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Crimson's Customer Care

Crimson

Master of Games
Staff member

TL;DR:​

  1. Plz make my life easy and provide me with all the relevant information if I'm moderating you.
  2. Feel free to prod me if I seem to have forgotten about your thread.
  3. Link any relevant wiki articles to your post (see number 1)

Current Plans:

  1. Vocational Skills (Seafaring Draft 2) (Roguery Draft 4)

My Player Characters:​

Aelyria Awards.png

My Favorite Storyteller for Adventures​

🥇Crimson

Community Award: Storyteller of the Year (Overall Favorite Storyteller) 2024​

🥇Crimson

Player Who is the Most Obsessed with Aelyria

🥈Crimson

Favorite Comedic Scene​

🥇 Barthelme being turned into a cat, followed by being turned back into himself but wearing a little girl's dress

Favorite Inventive Solution to a Problem

🥇 Sheng deciding to punch a catfish

Most Punny Thread Title (Puns, Quotes, Reference Jokes, or Memes)

🥈TIE: I Had Amnesia Once...Maybe Twice.. and Knights of the Trade Republic


🏆 Aelyria Awards 2021

The Moderator of the Year
1st: Crimson
2nd: Maddyn
3rd: Charybdis

The Moderator + Plotline I extremely enjoyed (reading/participating)
1st: Crimson - Portshire Raid
2nd: Charybdis - Werewolves
3rd: Roscarnis de Lylles - Tzatziki

The Moderator who is my favorite go-to for threads
1st: Crimson
2nd: (TIED) Indefinite - Maddyn
3rd: Grim

Favorite "on the edge of my seat" moment
1st: The Portshire Raid
2nd: Faust in Aslangrad
3rd: The Solace Raid

Most Aelyria Obsessed
1st: Crimson
2nd: Indefinite
3rd: Maddyn

🏅Honorable Mentions 2021

Are We Sure That's Not A Rounding Error? (Off By One - Every Vote Counts!)
Valanthia vs. Melloluna (PC of the Year)
Vireylda vs. Sliucha (Most Driven PC)
Rosarnis vs. Rosie vs. Clairé (PC whose stories most interest you)
Vireylda + Valanthia vs. Faust (PC most likely to have your back) [almost a three-way tie!]
Maddyn vs. Crimson (creative mod)
Charybdis vs. Crimson (story mod)
Maddyn vs. Hamster (Most Helpful)

I can be your angle or yuor devil'
Straylor, for getting 2nd in both "most likely to save us all" and "most likely to have caused whatever we'll need saving from"

A Treatise on Song
As written by the Traveling Bard ~

"I'm a druid, a healer, a sorcerer, a mystic, and an elementalist -- what am I? ... I am a spellsinger."
-- Kermite proverb.​


Introduction:

Many claim that spellsingers or bards do not require Clara nor the traditional mechanics of spellcasting. How wrong many have been! Each bard is taught how to meditate, reach Clarity, focus, and channel just like the next mage. Yet while Elementalists, Mystics, Sorcerers, and Healers are bound by the limitations of their sphere, Bards have access to the Essence that binds all things together: Song.

Why, then, do we call this beautiful element 'Song'? The term Song Essence is so frustratingly vague. In truth, Song is able to manipulate much more than simply sound but every essence that fills the Material Plane. The complexity and simplicity of Song Essence and its compatibility with virtually every Essence is the reason why Song is such a dynamic and flexible sphere. Through this Essence, a ballad may rejuvenate those who listen while a serenade may lull foes to sleep; a rhythmic beat may bring haste to an army while a dissonant piece may pierce through flesh and steel alike!

Arcanomechanics:

Alteration deals with shape and form. This is generally used by Bards when enhancing the area-of-effect of their spellsongs. At lower levels greater range means lessening the overall effectiveness of the spells effects however, so Initiates are traditionally taught to target only a few persons with their spellsongs. Alteration is also used with certain spellsongs that conjured body parts. The targets physiology is transformed using alteration.

Abjuration directly affects movement in all sense of the word. This can make a spell more dynamic or more permeating. For instance, Spellsongs that enhances movement or healing may use abjuration to speed up reflexes and regeneration respectively. Abjured spells may also include missile-type damage such as bolts of energy launched against a foe. And abjuration can also extend the overall duration of a song, though it would directly drain the caster's Vis.

Conjuration allows for creation. The best example of conjuration is when bards bring forth other melodies and harmonies from the Plane of Song to enhance their spellsong. By adding additional music, they can enhance the raw power of the spellsong’s sound or enhance its effects. Conjuration can also summon creatures from the Plane of Song. Many scholars believe that the Plane is as dynamic and ever-changing as its Essence. And from its depths, Bards can occasionally touch the minds of sentient creatures ranging from adventurous astral creatures to greater immortals still unknown.

Divination is emotion and control. This is the purpose of the song that the Bard instills within the spell, whether it is to build courage in the hearts of men, or to incite fear among the ranks of enemy soldiers. And while divination is not required to create all spellsongs, it is a necessary component when the Bard wishes to augment emotions or charm certain persons or animals. Divination is also used to directly link the Bard's whim to his spellsong for easier manipulation during or after casting.

Evocation allows spellsongs to release raw, physical force. This is best used in spells that attack, cause damage, or in conjunction with alteration to create magical barriers to hinder or impede foes. Evocation may also enhance the power of spellsongs by increasing the dynamics of the song thus extending its range and even its effectiveness.

Instruments of the Trade:

As long as Telath sings, there will be instruments to accompany her. It is the same with Song. While the voice alone can produce the total effect of any spellsong, instruments have often been used to enhance spellsongs. This is only a natural progression. For what better instrument is there to keep rhythm and instill a sense of haste and valor than the drum or horn? Is there a sweeter serenade than that which is sung by strings? Or a more playful tune than those played by the flute?

This is not to say that every bard must learn how to play instruments! Why, that would take lifetimes upon lifetimes to do! Where is, then, your faith in Arcana? This is where countless scholars have agreed to disagree before disagreeing even more strongly. And I am here to discount all their moaning and groaning. First, with Arcana there is no impossibility. Every mage in the Empire (maybe even more so our Ikos friends) will agree with that. Now, consider this: bards embrace magic as much as magic embrace their songs.

This equals to unparalleled possibilities even with a single musical instrument. Our essence comes from the Plane of Music after all! Who is to say that there are no sweet sounding voices, marching drums, powerful horns, playful flutes, or serenading strings there? With Arcana, these effects are possible for the Spellsinger. This is how a Journeyman can produce a concerto with his only his voice, harp, lute, or drums! This is how a single Spellsinger can conjure a chorus of voices to accompany her and her spellsong!

But, yes there is a but, bards must keenly pursue the study of music to further their understand of the art. Song is not called Song because its practitioners are tone deaf and lack any talent in poetry. It’s rather the opposite! Initiates, Apprentices, and even Adepts are encouraged to invest countless candlemarks in practice and study.

At the very least, an Initiate must know the primary elements of music. Apprentices are tutored in writing stronger lyrics while they are exposed to a greater variety of song types. Adepts are especially learned in composing both lyrics and melodies. This is particularly useful in publishing their works to the magical and mundane society. Without a formal transcript of their masterpiece, journeymen are generally not even considered for mastership. This is why adepts generally travel far and wide to add to their repertoire of songs, poems, and talents in music. It is not uncommon for bards to learn various instrument types along with voice training for their own benefit. For the most part, novice level training is more than enough for Bards focusing on either their voice or a particular instrument. Some spellsingers even pursue multiple instruments, though it is not required.


Inherent Advantages and Disadvantages:

For as long as Song existed, many have wondered about the how and the why about its mysterious mechanics and its even more suspicious and seemingly unprecedented powers. I have been called a demigod, an entertainer, and a demon all in the same brightening. And despite the obvious discomfort, I have learned to understand why confusion often leads to a distinct distrust. Let me put your minds at rest then when I say that I am neither a god of light or of darkness. But an entertainer? Perhaps on occasion.

The power of our magic affects the world profoundly and in as many dimensions as the mage is capable of affecting. An Initiate may be able to affect a small crowd of people, charming them with a serenade or invigorating them with a marching beat. As I have stated earlier, Song Essence affects other Essences. This fluidity and flexibility allows the Bard to create a seemingly limitless number of spells. A spellsinger can, for instance, manipulate the air via alteration, heating it, until a flame is sparked to light a campfire. Or, at greater levels and proficiency, a Bard can even manipulate the very substance surrounding individuals and transport them instantaneously to avoid capture or to confuse foes. But for all its glory and myriad of applications, some spellsongs, whe interrupted or unfinished, will have its effects could be significantly be diminished or reduced to nothingness. Keep in mind that most songs take minutes to fully sing and some have complicated verses that requires memorizing. Not to mention the style of the song, its unique melody, rhythm and other aspects. True to the old adage: “A bard is only as good as his song”.

Yet while most mainstream spheres are scientific in their formulation and approach, Song encourages even aspiring Bards to develop their unique methods to create different rhythms, melodies, and casting styles. Whereas other magi follow predetermined steps to finally shape and release their spells, Bards must follow those standard 'rules' of spellcasting and keep in mind their song and how to best perform it and weave both magic and music together. This is perhaps the most challenging aspect of Song. But it is also Song's most unique attribute. This way, no two songs are ever the same, though their effects may be similar or almost the same. (Even if the Bard is performing a 'standard' from a list of famous Spellsongs) This gives Bards a moment's advantage over their adversaries. They always have a new trick up their sleeves. The possibilities are almost endless.

And I say almost because Song does have its share of limitations just like any other sphere.

First, spellsongs must travel through a vibrating medium such as air (or water for aquatic races). This means that if the Bard is unable to produce any sort of sound or rhythm, they cannot cast their spells. This is perhaps the greatest hindrance to Spellsinging. Unlike their counterparts, which usually shape and cast their spells in complete, stoic silence, Bards must perform their spells. This is why most bards usually elect to pursue training in some form of arms to ward off hasty attackers.

Second, bards are still accountable to the limitations of Arcana. Many aspiring bards suppose that pursuing song is little more than a glorified hobby. This is not the case. If one was to reach the peak of their profession as Spellsinger, they will not be able to achieve greater status in other skills higher than that of an elite fighter or master craftsman. This also means that Spellsingers can hedgemage at the normal ratio as other mages, peaking at the Journeyman level if the bard choose to practice a second sphere (any more than that, and the maximum level is still Initiate). It should also be noted that Bards cannot seem to practice Ikos at the same time. Some scholars believe that the Ikos 'subconscious' opposes the showmanship spirit necessary for Spellsinging. So for this reason, there can never be a Song and Ikos hedgemage.

Lastly, Bards may continuously drain themselves of Vis while maintaining a spellsong. This is both useful and extremely dangerous as untrained bards may overexert themselves while the overzealous may bring more harm than good. This possible due to the intimate connection they share between the Material and the Astral via their spellsongs. In this manner, a bard may extend the duration or increase the effects of their spellsongs. But it is also possible for the bard to loose a significant amount of Vis even if the spell is interrupted or dispelled.

The Initiate Bard

At this level bards are taught the primary elements of Arcana as well as music theory. To understand how music is composed and how it, in turn, affects the listener is vital. Thus, the following elements are emphasized and used to teach the beginner level spells.

Spellsinging – by using any musical device (including voice) a bard may cast his spell in the form of a song. This melody acts as the force that carries the spells effects. The spellsong’s effects and duration is directly related to the melody, pitch, rhythm, harmony, consonance or dissonance.

Dispel – the initiate is taught how to disrupt foreign spells at the most basic level: either by casting their own spell against it or by using sheer will power to unravel the opposing spell’s weave.

Melody – a series of notes sounding in succession. This is the backbone of a spellsong. Without a melody, a spellsong cannot fully manifest even with Arcana.

Rhythm – the arrangement of sound in time. This is the speed of the melody or song. This is another determining factor of the spellsong’s effects. Slow moving ballads may produce a calming effect while a marching beat may instill haste in the hearts of men.

Consonance – harmonies that sound well together. Pleasant. Promotes more peaceful effects or support-type effects such as sleep or calm.

Dissonance – harmonies that do not sound well together. Unpleasant. Promotes damaging spells specifically and enhances spellsongs aimed to cause confusion or conflict within the enemy group.

Initiate Spell Songs

Anthem of Aelyria

The Imperial March of the Aelyrian Empire, also the Royal March of the Kingdom of Aelyria, was written originally by High Queen Melody de Lylles. It is the stirring national anthem of the Aelyrian Nation which, so long as the March is played, invokes the spirit of glory causing a few notable changes in the companions about the musician: combat maneuvers will be quickened with a minor haste effect, party members will find themselves to have increased physical strength, and those allied with the Bard will gain the benefits of being slightly resistant to fear effects and mundane intimidation due to increased battle morale.


Chant of Conquest
Emperor Constantine's Chant of Conquest is actually a spirited march that heightens the spirit. So long as it is played, the bard's companions will find themselves having increased military reflexes, greater dexterity and endurance, and most significantly, greater accuracy with their chosen weapon due to an enhanced aggression toward physical combat.


Cinthera's Accelerando

Syncopated rhythms are the trademark of this eternal classic written by a Medonian princess. While played, Cinthera's Accelerando enables the bard's party to travel at an increased pace and accelerated velocity. The effects of the Song linger after the tune has ceased with a duration dependent on the skill of the Bard.


Healer's Hymn

A soothing praise of the gods of light, the Healer's Hymn is a graceful tune that causes a light healing aura to descend upon the party and regenerate the life force by closing wounds and stimulating the body to engage in accelerated mending so long as the melody is played.


Lullaby for Leland

Named after one of the Aelyria's earliest Viceroys, the Lullaby for Leland is a tranquil song that is played to provide comfort, security and an aura of safety to those seeking rest. Monstrous creatures and most beasts will not attack a camp sanctified by the lullaby, and those that sleep to its graceful song will awaken refreshed.


Scales of Dissonance

An ear-piercing scream of alternating, opposing chords that rivet up and down the scales creates one of the most cacophonous, but simplest, pieces of music known. Similar to the stoning of a heretic, the Scales of Dissonance will produce a wave of light pummeling damage for the duration that it is played in an area of effect designated by the performer of this dreadful piece.


Wimbly's Woeful Whispers

Originally created to relay orders across a noisy battlefield, this soft, sullen piece allows a Bard to teleport the sound of their voice to a known target of their choice, enabling them a type of one-way communication. Though the original distance spans across the length of a battlefield, further experience will allow an even larger gap between the caster and the respondent.




The Apprentice Bard

At this level, the apprentice Bard is taught the usages of combining two shaping techniques and how this new relationship in shaping translates to music. Now an apprentice can reshape his spellsongs by manipulating the rhythm, harmony, dynamics, and texture. This can translate into a series of modified spells that will teach the apprentice the importance of composition with it comes to spellsong. Apprentices are also taught how to activate and forge Circles of Arcana. These are taught how to make use of these useful techniques both traditionally and non-traditionally

Reshape Spellsong – by using previously imparted spells as templates, the bard may mix and match musical elements and shaping techniques to created modified spellsongs. Bards may now also make use of texture to enhance their spellsongs either by simplification or polyphony. This can be done by either adapting the use of secondary instrument (or voice) or learning how to use Arcana to harmonize with one’s voice (or instrument).

Circle of Arcana – traditionally, any mage may produce a Circle by forming a line on the ground and creating a field of pure essence using alteration and abjuration. In addition, bards may simply cast a spellsong that creates a temporary barrier or shield which, like the traditional Circle, will either prevent entry or exit. By Spellsinging a Circle of Arcana, the bard can control the duration of the spell more readily.

Activate –an apprentice bard is capable of unlocking a dormant spell imbued or enchanted within an object by simply ‘releasing’ the spell using their mind’s hands. Likewise a bard can also use Spellsinging to unlock hidden spells, which can be done at a greater range than by traditional activation.

Dynamics – the loudness or softness of sound; purpose of variation. This technique serves to further modify the range and effect of a spellsong. Loudness typically suggests power while softness instills great sense of tranquility.

Texture – monophonic, homophonic, polyphonic. By diversifying the texture of the music, apprentices learn how to basic combinations of different effects into a single spellsong.

Harmony – the relationship between different pitches. This helps apprentices understand the power of combining different sounds to enhance a desired effect or add new ones. Typically used when applying different textures to a spellsong.

Apprentice Spell Songs

Aquatic Aria

Rumored to have originated from the ancient kingdom of the Merfolk, the Aquatic Aria is a time honored tune that has been played to commemorate fishing villages and aquatic expeditions, though its true power has only recently been revealed. After the tune has been successfully completed, the Aria enables those that have experienced the performance to be able to breathe water as if it were air for a time. Those under the effects of the Aria will begin to experience slight difficulty breathing as the duration comes to an end, often giving them time to remove themselves from the body of water before drowning.


Bryn's Brillante

Like the Hammer of an angry deity, a powerful blast of musical energy rips through the air ignoring most armor and slams into the target that the bard designates in this majestic call. When it strikes, Bryn's Brillante delivers a shock that stuns all of the senses for a brief time and delivers moderate concussive damage.


Charisma's Canto

Named after the enticing Queen Charisma, the bard who plays the Charisma's Canto can direct his piece of music at a target and temporarily mislead that target to believe that the bard and his companions are truly aligned with the creature upon which this is cast. The effect occurs as soon as the melody fills the air, and usually lasts for a lengthy duration. Charisma was known to sing this canto just as she entered into diplomatic negotiations to lull other ambassadors into a sense of false security.


Dolcissi Discorsa

Though it initially sounds benign, through an alternation of contrapositive pitches, the Dolcissi Discorsa effectively disrupts the musical effects of another song being played. When played consistently over time, it can begin to deliver a potent headache accompanied by a series of stuns at each cadence.


Gellyn's Gaudeamur

Originally a chant guarded by the Priory of Kriskinstat, Gellyn's Gaudeamur is a powerful rhythm that protects the group of adventurers allied with the bard, effectively increasing their defensive capabilities by greatly reducing the encumbrance of their armaments and equipment, as well as granting an inherent immunity to magical spells so long as the piece is played. Named after Prior Gellyn Ankheris, Fifth Prior of the Defenders of the Faith.


Lytreia's Locomotion

The sudden and thunderous beat of Lytreia's Locomotion will teleport the Bard and their companions a short range in any random direction, leaving them in their previous formation. A handy escape tactic, this song has an instantaneous duration once its brief rhythm is played.


Melody of Concord

The soothing sensation of peace and tranquility fills an area whereupon this gentle tune is played. In addition, so long as the Melody of Concord graces an area, the deceptions of invisibility will be detected as shall the presence of any persistent magic.


Scherzo Sostenato

This graceful musical piece has often been played by bards who undergo lengthy journeys wherein food and water may be limited. Those that hear the Scherzo Sostenato find their hunger and thirst held at bay for a long duration after the song has been completed, allowing travelers to eat and drink smaller portions, thus increasing the life of their rations.


Sonnet in Solo

Reciting a poetic phrase to a sweet melody, the bard who plays this song shall enchant his companion’s weaponry with a glowing vortex of energy that invokes a concussive blast of sonic power when a strike is landed upon a hard surface. Although upon bare flesh the effects of the song are diminished, when presented with an opponent wearing or possessing naturally thick armor, the Sonnet in Solo works wonders for rupturing the flesh beneath. The aura lasts as long as the song is played.



The Journeyman Bard

An adept Spellsinger is one who possesses natural talents and the motivation to create unique songs that blends magic and music with renewed passion and vigor. Only those journeymen who are able to submit a Masterpiece and be approved may hope to become a Maestro in the making. At this level adepts are free to create songs using three mana shaping techniques while using any of the musical elements they have mastered. They are now also taught how to imbue and unbind using both traditional and non-traditional means.

Compose Spellsong - by expounding on the principles of Reshape Spellsong, the Adept can now compose unique Songs using three mana shaping techniques. This is a great opportunity and challenge to all aspiring Maestros as there are countless combinations, not all of them useful. It is thus greatly stressed that journeymen master their repotoire of spells before trying to craft their masterpiece.

Imbue – the journeyman is taught how to instill dormant ‘charges’ of spells within objects to be activated at a later time. This entails serious study of the object in question, understanding both its physical and magical make-up. Alternatively, a journeyman can compose a spellsong that can have the same effect and perhaps make the process a little less tedius.

Unbind – when unlocking a potential mage's mind, Bards are taught to use Spellsinging that pierces both heart and mind while releasing the new mage from the mental block that prevented them from perceiving and manipulating Arcana. The same process is used when unbinding enchanted wood. There have been even tales of bards learning a particular enchanted tree's favorite song, which greatly reduces the time required to procure the much sought after enchanted rod.

Amplification – the journeyman now has greater control over his voice or instrument and may use Arcana to further harmonize his spellsongs to create grander, greater, longer-lasting spellsongs. An example of this would be a Journeyman singing with three voices (tenor, soprano, bass) or a pair of Bards teaming up and harmonizing their spellsongs to create a more powerful spell with lasting, farther reaching effects.

Adept Spell Songs

Cadenza of Clarity

Bringing focus and sharpness of the mind, the Cadenza of Clarity is perhaps one of Aelyria's most beloved melodies. When played by a capable bard, the Cadenza will bring enhanced mental powers to all of the Bard's companions, allowing them to achieve Clara as well as Shape spells more rapidly, as if they were one level of proficiency higher than their actual level.


Chords of Cacophony

Composed by the bard Antiochus under the reign of High Queen Anna the Strict, the Chords of Cacophony are abrasive alterations of notes that generate a wave of appalling music, instilling fear in the targeted creatures listening to it. Those affected may find themselves shaken, causing their attacks to be significantly less accurate, as well as being unable to steady their nerves or concentrate enough to cast their spells. Targeted creatures with weaker willpower may even freeze in fright or attempt to flee.


Heart of Ice

A solemn piece, Heart of Ice recounts the story of the love of a knight spurned by his object of affection; the song speaks of how only after the knight dies in battle does the princess who had refused him earlier realize she truly did love him, and takes her own life in misery. While played, the Heart of Ice delivers overwhelming grief and melancholy to the area of effected targets, slowing their movement and dealing moderate damage as a coldness seems to eat them from the inside out.


Lyliantha's Legato

This gentle lullaby portrays the tale of a young painter girl and how she made her paintings come alive, creating whole fantasy worlds. This song will induce a deep, healing sleep for those that hear it. If undisturbed for eight candlemarks, the targets will awaken refreshed and shall find moderate amounts of damage healed, with broken bones mended, large lacerations closed, and internal damage remedied.


Malroth's Convolution
The epic song of a violent madman, Malroth's Convolution is a powerful piece that delivers a sonic blast of pure energy in a concentric, reverberating ring around the bard, moderately damaging all those in its immediate path with an otherworldly punishing pressure while played. The rings recharge as soon as they dissipate, and continue for the duration of the piece.


Serenade of Sirens

Enchanting those that hear it, the Serenade of the Sirens lulls a large area of opponents into relaxation and specifically targets an individual that the bard designates to charm it. Those charmed by the Serenade of the Sirens will find themselves helpless but to obey the bard for the duration of the song.


Vikrius in Presto
A war chant, Vikrius in Presto originates from the lands to the far West of the Aelyrian Empire. A favorite of archers and other ranged specialists, those graced by its beneficial aura will find themselves ‘assisted’ by arcanic guiding winds. While played this powerful piece increases the speed at which the party can reload their weaponry, raises agility, elevates the rate of running, and causes all pieces of fired ammunition to be ‘guided’ toward their target, greatly heightening their accuracy.


Wangleo's Mercantessa

This musical piece has become notorious in the marketplaces and bazaars throughout the Empire, as it was written by a famous trader who wanted to improve his bartering skills. After listening to the piece in its entirety, Wangleo's Mercantessa instills a single target with an empowered sense of confidence, improving the charisma of the player which in turn enables heightened success in business dealings, professional negotiations and people skills.


The Maestro

In every generation of Bards only a hand full ever reach the rank of Maestro. These innovators are left in charge to impart their knowledge and instruct the generations after them. With the uncanny ability to improvise they are capable of rendering spellsongs with extraordinary speed, eloquence, and flexibility. Maestros of Song are also capable of enchanting inanimate objects like their less colorful counterparts as well as promote and bind using both traditional and non-traditional methods.

Promote – a single Maestro may remove a second mental ‘block’ from an already Unbound initiate or a group of Maestros may perform a Promotion together to Promote an apprentice to a journeyman, an adept to become a fellow Maestro, or even a Maestro to tower above them as a Grand Maestro. This is done by either spellsong or the traditional manner which requires only willpower on behalf of the mage.

Impart – the Maestro may now magically impart the Arcanomechanics of spells he wishes his student(s) to understand theoretically. This may be done by the traditional means or via spellsong.

Bind – aside from acting as gatekeeper to the secrets and knowledge of Song, the Maestro now has the authority to cast a strong mental block against any magi of the journeyman rank or lower. This mental block can be done traditionally or using spellsong and can only be undone by the Maestro who placed it, a group of two or more Maestros, or someone of equivalent magical prowess.

Enchant – by denaturing an object, the Maestro can effectively merge spellsongs into items. This task requires great skill and patience, often requiring cycles if not months of constant study and spellsinging.In the end, however, objects enchanted with spellsongs literally sing and create music when activated making truly unique magical items. Again a Maestro may elect to pry the object using his mind's hands only, perhaps to save his voice for a concert or performance. But by this level Maestros are so fluid in their spellsinging that few choose to ever live life without song.

Improvisation - this technique allows the Maestro to use any type of sound to achieve the effects of a single, hastily shaped spell. It could be an applause, a rhythmic stomping of his feet, or perhaps the gentle snapping of his fingers -- whatever the sound he can produce easily and with little effort. Many bards tell of clever maestros escaping perilous situations, even while gagged or bound hand and foot, using this technique.

Spellsong Form – a technique that lengthens a piece by adding sections, or movements, that goes from a stable melody, rises toward a conflict, heightens into tension, before resolving back to stability. The effect is increased emotional range and greater effectiveness and duration. When applying this form, Maestros are said to be able to produce sound equivalent to a full concerto and chorus by himself.


Maestro Spell Songs

Cinthera's Song of Sojourn

An advanced musical piece for travelers, the bard, his companions, and any mounts or wagons utilized will find themselves levitating several feet up off of the ground and heading towards their destination at a pace roughly four times that of a typical Human's walking speed without any expended effort of their own when the melody is played. Though the effects of the Song will linger for a time, the Bard will find they must rekindle the performance now and again over particularly long travels.


Elemental Encore

The Elemental Encore is a powerful song that creates a strong aura permeating the bard and his companions, providing an inherent defense against the four elements of fire, air, water and earth, as well as immunity to poison and disease so long as the tune is performed. It has a side effect of flushing poison from the body, as well as alleviating the symptoms of disease.


Occlusion of Force

The Master Bard can generate a powerful burst of focused energy that will rip through the armor and magical defenses of an area of opponents like blades propelled by hurricane force winds. This song deals considerable slashing damage to the enemy and will stun those that it affects for a short duration.


Multiplication in Mesto

Woe to those effected by the sullen sounds of the Mesto, as it can cause complete and total havoc upon whom it effects. By performing the appropriately resonating tones of the Mesto the Bard can cause double, triple, or even further multiples of vision amongst those in an area they designate for as long as the Mesto is played. Beyond having extreme difficulty targeting the 'true' identities of the multiples seen, the Mesto has been known to induce extreme dizziness, nausea, and vomiting.


Shield Sonata

While performed the Shield Sonata erects a powerful barrier that surrounds the bard and his party while they are engaged in combat. Though permeable, the shield will absorb a fraction of any damage – physical or magical. Those effected will also find their weapons and ammunition surrounded by a high frequency vibrating aura. Any damage inflicted by this enchanted weaponry will be heightened as the aura saws through obstacles in it’s path.


Shimmera's Chorus

Named after the leader of a tribal of elfish huntresses, Shimmera's Chorus produces a field that leeches the physical and emotional strength, or Vis, of those caught within. Mundane targets will feel suddenly exhausted to the point of unconsciousness while mages will find themselves unable to cast spells effectively as their Vis are literally stolen and added to the caster's own reserves.



The Grand Maestro

There are few who rise up above all others and become one with Song. These men and women are renowned for their effortless ability to use spellsongs to move entire mountains, empty oceans, and change the course of mythic battles. Their songs are legendary, acclaimed by Emperors and Ancients alike. These are the Grand Maestros of Song. Through evolution they are able to touch the heart of the Plane of Music thus evoking a near infinite array of emotions and effects through Spellsinging. And while formal training in several instruments is not required, it is not uncommon for Grand Maestros to be excellent musicians and performers by trade as well.

Evolution – by tethering their heart and mind to the Plane of Music, Grand Maestros are said to be able to speak in spellsong. Everything they do becomes a musical display. This allows for some truly awe-inspiring songs that can touch even the hearts of the gods or extraplanar beings.

Sprechstimme – roughly translated to ‘speech-voice’, the Grand Maestro is capable of producing spellsongs with normal speech. This allows him to cast spellsongs quickly and effortlessly when needed. Due to the hasty nature of this technique, however, few Grand Maestros ever publish their Spechstimme which are often considered raw and unpolished.

Symphony – the Grand Maestro is able to compose and perform truly awesome pieces that can last candlemarks on end and produce a myriad of effects that can cover entire cities with music. While the spellsong is in effect it is said that countless instruments and voices, moving in masterful excellence, can be heard at once to evoke, conjure, divine, alter, and abjure the full extent of the Grand Maestro's near-divine control of Song.


Grand Maestro Spell Songs

Concerto Carmelyana

When a Grand Master performs the Concerto Carmelyana, any plant life that is within hearing range will grow more vibrantly and energetically, reaching an adult size very rapidly. In addition, any and all animals about the performer will become instantly entranced by the song and follow the bards telepathic instructions without question so long as the Concerto is played. Dependent upon a creature’s mental ability to resist the effects of the entrancement, the Concerto Carmelyana has the potential to affect sentient creatures.


Diana Andante

At the head of an army, the Grand Master can perform this piece that will bring increased vigor and strength to the entire military force as they prepare for combat. Additionally, the melee damage dealt by the forces following the Andante will be significantly higher as they find their weapon arms guided by the power of the musical enhancement. The spellsong also adds magical damage to even mundane weapons, allowing the army to attack even magically created or Arcanically shielded foes. Upon completion of the Andante the force will find the effects last for a lengthy time, usually several candlemarks.


Fanfare

When performed, this glorious fanfare composed by Grand Maestro Talia Songbrooke will instill awe and silence to all that hear it, forcing them to refrain from all violence and be possessed with the essence of only the deepest respect, honor, and humility.

Grand Vibrato

The most powerful piece of directly offensive music in the Bards repertoire. When played, the effects carry across an area designated by the Bard. The Bard may target a type of material such as metal, stone, wood, or glass. A single item of this material type upon each individual within an area is adversely effected as the vibrato finds it's perfect resonance, causing items which are magical or built of special material types to shake vigorously for the duration of the Vibrato. Items built of typical versions of the materials will violently explode in a shower of metal shrapnel, stone slivers, glass shards, or wooden splinters, potentially severely damaging anything in close proximity. When played against a single target, the Bard may concentrate on nearly every single material upon the target's body, causing effects similar to those previous described.

Requiem

Requiring an Essence Reagent, when Requiem is played, it calls forth the spirits of the Umblat, the underworld's river of the dead, and reverses death itself. Requiem has been known to be most effective only on those that have just passed moments ago.


Symphonica Aeternum

For a brief duration, the Symphonica Aeternum can be performed to grant temporary invulnerability to the bard and his companions. The effect lasts for only as long as the Song was played prior to its activation, with a maximum duration of several minutes.
 
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Adventures

Solo




Worldforge


👑 Completed

 
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1999​

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I started playing "Alleria" in 1999-2000. My good friend Jonathan introduced me to the fantasy genre and I was instantly hooked. This was during the days of AOL and dial up. So the best internet connection was in the local libraries or my dad's office. I remember spending hours on the site, refreshing, reloading, reading, and dreaming about the immense world that was written and crafted by you, the Alleria community.

My first PC's name was ....my full name IRL. Even as a 12 year old, I was terrible at creating names for NPCs. I stuck with that PC (using my real effing name) until around 2004. That's when my teenage Kemite (because, you know, my character also had to be Asian) one-armed Elementalist died in-game. That moment had a profound effect on me. I was simultaneously surprised, devastated, but also excited. It was like discovering something new and completely unexpected.


Screen Shot 2021-07-16 at 12.19.21 AM.pngThe early 2000's was also when I started moderating. GM Steve and GD Anne were kind of my "Alleria parents". They were very kind and allowed me to AGM in "Tearsfall" (before it was Trysvale). I eventually started AGMing in Jaedaxia during the Siege of Jaedaxia 'plot' under GM Wynd. I had no idea that Jason was so young. His writing was incredible, complex, and deeply emotional. I think that Jaedaxia really came to life thanks to his talented mind and ability to world-craft. But being an AGM and then a GM showed me how the sausage was made, per se. I saw what happened behind the scenes -- the drama, the politics, the bickering, and the genuine friendships and collaboration. For some reason, my teenage brain thought that all the mods were rockstars and geniuses who had unlimited creativity and time and energy. Now I saw that mods were just players -- humans -- who had their own lives and struggles. Still, it was a little sad every time my friends and fellow players would slowly disappear due to RL.

Fast forward 20 years later and ...here we are.

Alleria, Aelyria, Telath -- the spelling, domain, and forum design may change. But this community is like home. This is where we breathed life into the lore and tell our own stories. Somehow, we turned a game with no graphics and no game engine into an epic RPG with unlimited expansions and infinite replayability. Charybdis was right. It's not enough that Alleria continues to exist in our memories. And I will always be thankful for those of you who fought to make sure Telath exists on a platform that's accessible by our community.
 
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Aderyn​

I must admit that I was an Aderyn Stan.

As a new player, I idolized this character. I used to read all of his therads/posts between my own posts. My first character chose Elementalism because I wanted to become like Aderyn. The fact that Straylor loves Medonian Red is a tribute/ reference to Aderyn.

So in many ways, my life as a player on Alleria peaked in 2004 when Aderyn agreed to 'chance meeting train' my PC. I've revisited that thread many times over the years. And I always laugh at how cringe my writing was and how patient Matt was with me, haha. But that thread really encapsulates what Aelyria means to me.

You see, the premise of that thread was not completely fictional.

My parents were in the process of a very messy divorce in 2004. My dad was actually served the divorce papers Christmas 2004 and his mom (my grandma) died suddenly from cancer around Thanksgiving 2004. My dad couldn't leave the US because of our immigration status. We were always on the verge of becoming homeless. Money was tight. I was in high school. My sisters were in primary school. It was all a big, ugly mess that year. So I considered taking my life many, many times. At one point, I even had a note typed for my parents and sisters.

But in the middle of that darkness and hopelessness, I had this thread with Aderyn. I had Aelyria. I had a safe place, a creative outlet for what I was feeling and an escape from what I was going through ...even for just a little while.

So, thank you, Matt. You couldn't have known how much you impacted the life of a young writer and player back then. But I'm sure you've positively impacted the lives of so many other players like me over the last 20+ years on the forums.

In the words of your favorite apprentice -- you're the coolest ;)
 
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SL​

The idea for Straylor's character concept came spontaneously in 2006. I was watching "House" and the name popped in my head. I've been unlucky with iterations of my "primary" character after my first one. So I wasn't trying to create a new 'main' again. If anything, I thought it would be fun to have an alt to do side missions with. Before Stray, I had a Necromancer who was super emo and Anime-y. He also died super fast -- death by druid.

So I hopped on the forums and started a thread in "Characters". I titled the CIR something corny and silly -- "The Legendary Adventures of Stray". When I started sketching out his background and history, I though it would be funny to play a totally normal white dude with a nice family who believes in him.

To me, that was high fantasy.

I never would have thought that I would be playing Straylor Leonard for the next 10 years. Let alone 13, 14, or 15 years. But I remember every incident IRL when I saw Straylor. It was a strange feeling to be like "that's totally what Straylor would look like" or think "that's him!" in random movies or situations.

The moment that crystallized Straylor Leonard for me was watching Stardust (2007). My cousin and I didn't even intend of watching that movie. I had never even heard of it. But we had a few hours to kill before movie we actually wanted to watch (I don't even remember which one it was now). But I do remember coming out of Stardust with the immediate need to change my character's avatar 😂

It's strange to feel this connected (?) to a character. My partner teases me about Straylor because I sometimes talk about him like he's someone I know. And, if I'm being honest, I do. Our characters might start off as an idea or a funny concept. But they become more than just characters that we tell stories about. I like to think that our characters are little pieces of ourselves that we share, that we placed into this world that we created. Our characters are us in some shape or form.

Straylor started off as a rich kid who had every opportunity and advantage his parents could give him. Back in 2006, that was probably something I craved and wanted. I was 19 and living on my own. But instead of focusing on college, I had to work odd jobs to support my parents and my sisters. Straylor represented my optimism. My hope. And everything that I wanted: adventures, starting fresh, freedom, anything that I could have wanted.

Yet our characters also change in unexpected ways. It's part of the complex beauty in this 'collaborative writing' environment. Each post, each thread, each paradigm shift transforms both us and our characters. Their challenges, victories, mistakes, and failures make them grow. It's impossible to script or really anticipate. I never thought that Straylor would leave Medonia. He was, after all, designed to be a bard who works as a really mediocre guard for drinking money. Straylor's character was about boozing, womanizing, and hack and slashin' his way out of tight spots. But when Aqua retired, Medonia didn't have a GM. So Straylor took off to Natura and then Trysvale. In-Character, it was his wanderlust. Out of Character, I was just looking for active cities to post in, haha.

The rest, as they say, is RP'd history.
 
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Terms of Service​

This game is unique in that it is powered entirely by human ingenuity. That creates a layer of unpredictability and inconsistency. My moderation style changed dramatically over the past two decades. As the AGM in Trysvale, my mod style was very happy-go-lucky and tongue-in-cheek. Then I experimented with Wynd's brooding style and tried my hand with Gothic horror/drama when I took over in Jaedaxia. By the time I moved to Paxia, became a Wilderness GM (that was a thing back then), and back to Jaedaxia again, I learned a lot as a writer, a mod, and a Player. I credit all of the game's moderators and Players, past and present, for imparting these nuggets of wisdom and making me into the moderator that I am today. Those lessons shaped the design principles that I follow when it comes to gameplay, risk, and reward.

1. Bill of Rights​

I'm a firm believer that Players have a 'bill of rights' that should not and cannot be infringed upon by a moderator. For example, harm should be proportionate to the risk/reward (Risk v. Reward or RvR) of the situation. A Player sitting in a tavern drinking should not be at risk for maiming or death. A Player actively seeking treasure known to be guarded by giants with flaming hammers, on the other hand, has explicitly agreed for harm to potentially befall their character. Even if you are the most evil Player and everyone wants your character to die, I will never randomly harm your PC.

"Harm" does not necessarily mean injury either. All Players have belongings that they treasure for its sentimental value and its utility. Bringing your equipment on adventures and quests falls firmly within the realm of RvR. Your character's mounts and pets can potentially be harmed or killed during high risk endeavors such as swooping down to rescue a falling ally or trying to dodge a hail of arrows. Just because you brought it and it's in your SOF doesn't mean that it's immune to damage or being lost. But, again, I treat the loss of valuable items the same way as injuries. It must be proportionate to your character's actions and endeavors. I will never randomly take away your stuff.

2. Combat, Magic, PVP

There are ongoing discussions about balancing the game's many mechanics. I think that a living, breathing world like Aelyria will always need to evolve to keep up with the way Players and Mods approach different skills, talents, and pursuits. As a rule of thumb, I moderate actions in terms of priority (speed), range (distance), and proficiency (skill level).

Priority: The speed of your character's chosen action. Talking (or communicating with others) will be faster than combat; combat will be faster than magic.
Range: Close (Melee zone), Medium (Sweet spot for ranged attacks), Far (more difficult to aim but safe from melee)
Proficiency: Skill Level and Roleplaying quality.

This means that Mr. Soldier will probably land a melee attack faster than Mr. Archer all things being equal if they're both in melee range. The advantage switches if Mr. Archer is farther away and Mr. Soldier has to run over.

The revamp made magic much easier to moderate, too. An Initiate is going to be slow at casting and not that accurate at range. A Journeyman is a bit more useful in combat situations. An Adept is probably going to be able to cast fast enough to take on Level 1-2 Combat PCs at mid range. But only if the Adept is using Level 1 spells.

Big spells take time. I consider any spell that can affect more than one target to be 'big' and it will require extra time and/or energy (Vis). I measure time in terms of "turns". If your PC is trying to turn the entire battlefield into a smoking ruin, that will cost a lot of time and Vis. Meaning your mage PC is going to be focused on that one big spell and not capable of doing much else. Even if the spell is cast successfully, you still have to hit your target. Like Matt told me years ago, spells do not have a 100% hit rate. Even bandits know how to duck when a sorcerer is trying to explode them.

All that just to say that PVP is hard in our current system. It's already difficult enough to balance priority, range, and proficiency against NPCs. Once you have multiple PCs going against each other, that's a recipe for saltiness. But I think that if you moderate combat and magic consistently, Players are less likely to get upset when they don't 'win'. Sometimes 'losing' makes for better stories.

(Continued)
 
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3. Plot​

Like I mentioned previously, I've experimented a lot over the years as a Moderator and a Player. I used to think that Mods could do everything and write any type of plot and use any theme. I still do. And great Mods certainly can. But certain types of plots and types of threads just come more naturally to some writers/Players. During the "Wilderness GM" era, I realized that I loved being a random adventure generator. Of all the things I've done in Alleria, that sparked joy. Being a City GM was incredible. I really enjoyed the little things like shoppe threads, the famous (infamous?) gate post as an artificial check-in for Players. Those were the days. But that took effort. I was young and impatient, so I didn't realize that every time I had to work for a post, sit down and stop doing things I wanted to do, like a job, I was no longer playing. Looking back, I still can't believe that Mods like Maddyn and Indefinite were able to be City GMs so consistently for such a long time. That just shows the kind of dedication and hard work required to maintain a thriving, active city. Because as a City GM, you become the custodian and the source of activity in that location. At one point, Jaedaxia had hundreds of active threads and I was subbed to 70-80 of them at a time.

Now that I'm older, I've learned to be more picky about the threads that I pick up. That doesn't mean that I don't like you as a person. It just means that I want to keep writing without burning out over and over again. Fortunately, I learned how to translate my love for random adventures into bigger threads with multiple PCs. I think that 20 PCs might be too many. But I can reasonably moderate 10-15 using my current framework of addressing everyone's post individually and then creating a global ("everyone") blurb that shows how each PC's actions pushed the story forward. Separating each PC allows me to respond to each post as they come. It also helps paint a picture of the possible scenarios / results in my head. I find it extremely satisfying whenever the last character who posts potentially changes my 'expected' outcomes. Because all of my plots, every one of my stories, do not have a 'destined' ending. My NPCs do not drive the narrative. The main character of all my plots is you.

4. Rewards Screen​

My philosophy for rewards mirrors my policy about any "harm" done to your character. Rewards should be commensurate to your character's actions, intentions, and the amount of investment they leverage or risk for those ends. A former Mod once told me that "Alleria is not a drive thru. You cannot order what you want and receive it". That left a bad taste in my mouth. It struck me as odd that the average Player was not allowed to say "I want to adventure for X". It seemed like rewards were up to the Mods or discussed behind the scenes with only their friends. That's why the advent of the Matchmaker and the PMD was such a huge deal. It allowed Players and Moderators to collaboratively decide on the stories they want to tell and what activities they want to pursue.

Generally speaking, most Players are willing to creatively use their character's skills and/or fight worthy opponents. So it's my responsibility as the Moderator to provide opportunities for that kind of RP. Exp and and minor loot like equipment that your L1 or L2 PC can use or trade is common. When there's magic involved or unusual circumstances involving creatures that require multiple Players to defeat, those monsters might leave uncommon items such as good-quality materials that can be used for crafting or sold/traded for a small profit. Anything beyond these common and uncommon 'drops' require substantial RP and In-Character effort to receive.

Rare loot is difficult to obtain. Things like high-quality materials for L3+ trades, magical reagents, components for Circlets and Staves of Arcana for L3+ mages, enchant-able objects and otherworldly objects for L4+ crafting would fall into this category of rewards. Players who are able to show surprising creativity and have dedicated time to progress their character's skills and story can sometimes receive these types of rewards. But attempting to pursue these things have a good chance of failure and harm.

Legendary rewards require special circumstances and novel solutions in order to obtain. They require a high price from your character and will need a high level of ingenuity from both the Player and the Mod. Worthy opponents for L4+ PCs come from these type of adventures. Charybdis once said that godly powers require godly sacrifice. So, godly loot requires a godly price. Things like Championship / deity brands, superior magical items, and powerful magical abilities might fall into this category. But I also think that political endeavors fall into this level of high-stakes Roleplaying. I consider PCs who have a lot of political influence to be 'champions' in this sense. Any action and/or inaction can be used against them by their enemies. Reputation loss or favor from their allies can be as devastating as losing an arm or favorite sword when the stakes are high.

(Continued)
 
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Raids​

I did not 'invent' the Raid format. It's derived from the many, many, many incredible writers and moderators that blessed Aelyria and its Players over the years. I am still experimenting and stumbling upon new styles and methods that sometimes work and sometimes don't.

Now that the Portshire Raid is complete, I can talk about the design that went behind it.

Mod Plan​

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Here's Grim suggesting the badgers (I was not joking):
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EDIT: Someone already messaged me and asked why I 'omitted' post #6. There are no secrets there. Only memes.

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And then the "surprise" reinforcements update:
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My mod plans are very basic. I have an idea about the structure, the main hooks, and focus largely on the Risk v. Reward elements. These are the sticking points (usually) because it's easy for an idea to become this HUGE QUEST that becomes a BIG DEAL (in Matt's own words). Once it's a Big Deal, then the admins will likely offer feedback (e.g. Marwin, you cannot use Kalendryas. She's __" or "Aslan's sons are dead, remember? And Meephos does not do __") The PMD is as much a writing room as it is entering the Avatar State. You get the benefit of all the experience and lore and in-game knowledge of the game's most dedicated Players.

You'll notice a few things:
  1. I added the "HP" stats on a whim (Round 1).
  2. I did not know what was in the Loremark Forest (I figured that no one would go there lol)
  3. I didn't settle on having the NPCs Thane Holland, returning as a consultant from his retirement, and General Costa, as part of the opening post until I started doing more research into Portshire's city profile in the old site.
  4. I did not know what the ratta was going to be called (I called them 'burrowers, raiders, scavengers' on a whim)
  5. I did not know that Links was going to summon a Bound Elemental.
  6. I did not know that all ya'll was going to try and Amplify and level up lmao.
There were a lot of moving parts. I didn't realize that there was going to be 14 PCs in this Raid. I got excited when old friends returned after the Raid sign-ups closed. So I invited Vel. Then Riven. Then Links asked about it. Then Seph. Then Warwick. And suddenly it was a surprise birthday party but with rats and demon spiders.

Limited Rounds​

I recently had a discussion with @Rectify and @Aglet about this "raid" format. My goal with the objectives and the limited number of "rounds" or "turns" is to condense and focus the Players and move the story forward. This seems to work but I also sense that it can be stressful when there's a deadline every couple of days.

Another weakness of this format is that it also condenses the Player's choices. Instead of just focusing them toward a certain direction, Players sometimes feel like they have to do this or that. That's not my intention. But I suppose it's better than spending 6-8 months (IRL) trying to blindly find the plot hooks.

Risk v. Reward​

The last thing I want to highlight is the RvR. The "surprise reinforcements" intentionally coincided with the 'second wave' for a few reasons.

First, it didn't make sense for ya'll to get Veleraen and not have the difficulty settings go up a little bit. But that did not mean throwing giant, flaming demons at Vel. That wouldn't make sense. Where would they even come from? Plus, the Fire Demon union is super difficult to work with. But Veleraen's character is dedicated to honor and protecting innocents. The real challenge for Vel was the voice in his head and the suffering around him. As a L5 PC, he could have easily curb stomped all the Nightland Forces. But as the Titan of Aslan, he chose to protect the innocents. If he didn't? Massive reputation harm and maybe even emotional turmoil as the Chains of Aslan started to drink all that guilt and torment and hatred toward him and his knights.

Second, the defenders reacted beautifully to their blunder in the beginning. Instead of preparing for ratta attackers, the legionnaires formed ranks. They were punished when the burrowers attacked from underground! Fortunately, the PCs regrouped even after they suffered losses. If they broke ranks and tried to solo the Raid at that point, it would have ended in disaster. But the PCs struggled to coordinate their efforts and even worked to save the guardsmen and General Costa when the bells started to sound the general alarm.

Lastly, I cannot emphasize the perfection of the group who went to Loremark Forest. It was literally the perfect composition of skills. Gye'ron even volunteered some meat shields knights, which compelled General Costa to send a few Sapphire Guards as well. The number of good decisions and smart moves was very, very entertaining and satisfying for me. Perhaps igniting the dragon's gaseous breath was not the best thing to do at close range. But we live and learn!

Future Raids Ideas and Concepts​

I was thinking of doing something fire-themed in the Fall and water-themed in the Winter. I've always wondered how PCs might prepare or overcome challenges like going underwater or diving deep into the ocean in search for priceless and powerful artifacts. For example, what if there was an expedition to search for a Depth Pearl or Tears of Ioannes? What if there was a rampaging monster? Would Players go for the quick kill, loot, and exp? Or would they go hard mode and try to capture the beast for A LOT of wealth?

A few months ago, I was also talking to Malia about a "mobile only" Raid. I vaguely remembered that her and Ellai used to post on their phones and the quality did not decrease at all, haha. I've also kicked around an idea about an adventure wherein PCs were only allowed to use speech instead of actions. I loved all of the cool quests and unique 'raids' that @Maddyn , @Charybdis , and @Indefinite moderated over the years. Now that we no longer require Players to be paid subscribers to do cool shit, I look forward to our adventures together.

Until then, we have @Bahamut and @Rectify 's raids happening right now!
 
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November Update​

  • Trying to survive until Thanksgiving break
  • Godson was born today!
  • 7th Anniversary with my partner <3
  • Learning to recharge and rest
  • Cramming hikes to complete the #52HikeChallenge
  • Planning for December trip to SF
  • Planning for Mammoth and NYC trips early next year
ALL THE CONGRATULATIONS!! 😍😍
 
Updated to-do plans to account for new COVID variant that is now in California (LA Times).

Oh, and more importantly, my current projects on Telath.

Will be busy this month due to new job transition and usual non-denominational winter holidays.
 
Leaving for SF Friday night. No posting this weekend :)

Gonna have ~ 3 weeks of full-on, hardcore posting. I want to finish 90% of my threads before the end of 2021.

PM me if you want to schedule some time to power post!

January / Spring 2022 will mean that I will no longer be working remotely. I will also be starting a new job so there will be a period of adjustment.
 
I hope that everyone is having a nice, non-denomination winter season <3

Still out of town but mostly because i'm dog/housesitting. It took some time for me to setup everything since I didn't want to haul my own monitors and office chair/desk (I'm apparently very bougie when it comes to computer setups).

Family/Friends gathering for the next week or so. But now that the correct cables and such arrived from Amazon, I am ready to start writing again. Thank you for your patience. I am still hoping to complete a lot of threads between now and mid-January.

Unless this new variant prevents the campuses from reopening as planned. Our Jan 3 'full reopen' was already delayed until Jan 18, 2022.
 
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Happy Friday! I appreciate everyone in my threads (both as a storyteller and when writing my PCs). Ya'll genuinely make it fun and exciting for me to write.

I am training for some serious hikes in 2022 while learning how to golf and play softball. My new job requires that I host some golf tournaments and have 'friendly' softball games with other campuses and organizations. To keep from embarrassing myself in front of all our students and staff, I decided to get some Exp and MP. Until I am Level 2 IRL in both sports, I will be prioritizing threads that are 'quick & easy'.

Who You Callin' Quick & Easy?​

Sometimes the response to a thread just pops into my head. I've learned over the years that ignoring that initial rush of inspiration is bad for everyone involved.

Slow replies = our thread sucks?​

Some posts take a lot of research. Other times, I need to chat with other Players and storytellers about some things that were lost in the old site. In short, no, I don't hate you or our thread together if my posts don't come as often. It just means that I have to think about it some more!

More PCs = More time/effort​

Threads with 2 PCs do not take 2x more effort. The energy it takes sometimes feels exponential. Since multiplayer threads affect a lot more people, I tend to focus on those first if possible.

Easy On Me​

I cannot overstate how great it is when Players make it as easy as possible for me to moderate their threads. Spoiler boxes to clarify things, linking to your CIR/SOF and even the Wiki are all fantastic little things that add up. Being thoughtful and proactive can mean the difference between Quick & Easy vs. Me Thinking About It for 7-14 days.

P.S. Yes, I'm flexing my sub list again because I'm finally caught up!
 

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Happy Valentine's Day Weekend.

I am ... tired.

This is my first mental break this week.

Working from work feels like work. I'm less productive and it turns out that I don't like seeing people outside of Zoom meetings.

Limited posting next week since I will be out of town. Hopefully I can recharge. Going ice hiking in upstate NY. Will let you know if I survive. Brb ttyl.
 
Survived chasing some (frozen) waterfalls. I wear yellow so that it's easy to find my body.

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Currently playing catchup. Thank you for your continued patience <3
 

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