longer be able to use items of teleportation to gain unauthorized access to faction strongholds. Forges will now play the appropriate sound under all conditions. Some vague Bulk Order Deed text has been clarified. Players will no longer be able to use health potions unless they are damaged. Items that are un-equipped while the wearer is already at their item limit (125 items) will drop to the ground. Various erroneous system messages have been fixed. Players killed by guards will have their hit points set to zero under all circumstances. Players will no longer be able to gain the snooping skill by using the skill on barkeeps. Treasure chests will no longer appear below ground level or upon invalid terrain. Players with over 100.0 mining skill will be able to use mining specialization books. Various “rares” that were improperly renamed to seem like normal items will regain their proper “rare” names.
  10. Guilds Redefined What: This proposal takes the existing Guild definition, structure and functions and increases the roleplay options, recording process, inter-guild options and rewards for those that choose to enter into the vast social benefits of guild operations. Why: Nearly every single member of a guild has been asking for improvements in the guild functions and Guildmasters loudly request help in inter-guild options as well as operations interfaces. The current ranking of guilds is based on a skill total which is PURCHASABLE not a true measurement of achievement. NEW DEFINITIONS RANKINGS Grandmaster Skills – The total skills at grandmaster level of all active characters on the guildstone Population – The total number of active characters on the guildstone Virtuous – The average level of Virtue achieved by all active characters on the guildstone Glory – The total number of maintained Glory points cycled (see Glory Program-Spoils of War) Faction – same as current mechanism GUILDSTONE DEFINITIONS Clan up to 9 active members Guild 10 to 49 active members Outpost 50 to 99 active members Colony 100 to 149 active members Kingdom 150 to 199 active members Empire 200 to 499 active members Dominion 500 and up active members GUILD REWARDS Item is chosen by guild master to be rewarded to active members automatically. Items are non-transferable blessed item that disappears if not on guildstone or placed on ground like existing Chaos/Order shields. Color of item would be selectable and mechanism for selection would be similar to current Vendor dress up options screen. All Items would not need repair Clan Head ware with Guild Initials Guild Chest clothing with Guild Initials Outpost Pant/Skirt with Guild Initials Colony Magic Book with Guild Initials Kingdom Cape with Guild Initials Empire Ring with Guild Initials Dominion Shield with Guild Initials (AR equal to GM class) INTER-GUILD OPTIONS War-same as current issues with additional Glory Program enhancement Ally - See Glory Program-Spoils of War Politics – This is the ORDER/CHAOS option to enter Faction – This is the Faction Selection option to enter Realm – This is the NPC Link for Trades or Race Alignment Race Alignment is similar to the current Orc or Savage mask system. (disallows attacking beasties AND area zone flags Aligned red and disallows positive interaction with non aligned similar to Glory Program) Options are Undead, Gargoyle, Terrathan, Ophidian, Cyclops, Ratmen, Juka, Meer, Vampire, Ogre, Lizzardmen, Demonic
  11. WAR and ALLY Functions For Years this one topic has floundered back n forth, up and down message boards endlessly.....here is my proposal that provides a solution as well as a reward for utilization.....Glory in the Spoils of War. ENEMY WAR declarations would enact a condition of negative relations that would PROHIBIT positive interaction in terms of spells and/or actions that would benefit a target based on skills. WAR declarations allow the gaining of “SPOILS of WAR”. (See below) WAR declarations between guilds results in auto declarations of WAR against said guilds Allies. [ie if A and B are allies….and C declares war on A…the system auto-declares on B. If either A or B accept War declaration then the other is auto accepted.] (note: this will limit the mindless WAR declarations and force guild leadership to strongly think through consequenses)* Spells that would NOT work against an Enemy 1st Circle Heal, Nightsight, 2nd Circle Agility, Cunning, Cure, Protection, Strength, 3rd Circle Bless 4th Circle Arch Cure, Arch Protect, Greater Heal 5th Circle Invisibility 6th Circle 7th Circle 8th Circle Resurrection Actions that would NOT be ALLOWED on an Enemy Cure, Healing, Veterinary or Resurrection with bandages Use of any wands, staffs or scrolls that are charged with Spells illegal Friend or Co-Owner of guild stone house Looting of any corpse** (only bones loot able) Special Actions that would be allowed Carving of corpse of enemy Stealing Entry into Enemy guild stone house (CAPITAL HOUSE) would flag intruder gray ALLY ALLY declarations would enact a condition of positive relations that would ALLOW positive interaction in terms of spells and/or actions that would benefit a target based on skills. (all spells usable except 2) ALLIGENCE between guilds results in auto declarations of WAR against said guilds enemies together. [ie if A and B ally….and A is at war with C then B auto declares war with C and C auto declares war on B] Spells that would NOT work against ALLY 5th Circle Blade Spirit 8th Circle Energy Vortex Special Actions that would NOT be ALLOWED on ALLY Carving of corpse Stealing Special Actions Allowed on Ally Looting would be allowed on ALLY…NOT allowed on Enemy (bones loot able) SPOILS of WAR (in line with Faction kill pts) Glory points which would accumulate on a guild stone by members, who upon returning from the battlefield, would touch upon the guildstone as tribute to their guild glory. Death on the field of battle to an enemy would result in half of the dead warriors pts being rewarded to the conquerors as glory points. Characters that have NO glory points would yield 1pt reward Characters that have NO glory points would yield NO glory points if killed in a Town limit Guildmasters can use Glory points to hire guild stone house servants (owner must be member) Treasurer NPC- Invulnerable Banker, members and allies only Healer NPC – Invulnerable, members and allies only Trainer Mage NPC – Invulnerable, members and allies only Trainer Melee NPC – Invulnerable, members and allies only (mimics melee style) Stable master NPC – Invulnerable, members only Reagent Farmer NPC – Invulnerable, members only Harbor Master NPC – Invulnerable, members only Glory point items would decay if guild stone fell into ruins (lack of glory points) Glory pts would become maintenance for existing Glory rewards monthly If lack of needed pts occurred then...Guildmasters would need to pay fee to keep the NPC working (NPC Servants work for a glorious guild…if not they must be “paid to stay”) If Guildmasters cannot pay to their “satisfaction” they leave (System auto deducts needed “satisfaction” from Guildmasters account) Guild stones would have a page that would be visible to all members to see what the Glory points were and if any satisfaction would be needed at end of 30 days time (timeframe is LINKED to the GMs Monthly account cycle counter) *= Unending WAR is an Order/Chaos political issue or Factions **=Loot lovers for spoils of war off dead have the Order/Chaos or Factions to enter (Spoils of War for victories would be compensation for success in battle)
  12. OLYMPUS VENDORS Reagent Vendor OPERATIONAL Tailor TreasureMaps Sculptor Bowcrafter Armorer Weapons Dealer Scrolls Rune/MagicBooks INFIRMARY VENDORS Potions Laboratory craftables Medical Supplies Orc/Savage Items PORT AUTHORITY Magic Swords Magic Maces Magic Archery Magic Fencing Sunken Treasures Fishing Plant/Seeds Vendor Operators must be committed to supporting vendors so that "life" can be created inside our PGoH Olympus Caslte area and bring in more travelers to our area of control.
  13. The Dye Tubs in the Tailors hall in Olympus have been updated with the new colors AND Cohort colors. The first 2 are the Emperor's Ore Black and PGoH NEW Purple (old Purple is in tub in corner for those that cannot use new tub) Gladiator Blood Red Dragoon Royal Blue Shadowrider Shade Blue Heran Dragon Green Ranger/Elf Forrest Green Warlock Fire Ember Red Navy Solar yellow Orc and Gargoyle Cohorts do not have sash colors Gargoyles have Deamon Bone Armor or Red Leathers Orcs have Orc Helms, Tunics and Masks
  14. It does bring a smile to the ancient ones to see training or sparring going on at the grounds of the Decurions Office. I HIGHLY suggest ANYONE looking to perfect training of PARRY, TACTICS, HEALING and melee skill to utilize the Blade Spirit group approach. 2 players learning Healing use bandaids on a third player learning Parry, Tact, Melee. A mage cast 1 or 2 blades.....the melee DRAWS them to him without moving his feet....the medic heal constantly until the blades give up. Mage is the emergency unit to dispell if things get out of hand. As the medics get better......throw in 3 blades. The melee unit use either a dagger, butcher knife or smith hammer to maximize swing attempts per second. Timing the powerful hour of learning for all of this team would be suggested.........time of this power soon is to end for the realm.
  15. 1) Guildstone experiencing "bad index" titles....if you find your character with one report it immediately to Borg via ICQ 2) Deep Purple (finally approved by OSI from a year 2000 request) is named official PGoH purple. 3) Vendor Operators Needed at Port Authority, Infirmary and Olympus. Operators will be approved for lockable friend chests in structures for excess supplies. (see below for listing) 4) Personal boxes in Capital buildings will not occur due to the past problems of system losses and exploits around boxes. 5) Inter Guild War status will NOT be activated until the Ally function is in place (See upcoming GLORY Program by Borg) 6) Naval Events will be occuring in JUNE to support ongoing Scenario Tie in against Lord Blackthorns ally the Savages. 7) Legion Events will be occuring in JUNE to support Scenario Tie in against Juka city of Mistas (only upgraded accounts can travel there) 8) Wolf afflicted with some illness and investigation if it is Lord Blackthorn, Decay spell or Paradox influence is under way...if you run into Wolf do not harm him but attempt to secure him so you can speak with him......report any findings you achieve. 9) Membership is at 60 individuals. PGoH ranks 10th now at 90 Vets out of 102 characters. Any alternates are welcome to enter guild and CITIZEN non combat roles are always welcome for you to enjoy the less stress or relaxing social RP available in UO. Every profession exists inside the Empire....even mischievious thieves or assassins (red) have homes in the Senate house of Espionage. 10) Guardians of Light PvP tournament is open to members to participate in.......in time this tournament will become the basis of the HONOR Virtue contest. Omicron has put GoL support along with my support of PGoH.....together the upcoming Virtue path will be old hat to those who ventur into this challenge. Utilize the grounds INFRONT of the CASTLE as your training area between members if you wish to practice PvP outside the tournament environment. VENDOR OPERATORS needed Potions, Laboratory craftables, Medical Supplies, Orc/Savage Items, Sculptor, Tailor, Bowcrafter, Armorer, Weaponsdealer, Reagents, Scrolls, Rune/MagicBooks, TreasureMaps, Magic Swords, Magic Maces, Magic Archery, Magic Fencing, SunkenTreasures, Plant/Seeds Vendor Operators must be committed to supporting vendors so that "life" can be created inside our PGoH Olympus Caslte area and bring in more travelers to our area of control.
  16. I am travelling to family this Memorial Weekend....Grandfather's 80th birthday celebration. Small area he grew up, my family helped estabish and the area is celebrating his birthday....hundreds expected. I Hope you all have a great Memorial weekend...tis the time to reflect and thank our ancestors and providers that gave us life and protection. I thank you and your ancestors for this as well....thank you and those of your family that fought for freedom.....I thank you for the freedom and life I am privileged to live. May HONOR Guide and Bind thee!!!
  17. I have always found the lil chat about "bringing balance to the force" interesting since at the first episode the Sith were thought or said to be extinct thus the equation must be all on one side.......Jedi (good) then the Jedi Masters work to make sure Anakkin gains training........so he can fulfill the prophecy. (interesting feeling this must be....that they must help teach the one that will destroy them as they believe....Yoda knows this...you can see it in his eyes and words) "Pain and suffering....Skywalker is in great pain" based on past comments also....."I sence fear in you" and the yada yada that takes one to the dark side Fear leads to hate hate leads to pain pain leads to suffering so.....reducing the amount of good.....which mathematically brings balance........hmmm the prophecy Episode 1 has 50 etc Good Jedi.....2 Bad Jedi (Sideous and Maul).......hmmm Episode 2 has 50 etc Good Jedi (and kid pawhaterver learners).....2 Bad Jedi (Sideous and Docu) and in Anakin the spark of the Dark side has begun. (Anakin feared much and Sandpeople before as unknown) (Anakin hates Sandpeople now and inflicts pain) (Anakin feels the pain of doing genocide...now he suffers) Episode 3 will have to have alot of interesting things to witness.....to get to Episode 4 where Darth Vader exist at age of 40 ish....episode 2 he is 18 ish. Episode 4 has 2 Good Jedi (Yoda and Obi Wan) and 2 Bad Jedi (Emperor and Vader)......balanced. Episode 5 has 1 Master Jedi (Yoda) and an growing Luke into apprentice .......and Sith Emperor and Darth Vader. Episode 6 has 1 Good Jedi (Luke) and 2 Bad Sith Emperor and Vader......ending with No Sith and Luke still alive ......sigh now back out of balance NO more will occur from Lucas...and here is where WE COME INTO PLAY honestly.........the Star Wars Galaxies is the avenue that Lucas referred to as "future Star Wars endeavors" that will move forward to fill in the entertainment of fans and future issues. Martok will lead us into that Galaxy and there is a message board ready for your preparations to join him....and recruit others to help you as well from other game engines. Interesting is the fact that once in the dark side...you will always yearn to become the Master and raise your own Apprentice....and always work toward order and control. While....on the side of good is the life inside chaos and its protection from control "We are keepers of the peace not soldiers"......not controllers only boundry guards. Here is a nice analogy...... Jedi are Lifeguards for the Beach (Galaxy) that is constantly changing and providing great waves (chaos) for the surfers. Sith are those city planners that would build great protective barriers and create wave machines that would be used by the surfers but never damage the cities, travelers or inhabitants....unless they became a bit too rowdy....."wipe them out....all of them" The balance is either NONE of either or 2 of each....honestly...to have NONE in touch with the "Force" would be too great a loss. I say lets catch some waves and colonize future areas so we can find MORE waves....that way the City Planners get to keep doing what they are good for expanding.....and the Surfer/Lifeguards get to do what they are good at exploring FUN. I guess....hmmm I am a Sith then......always looking to expand and provide saftey to give the Jedi more FUN to explore and surf the endless waves of ONLINE GAMING ENTERTAINMENT!!!! PS...Tok.......I am taking Anna (my lil sister) to see movie tonight..heheh I will catch your 8 times to see the movie...eventually...hehhe hmmm my sister is Anna......she is my kin.....I own a Sky page and it walks you through the Galaxy of online gaming fun......Annakin Skywalker.....hmmm she is said to be most like me of all the kids.....hmmm Emperor Borg and..heheh fun. take care everyone this great Memorial weekend...I will be with family celebrating my Grandfathers 80th birthday.
  18. This monday (May 20th) at 8pmEST anyone able gather at Olympus and we will clean the streets of Trinsic once again. The results of Sunday's Deciet Crawl were spectacular with only 3 losses to countless Undead. The Liche Lords found thier crypt no sanctuary......now it is time to remind the Juka and Mechanics of Lord Blackthorn that TRINSIC IS NO SAFE PLACE FOR THEM TO BE!!! Emissaries call upon your contacts. Legion sharpen your blade and tighten your bows. Warlocks keen your mind for battle. For HONOR and EMPIRE.......gather at Olympus at 8pm EST Monday if ye be able.
  19. Annakin soon will realize the power of the dark side.....soon...soon. Troopers still rule.......pure disciplined order.....luv those guys doing thier jobs for the good of the Empi....er Republic...yes Republic thats what I said.... cough cough Sunday is our meeting INGAME but I am going to the movie again around noon....heheh "they cannot give you any more knowlege Anakin...I have never held back from you what you can handle. Now come with me and I will show you what the council hides from you....come with me my apprentice" Palpatine as he dons his robe and walks toward his shuttle...now as Darth Sideous (Episode III)
  20. For those who are great green thumbs....your work will become the supply to a new profession is my thought. I can see the space in front of your homes as fertile places to place your work (Behind and beside will not) We shall see what the months to come bring for our tradesmen/women....see which skills shall be needed to be.... a Landscaper.
  21. try to go to Felucca ....go in and drop a trammel stone.....see if you can then get inside. heheh worked to get us into the Laboratory of Benedicts before.
  22. Epilogue "And so," the stranger said, "my tales have numbered the Virtues. I do not know if you are convinced by them, for that choice lies with your hearts and minds, but perhaps now you better understand my opinion." The young soldier was the first to speak. "Your tales are cunningly wrought, sir, and pleasant enough to hear. But tell me, how do they pertain to real life? Any clever bard can fabricate a pleasant tale to illustrate nearly anything, even if it's to show that dark is light, or fire is cool." "I see that you mistake the nature of my tales," the stranger answered. "I assure you, they are not mere fancies. Each one is a true record of an actual event, and each was related to me by the very person to whom it occurred. Further, the honesty of those involved is absolutely beyond reproach." At this the merchant laughed heartily. "Ah friend, you must think us simple folk indeed, to believe that such noble and honored ones would take the time you tell you their tales. Or perhaps you pose us a riddle? Well then, I will answer it. Those whom you choose to illustrate the Virtues are a most select brotherhood, and I have not so far forgot my lessons as to fail to know their names. Well you may say that their honor is beyond question! All those you name are renowned from old as heroes and exemplars, and some are dead long years past, but when they all lived they were the honored champions of Lord British, and together were the companions …" Then the merchant fell silent for a time, as though he suddenly feared to say what a moment before had seemed merely amusing. And he looked into the cool gray eyes of the stranger across the fire, and when he spoke again it was in quite a different voice. "The companions of the … Avatar?" But the stranger only smiled, ignoring the question in the tone, and said, "Hark, the rain has stopped at last, and with a few good hours of travel time left in the day." Then he rose and hoisted his pack up on his shoulders, and set out briskly through the shelter's broad entrance, and the others watched in silence as he quickly vanished into the gathering mists of early evening. The End. As you can see...many of the named statues have thier model character within the stories above....I hope you enjoyed the storylines and now can see or at least now can find the answers to many upcoming challenges. Colin Mor
  23. Spirituality: Shamino and the Spirits The dead of Britannia have always been a restless lot. Why this should be I do not know, but I have sometimes thought that the vitality of the land itself is so great, it bestirs the memory of itself even in lifeless flesh. Be that as it may, my final tale concerns itself with a certain town, where the inhabitants of the graveyard had forgotten their proper decorum. Nor was this a mere aimless revenant or two, but a veritable plague of lifeless stalkers. Most every night was disturbed by a squad or company of the dead making riot, for the creatures did not wander aimlessly, but set themselves about the business of terror and destruction with a methodical efficiency that demanded a malign will behind their excursions. It was obvious to the villagers that this was not a problem to be dealt with by a few torches and pitchforks, or a cantrip or two. So they sent to Britain to pray the King for aid. Their call was answered most expeditiously, for Lord British bade none other than Shamino the Ranger, first hero of Britannia and best and oldest friend to His Majesty, to deal with the situation. Shamino soon arrived, and set immediately about his work with sword, bow and shield. The ranks of the shambling revenants he quickly reduced to a few small piles of putrescent but inanimate flesh. With his way thus cleared, he was able to enter the graveyard itself, where he discovered a newly opened tunnel, which lead to an ancient catacomb far below. In that dank and haunted place, Shamino found the source of the trouble, a lich, an ancient and potent spirit from the First Age of Darkness. For centuries the evil thing had lain dormant in its stygian tomb, but of late it had bestirred itself, and in its ancient malice had begun the current harassment of the living above. So Shamino found the thing, and there he slew it, in a night-long battle of blade and spell. And if you think I pass over such an epic battle with undue haste, know that it is merely the prelude to my tale proper. With the evil wight dead, Shamino elected to remain in the town for a while, to recover from his battle, and to insure that the restless evil was indeed put down. It was well he did, for scarce two nights after the lich's most recent and final death, a lad of the village was brought before Shamino in a pitiable state of terror and nervous exhaustion. When the lad had calmed enough to speak at last, he told how he had gone to pass an hour in the graveyard on a dare, thinking the evil all departed. But he had scarce arrived when he was set upon, not by crawling corpses, but by a howling cloud of spirits. He could not understand their gibberings, but so great was the force of the despair and desperation in their voices that he vouchsafed he would have far preferred to face an honest undead body. Shamino was not overly surprised to discover that the lich's malice had stirred up forces that its destruction had failed to quell, so he spent the day in preparation, and that night took himself again to the graveyard, an hour or so before midnight. He was through the gate scarcely a minute when he was set upon by the cloud of ghosts, and the sorrow of their incoherent wails and moans tore at his very soul. He sensed no evil in the things, but only a terrible, lonely despair that raked his soul and mind. But Shamino was made of sterner stuff than the village lad, and he shut the howls out of his mind (for the things had no power to touch him physically), and made certain preparations. At last through arts that he knew, the spirits were quieted (albeit temporarily), and held in that place before Shamino. Then Shamino indicated the first of the spirits, and bade it, "You there, speak now, and tell me plainly why you haunt the night." "In my life," the spirit sighed, "I was rich, and gloried in my riches, but did nothing to use them to help those around me, and now I see my life meant nothing." "Your pride was great," said Shamino, "but where is it now? Look about you, you rest in a grave no finer than many of the poor folk you ignored. Rest now, and take comfort in the Humility of death." And the spirit heard Shamino's words and, acknowledging them, vanished away. (Now it may seem odd that a restless spirit would be banished at a mere word, but Shamino the Ranger was no common man, and when he spoke on matters of Spirituality, he spoke with Authority, so that creatures of the supernatural planes might be compelled by his very words.) Then the next spirit spoke, and it said, "In my life I put on airs, telling folk that I was a hero, or a noble, or possessed skills that were not mine, hoping thereby to find friendship and fortune. And I see now that everything I gained falsely was itself false." "And yet," replied Shamino, "you still take on the seeming of that which you are not, for you pass among the living and trouble their lives. Put dishonesty behind you and be what you are. Rest now in the Honesty of death." "In my life," said the third spirit in its turn, "I thought that I was a wolf among men, and the weak were my prey. I took the little that they had, and thereby accrued much for myself. But now I mourn, for I was most bitterly hated." "Why then do you still trouble the living?" asked Shamino. You regret your lack of Compassion in life, but I tell you to rest, and thereby learn Compassion from death, which ends all pain and sorrow, even thine." "In my life," the fourth spirit began, "I ran from danger, while those I cared for stood and fell. Now I see how much finer it would have been to have died in the glory and comfort of their companionship, than to have gone on to the guilty and futile life which I led." "And you are still running," said Shamino, not without kindness. "Let rest your fear, and Valiantly embrace the mystery of death. Your friends and loved ones await you." The fifth spirit took up the litany, saying, "In my life, I stood up in defense of the guilty, to gain by their friendship, and spoke out against the innocent when so bidden by my masters. Can there be any payment now for the wrong I did?" "You seek restitution for your deeds, but you flee the judge which all men must face. If you hunger for Justice, you will find the Justice of death, which is the proper sentence of all in the end." "I was a miser in life," said the sixth, "And I sat alone with my wealth all my days. I did nothing of importance to anyone, not even providing honest work to those whom I might have hired, for I valued my gold above their service. Where is my gold now?" "Gold indeed is forever beyond your reach, but there remains one Sacrifice within your power to make, and that is to Sacrifice this sad unlife to death, which patiently awaits your gift." Now only two spirits remained, swirling sadly in the moonlight, and at last one was moved to speak. "In my life, I served a man who loved me, and valued my service and friendship above all else. I betrayed him, seeking greater wealth and power. Now I see that I gained nothing and lost all, for those I came to serve saw me as only the worm which I was." "The evil you did was very great," Shamino said gravely, "And I cannot offer you absolution. But see now that one final obligation awaits you, which you have yet to fulfill. Will you not Honorably go through the final veil of death? Then only final ghost drifted on the breeze, and seemed little inclined to speech, until at last Shamino broke the silence. "Speak, o spirit, and tell me of the sin which torments you in your unnatural waking." "I have not sinned," the ghost replied, "for I honor the Virtues to the best of my ability." "Be that as it may, why then do you thus linger after your death?" Shamino inquired. "I am no dead ghost," the thing replied, "but have been cast out of my own body by the evil thing that formerly haunted this place. Pray reunite me with my body, that I may resume my rightful span of corporeal years." Now such things are not unknown, but to the keen sight of Shamino, the difference between a living spirit and an unliving shade is as clear as the difference between a strong young oak and an ancient rotting stump. "You are mistaken, friend," Shamino said with all gentleness. "You are truly dead, my word and oath on that. You must now go to your final rest, and cease to trouble the living." "You lie," howled the spirit, "For I move and see and speak. How then can I be dead? I live! I live!" Then it tried to break free of Shamino's binding and assail him, but the wards were well-wrought, and the dismissal of the other spirits had far weakened the ghost's unnatural energies. Then Shamino knew what kept the spirit bound to earth, for it is the nature of the Spiritual to see the reality of things that are hidden from the less gifted. This creature was most damnably cursed, for its curse was of its own making. Where the other ghosts had been tormented by the knowledge of their sin, this one tortured itself by withholding knowledge. The ghost lied to itself, cowardly running from death, hating itself and its true nature. In this, it rejected all three of the great Principles, which together compose the ultimate Virtue of Spirituality. Shamino stood for awhile, regarding the pathetic thing, and at last he spoke. "I can do nothing for you. Go about your existence, if such it can be called." And he dispelled his wards and left that place forever. As for the ghost, it haunted the graveyard thereafter. It no longer had the power to terrorize the living, but only lurked about, moaning and sighing to itself in the darkness of the night, and of its own delusion.
  24. Honor: Dupré and the Gargoyles I'm sure you know that the Gargoyle folk joined Britannian society after the restoration of the Codex of Ultimate Wisdom. I'm also sure it will not surprise you to hear that the treaty between Lord British and Draxinusom, King of the Gargoyles, did not instantly bring accord to the two races. Certain ignorant humans continued to hate and fear Gargoyles, and certain intractable Gargoyles continued to regard humanity with enraged contempt. The most notorious Gargoyle fighter against mankind in those days was named Gratagmalem. He was equally renowned among his people for his keen intellect as for his fierce disposition, and when peace was achieved between the races, he turned outlaw with a small band of likeminded Gargoyle bravos. This fierce troop devoted themselves to burning and pillaging the remote crofts and farms of the land, stopping short only at outright murder of unresisting enemies. Nonetheless, they were the cause of much suffering, loss and deprivation to their victims. Now there was a certain inn, located midway between Britain and Yew, and famous for its excellent autumn ale. So good was the brew that many fine folk were given to retire to that place for a fortnight's holiday when the new casks were breached. Tents had to be pitched on the grounds to hold all the guests, and for two weeks each fall the place took on the air of a faire or festival. It was during this time that Gratagmalem choose to attack that inn, and he and his band flew down during the late afternoon, surrounding the place and quickly dispatching the few hired guards. And they mockingly ordered all the humans to leave forthwith, or see the whole place burned around their heads. At this, one lone festival-goer stepped out from the crowd, wearing the clothes of a gentleman, but gripping the sword of a knight. And he spoke, saying, "I am Dupré, Knight and Paladin, and I call on you to cease this unlawful incursion, and to surrender in the name of Lord British." But Gratagmalem only laughed, saying, "Of all the names of man or Gargoyle to conjure with, that one is the least likely to inspire fear in my heart. I reject your demand for surrender." (Now I confess that those were not the very words he used, but Gargoyles speak in their own peculiar fashion, and I will not try to mimic the intricacies of that speech in this tale.) Dupré retorted, "Then let us settle this honorably. I shall face you or any of your troops in single combat, with the winner to determine the fate of this Inn." The Gargoyle laughed again at the human's audacity, but when he spoke, he said, "Very good, then, man, your proposal intrigues me. You shall face three of my brothers, and if you defeat all three I shall leave this place standing, asking only a suitable forfeit in return for my generosity." Then Gratagmalem named his three champions. The first was a great brute almost 10 feet tall, wielding a mace of solid iron, and the second was a young champion of the Gargoyles, wielding a sword nearly as long as Dupré was tall. The third was Gratagmalem's chief lieutenant, who fought with two great-bladed battle axes, one in each hand. But Dupré was a veteran of many battles against dragons, daemons and giants … aye, and Gargoyles as well, and he did not fear the size or fierceness of these foes. One by one they engaged, and the first two he cast down with severe wounds, while the third he killed outright. This loss only seemed to amuse Gratagmalem more, and when the last Gargoyle was dragged from the field, he announced, "I shall honor my word, oh man, but first I must see my forfeit paid. And my price is you, Sir Knight." "I will gladly give my life for the safety of these people," Dupré replied, "though you may find the collecting of it more costly still." "Nay," said the Gargoyle, "I have no use for your head, but rather your arm. Today you have cost me a lieutenant, and I demand that you shall take his place. You shall join my company, and teach us your ways of battle." "I will never take up arms against my king or his people," Dupré replied, hotly. "I would not ask it," the Gargoyle said with mocking gentleness. "You will come and train my company, and when I order them back into battle you may be excused, if only you give the word to do nothing to resist or hinder our efforts." Now Dupré knew that Gratagmalem offered him a Daemon's bargain, one which could easily lead to the utter destruction of a man of Honor like himself. At the same time, he could not stand idly by and see the honest innkeeper ruined, nor could he oppose the whole Gargoyle company alone. Most importantly, perhaps, it would not be fully Honorable to refuse the forfeit after fighting under those terms. He could only hope that time would provide a means of escape. "I will accept your terms, sir," he said, and there he knelt and presented his sword to the mocking brigand. So he went to live with the Gargoyles, and he drilled and trained them. He found that while Gargoyles were both mighty and courageous, they had little mastery of concerted tactics or strategy, but they quickly grasped the fundamentals of both. He also soon learned that it was futile to try to hold back knowledge from his command, for under the watchful eye of their leader, any useful hidden expertise was soon sniffed out and analyzed, and presented to all. Nor could Dupré Honorably refuse when Gratagmalem proposed that they try out their new skills against brigands, pirates or Goblin bands, for Dupré had only sworn to stand apart from actions against the subjects of Lord British. So he fought alongside the Gargoyles, and saw his teachings tested by fire. But at last the dread day came, and Gratagmalem announced that they would attack a walled town, with the garrison of King's soldiers stationed in it. This was a stronger objective than the Gargoyles had ever assayed before, but Dupré knew that they were well capable of victory, thanks to his teaching. On the day of the battle, Dupré went up to a hill overlooking the doomed town, for he would not turn away from the evil that his hand had caused. But while he waited there, he was surprised when a contingent of the Gargoyle band approached him, and asked an unexpected question. "Lieutenant," their spokesman said, "we know that you base all your decisions on Honor, which is a strange concept to us, but nonetheless we wish to know if this is an Honorable fight today." Now Dupré well knew the cool power of the Gargoyle intellect, and that any attempt to dissemble or dissuade would be immediately perceived, and would discredit him forever among the Gargoyles. He was also minded of his oath to Gratagmalem, to do nothing to overtly subvert his plans, so he kept his answer as straight and honest as he could. "You have been told by your Captain that Lord British is a tyrant. Well then, it is no dishonor to take up arms against tyranny, if that is truly what you believe. However, your people do not extract oaths of fealty as mine do, and I have often heard your Captain say that you follow him at the call of your reason and of your own sense of what is right, which is the Gargoyle way. Now your hearts and minds have moved you to ask whether the fight today is Honorable. Perhaps the question itself is its own answer." Then the Gargoyles went apart again, to dispute the question among themselves, and the end result was that fully a third of the band declined to follow Gratagmalem into combat against the town. And one young Gargoyle of impetuous nature (that same young champion whom Dupré had cast down at the inn) took it upon himself to fly down and warn the garrison of the pending attack. Nonetheless, Gratagmalem, in a cold rage, refused to call off the battle. But against warned and ready defenders the diminished Gargoyle force could not prevail, and Gratagmalem himself was slain. But the Gargoyles who had refused the battle (and aye, some of the survivors) returned to Dupré, and begged that he continue to lead them as he had in the past, against brigands and pirates and monsters, so that humans could see that Gargoyles were capable of service to all. And Dupré agreed, and he named the band the Locusts of Britannia, and they won great renown and did much good for many years.
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