It has all the info you need, I'm toying with the idea of making a Bloodbeard forum if we get enough members, Tordek is the head of the clan due to my commitments in the Banites so all questions, bug him lol
It has all the info you need, I'm toying with the idea of making a Bloodbeard forum if we get enough members, Tordek is the head of the clan due to my commitments in the Banites so all questions, bug him lol
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
*Prods Val*
When are we doing something? When? When? When? Come on, tell me. *prod* *prod* *prod* *prod*
Anyway, you need to add to the wiki that they also must be willing to wear boinks loincloth crafted into Cherry Red, Flat black and shiny black clothing. Then make extensive use of the stink cloud enchantment.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
When are we doing something? When? When? When? Come on, tell me. *prod* *prod* *prod* *prod*
Anyway, you need to add to the wiki that they also must be willing to wear boinks loincloth crafted into Cherry Red, Flat black and shiny black clothing. Then make extensive use of the stink cloud enchantment.
Haha.. We will work something out.. Have to get all of us on at one point.. See what how many Bloodbeards we are working with.. then we can go from there..
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
I'd like to point out for future reference that Duergar have grey skin, neutral coloured eyes, white hair/beards and generally are quite bland in there colour choices. Simply to stop anymore mistakes being made and ending up with a hundred half duergars.
Yes I'm a lore bitch when it comes to Duergars, I've come to find them facinating the more I read up on them. I've sent sources out to Metalien and Basin. But if anyone wants some information, give me a buzz and I'll send you some stuff.
Just remember though, the Bloodbeards are not a typical Duergar clan, otherwise we'd be more boring then knitting class with Granny Bell.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
Joined: 26 Jun 2006 Location: Home of The Royal Navy - Portsmouth, England.
Val'Rok, not Basin..
Val's the guy to go to with questions, I've just assumed the role of taking care of the Wiki page as I already have a Faction to control and kinda enjoy the whole organising things role.
Perhaps if we get enough people onboard and can work out some sort of mission plan that in the future we could enquire about getting a forum, if Val'Rok is willing to assume total control in a faction leader sense, but for now we'll just do all our communicating and what not in this thread.
Size and Type: Medium Humanoid (Dwarf)
Alignment: Often LE
Sometimes called gray dwarves, these beings dwell in the deep Underdark.
Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull, and is generally a Duergar's minor, single concession to luxury. They war with other dwarves, even allying with other underground or even surface creatures from time to time.
-Automatic Languages: Common, Dwarven, Undercommon.
-Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.
-Favored Class: Fighter.
-Unlike other dwarves, duergar do not have weapon familiarity with the dwarven waraxe and dwarven urgrosh.
The duergar, or grey dwarves, are grim folk who lead lives of neverending toil in great underground foundry cities. The typical duergar realm is every bit as powerful, cruel and wealthy as a great city of the Drow, and some even rival Menzoberranzan. Duergar cities exist only for the manufacture of wealth through unending labour. Duergar are the pre-eminent smiths and traders of the Underdark, and duergar caravans travel vast distances beneath the surface.
Duergar tend to be sullen, insular and tireless workers. They tend to be better neighbours than drow, but they are always eager to acquire new slaves to support their labour needs. Duergar don't waste slaves in the sort of cruel spectacles other evil races enjoy - they simply work their captives to death.
Personality:
Grey dwarves have few good traits aside from courage and determination. They are avaricious, short-tempered, sullen, violent, and ungrateful. Duergar nurse grudges for a lifetime and never stop counting the slights (real or imaginary) they have recieved. They believe that might makes right, and have no pity for those without the strength to defend their property or themselves.
On the positive side, grey dwarves believe in minding their own business (so long as other folks don't have anything they want) and work hard to excel at their chosen craft. No obstacle daunts a grey dwarf who has settled on a goal. Duergar may not have much loyalty to anyone but themselves and their close blood, but they never leave a job half-done. Neither are they likely to mistreat their slaves or workers any more than will discipline them or keep them working - slaving is expensive, afterall.
Physical Description:
Grey dwarves stand from 4 to 4 1/2 feet tall, but are leaner and harder than most others of their kind. Their skin is a dull grey, and their eyes are black and cold. Male duergar have no hair above their ears, but generally can and do grow beards. Most females likewise are bald, but some have short hair which tends to be black. Some females also cultivate beards.
Relations:
Duergar are almost universally disliked by other societies, and often have trouble getting along with each other. They are churlish and hateful, and avoid contact with other races unless they stand to gain something from it. Of all the races, they find Svirfneblin the most agreeable, as they too are tireless and constant workers.
They conserve a special hatred for the drow, as the duergar can sense the condescension and mockery behind their courtesy, and for the surface dwarves, who according to duergar legends abandoned the grey dwarves' shield dwarf ancestors - inhabitants of the kingdom of Shanatar - to slavery beneath the Illithids. They have a similarly dark hatred for the mind flayers, who enslaved them originally.
Duergar wandering on the surface tend to wear facial and arm tattoos marking them as traitors to grey dwarf society. Those who do not are probably slavers or scouts for a party of Duergar raiders seeking .
Alignment:
Duergar are generally evil, placing little value on the lives and property of others except as far as it may bring them profit. They are consumed by envy for those better off than they, and have not a trace of sympathy for those less fortunate. A large number of duergar just want to be left alone, and are thus neutral. Very few grey dwarves are good.
Religion:
The patron deity of the gray dwarves is Laduguer, the dwarven deity of work, a joyless god who demands constant toil. Duergar spend little time or effort on any sort of religious observances because they feel that the best way to venerate their grim god is to work. Some gray dwarves also venerate Deep Duerra, the dwarven deity of the Invisible Art (psionics).
(see post below for more details about Religion)
Language
Almost all grey dwarves speak dwarven and undercommon, although the first with its own unique accent and dialect. Many learn common as well to assist in trade with more gullible surface races.
Male Names: Bruthwol, Horgar, Ivar, Murgol, Thangardt.
A clan isn't just born from anywhere. Duergar are bound together by bonds of blood much stronger even than many surface dwarves, and binding together into new groups is a rare occurrence. When it does happen, it tends to be through mutual agreement of the parties melding into a new clan bound at the same time by a marriage.
Duergar marriage is accompanied by a large dowry, which is given straight from the potential groom to his bride as an attempt to persuade her into leaving her clan to marry him. The size of the dowry usually depends on the size, reputation and wealth of her current family - the groom is 'buying her services', as you could say it. Duergar females are so rare that marriages to several duergar males simultaneously are a common and accepted part of duergar society. On the male side, polygamy is frowned upon - taking more than one female is too greedy even for Duergar, and causes much jealousy in unmarried men.
The marriage itself costs little and like most duergar ceremonies is no-frills - once the woman has said yes and informed her former clan, the binding ceremony is considered complete. Although duergar as a whole are an equal-rights culture, females often take the lead in a marriage, mostly due to their rarity. The head of a clan is as frequently male as it is female, however, but any male is likely to have a female 'advising' him every step of the way. Many clan heads are also priests, if not clerics, of Laduguer. Duergar clan leadership is hereditary.
Breaking bonds of blood is one of the few, very very few, possibly the only thing a duergar will not do for a large enough reward. Because of this, clans (single clans often populate entire cities) are one of the main power groups in any duergar kingdom, and political and monetary reasons are often the reason for new clans being formed, as well as various groups of neutral, separate-clan settlers populating a new place.
Use of Languages, Names Etc
Most duergar use undercommon as their primary language, with common coming up a close second. They will rarely (if ever) speak dwarven to any except their own kind, and then usually only in private conversations. Other languages are used where applicable, undercommon as said being the most common primary.
A duergar rarely reveals his or her TRUE last name to any but their closest confidantes and 'friends'. It is unlikely you will discover a duergar's last name unless they are married or related to you in some way. The 'last name' of a Duergar is often the name of a famous ancestor. A Duergar giving his or her full name will give the following: "Name, son/dauth of Name, Blood of Name." Most will exclude the latter part. The current clan name is often (if not always) given as that of the leading member, or referred to as the 'Ilk of' that individual. For example, a Duergar might give his name as 'Korrim, son of Hagnur, ilk of Korrim'.
_________________ Illithira Frostmaiden (Snow Elf) Guardian of the Frostfell Elithiel Issatheerin (Shadow Elf) She who Lurks Isolia Oussea'lylth (Sun Elf) Apprentice Wizardess
The Duergar are not particularly religious in the normal, worshipful sense of the word. Their gods are only two in number - Deep Duerra, the goddess of expansionism and imperialism, and Laduguer, the god of toil and wealth. Although both focus on wealth in their own way, they serve diverse roles in Duergar society.
Deep Duerra
Duerra is famed in Duergar lore as an expansionistic and imperialistic Duergar queen who assaulted a great Illithid city in the Underdark and won. Contrary to Mindflayer histories, the Duergar claim that Duerra's surgeons and mages spent near to a century working on the mindflayers' brains and studying their psionic abilities. The Illithid test subjects were supposedly used to grant the Duergar their psionic and many of their magical abilities of today. Many psionic or magical Duergar therefore consider Deep Duerra their patron. She is hailed by most Duergar as the progenitor of Duergar power in the current age, and it is her gifts which truly set the Duergar apart as a true people of their own. Immediately after her ascension to godhood, Moradin exiled her, and she has no friends amongst the dwarf gods. Although some believe Laduguer is her father, there is no evidence towards this, and the two compete for dominance within the Duergar temple.
Deep Duerra's clerics are known as the Norothor (sing. Norothar), a formal dwarven word translating as 'Those who take (Territory)'. They preach expansionism and imperialism, and thus can be problematic, particularly in negotiations with the drow. Many older Duergar who consider Laduguer to be the 'true' Duergar god see them as upstarts. However, despite this, they cannot deny that the work that the Norothor have done is beneficial to the Duergar species and (more importantly) its wealth. Their roles include keeping the slave population's size at a constant, growing rate, clearing out tunnels and colonising caverns, and seeking out new mines and sources of income (as well as training the magical and psionic abilities of young Duergar). Many also lead invasion forces, and monitor the thoughts and emotions amongst the slaves to better control them. It is through these invasion forces that more senior Duerran clerics teach students the art of war and survival.
Novices of Duerra are known as the Close-minded. Full priests of the Queen of the Invisible Art are known as Mindaxes. In ascending order of rank, the titles used by Duerran priests are Psionic Blaster, Mind Thruster, Ego Whipper, Id Insinuator, Psychic Crusher, and Thought Conqueror. High Old Ones have unique individual titles but are collectively known as Axe Princesses/Princes of the Invisible Art. Sacrifices to Deep Duerra usually take the form of earth or rock taken from the lands of a conquered foe, the brain or head of a defeated enemy, or shattered skulls from intelligent victims.
Deep Duerra's temples are a rare example of Duergar aiming for visual appeal more than cost-efficiency, although they still display the common Duergar hard lines and rough corners. In the centre of any Norothor temple is the Daul Throne, occupied (supposedly) by Deep Duerra herself, constantly. She may not be visible, but she is always there, watching. On Midwinter Eve, a temple is filled with the sounds of drums and hammering as the Norothor celebrate the Rallying - a festival in which a recently-decapitated head is passed around and the Duergar swear to take that creature's homelands before the next Rallying is done. On the 5th of Mirtul, they celebrate their other festival - the Melding. In this, the Norothor devote themselves to communion with Duerra herself, forming one great web of intelligence that shares tactical information, orders from the Goddess and important news from across the Duergar community.
Deep Duerra is mostly unknown outside of the Underdark - only the most educated of dwarves have heard of her, forgetting the other, unrelated denizens of Faerun. In the Underdark, however, she is achieving fame - through the works of her clerics, mostly in insulting several other powerful species, not least certain drow.
The duergar city of Underspires is located deep below the Osraun Mountains of northern Turmish, suspended above a gigantic rift in the earth. The entire city is constructed from gigantic stalactites dangling above a chasm whose bottom has never been plumbed, and its structures are linked by numerous stone causeways. The royal palace and great Duerran temple of Underspires is known as Ultokolor, the Worldthrone. Underspires is ruled by War King Olorn Ridaugaur (a fighter/psionicist), son of Deep Duerra and grandson of Laduguer. His wife, War Queen Ovdana Xothcorlar (a specialty priest of Duerra/psionicist), daul of Cathbara, blood of Llaemna, and the high priest of Duerra in Underspires, rules at his side. The militaristic, subterranean city-state has long been ruled by its preeminent generals, drawn from the ranks of Duerra's followers, and the rulers of Underspires have waged many bloody wars with their neighbors. This state competes with Overlake Hold for power within the Underdark, but the two are far enough apart that they do not come into direct opposition - which is good for the entire Duergar race. Were these two great bastions of Duergar religion to fight, it might cause a schism in the entire species and lead to the collapse of Duergar power and influence across Faerun.
Laduguer
Laduguer is also known as the Exile, the Gray Protector, and the Master of Crafts. Like the Duergar themselves, Laduguer is a deity that is evil only in the sense that he is focused on one thing and one thing alone - wealth. He is xenophobic, urging isolationism except for slaving and trading, and encourages loyalty, self-empowerment and protection. According to the Duergar, Laduguer was exiled from the dwarven pantheon because he held upright philosophies that Moradin could not endure - according to the other dwarves, he was saved from death for his unspeakable crimes only by Berronar Truesilver's intervention. Either way, he is at best tolerated by the more uncaring members of the Morndinsamman, and treated with scorn by the others. Lolth is a constant rival, as is his only true ally, Deep Duerra, who competes with him for religious dominance amongst the Duergar.
Laduguer's clerics are known as the Thuldor (sing. Thuldar), a formal dwarven term meaning 'Those who endure'. Ironically, his clerics do not necessarily have divine powers - but they perform religious ceremonies and secular tasks equally. They are often the impromptu leaders of Duergar communities, serving as adjudicators and authorities above the oft-competing clans. Thuldor are expected to serve in their harsh military program, as are most Duergar, and among their other roles, they often deal with the economic education of young Duergar (within clans) and the training of the immense riding-spiders which the Duergar use, known by the slang term 'Steeders'.
Some temples are also involved with the training of Rothe and other beasts of burden. On a day-to-day basis, some Thuldor work as artisans, administrators of slaves, poison-makers, or where necessary, torturers. Their roles are as diverse as those of the Duergar themselves. Before the Time of Troubles, the Thuldor were exclusively male, but recently several females have joined the priesthood. Novices of Laduguer are known as the Untempered. Full priests of the Exile are known as Grimcloaks. In ascending order of rank, the titles used by Ladugueran priests are Deep Adept, Dark Craftsman, Invisible Artisan, Rune Weaver, Grim Guardian, and Doom Knight. High Old Ones have individual titles but are collectively known as the Ardukes of the Gray Gloom (Arduke being the Duergar title for Clan Leader).
Laduguer's temples are harsh, rough, caverns demonstrative of the common Duergar cost-effective approach to buildings (along with everything else). They often serve as smithies, stables, and barracks alongside their religious functions, as well as the social centre of a settlement. Some are even built atop mineshafts. Their only adornment is functional, normally weapons and armour that priests can don at need in the defence of their temple, made by the skilled artisans of the Thuldor. Surfaces are normally covered in soot, deliberately left that way so as to become closer to Laduguer, who is the patron of such things. Priestly guards of the Thuldor watch over the work, 'encouraging' those who falter and protecting goods from thieves.
Laduguer has one specific, constant Holy Day - Khalkhatarkth, Grimtidings in common. This is a day of rest for all Duergar, in which they attend holy recitals of the wrongs done to them by the dwarves, of the story of ancient Shanatar and its betrayal, and of the many hundreds of people whose insults to the Duergar and Laduguer have not yet been repaid. The second, important festival is the Guerdon Revel, which may occur at any time. It is a celebration of a great victory, a repaying of some ancient insult or debt, or when large amounts of Shallow Dwarves are captured. Although the work does not stop fully, Duergar are allowed breaks in which to observe plundered loot, listen to tales of heroics and history from Duergar heroes and priests, and observe the execution of traitors from the surface (non-Duergar dwarves, mostly).
Laduguer's holy symbols include the grey hoods that his order favour and the cracked gem (of which one side is flawed, representing the dwarves, and one is perfect, representing the Duergar). His priestly vestments almost always include armour. His 'great cathedral', as it were, the spiritual centre of the Duergar race, is Dunglorrin Torrune, Overlake Hold. The temple, in the heart of Gracklstugh (a Duergar city to rival Menzoberranzan in size and power), is carved into a colossal stalagmite formed from the residue of a near-vertical stream running all the way from the northern surface lands, and it serves as a colossal forge, armoury, and fortress, with walls lined with catapults and chimneys in equal number. Steeders and great cranes ferry raw materials and workers up and down the slippery walls of the stalagmite, and the high priest, Morndin Gloomstorm, is a veteran of the battle of Mithral Hall and arguably the most powerful Duergar in the Underdark.
Duergar 'Priests'
The position of priest is a strange one in Duergar society. One does not necessarily need to be a cleric or have divine powers, although most do. Rather, the priest is a political position that holds the clans together and performs religious and secular functions equally. The word Priest is perhaps not the best translation - most are more like a religious judge, and keeps the clans working with one another. Another term is 'Chronicler' or 'Mindsayer' - one who preserves the knowledge of the clans and uses it to direct the Duergar to greater and greater wealth.
The Afterlife
A Duergar's image of the afterlife is his reason for such greed. The 'worth' of an individual, measured by slaves, property, and monetary values, is of great worth to one of this race. When one knows he is soon to die, he pays off and calls in on all the debts he can, accumulating all his wealth to himself (although this is not strictly necessary). This leaves a tidy inheritance to the rest of the clan, but more importantly, serves as virtual 'currency' with which to pay Laduguer for entrance into the Duergar 'heaven'. The more worth you have, the more you have collected, the higher a position you can buy for yourself from Laduguer. Even many Duerran or Hoarite Duergar believe in this image of the afterlife. Those with no worth whatsoever - normally children who have died in the womb or at birth, although there are others, such as slaves - are cast into a pit for eternity. It is an unpleasant image.
_________________ Illithira Frostmaiden (Snow Elf) Guardian of the Frostfell Elithiel Issatheerin (Shadow Elf) She who Lurks Isolia Oussea'lylth (Sun Elf) Apprentice Wizardess
Joined: 26 Jun 2006 Location: Home of The Royal Navy - Portsmouth, England.
With reference to the red eyes & the long white hair the Bloodbeards tend to sport, they bleach their hair white and the red eyes & long hair are a genetic fluke. *nods*
>.> Since you guys are a clan, and because of something Met did on MSN, I give you...
Lyrics from the latest Bloodbeard Single
[Val'rok]
Put my +clan in da front+, +reunite+ 'em
Make 'em all R.S.V.P., if they want it, we don't invite 'em
No beef, less talk and more action
You can roll as a whole, we'll send you back in fractions
Break through fanatic, low crates deep in attics
The Abbot pulled out a axe, looped with static
I scrolled through the menu then rolled to the venue
The dress code is armor or get a hole up in you.
_________________
Man, this account is over 10 years old. Where do I get my old man beard?
Well I have been thinking about making a duergar wiz/PM/DwD...
The idea was to go something like 6 Wiz / 10 PM / 14 DwD with enough con for epic DR, so I'd end up with a crit immune 18/- natural DR character with potential for about 28 total DR using items. I'm put off from the idea though because I could just cast premonition and get 30/+5, which typically works fairly well anyway. Maybe I'll rethink and choose something better for a duergar and get back to you on it
_________________ "All progress comes when somebody says: 'Who gave him the right to do that to me?'" - Tony Benn
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
Slig wrote:
Well I have been thinking about making a duergar wiz/PM/DwD...
The idea was to go something like 6 Wiz / 10 PM / 14 DwD with enough con for epic DR, so I'd end up with a crit immune 18/- natural DR character with potential for about 28 total DR using items. I'm put off from the idea though because I could just cast premonition and get 30/+5, which typically works fairly well anyway. Maybe I'll rethink and choose something better for a duergar and get back to you on it
Yea, Duergar aren't really arcane types by nature. They are more psionics then anything. We already have a few spell chuckers, and while the bloodbeards are an odd sort of Duergar, they are still Duergar.
Make a psionic so you can have psi duels with Tormak. You can stand in the circle staring really hard at each other
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
Yea, Duergar aren't really arcane types by nature. They are more psionics then anything. We already have a few spell chuckers, and while the bloodbeards are an odd sort of Duergar, they are still Duergar.
Well, a wiz/pm/DwD can only cast a handful of spells and even then they're really low level. The fact that there's really no way to attack is what puts me off
_________________ "All progress comes when somebody says: 'Who gave him the right to do that to me?'" - Tony Benn
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
Slig wrote:
Selvec Darkon wrote:
Yea, Duergar aren't really arcane types by nature. They are more psionics then anything. We already have a few spell chuckers, and while the bloodbeards are an odd sort of Duergar, they are still Duergar.
Well, a wiz/pm/DwD can only cast a handful of spells and even then they're really low level. The fact that there's really no way to attack is what puts me off
Well you are a duergar, you can always do the one form of attack all bloodbeards have.
Fart.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
...but first I must sort out the issues why I can't log in to Amia - and I have issues with my password not being recognised (and can't change it).
*pouts, farts and smiles*
Joined: 26 Jun 2006 Location: Home of The Royal Navy - Portsmouth, England.
As promised to the guys in the clan, I slapped together a forum for the Bloodbeards to communicate with one another and avoid confusing spam filled threads.
Clan only - For members of the Bloodbeards and any Amian DMs that require access to our private forum. This is like a standard closed Amian forum.
Join us! - Want to become a Bloodbeard? Well, this is where to post your information requests.. Val'Rok will deal with this mostly, viewable by all.
General Duergar Information - Useful links and general Duergar info can be posted here to help older and newer Duergar players alike, viewable by all.
Off Topic - Exactly the same as the Amian thread of the same name, viewable by all.
----------
If you join and are in the Bloodbeard Clan, pop a PM to 'Admin' and they'll add you to the Bloodbeard group, this is neccesary to view the Closed Clan Only Forum.
As it's a work in progress things may seem a lil' empty for now, give the spam monkeys and forum lurkers a few days/weeks and it'll be busy.
Anyways, I hope this helps the Bloodbeard guys and gals and anyone partialy interested in the Clan... if things take off and we get a forum of our own on the Amian forum, I'll just transfer anything of interest or value from the external Bloodbeard Forum to the Amian Bloodbeard Forum.
Joined: 26 Jun 2006 Location: Home of The Royal Navy - Portsmouth, England.
Is there a DM that would be able to join the Bloodbeard forum and mediate between us and the DM team?
Basicly we just need someone from the DM team on the forum to help us if we have a question or to point us in the right direction should we be aiming at goals we shouldnt or couldnt do?
Caution though... must be unafraid of bad language.. I didn't turn on the word censor..
Joined: 11 Nov 2006 Location: A Clean, Well-Lighted Place
Cpt_Metalien_XC wrote:
Is there a DM that would be able to join the Bloodbeard forum and mediate between us and the DM team?
Basicly we just need someone from the DM team on the forum to help us if we have a question or to point us in the right direction should we be aiming at goals we shouldnt or couldnt do?
Caution though... must be unafraid of bad language.. I didn't turn on the word censor..
I have more than enough with staying on top of this forum, and I bet the rest of the Team feel the same way.
_________________ To err is human; to forgive divine, but VENGEANCE IS MINE!
Joined: 26 Jun 2006 Location: Home of The Royal Navy - Portsmouth, England.
I'm not asking a lot, all I'm asking for is a DM to join the forum and advise us if we decide to try and attempt something in game, some things are out of the question.. and realy, I don't see any difference between joining the Bloodbeard forum and checkign a Bloodbeard forum on here if/when we get one..
Example only:::...
Bloodbeard: DM, is it feasable for us to try and get control of the Underport Bar?
DM: I don't think so.. I would advise against it...
Bloodbeard: Alrighty, thanks for the input
....
Not much to ask in my honest opinion... We get told that it's good if we band together and generate RP, but half the time we're unsure or afraid to act on something incase we get so far in and a DM says "Woah.. hold up, you cant do that" .. .having a DM on hand to HELP us and advise us isn't asking for the world, it's just being sensible and getting official notice on certain stuff.
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
Cpt_Metalien_XC wrote:
I'm not asking a lot, all I'm asking for is a DM to join the forum and advise us if we decide to try and attempt something in game, some things are out of the question.. and realy, I don't see any difference between joining the Bloodbeard forum and checkign a Bloodbeard forum on here if/when we get one..
Example only:::...
Bloodbeard: DM, is it feasable for us to try and get control of the Underport Bar?
DM: I don't think so.. I would advise against it...
Bloodbeard: Alrighty, thanks for the input
....
Not much to ask in my honest opinion... We get told that it's good if we band together and generate RP, but half the time we're unsure or afraid to act on something incase we get so far in and a DM says "Woah.. hold up, you cant do that" .. .having a DM on hand to HELP us and advise us isn't asking for the world, it's just being sensible and getting official notice on certain stuff.
Mhmm, also with the kind of group the bloodbeards are, it's probably more essential we have DM advice then not.
Otherwise we shall leave bags of holding filled with excrement in the council chamber. *nods*
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
I'm not asking a lot, all I'm asking for is a DM to join the forum and advise us if we decide to try and attempt something in game, some things are out of the question.. and realy, I don't see any difference between joining the Bloodbeard forum and checkign a Bloodbeard forum on here if/when we get one..
Example only:::...
Bloodbeard: DM, is it feasable for us to try and get control of the Underport Bar?
DM: I don't think so.. I would advise against it...
Bloodbeard: Alrighty, thanks for the input
....
Not much to ask in my honest opinion... We get told that it's good if we band together and generate RP, but half the time we're unsure or afraid to act on something incase we get so far in and a DM says "Woah.. hold up, you cant do that" .. .having a DM on hand to HELP us and advise us isn't asking for the world, it's just being sensible and getting official notice on certain stuff.
Mhmm, also with the kind of group the bloodbeards are, it's probably more essential we have DM advice then not.
Otherwise we shall leave bags of holding filled with excrement in the council chamber. *nods*
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