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Dead
 
PostPosted: Sat, Apr 25 2015, 21:55 PM 

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What I meant was explained by The Great Equalizer. Exploits are against the rules. Whether this is an exploit or not - ask a DM.

The Great Equalizer wrote:
Also your immersion comment does read as snark.

It's overarching from another thread where it was also a snark.

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bobofwestoregonusa
 
PostPosted: Sat, Apr 25 2015, 22:14 PM 

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If there is an issue unsettled on the forums between you and a player, please contact either a moderator or a dm via Private Message. It would be preferable that you contact us moderators for forum disputes however, as it frees the team up for in game stuff.

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NinjaClarinet
 
PostPosted: Sat, Apr 25 2015, 22:28 PM 



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I've been told several times that free-rest areas are acceptable to use for potion brewing.


 
      
Tomb Raider77
 
PostPosted: Sat, Apr 25 2015, 22:32 PM 



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Does taking Skill Points in Craft Armor add any bonus to the gear you craft, or does it only help improve your rate of a successful roll?


 
      
Rigela
 
PostPosted: Sat, Apr 25 2015, 22:33 PM 

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Potion making is a horribly arduous process, I see no reason why using the free to rest area's would be a no no myself. Whether we have an actual rule either way though, I can't really say for certain but I'm pretty sure it's fine.

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slkNihilus
 
PostPosted: Sat, Apr 25 2015, 22:33 PM 

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NinjaClarinet wrote:
I've been told several times that free-rest areas are acceptable to use for potion brewing.


That is correct.


 
      
slkNihilus
 
PostPosted: Sat, Apr 25 2015, 22:34 PM 

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Skill points in Craft only help improve your success rate. They still are used for the mythal system, mind, but won't "directly" add any bonuses to your gear.


 
      
Tomb Raider77
 
PostPosted: Sat, Apr 25 2015, 22:39 PM 



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Thanks!


 
      
Vortex
 
PostPosted: Sun, Apr 26 2015, 2:54 AM 

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slkNihilus wrote:
NinjaClarinet wrote:
I've been told several times that free-rest areas are acceptable to use for potion brewing.


That is correct.

Free-rest areas? Really?!? How do you square that circle and make it IC-sensible? Or is it just a 'wink-wink nod-nod' kind of thing for convenience, and we're supposed to ignore the non-sense of it? Are they OOC areas?


 
      
Analog Kid
 
PostPosted: Sun, Apr 26 2015, 3:23 AM 

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Are the 'scarf' models for cloaks still in the module?

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Naivatkal
 
PostPosted: Sun, Apr 26 2015, 3:24 AM 

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Yep! They are at the end, high 70s (78 is one of them).

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Raua
 
PostPosted: Sun, Apr 26 2015, 14:23 PM 

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Analog Kid wrote:
Are the 'scarf' models for cloaks still in the module?


Yupsa 78, 77, 76. But they aren't compatible with ACPs, so they don't show up if you're using one (Without a certain extra Hak to fix it -- At least, I'm pretty sure this one helps it >.>)

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serbiris
 
PostPosted: Sun, Apr 26 2015, 18:18 PM 

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Vortex wrote:
slkNihilus wrote:
NinjaClarinet wrote:
I've been told several times that free-rest areas are acceptable to use for potion brewing.


That is correct.

Free-rest areas? Really?!? How do you square that circle and make it IC-sensible? Or is it just a 'wink-wink nod-nod' kind of thing for convenience, and we're supposed to ignore the non-sense of it? Are they OOC areas?


Yep, just deal with it. Just like we do Respawns, super efficient healing bandages, epic loot drop rates, the party ball, distribution of portal wands, concentration of level 30 PCs on a handful of islands west of Faerun (and CR in general) area transitions, period, physical representation of the game world vs actual realistic size, magical cleavage, and logistics of the 15 minute rest timer in general.

Or, I dunno. "Amia's Arenas are built upon small areas which appear to be nexuses of Tempus, the Lord of Battle's power. He permits only arenas to be built upon them, though he does not strictly monitor them enough to prevent the legions of enterprising potion-brewers from using the power as a shortcut for enchanting consumable gear"

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Overneath
 
PostPosted: Mon, Apr 27 2015, 2:37 AM 

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What's the ruling on spontaneous casters and P&P spells? I understand that one needs to actually have a 'Unique Spell' on the spells known list, but how far do we need to go to notify the DMs which specific spells they represent? Are there any spells we aren't allowed to mimic?

As an example, Pan'lamin has a Unique Spell: Ranged in his spells known list to represent Detect Magic. So long as I, personally, keep note of the fact that Detect Magic is which spell that is, need I go any further? Would I not be able to pick a spell like Summon Instrument (there aren't a lot of cantrips that might cause concern)? Does it depend on the players around be agreeing that I can use it? What restrictions apply to teleportation spells like Dimension Door and Shadow Walk?

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Dark Immolation
 
PostPosted: Mon, Apr 27 2015, 2:51 AM 

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Last I knew, it was handled by taking an "empty" custom spell and keeping track of it yourself. If you want to use it in an event, or even think you may, you should send them a tell stating that's what it is. It was suggested once that you put them in your Bio, but I don't find that appropriate; there's no real reason to leave yourself open to being metagamed. If you really want to make sure, you could always send a PM to the DMs to make sure they know you have these spells and aren't switching them around at your leisure.

PnP spells in that sense are dependent on player agreement, just like cleric or wizard set PnP spells. Only difference you shouldn't be switching them out with whatever fits the situation. As far as teleportation spells, that's a bit muddy. Gate for instance has been used in a couple events and in RP in its PnP usage to traverse planes. However, you mechanically can't teleport without something special(scripted). I'd imagine it's fine in RP and as long as you actually have the empty slot and all parties agree as per any other PnP spell. Dimension Door and Shadowalk are probably two to tell a DM about early on if you're ever in an event though. By epic level those things can take you halfway across Toril and that may or may not significantly change how things play out.

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Manarethan
 
PostPosted: Mon, Apr 27 2015, 2:56 AM 

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Overneath:

No teleportation spells may be mechanically used beyond what is currently mechanically supported in-game. There are some exceptions to this, like I think Teleportation Circle has been allowed before to make permanent travel between cities possible, and Gate has been used for interplanar travel, but other than that, it's pretty much all barred as per our stance on custom teleports. We don't do them. If a DM allows it in an event, that's a potential exception, but we won't give mechanical support to people requesting spells like Dimension Door or Shadowalk.

PnP spells and Spontaneous casters are a difficult field. Unless I've been provided with a list of the PnP spells that a sorcerer (or other spontaneous caster) knows beforehand, I typically won't allow them to be used in my events because it's too easy for a player to make up their spell choices to fit the event. Its basically a trust thing that I don't allow because people have abused it before. That decision is largely based on the DM in question though I believe.

Vortex:

We don't bother giving an IC reason. It's an OOC convenience but the areas are IC. The suspension of disbelief needed to accept them is far outweighed by the horrible OOC annoyance it would be for them to not exist. Areas with free-rest are ICly exactly like all other areas, they're just a bit more useful for certain things OOCly like dueling and, in this case, consumable making.

Richard_Edmund:

There are some elements of combat training that are consistent no matter the weapon you use. Your example character would certainly be best suited to train other longsword users, but they would still be able to train people who use different weapons, just probably to a less specific degree. Even then, a longsword user would likely be able to provide useful training to people on how to counter longsword users which is uniquely helpful in itself. So yes, you can train NPCs to a degree no matter what weapon you wield. The only exception I see would be someone like an archer training a close-combat person or vice-versa, but even then they could probably teach at least something, albeit a smaller amount.


 
      
Richard_Edmund
 
PostPosted: Mon, Apr 27 2015, 3:35 AM 

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Manarethan wrote:
Richard_Edmund:

There are some elements of combat training that are consistent no matter the weapon you use. Your example character would certainly be best suited to train other longsword users, but they would still be able to train people who use different weapons, just probably to a less specific degree. Even then, a longsword user would likely be able to provide useful training to people on how to counter longsword users which is uniquely helpful in itself. So yes, you can train NPCs to a degree no matter what weapon you wield. The only exception I see would be someone like an archer training a close-combat person or vice-versa, but even then they could probably teach at least something, albeit a smaller amount.


Thanks!

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Magiros
 
PostPosted: Mon, Apr 27 2015, 11:26 AM 

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From player experience, DM's in general are very accepting of PnP spells. They just need to know in advance of them being involved, so you can't in middle of DM event go "Oh yeah, I have this spell". Some ask prior to starting event, however, at some cases, you can send the DM a list of spells you have. But don't go overboard with it, stick with spells that makes realistic sense for your character to have. No wizard knows all spells in existence. I stick to spells in which my wizard has specialization or focuses, because having them would make sense. I've been very pleasantly surprised how accepting DM's are for teleportation spells, then again, at times Dm's might take into account that my character does not have a portal wand. Dunno, really depends on the DM's.

Positive development has been with divinations. At one point their use did pretty much nothing, in my opinion, now DM's give more information and explain if the spell did not simply work instead of short replies such as "No luck", "Does nothing" or "Nope, nothing". Today, DM's give something for the diviner to work with, a bit more information even if the spell fails, giving them kind of insights to as why it might have been so. And I love it, now it is easier to explain why it did not work instead of going for simple "No, didn't work" and dodging other characters questions as to why. While it is IC for my character to make up answers, I still rather not make assumptions of reasoning behind the DM's plots as to why it didn't.

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Dead
 
PostPosted: Mon, Apr 27 2015, 11:58 AM 

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Magiros wrote:
Positive development has been with divinations.

I know for instance that certain PnP spells are not allowed at all. Hindsight is one of them. Too powerful.

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Naivatkal
 
PostPosted: Tue, Apr 28 2015, 2:21 AM 

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Someone was asking and I wanted to verify: AA arrows are the only items where the OOC restrictions apply right?

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wolfurt
 
PostPosted: Tue, Apr 28 2015, 2:23 AM 

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Naivatkal wrote:
Someone was asking and I wanted to verify: AA arrows are the only items where the OOC restrictions apply right?

yes

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RaveN
 
PostPosted: Thu, Apr 30 2015, 13:58 PM 

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Speaking vaguely enough, how powerful is Tarkuul, against say, Kohlingen, or Cordor individually? Should they be scared, if it came down to a fight? Or is it like two powerful entities that wouldn't mess with each other, since they'd have a lot to lose on both sides?

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That Guy
 
PostPosted: Thu, Apr 30 2015, 14:01 PM 

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Quote:
Someone was asking and I wanted to verify: AA arrows are the only items where the OOC restrictions apply right?


AA arrows and Deity Rings.


 
      
wolfurt
 
PostPosted: Thu, Apr 30 2015, 14:04 PM 

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That Guy wrote:
Quote:
Someone was asking and I wanted to verify: AA arrows are the only items where the OOC restrictions apply right?


AA arrows and Deity Rings.


Doesn't apply to Deity Rings, last I knew. They're imbued with arcane magic, not divine.

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That Guy
 
PostPosted: Thu, Apr 30 2015, 14:12 PM 

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Looked it up... yeah, AA arrows are the ONLY thing restricted now: viewtopic.php?f=2&t=74174&p=1222495&hilit=deity+ring#p1222495


 
      
Richard_Edmund
 
PostPosted: Thu, Apr 30 2015, 14:20 PM 

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Mimiron wrote:
Speaking vaguely enough, how powerful is Tarkuul, against say, Kohlingen, or Cordor individually? Should they be scared, if it came down to a fight? Or is it like two powerful entities that wouldn't mess with each other, since they'd have a lot to lose on both sides?


I believe there would be losses both sides, but Tarkuul would come out victorious if they used the full might of their arsenal. However I see Tarkuul wouldn't show their full might unless it was guaranteed do-or-die. They'd put Kohlingen in their place, but they wouldn't level the joint.

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RaveN
 
PostPosted: Thu, Apr 30 2015, 14:37 PM 

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Interesting to note. Speaking hypothetically, In the case of harboring a fugitive, for example, why then would Tarkuul be afraid or feel pressure to release them?

If Kohlingen was using it's head, it would certainly refrain from risking so many lives for one, when it could just as easy wait until that person leaves Tarkuul to pursue justice. What if every time one of Tarkuul's undead slayed one of the assailants, it would spawn a permanent wight, or something?

From the other thread, does heat really bother Tarkuul? How evil of an entity is Tarkuul willing to be? Maybe it isn't interested in being a sanctuary for one person, but everything could potentially snowball. What if they become a sanctuary for more than one, and actually gain power from it, in the long run, by having a reputation of holding their own fort?

Obviously, a lot of this could very well come down IC, but I'm speaking philosophically from a global scale more than anything, and don't want the explicit details, because that's best left for IC.

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Richard_Edmund
 
PostPosted: Thu, Apr 30 2015, 14:44 PM 

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That would be better of going to the ruling PCs, since I've no indepth idea beyond 'Neutrality'.

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Maverick00053
 
PostPosted: Thu, Apr 30 2015, 14:45 PM 

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Tarkuul has survived as long as it has because it has been smart. You are talking about a city mostly controlled by extremely intelligent evil characters who they themselves have extended lifespans. They approach things in a very logical manner (Cost vs reward) and they are extremely patient. Tarkuul wouldn't want heat or pressure of any kind till it deems it appropriate for its cause.

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RaveN
 
PostPosted: Thu, Apr 30 2015, 14:48 PM 

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Hmm, food for thought. Thanks guys.

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serbiris
 
PostPosted: Thu, Apr 30 2015, 15:08 PM 

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Less-biased answer: Both sides have a lot of shit at their disposal (source: inside sauces all ovah) designed to wreck each other's shit, and of the two Kohlingen remains the most sympathetic and will thus have the most PC power which typically (though not necessarily) is the decider vs NPC power. The answer of who would win is a bit less clear cut than people on one side or the other may think (only DMs could say for relative certainty, allowing for PC swing, and they shouldn't tell us), but both sides would suffer enough that it's not worth pushing it without good cause.

Regarding the actual question. It really is a lot like cases of the real-world practice of harbouring fugitives and illegal operations. In Amia terms, well, inter-factional politics are fluid so I won't dwell on them excessively, but it's worth noting that they don't really gain anything from harbouring fugitives (since they tend not to already be working for Tarkuul, and evidently lack the subtlety to be valuable recruits), and full-scale invasion isn't the only way Tarkuul can be hurt if they happen to piss off too many other powers.


Now that you mention this though, it makes me think that with the other evil cities being removed or somewhat limited to UDers, refuge for Evil PCs is fast shrinking. That's probably not good for the server, in my humble opinion.

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Mercedes
 
PostPosted: Thu, Apr 30 2015, 15:11 PM 

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L'obsul is open for business, Nec'perya is more exclusive.


 
      
RaveN
 
PostPosted: Thu, Apr 30 2015, 15:16 PM 

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Hmm, I agree with one thing: That refuge for evil is shrinking fast.

What I don't 100% agree with: I feel Tarkuul could potentially gain a lot from fugitives, if it still gains power the same way it did when I played there.

As far as L'Obsul goes, hm, I'm not sure surfacers who are practitioners of evil are going to risk going to the Underdark unless they have specific business, because general opinion of surfacers from almost every underdark race is extremely negative.

Hopefully, time and allowance, there are new plans afoot! I have some ideas.

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Mercedes
 
PostPosted: Thu, Apr 30 2015, 15:47 PM 

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To paraphrase another DM, L'obsul should feel more like Underport did. Open to outsiders with a large number of opportunities available as long as you don't start angering the wrong people. That goes for any evil city, though. Don't discount L'obsul just because it's in the down and dirty deep.


 
      
serbiris
 
PostPosted: Thu, Apr 30 2015, 16:51 PM 

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Regarding fugitives: for whatever reason Tarkuul has made it a policy since even before Glim's tenure to discourage them. Consistency in this policy would appear to serve their interests better than the tiny amount of power a single fugitive could offer (since they have a living population now in the thousands). Either way, little use debating this as it's slky's call currently.


L'Obsul for a very long time would wantonly murder surfacers attempting to travel within the area. If this has actually been changed which I'm not certain it has, I imagine it still fosters distrust in surfacers aiming to hide out there anyway. Though it is at least a step in the right direction.

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Dead
 
PostPosted: Thu, Apr 30 2015, 19:35 PM 

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A small portion of Tarkuul's power in comparison with Kohlingen/Cordor was seen in the battle of Cordor.

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Overneath
 
PostPosted: Thu, Apr 30 2015, 22:27 PM 

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Do the Vestiges that Binders eponymously bind themselves to exist in the Forgotten Realms? I don't see a reason why they wouldn't (they even have a blatant connection to the Ancient Realms), but the staff may have a different opinion. If they are allowed, is there some general principle to follow regarding their granted powers? The number of them is, frankly, too vast to expect that NWN mechanics would allow for the binding of more than one or two vestiges at once, so would one build around the vestiges they choose to embody at character creation, or pick a class like sorcerer and attempt to mimic those features as a part of the spell list? Some vestiges have obvious class comparisons, like Ronove to monks and Andras to cavaliers. In some cases, clerics and their versatility via domain spells would fit the bill quite well, but I'm unsure if you would have to request an Ur-Priest, or consider the vestige(s) your patron, or some similar workaround, as I can't see many deities allowing their actual priests to engage in binding.

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Dark Immolation
 
PostPosted: Fri, May 01 2015, 8:35 AM 

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Overneath wrote:
Do the Vestiges that Binders eponymously bind themselves to exist in the Forgotten Realms?


I'd think so, unless they are specifically related to an entity that does not exist in FR. For instance, Karsus is stated to be a vestige. Unless it were a PnP campaign where you were allowing any and everything, he could only exist in the FR setting because how he became a vestige is a part of the setting's history. But a vestige like Andromalius, who only became a vestige through the efforts of Olidammara, a Greyhawk deity, probably doesn't exist in for our setting.

I don't think there has ever been a Binder on Amia to my knowledge, but when my PC was researching vestiges in passing long ago, the sentiment was that it could exist, or at least similar effects could be achieved through Conjuration. There are a few conjurative spells and class abilities (things like the PrC's of the Celestial Hebdomad) that call outsiders and extraplanar beings into the PC's body, so the idea wouldn't be completely foreign without the existence of a Binder class.

Quote:
The number of them is, frankly, too vast to expect that NWN mechanics would allow for the binding of more than one or two vestiges at once, so would one build around the vestiges they choose to embody at character creation...


There's always requesting class emulation. But as well, nothing would stop you from requesting custom spells, feats, or widgets that give some of the same boosts or effects and you wouldn't have to worry about much of anything. A Conjurer who specializes in planar and possession magic has probably much the same RP as a Binder, really. Tome of Magic(the sourcebook Binder is found in) is probably best used as a guide anyway. It throws a lot of stuff together and might have more than a few inaccuracies when it comes to the FR setting(I.E. it states Shadow Magic uses the Shadow Weave. >_>)

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Wildcard
 
PostPosted: Sat, May 02 2015, 8:01 AM 



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What are the prominent factions here at the moment?


 
      
Dark Immolation
 
PostPosted: Sat, May 02 2015, 8:34 AM 

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Wildcard wrote:
What are the prominent factions here at the moment?


Not exactly a faction list, but close enough. viewtopic.php?f=103&t=64432

There are factions that exist without or independent of a settlement. As well, some are "unofficial" but still active on the server.

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kalcibone
 
PostPosted: Sat, May 02 2015, 9:37 AM 



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How does one remove themselves from the forum? Such as delete an account.


 
      
Manarethan
 
PostPosted: Sat, May 02 2015, 9:50 AM 

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DMs and Admins can delete accounts, but I think it probably falls under the list of things that we don't delete, like characters.


 
      
Dead
 
PostPosted: Sat, May 02 2015, 13:29 PM 

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Wildcard wrote:
What are the prominent factions here at the moment?


Know your factions thread

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Dark Immolation
 
PostPosted: Sat, May 02 2015, 21:14 PM 

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Dead wrote:
Wildcard wrote:
What are the prominent factions here at the moment?


Know your factions thread


Gah. How did I miss that, it was right above the link I quoted. >_> It was late.

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Wildcard
 
PostPosted: Sat, May 02 2015, 22:27 PM 



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Don't see the Cordor guard on here are they still active?


 
      
Richard_Edmund
 
PostPosted: Sun, May 03 2015, 6:47 AM 

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The thread could be updated a bit and/or pruned. But most of the factions there are still active.

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Overneath
 
PostPosted: Sun, May 03 2015, 9:32 AM 

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What's a good resource to use for making custom post signatures, like the ones Dead uses to sign Notice Board replies with?

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Dead
 
PostPosted: Sun, May 03 2015, 9:51 AM 

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Adobe Photoshop. Gotta make your own, or have someone who is skilled in the ways of shooping do it for ya.

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Dark Immolation
 
PostPosted: Sun, May 03 2015, 10:07 AM 

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Joined: 20 Apr 2008
Location: The downeaster "Alexa"

Paint.net is pretty good for fooling around with images too.

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You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it.
Sometimes, an angel is simply a devil with better intentions.


 
      
Richard_Edmund
 
PostPosted: Sun, May 03 2015, 10:07 AM 

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Joined: 23 Sep 2012
Location: Western Australia (+8 GMT)

http://www.mylivesignature.com/mls_wizard1_1.php

Or you can use this, it's pretty cool. But you might need to edit the image in an editor or something.

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Discord: Bhaalorian#5715


 
      
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