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UPDATES FOR GEMSTONE 3





Warden's Update Posts

Magic Item Activation - There is a modifier for encumbrance and being undertrained for armor, and most of the extreme failures that I have seen can be attributed to this. We're planning to remove these factors from RUB and TAP activated items, and WAVE will have a different method for handling these factors. INVOKE and RAISE activated items will still have these as factors, but we're considering adjusting the magnitude of their influence. TAP activated items are more easily activated but have reduced durations (never below the base duration, however). RAISE activated items are more difficult to activate but have increased durations.

Racial TD modifiers for Dwarves and Halflings were reduced by 10 vs Elemental and 5 vs Sorcerer spells.

Archery - AS bonuses increase with Perception and Ambush training beyond the first 40 ranks of each. DS bonuses are based on the archer's skill in Ranged.

Thrown - AS bonuses increase with Combat Maneuvers and Perception training. Weapons that are not appropriate for hurling now have significant penalties. War hammers have joined hand axes and daggers as OHB/OHE weapons that receive hurling bonuses.

Prayer (313) - This spell does increase the caster's Spirit TD by 10, and has remained self-cast only (same as before, in this regard).

Song of Mirrors (1035) - The maximum bonus for this spell is now 60 DS.

Haste/Slow (504/506/512/514) - We're working to resolve the AS/DS/etc. oddness with these spells. The current versions of Haste/Slow are short-lived. GM Altiron will be releasing the new versions sometime in the coming week.

Self Control (613) - The increased TD bonus from this spell has been shifted to Nature's Touch (625), where it increases by 1 Spirit TD per Ranger spell known beyond 25, to a maximum of 12 bonus at 49 ranks. GMs Dimigor and Uska will have more to announce on Ranger changes within the next day or two.

Cloak of Shadows (712) - This spell provides 15 Generic DS and 20 Sorcerer TD, plus a small increase as the caster learns more Sorcerer spells.

Elemental Focus (513) and Melgorehn's Aura (913) - One of the problems that arose last evening was the inadvertent release of some wizardry test code. The test spells have been removed. For 513 and 913, these two spells are currently providing a more benefit than intended and will be adjusted within the next few days. The bonus for Elemental Focus will increase by 1 AS per 2 Major Elemental ranks beyond 30, and the bonus for Melgorehn's Aura will increase by 1 per 3 Wizard ranks beyond 13 rather than 1 per 2.

Armor hindrances are indeed scaled between the major training steps. Thanks for reminding me, Gullman.

Characters must check in to an inn before their damage reduction is activated.

Bard Song 1006 is Lucksong, a group song that aids in many maneuvers and in a couple of other areas. Lady Luck is fickle, though, and may not always come to the bard's aid. Increased song knowledge increases the likelihood that she will aid the bard.

Finally, many of the Dev team have been up through the night responding to emergent issues and making adjustments. If you were experiencing a bug last night, it may well be fixed already. If you're quite certain something is a bug, and it's still not resolved, post a notice here and we'll look into it as soon as we can.

Warden

New Verbs as of 6/14/02



Multi-Skill Weapons Released! Learn more about the first multi-skill weapon, the katar.


Elemental Dispel Change Spell 417 has been modified to have a variable casting cost depending on the target spell


06/13/02 Warrior Guild Announcement The Warriors Guild Guildmasters have heard the pleas of their members and have revised their training regimen to include new techniques for teaching feint.
Henceforth, diligent warriors should find that their feints are more effective - particularly those warriors who have trained more than 50 times


06/01/02 New Area Discovered! Hearing rumors of treasure unearthed by a recent earthquake in the general area, a purportedly drunken Crugrut lead adventurers and workcrew alike toward the Underground Ruins in the coastal cliffs. Digging around, the ragtag band unearthed a new series of chambers deeper underneath the general ruins. Rumors were confirmed when numerous artifacts were taken from the site, and whispers of creatures prowling inside have also reached our ears! Tread carefully if you should explore these caverns.

05/30/02 Expanded Profession Titles The Council of Guilds has heard the various pleas and proposals from its membership on the lack of ranking titles for its members, and thus hereby decrees:
"Henceforth, let it be known that all Profession Guilds may establish a wider-range naming system for its membership, for those members who reach a specific level within the guild."

05/30/02 New Magic Preparation Messaging for Each Spell Circle The Council of Guilds have heard replies about current spell casting methods being too confusing, and too hard to recognize distinct patterns between the Spell Circles. Through long research, the Guild Leaders have finally discovered a way to differentiate between the Spell Circles by redesigning the initial gesture of a spell, and adding uniqueness to each Circle.
"Henceforth, all spell preparations shall be based upon its Circle, and the Guild Leaders have also noted that there will be a slight difference between the way violent and non-violent spells are to be prepared."

05/30/02 Cultural Group Selection The Great Library of Illistim is in the process of tracing the lineage of various cultures, and seeks help from willing participants of Elanith. They have established a grant to all local governments in order to allow citizens to register their cultural lineage.

For those who wish to participate, and register your linage with the Great Library, please seek out your local lineage TITLE clerk.

Cutural lineage explanations for each race below.

Halfling Cultures

Although Halflings are most known for their peaceful, agrarian societies, not all Halflings are so content to stay at home, and many find interests other than farming.

Mhoragian Halflings

The Mhoragian Halfing originated from the most northerly region of the steppes of eastern Elanthian continent. In general, these Halflings are hunter/gatherers and live nomadic lifestyles.

Brughan Halflings

The Brughan Halflings originally crossed the steppes and settled around the shores of a large, freshwater lake they called Khesta 'Dahl (the name meaning Sister of the Mists). These Halflings tend to specialize in hunting and fishing as well as limited farming.

Malghava Halflings

The Malghava Halflings settled along the northern border of the forests, in an area of emerald, rolling hills and plains alternating with thick, deciduous forests that they called the Shirelands. They lived a predominately settled, agrarian lifestyle.

Paradis Halflings

The Paradis Halflings split off from the original three groups following the Despana wars, and migrated around the tip of the DragonSpine Mountains, eventually settling in the Icemule Trace region. The name translates roughly as 'the Homeless'.

 

Dwarven Cultures

Similar to the Elves and Humans, the Dwarves also founded an empire, though one more limited in scope. They did not challenge the other races control of the land, for the Dwarves were more interested in what was underneath it. They made their home in the mountains. There, they found gold, silver, mithril and other materials. The vast underground cities of the Dwarves were, however, little known to other races, for the Dwarves allowed few to enter and see their riches.

The Dwarves were split into many clans, each dwelling in a range of hills or mountains. Ruling over all was the line of Khazi Khazar, who founded the greatest of the Dwarven holdings, the city of Kalaza. His line served as the Dwarven Overking for thousands of years. Little is known of most of these years, as the Dwarves do not offer their history freely. Most of this history, however, involves their never-ending war with the other mountain-dwellers, the orcs. The Dwarves have been battling orcs, and their larger thralls, the trolls, for generations.

Khanshael

The Khanshael began as enslaved dwarves to the Dhe'nar elves. However, after service to the elves over thousands of years, the line between master and servant has blurred. These days, in times of war, dark dwarves have been seen fighting along side the Dhe'nar. Nothing is as frightening to a war force as a field full of dark dwarves with heavy hammers in hand.

All in all, the dark dwarves are one of the few examples of a sub-culture that has risen, through its own talents and productivity, from the class of slave to that of valued merchant class. In Dhe'nar society, to harm a dark Dwarven artisan is an offense punishable by death. To the Dhe'nar, these are a protected people who serve them. In return for that service the Dhe'nar protect and shelter them.

Other Dwarven Clans

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Clan Name Specialization Primary Location
Grey Miner Clan General Mining Zul Logoth
Open Air Clan Lumbering Zhindel Post*
Greetok Clan
(Descendants of Greetok)
Gem Cutting Greetok§
Trailsmith Clan Trailsmiths (No Specific Town)
Merchant Clan Trading Khazar's Hold*
Zul Roram
Zul Brechinzm†
Flock Tender Clan Rolton Raising Vaslavia Meadows*
Emerald Clan Vegetation and Toadstool Farmers (No Specific Town)
Marble Quarry Clan Stone Masons Rockmelderam
Stone Keeper Clan Gem Miners Kherram Olt Dzu§
Silver Vein Clan Silver Miners Zul Zybrano†
Empire's Backbone Clan Iron Miners Eregendo Dzu
Parshillam Dzu†
Metal Clan Invar Miners Mordram
Rock Worm Clan Tunnel Miners Chiostolis
Liquid Life Clan Water Channelers Lake Jostallim
Wind Rider Clan Atmospherics Bortrazo's Canyon*
Zul Golorot
Flowing Silver Clan Silversmithing Zul Sharzen*
Gold Pounder Clan Goldsmiths Ghareschnek*
Solid Moonlight Clan Mithrilsmiths Mithgrek
Ragnak Clan General Construction Kragnek Dzu*
Kazunel Clan Weaponsmiths Gezunel
Reznek Clan Armorsmiths Grentok
Smaelton Clan Smelters Eregrek

Elven Cultures

The Elven Empire was centered on the Seven Cities, each built by and named for one of the seven noble houses. Each of these lines had risen to leadership of the Elven peoples. Even today, most Elves swear varying degrees of allegiance to one or the other.

Only five houses remain of true elves. House of Ashrim was lost at sea. House of Faendryl, once leaders among the elves, was cast out and its members eventually became dark elves.

The remaining Elven Houses are:

House of Vaalor (The Elves of Ta'Vaalor)

Ta'Vaalor, the work of the great Aradhul Vaalor, is more a fortress than a city. The Vaalor have always produced the finest warriors of the Elven race. All Vaalor, male and female, enter the military at a young age, serving for some hundred years. Perhaps because of this, they are the haughtiest of the Elves. They had little tolerance for the lesser peoples of the lands, especially mixed-breeds. They have never suffered the Elven culture or bloodlines to be tainted by others. During the height of the Elven Empire, they chafed under the leadership of the Faendryl, believing the high seat should be theirs.

House of Nalfein (The Elves of Ta'Nalfein)

The line of Zishra Nalfein founded Ta'Nalfein, which has always been a center of Elven politics. The Nalfein are fairly adept at everything, but they have always been the master of stealth, whether in the field or the council chambers. Their politics are particularly ruthless, as they let little stand between themselves and their desires. The Nalfein are also apt to take up the life of a wandering merchant, traveling the world to trade in both goods and information.

House of Ardenai (The Elves of Ta'Ardenai)

Sharyth Ardenai was the matriarch of Ta'Ardenai, and her line remained closest of the houses to their roots in the deep forests. Though they dwell in towns and cities, they retain a love for the land exceeded only by the Sylvankind. They tend to be less haughty than members of the other houses, and have less of an imperial bent. They are typically appointed as emissaries to other races. They are, however, capable warriors at need. All Ardenai grow up to revere the hunt, and few can match their bow-masters.

House of Loenthra (The Elves of Ta'Loenthra)

Callisto Loenthra's house is one of craftsman, artists, poets and bards. Ta'Loenthra is generally acknowledged as the center of Elven culture. Though some do leave the Elven lands to ply their trades as merchants or wandering bards, most Loenthra consider the lesser races too barbaric for their company. An old Loenthra saying describes performing to an unappreciative audience as "casting pearls before Dwarves."

House of Illistim (The Elves of Ta'Illistim)

Linsandrych Illistim, the greatest scholar in Elven history, founded Ta'Illistim. His house has continued that tradition, and none can match the knowledge of the Illistim Masters of Lore. They are also extremely adept at the working of magical rituals, and the greatest artifacts produced by the Elves came from the House of Illistim's laboratories. Though many Illistim choose a life of seclusion and study, some others travel the world in search of knowledge, both old and new.

Half-Elf Cultures (Lack of)

Half-elves are simply the result of the union between an Elf and a Human and have no unique cultural alliances beyond those of their parents. They are treated with some disdain by Humans, however, and quite a bit of distaste by Elves (both light and dark) since they are not of pure Elven blood. They'd certainly have better familial prospects in the Human Empire, as most Elves wouldn't have much to do with a Half-elf.

Those Half-elves who are lucky enough to be born outside both of the Human and Elven Empires may enjoy a childhood with more dignity, however, it is important to remember that there are generally no more than one consecutive generation of Half-elves in a family. (Half-elves in Elanthia are rare and if, for instance, a Half-elf joins with a Human, their offspring would be three quarters Human and one quarter Elf. Such a child would probably be considered a human.) There is little opportunity for the development of a true Half-elven culture. Instead, most live as a pariah within the Human or Elven cultures.

Players of Half-elves may choose for their character to be a pariah of any of the Human cultures, as well as any of the Elven Houses (including Faendryl.)

See also:

Human Cultures

The Human cultures are as diverse as those of any other race, though perhaps they fall more completely along geographical and political lines than any other. While all Human groups are agrarian in nature, many are known for specialization in various crafts (shipbuilding, weaving, art, books, armoring and weapon-smithing, gem-cutting, mining, woodcutting, etc.) In general, the resources available in each location played a large part in each culture's specialization.

The Tehir Tribes

The Tehir are a nomadic people of a tribal culture that dwell within the Sea of Fire, a great desert within the Turamzzyria Empire, where they have adapted to the extremely harsh environment.

The Tehir are constantly fighting with the Turamzzyrian Empire over the copper mines found within the Sea of Fire. The Tehir hit-and-run tactics coupled with the harsh environment make them a difficult enemy for the empire to defeat. On the other hand, the Tehir are unable to drive the outlanders from the mines, and often their raids are ineffective against the well-guarded imperial caravans.

Other Human Cultures

Location Ruling House Cities Direction
Duchy of Selanthia Anodheles Tamzyrr West
Duchy of Aldora Chandrennin Elstreth South
Earldom of Chastonia Kestrel The Swale South
Earldom of Honneland Feurstein Immuron East
Earldom of Estoria Hurrst Idolone South
Earldom S. Hendor Weirlund Waterford, Nydds North
Earldom N. Hendor Jovery Lolle North
County of Allace Calquinor Ubl South
County of Trauntor Greythane Brantur, Barrett's Gorge East
County of Seareach Tramini Brisker’s Cove, Phannus North
County of Torre Claybourne Fairport, River's Rest West
Barony of Jantalar Hochstib Jantalar, Mestanir, Talador North
Barony of Talador
(Now Jantalar)
Hochstib Talador North
Barony of Mestanir
(Now Jantalar)
Hochstib Hochstib North
Barony of Bourth Caulfield Krestle, Gallardshold East
Barony of Vornavis Malwind Vornavis/Solhaven North
Barony of Highmount Hammarskal Maelligh, Kragsfell East
Barony of Oire Villaunne New Myssar West
Barony of Riverwood Helt Helt North
Barony of Dragach McGarry Connedale, Krinklehorn East

Dark Elf Cultures

Closely related to the Elves, both of the Dark Elven cultures were permanently affected by long periods of exile in the terrible lands of Rhoska-Tor.

House of Faendryl
(The Elves of New Ta'Faendryl)

Once the leaders of the Elves, the Faendryl were cast out of the Elven Empire at the end of the Undead War, for crimes the Elves were unwilling to forgive. Ever the leaders in terms of their mastery over magic, the Faendryl had dabbled in demon summoning. All the Elven houses were appalled at the spells the Faendryl had unleashed. They expressed their outrage by exiling the Faendryl to Rhoska-Tor.

Slowly, the Faendryl began to change. Their features became even finer and sharper. Those living in the deepest caverns, those closest to the ruins of Maelshyve, found their skin darkening to a brown or black.

It was some time later that the Faendryl Elves returned from their exile and founded New Ta'Faendryl. However, they would never again be a part of the great Elven Empire.

Dhe'nar

First splitting off from the rest of the elves before the formal creation of the Elven Empire and Elven Houses, the Dhe'nar spent generations exiled in Rhoska-Tor. Much like the Faendryl who came to Rhoska-Tor after them, their features and physical stature were forever changed.

The Dhe'nar are a race committed to perfection in all its forms; be it of the mind, the body, or the Family. The honing of a keen mind and intellect is the first goal of all Dhe'nari training, and perfection of the physical is just as important. Above all, however, is the overarching need to bring the Family to new heights, to demand the most from its members, and to insure that strength and rigor is rewarded, rather than punished.

Be advised, the Dhe'nar as a whole have taken conceit to a new level. They are viewed as self-centered egotists who have little compassion for the thoughts, rights or feelings of other cultures and races. Even the Khanshael, with whom they have developed a close relationship, are little more than slaves in their society. These views are likely to make a Dhe'nar unpopular wherever he travels in the company of persons outside of his own culture.

Dhe'nar also have very high expectations for those of their own kind. Members of their Family who fail to meet these expectations may be treated in a very harsh manner, expelled from the Family or murdered.

Giantkin Cultures

The Giantkin developed a tribal society in the northern lands. These semi-nomadic tribes followed their herds' migrations, spending all but the winter season in warfare with each other. For there is nothing a Giantman likes more than battle. These were, fortunately, limited wars. The tribes sought to best each other, seeking glory and joy, not to destroy other tribes.
Some Giantkin have always traveled the world, generally in search of a good fight. Many have made a life as a mercenary, and they can be found wherever there is the clash of steel and the cry of the battle-horn.

Bear Clan

Strong, enduring, and proud, the Bear Clan produces only the finest warriors. It is rumored their rites of initiation are almost inhumane. They typically offer only warrior as a life pursuit, but a few others have been known to slip through the ranks for training to become rangers. Only warriors, with the occasional rogue or ranger, will be acknowledged as Bear Clan members.

Hammer Clan

It is widely believed that this band was formed shortly after the Battle of Maelshyve, in reaction to the dark events wrought there. The Hammer clan is a small clan is made up of primarily of Giantkin who manipulate the energies, as well as a few magic-using rogues and warriors. Their outlook on life is mostly grim, believing Despana and her horrors will once again plunge Elanthia into a second Age of Chaos. Several of the clan's members are plagued by horrific visions, while others believe they are cursed in one manner or another.

Sun Clan

The Sun Clan is one mostly of elemental worship. They do not particularly have one class more than another... they all simply come together to revere the elements and celestial bodies. Many prefer sun worship, and hold sunrise rituals to this effect. Others in the clan, though, often follow the elements of fire, water, or earth. A few even call to the moons and stars for guidance and support. The members of this clan realize it takes all kinds of people to make the world go around, and are therefore extremely tolerant.

Wind Runner Clan

The Wind Runner Clan really only worship one thing -the freedom a person has to do something. This clan, mostly rangers, places that gift above all else. Obviously, this leads to certain problems with people like the Krolvin and the Dhe'nar. They have always been at the forefront of any slaving activity, mercilessly punishing any that attempt to follow those ways.

Vaikalimara Clan

Vaikalimara Clan, an all-female clan, doesn't associate much with other people, including other Giantkin. It is believed that they are the handmaidens to one of the Arkati, to one of the remaining drakes, and to other various unseen powers. It's also believed that they are very likely all insane.

Artic Clan

The Artic Clan is likely the most secluded of the known Clans. They reside up in the center of the DragonSpine Mountains, northeast of Icemule Trace by roughly a month's travel. Not much is known about this clan, save that the members are very in tune with nature, some to the point of being able to alter it. Many of the members choose not to speak, but if they do it is in quiet, deep tones.

Wolf Clan

This somewhat broody clan is most well known for its scouts and rogues. The mental image of a Giantkin sneaking anywhere may be difficult, but you probably wouldn't be able to see a hiding member of this clan in an open field until they tapped you on the shoulder. This clan is most often employed in the quiet garnering of information and settingambushes.

Ogre Clan

For the most part, this clan has become sedentary, passing over their need to roam for a pouch full of silver and a warm hearth at night. They are the merchants of the clans, and are well known for their shrewd practices (and strong-arm tactics, in the case of loan repayment). When the taking of a city or the building of one involves Giantkin, the run of the place is often assisted by an Issimir upon completion. Issimir who still feel the need to roam often become mercenaries of one kind or another.

Sylvan Cultures

Sylvankind spring from the same roots as the Elves, but they chose a different path. As the Elves moved from their forests to build the Seven Cities, some stayed behind. These are the Sylvans. The Sylvankind care little for the world outside their forests. For them, the forests are the world. They retain a love and closeness to the land that approaches unity.

Having a hierophant governing system, it is natural that the Sylvans would utilize a diplomatic system to designate divisions, or groups, among their populace. Their "D'ahranals" can be compared to Guilds elsewhere.

It should be noted that many Sylvans not only are great archers and warriors, but fine artisans and civic leaders as well. The decision of which D'ahranal a child is invited to join falls to the child and his/her patron. Generally, the child will join the D'ahranal of her patron, and in fact the patron is found based on the child's foremost interest. However, as a child grows, interests sometimes change; in that case, the Patron (pronounced pae-TRON) helps the youth choose the appropriate D'ahranal and usually also finds a mature guide within it to direct the youth's development. On a youth's 'coming of age' day, a ceremony is held to induct them into their new D'ahranal. They remain a part of it for the rest of their life, and the membership bonds are held to be as important as that of family.

There are four known D'ahranals:

Kytawa (KEE-ta-wa) D'ahranal

This is a group of Sylvans whose talents suit them for leadership or public service roles. Most of the population's leaders, called Councilors, are numbered among this group, however the governing body does number some Artisans among them as well, mostly in an Advisory role. The symbol of this group is a pelican.

Fresiawn (FREE-si-awn) D'ahranal

This is a group that includes architects, artisans, craftsmen, musicians and artists, as well as cooks, brewers and anything that pertains to the creation of something. At the top of this group are those associated with Arts & Sciences, a calling much esteemed among the Sylvans. Their symbol is a doe.

Tyesteron (ty-ESS-ter-on) D'ahranal

This group includes all those who specialize in physical and magical martial arts. It includes the great number of superb archers among the Sylvans, as well as warriors and magic-users. The group serves as protectors of the homeland as well as hunters who bring in game to feed the tree-cities. They are known for the mithril or silver linked belt and armband they wear, rather than a particular symbol. Additionally, the archers among the group form a subgroup called Ki'Tyesterons (pronounced KEE), and will have the image of an arrow incised upon the armband. This group might also wear other arrow-themed ornaments. It is not uncommon for a particularly gifted weapon/armor maker or fletcher to be made an honorary Tyesteron, even though the artisan is also a member of the Fresiawns.

Lassaran (LAS-sa-ran) D'ahranal

The last group is really a conglomerate group of all three of the others. The main distinction of these Sylvans is that they have gone against normal tendencies and left the Homeland, to wander the world among other races, beyond the protection of the great trees. The symbol of these Sylvans is a hawk.





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