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'''HSN 2002 Releases''' |
'''HSN 2002 Releases''' |
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Latest revision as of 06:34, 11 December 2019
HSN 2002 Releases
Date of Release | Release Name | Release Info |
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05/30/02 | New Magic Preparation Messaging for Each Spell Circle | The Council of Guilds have heard replies about current spell casting methods being too confusing, and too hard to recognize distinct patterns between the Spell Circles. Through long research, the Guild Leaders have finally discovered a way to differentiate between the Spell Circles by redesigning the initial gesture of a spell, and adding uniqueness to each Circle.
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05/30/02 | Expanded Profession Titles |
The Council of Guilds has heard the various pleas and proposals from its membership on the lack of ranking titles for its members, and thus hereby decrees:
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05/30/02 | Merchants Arrive in Wehnimer's Landing |
In celebration of the Landing's survival of the last great battle, and in thanks to those many citizens who contributed time and effort to rebuild the town, the merchants of Elanthia have gathered along the Coastal Cliffs. |
05/30/02 | Cultural Group Selection |
The Great Library of Illistim is in the process of tracing the lineage of various cultures, and seeks help from willing participants of Elanith. They have established a grant to all local governments in order to allow citizens to register their cultural lineage. For those who wish to participate, and register your linage with the Great Library, please seek out your local lineage TITLE clerk. |
06/01/02 | New Area Discovered! | Hearing rumors of treasure unearthed by a recent earthquake in the general area, a purportedly drunken Crugrut lead adventurers and workcrew alike toward the Underground Ruins in the coastal cliffs near Wehnimer's Landing. Digging around, the ragtag band unearthed a new series of chambers deeper underneath the general ruins. Rumors were confirmed when numerous artifacts were taken from the site, and whispers of creatures prowling inside have also reached our ears! Tread carefully if you should explore these caverns! |
06/13/02 | Warrior Guild Announcement |
The Warriors Guild Guildmasters have heard the pleas of their members and have revised their training regimen to include new techniques for teaching feint. Henceforth, diligent warriors should find that their feints are more effective - particularly those warriors who have trained more than 50 times. |
06/13/02 | Zul Logoth Party |
In celebration of their new development, the dwarves of Zul Lugoth have announced they'll throw a party! And what dwarven party isn't without copious amounts of drinking and gambling? The world-reknowned games such as the Conquest Wheel, Pennant Chase, and the ever-popular Dragon Bones will be setup in the caverns, and they invite you to try your luck and your skill and tour the town in the process! Check the calendar for exact times on these events, and remember many a dwarf's motto: Drink, drink, drink! |
06/14/02 | Zul Logoth Grows! |
The dwarves of the settlement of Zul Lugoth are pleased to announce that their hard work on some facets of the town have been completed! They've hired a dutiful clerk that will keep track of all your items should you wish to register them, and have also built a weapons shop for all your destructive needs! Overjoyed by the new improvements, the wandering miner and sweeper are said to be a bit more chatty than they were previously? Are cultural boundaries being broken down? The only way to find out is to go there and see! So, go there! And see! |
06/14/02 | VERBALLY Correct Story! |
We're pleased to share this humorous little story with our readers, which we encourage you to read over very carefully, there are 10 little secrets inside!
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06/14/02 | Honest Merchant or Swindler? |
After much inquisition and pestering of relatives and "close" friends, a comprehensive and eye-opening piece of work has been written about our own pawnshop dealer, Kilron! Delve into his mysterious past, and find out more about this pillar of Wehnimer's economy: Is he an honest merchant or a swindler, is there really that much difference between the two anyway?! You decide! Read all about it here! |
06/20/02 | PLATINUM: DROPPAGE/AREA UNLOAD RESOLUTIONS |
Changes were recently implemented in how the game handles areas unloading and the resulting problems with items left on the ground after a character death. The modifications do not protect items from the janitor, but in the event of disconnection or decay, the areas should not unload in an inappropriate amount of time. Additionally, bards will now be able to loresing to items dropped at death to determine who last held them. |
06/20/02 | SOLHAVEN IMPROVEMENTS |
Solhaven saw the following improvements: Sea Troll's Kitchen, Great House Locker Annexes, new inventory in Slim Jhym's lockpick shop, Public Baths, Cleric's Shop, and Phoen's Temple. |
06/20/02 | MERCANTYLERS' GUILD ANNOUNCEMENT |
The Mercantylers' Guild of Solhaven is proud to announce the opening of the Sea Troll's Kitchen on the North Market Pier and is sponsoring a Seafood Festival to mark the occasion and the opening of other town improvements! |
06/20/02 | KAHLYR'S DILEMMA |
The owner of Kahlyr's Precious Gems in Solhaven reports that a recent shipment to her establishment has been lost! Kahlyr requests that citizens of Solhaven be on the lookout for her lost REAL GEMS, and she offers her thanks to any that can recover them.
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06/21/02 | NEW HERB AND FORAGING SYSTEM |
The new herb and foraging system includes the following new features:
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06/27/02 | THE FESTIVAL OF LUMNIS |
In the month named for the Arkati Lumnis, the elves celebrate in her honor. While all elves prize knowledge and illumination, the Illistim, with their devotion to the task of discovering and documenting all knowledge, hold this holiday in highest regard.
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06/27/02 | BARDS SING LONGER/BETTER THAN EVER BEFORE! |
The Bard Guild would like to announce a few tremendous advances in the art and science of spellsinging.
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06/27/02 - 06/29/02 | ELVEN NATIONS IMPROVEMENTS |
Ta'Illistim residents may enjoy the following improvements to their town: a hat shop, a bridal wear shop, a new pub, an amphitheater and a new observatory. Additionally Sylverraend saw a couple minor improvements (including a trash bin and additional earthnodes.) |
06/27/02 | NEW HISTORICAL TOMES ADDED TO THE LIBRARY AIES! |
The Keepers of the Chronicles are pleased to announce the addition of several new tomes to the Library Aies!
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06/28/02 | PLATINUM: TA'VAALOR TICKET SELLER |
Ever been stuck on the otherside of the DragonSpine Mountains without a portal ticket? Decayed due to a hunting "accident" (yes, your armor was in your cloak, it's ok to admit it)? Feel like it's going to be a longer day than expected? Fear not! The illustrious Chronomage Tiazani in his infinite wisdom decided a new revenue center was needed and opened a ticket seller under the city of Ta'Vaalor. He hopes you will make use of it well, and do remember, it does belong to the chronomages. |
06/29/02 | PLATINUM: Cobbling Warehouse Opens! |
A new warehouse has opened in the Landing on the South Ring Road that offers tools and goods to be used by those interested in the grand and revered skill of cobbling! Yes, you too can now create footwear for both friends and enemies (depending on how much skill you have, of course). This opportunity will soon be available for all to enjoy, so for more information (and to follow the passionate discussions about to ensue) please check out the general GemStone IV forum under AG Skills/Cobbling. Enjoy!! |
07/03/02 | Tales for Human Children |
Dwarves, Giantkin and even Elves will enjoy two quaint tales which Human mothers tell their children before bed. "Zajai and the Butterfly" tells the story of an adventurous little girl lost in the woods. "Iter's Tale" teaches children about the nature of wisdom. |
07/04/02 - 07/06/02 | Teras Isle Improvements |
The Borthuum Company is pleased to announce the arrival of their newly hired cleric, Nagrek. Nagrek will reside in the temple and be able to aid fallen adventurers in regaining life. Stop by and say hello, hopefully before you're dead, to the Isle's newest resident. Garntek, clerical supply expert, is now open for business in a new branch of the Borthuum Company Store. Visit him for all your clerical item needs. The Borthuum Company is said to be extremely pleased with this new addition to their store. The scent of baked goods once again emanates from the Rising Tart bakery. The new proprietor recently stated that he is the best baker in all the lands. Visit Grotolek's establishment on Krodera Street today! The newly constructed meeting hall on Mithril Way is open for citizens and visitors to the Isle to gather and discuss important and unimportant matters. The opening will be marked by a speech contest to be held at 10 PM Elven tonight. Come one! Come all! Impress the dwarves with your oratory skills or be laughed at....or worse. |
07/04/02 | New Society verb |
A new verb, SOCIETY, displays society rank, current abilities, and other information related to societies. |
07/04/02 | Borthuum Company Announcement |
Join the dwarves of Teras Isle as they open new shops and a meeting hall! Come by and congratulate the hard working dwarves of the Ragnak clan that have spent long days building these grand new additions to the Isle. Drinks and food will be served in the hall during it's opening Saturday night. Expect contests and more! |
07/06/02 | New Roleplaying Verb |
A new roleplaying command, WARBLE, was released. |
07/11/02 | River's Rest Celebration |
The town of River's Rest will be hosting a small, informal party beginning tonight (Niiman, the 11th day of Koaratos) at and lasting through the weekend. A little shopping, a few games, perhaps a story or two, perhaps something unexpected... all done in the sleepy (some would say eccentric) River's Rest style. So come to River's Rest and be welcome. And if you forget to bring the five silvers demanded by the drawbridge guard... don't worry. I hear she's a prime target for pickpockets. |
07/11/02 | Player Features! |
Local governments in all towns have been sent a warning by the Merchant's Guild Association about a band of outlawed merchants seen again recently in various towns. Said merchants are responsible for terrible mutilations, and disfigurement of their customers. The Merchant's Guild Association is issuing a formal warning to any and all who might encounter these butchers: They are known to deal in the trade of extraneous body parts, and hawk them off as things to be bought, going so far as to implant them in their would-be customers in a most excruciating and certainly unhealthy manner! Let it be known that the Guild is not associated with these cretins, nor the suffering they would seek to inflict on those desperate enough to change their own appearance in such a grisly manner |
07/12/02 | Myths and Legends |
Throughout the many centuries, heroes rise and fall, stories become legends as they'restretched as far as the imagination can reach. To some, those tales have become the groundwork for a plethora of fairytales and myths, while to others they are nothing more than tall tales told to little children in the dark hours of the night. |
07/13/02 | Two Helpful command | Two helpful commands were released this weekend. The first, VOTE, allows players in game to collect the opinions of others in the room at any time. The second, ANALYZE, allows players to check their scripted items to see if their items are approved for alterations. |
07/14/02 | Jungle Uncovered Near River's Rest |
The search for several citizens kidnapped by flying eagles, resulted in the discovery of a new hunting area near River's Rest. Inhabiting the jungle were two newly discovered creatures: a jungle troll, and a jungle troll chieftain. |
07/18/02 | A Cure for What Ails Ya |
This week we offer upgrades to Empathic Focus (1106), Empathic Rage (1109), TRANSFER, (including TRANSFER ANY), Empathy (1108) and Heal I (1101). There may be additional improvements released as well. See the Empath Category of the GemStone Message Boards for more information. |
07/18/02 | A Little Taste of Culture |
The halflings of Icemule Trace invite you to their town to celebrate the arrival of their cousins from the Shirelands! A small caravan of merchants and storytellers has arrived, bearing with them a selection of traditional handicrafts as well as tales from history and legend. Be sure to visit the party tent near Town Center for a little taste of authentic halfling cuisine! |
07/19/02 | Halfling History |
Please come to Icemule Trace on the Day of the Huntress, 19 Koaratos, at 9:30 p.m. elven, at which time the famed Mhoragian halfling bard Sahaegin Dughn will share her stories, myths, and legends from halfling history with the assembled crowd. The storytelling will take place in the ger erected near Town Center. |
07/20/02 | Icemule Trace Announcements |
The citizens of Icemule Trace are pleased to announce the birth of a healthy chick to two of its resident penguins. Residents and visitors alike are asked kindly to refrain from poisoning this one. The merchant's guild of Icemule Trace is delighted to announce that Wiggim Carmentoes has finished her dinner and decided to re-open her stand! Please stop by to peruse her inventory, which includes a wide variety of fascinating items. Of particular note (especially perhaps to magic-users who train in the use of one-handed blunt weapons) is the fine selection of shortstaffs now available for sale. |
07/21/02 | Familiar Update |
The Wizard Council has recently been studying the details of the Call Familiar spell (920) and a few techniques have been learned that should improve the link between wizards and their familiars. Those interested in the details should contact a council member. However, wizards may notice some of the improvements immediately. Here are a few of the results from this update: Familiars should no longer be seen with two descriptions. They should no longer get stuck when you become separated in different Realms. When recasting, wizards will find the duration refreshes in a more standard and reliable fashion. These improvements and more! Contact your local guild and ask a council member for further details. |
07/25/02 | Wehnimer's Landing Celebrates |
In celebration of the survival and resilience of Wehnimer's Landing in face of adversity and grave consequences, the local township has thrown a party due in no small part to the massive rebuilding effort undertaken by many of its citizens. Drinks and revelry will be available throughout the weekend, and many merchants have been rumoured to be heading toward the small town to join in the festivities! |
07/25/02 | Long awaited Age Update! |
The town halls in major cities are sending out an urgent call to its citizens. Due to an accidental release of locusts in the Records Department by an ex-employee, documents regarding the birth of all citizens have been consumed. As such, the town hall requests all those who were born and still living to seek out the AGE recording clerk in the Records Department to verify current age and date of birth. Should you be dead, and beyond the Ebon Gate, please disregard this missive. Thank you, Records Department |
07/26/02 | Cleric Guilds |
The Guild of Clerics has established formal branches in all towns on the western side of the Dragonspine Mountains. The representatives of the Guild invite all who seek the knowledge of the greater powers in Elanthia to visit and explore, and for all Clerics to henceforth report to the halls for initiation and enlightenment. |
07/26/02 | Elementals Revealed! |
Lord Ulithian Feras and Lord Isymir Ril-Galad have collaborated to bring clarity to the realm of Elementals - the Children of the Planes. This work is now available in most institutions of good-standing repute. They invite you to unravel the long-clouded mystery to these beings, and to enjoy the fruits of their research. |
08/01/02 | Zul Logoth Improvements! |
To celebrate the timely demise of the Troll Diplomat and the discovery of the Troll Burial Grounds hunting area, the residents of Zul Logoth and Clan Leader Wynoza invite everyone to a weekend of drinking and revelry. Be sure to visit the new chocolate shop and your Great House locker annexes, as well as the visiting merchants! |
08/01/02 | CHARACTER MANAGER UPDATES |
The character manager is being updated to reflect the recent changes to features and character ages. This version includes handling of cultural history selection, expanded feature selection and age selection for new characters. If you're rolling up a new character you'll notice something a bit different with the age menu. Instead of typing in the number of your choice you must use the verb SELECT to input the number. Example: SELECT 234 Comments, concerns and questions should be posted in the Forums, under the Character Manager topic located in the Strategies, Tactics, and Hunting category. |
08/01/02 | DEMEANOR | In the world of GemStone there are five basic ways in which to project one's demeanor. They are: Cold, Reserved, Neutral, Friendly, and Warm.
To change your attitude, type DEMEANOR <attitude>. Typing DEMEANOR by itself will give you your available options. You can tell what someone else's demeanor is (provided they are visible and in the same room) with DEMEANOR <player>. In general, having a Cold or Reserved demeanor will prevent others from making a friendly action towards you. Being Neutral or warmer will allow the action; just how close or friendly the other person can get is based on just how nice you are. Neutral actions, for the most part, allow the action to be performed but without an active response from the target. Actions that are friendly or warm, however, are either more close and personal or involve some sort of reciprocation on the part of the target. Spousal checks will happen before demeanor checks, allowing married couples to circumvent the normal demeanor restrictions. Friends are exceptions. The BEFRIEND verb allows you to view your friends, gain a new friend, or get rid of your friends. Type BEFRIEND for usage. When one of your friends attempts to interact with you, your apparent demeanor is increased by two steps. So if you are Reserved to strangers, you become Friendly with friends. When checking your BEFRIEND list, you will be able to tell if someone is in the lands or not. If a person on that list also lists you on their BEFRIEND list, then you may get a general idea of where that person is ("around Wehnimer's Landing" for example). This will not always work, depending on where that person is and the conditions in the area. The following commands have been modified for use with Demeanor. More will be added as time goes by: Tend Tickle Cuddle Pull Unwrap Touch Kiss Bounce Transfer Lean Flirt Attend Snuggle Eat Rub Punish Greet Lick Shake Hug Smooch |
08/09/02 | Rogue Gambits |
Rogue Gambits is a series of tricks and skills ranging from acrobatics to sleight-of-hand, and more! Amaze your friends! Confound your enemies! Join the circus! Now being taught at a Rogue Guild near you! |
08/11/02 | Bard Guilds |
An ancient curse born of a long-dead mage's revenge was lifted this evening when the elder bardess Gildana led a troupe of adventurers in search of five instruments of unparalleled craftsmanship, which had been scattered throughout the lands west of the Dragonspine mountains. Gildana spent many years in research of the means to the curse's negation, the undoing of which revealed the previously concealed entrances into a number of guild halls once filled with artists, musicians, poets and battle-trained veterans. Dusty stages and silent taverns which have stood unused these many years have been polished and stocked to serve as both meeting place and performance hall for a new generation of bards. Bard Guilds are currently open in the towns of Wehnimer's Landing, Icemule Trace, Kharam Dzu, River's Rest, and Solhaven. |
08/11/02 | Solhaven: South 'Haven Expansion |
Tired of walking around and getting your boots all muddied? Come down to South 'Haven and let your troubles drift away on a relaxing trip across the bay on your very own rowboat! Look on various docks for crewman renting their vessels out for a day; see the sights of Solhaven Bay as you never have before! Take a very piece of the ocean with you and try your luck at catching lobsters! While you're visiting make sure to drop by the new Andelas, Eorgina, Goseana, Niima and Lumnis temples. Adventurers aligned with the other members of the Arkati need not be alarmed: there are a number of other locations dedicated to the remaining Arkati. For those adventurers without spiritual leanings (or interest in seafood!), the streets of South 'Haven are lined with a variety of new shops, including Faeilythe's Fashions, for your perusal. |
08/14/02 | PIERCING GAZE (416) IMPROVEMENT |
The spell Piercing Gaze (416) has been updated. The modification will provide a chance for the caster to spot traps. |
08/14/02 | The Skull Temple |
Deep within the DragonSpine mountains a temple, carved out of living rock in the shape of a skull, has been rediscovered. What strange rites have been practiced within, and what dangers await you now? Explore the forest, the mountain trails, and the dark temple itself, and stay alert for traps, tricks, and puzzles of all kinds! New hunting creatures available in the 10-24 and 93-103 range, including: hunch-backed dogmatists, emaciated hierophants, muscular supplicants, farlooks, lesser griffins, snow leopards, mountain goats, giant weasels, warthogs, banded rattlesnakes, yeti, grifflets, storm griffins, bighorn sheep. |
08/15/02 | COL moves to Ta'Vaalor and Solhaven |
Beatings, assassinations and strongarm tactics abound! No, it's not SimuCon. All of these were indicators of change for the feared COL. The organization's Wehnimer's Landing chapter, recently becoming a bit too high profile for superiors, has been dissolved, dissected and relocated. Officials within the organization say that anyone who has a problem with this need only step up and say so. |
08/15/02 | Celebrate in Siren's Wood |
Shops, merchants, raffles, events and more. Come celebrate the Hot Summer Nights in Ta'Vaalor's Siren's Wood. |
08/15/02 | Ta'Vaalor Improvements |
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08/15/02 | NEW COMMANDS - EXPRESS, SPRINKLE AND PURR |
Two new commands, EXPRESS and SPRINKLE, are now available for your roleplaying enjoyment. Some of you may express concern at the possibility of being sprinkled with a liquid such as a beverage. On the other hand, some of you may express joy. Due to popular demand, you suddenly find yourself able to make a PURRing sound. Warning: You are still not a cat. |
08/15/02 | The History of the Dhe'nar |
Over 50,000 years of hardship have scarred the Dhe'nar, forging and twisting their ancient beliefs into what they are now. Time has convinced them that the other races are inferior; nothing more than pawns to be used to their own ends. What events shaped the Dhe'nar into the elitists we know today? Read and find out ... |
08/17/02 | New Instrument Class |
Stringed instruments have found their way to Ta'Vaalor! Visit Eiladar's shop in the Siren's Wood, southeast of the city, and enjoy the fine selection of harps, zithers, and lyres. Additions to the permanent instrument shops will be made in the coming weeks! |
08/22/02 | The Moons of Elanthia |
Elanthia has four moons: Tilaok (The Flamedancer), Liabo (The Second Sun), Lornon (The Faceless), and the least of the moons, Makiri. Learn all about them in this document. |
08/22/02 | TONE AND SAY IMPROVEMENTS |
The new verb, TONE, is now available for use. Use of this verb will affect the tone you use when you SAY things. If you set your tone to 'sarcastic', for example, you will say everything sarcastically. There are currently more than 50 different tones you can use. Usage: TONE <tone #> TONE <description> Example: TONE 3 TONE happy Would show: Llearyn says happily, "Hi." POSSIBLE TONES 1. none 2. abrupt 3. accusing 4. amused 5. angry 6. anxious 7. appreciative 8. approving 9. argumentative 10. arrogant 11. bashful 12. calm 13. careful 14. cautious 15. cheerful 16. clear 17. cold 18. condescending 19. confident 20. confused 21. coy 22. cryptic 23. dark 24. deep 25. disapproving 26. dismissive 27. dreamy 28. dubious 29. emphatic 30. encouraging 31. exasperated 32. excited 33. firm 34. flirtatious 35. frustrated 36. gleeful 37. grateful 38. grave 39. greedy 40. grim 41. grumpy 42. happy 43. harsh 44. haughty 45. hesitant 46. hopeful 47. innocent 48. joking 49. jubilant 50. knowing 51. meek 52. melodic 53. menacing 54. merry 55. mocking 56. monotonous 57. mournful 58. mysterious 59. nervous 60. patient 61. pedantic 62. playful 63. proud 64. quick 65. quiet 66. regretful 67. remorseful 68. rude 69. sad 70. sarcastic 71. seductive 72. serene 73. sheepish 74. skeptical 75. sleepy 76. slow 77. sly 78. smug 79. soft 80. somber 81. spiteful 82. squeaky 83. stern 84. stupid 85. sweet 86. tactful 87. teasing 88. tender 89. terse 90. thoughtful 91. tired 92. understanding 93. uneasy 94. warm 95. wary 96. weak 97. weary 98. wistful 99. worrid 100. wry The SAY (' and ") verb now has added functionality. The SAY verb has the functionality to manually override your TONE settings. For instance, if your TONE is set to 'happy', you will normally say things happily. However, if you happen to be upset at someone, you can use the SAY verb to override it by typing a colon in front of one of the words from TONE LIST. Example: SAY :ANGRY I hate you. Would show: You say angrily, "I hate you" The next thing you SAY will again default back to your normal TONE unless you happen to override it again. The colon followed by the overriding TONE MUST be the first thing you type after the SAY verb itself. Type SAY alone for instructions. SAY also has support for SOME emoticons as well. So you can type what you want to say, and have an emoticon such as :) or :( at the end of the text and the system will interpret that and override your TONE appropriately. Example: SAY I'm so sad :( Would show: You say sadly, "I'm so sad" The next thing you SAY will again default back to your normal TONE unless you override it again. The following is a list of emoticons supported by SAY:
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08/22/02 | CURSE UPDATE |
The Sorcerer Guildmasters would like to announce their breakthrough with the Curse spell. Recent research has drawn more potential from the spell, allowing Sorcerers to cast every conceivable form of curse known to date. Furthermore, the research has also unleashed a brand new curse, one that surrounds the victim with an eroding mist. For a total of six curses. Sorcerers will now be able to handle and manipulate objects of their own cursing instead of becoming helplessly entangled in their own spell, and Sorcerers can implant objects with specific curses for more effective traps. Finally, the Guildmasters have stated that successful curse removal now depends upon the strength of the removal effort vs the strength of the one placing the curse. |
08/23/02 | AS ELANTHIA TURNS... |
Have you become bored watching the sun set at the same time every night? Summer days seem just a bit too short to you? Apparently, while stuttering and mispronouncing a few magic words in an incantation, the mages Alazne and Gwilthain caused the planet to shift slightly to a permanent tilt. This release involves a modification to the length of daylight hours. Days will be longer in the summer and shorter in the winter, with solstices and equinoxes where appropriate. |
08/24/02 | River's Rest PickleFest |
This weekend the residents of River's Rest celebrated PickleFest in honor of the new areas released in town. The new areas included Moomph's Picklesmith, a watchtower and a river walk. |
08/29/02 - 9/1/02 | TERAS ISLE IMPROVEMENTS |
THURL'S LEAF AND DRINK OPENS: After being closed for far too many seasons, proprietor Thurl has decided (finally) to open his establishment to meet the tobacco needs of Teras Isle's many inhabitants. Just follow the smoke to the corner of Citrine and Gold Streets. TERAS ALCHEMIST THISTLEBERRY CHANGES STOCK: Alchemist Thistleberry has received a large shipment of the Smelly potion many customers have been asking for. Stop by and stock up before he runs out again! GARNTEK'S CLERICAL SUPPLY ADDS NEW STOCK: Garntek has received a shipment of several items to assist clerics in their duties. Many ceremonial aids are included in the new stock to enhance religious ceremonies. Visit Garntek and show your appreciation for his efforts to meet the needs of his clients! FORGING NOW AVAILABLE ON TERAS: As part of the town improvements on Teras Isle, the forging workshops and supply shop have opened north off of Glaes Street in the eastern part of town. MARIENNA'S MILLINERY OPENING ON TERAS ISLE: Marienna's Millinery has opened on Aquamarine Avenue. Come browse her fine selection of the newest tropical fashions on Teras Isle. |
08/30/02 | Elemental Detection Update |
The spell Elemental Detection (405) has been updated. It should now reflect the description given in the Spell books, and a few extras too. The most useful update will be the additional information this spell provides when cast at enchanting projects that are in progress or tempered. Don't forget to cast 405 before enchanting! :) 08/30/02 Enchanting Returns to GemStone Prime After an endless amount of research, countless hours of tedious work into the wee hours of the night, and frustrating set backs, the Wizard Guild has finally provided a means of Enchanting again. However, it does come at great risk! The Guild would like to thank all the people out there who supported them during this difficult time. Without their help, and the assistance, and items they provided, it is widely believed Enchant would have been lost to us forever. Due to your efforts the Guild has managed to formulate potions that will once more allow Wizards to successfully enchant items! This will require learning new methods, but some may find it well worth the effort. For those eager and brave enough to try, there are potions available at your local guild hall. Read our Notes on Enchant for details on how enchant works! |
9/1/02 | IMPORTANT NEWS REGARDING TRAPS |
As the denizens of Elanthia's wilds become more devious, new and deadlier traps have begun to appear! Keep your eyes peeled! Additionally, local law enforcement has decreed that the detonation of certain traps within their jurisdiction shall be cause for a trip to the slammer! |
9/1/02 | LOCKSMITH GUILD ANNOUNCES DISARMING TOOLS |
Tired of being forced to dirty their hands with mud like a common ditchdigger, local locksmiths have begun to sell disarming kits. Each kit contains various implements bound to be useful to anyone from a dabbler to a grandmaster! See your local purveyor of locksmith tools for yours today! You might have a hard time getting by without it. |
9/2/02 | IMPROVEMENTS TO WARRIOR DISARM |
After much research, the Guildmasters of the Warrior Guilds of Elanthia have devised a new technique for the DISARM skill. Warriors who have mastered the skill will now be able to disarm using their empty right hand. For further discussion, please read the Warrior Guild message boards. |
9/4/02 | PRIME: THE ART OF... |
Cobbling! A congregation of artisans have set up shop Wehnimer's Landing and are currently teaching the ways of how to fashion footwear fashionably! Visit the warehouse on East Ring road and become a craftsmen of fame and renown! Or simply save your silvers and make make your own shoes! Cobbling is here to stay! |
9/5/02 - 9/6/02 | ICEMULE TEMPLE FUNDING CRISIS |
Following the discovery of structural flaws in the glacial ice, the great temple of the Arkati in Icemule Trace has been closed for repair, renovation, and expansion. Due to some inevitable budgeting shortfalls, the funds necessary to pay the workmen and re-open the temple are lacking. The temple staff has begun to solicit donations from adventurers and merchants alike, but we invite the faithful to visit Icemule, where some items of great value will be RAFFLED to raise the necessary funds. TIBBO'S RAFFLES The famed merchant Tibbo is sponsoring raffles throughout the Day of the Huntress, 6 Imaerasta, outside the Clovertooth Hall in Icemule Trace. All proceeds will go to the Temple Renovations Fund, so dig deep into your pockets for this good cause. You might just walk away a winner of one of dozens of fabulous prizes! DRAGONBONES The Deans of the Temple of the Arkati are pleased to announce a game of DragonBones, to begin around 9 p.m. in the Town Center of Icemule Trace, with all proceeds going to benefit the Temple Renovations Fund! We encourage the faithful to join our noble patron Ninmah for an evening of fun and excitement--the best of all possible causes! |
9/5/02 | BIND, FRENZY, & INTERFERENCE ENHANCEMENTS |
After months of tedious research, the Empath and Cleric guildmasters rejoice in newfound abilities contained within their mastery of major spirit casting. The most improved of all spells, Interference, has undergone a complete transformation. Due to the tireless efforts of the researchers, the spell's ability to decrease the offensive effectiveness of a target has increased. Along with this new boon, a few side effects of the magical essence have been discovered. The target's ability to defend certain types of incoming attacks has been lessened somewhat. Researchers have discovered that the spirits also appear to hamper the casting effort of certain types of creatures, having no ill effects on creatures with natural casting ability, however. Finally, because of the enhanced spiritual magic, the target's defensive warding of the spell has been lessened somewhat. Along with the improvements to Interference, Bind and Frenzy have seen improvements to their magical essence. A target's ability to ward off Frenzy has been hampered somewhat with the new concentration of magic contained with the spell. The ability of a target to ward off Bind remains the same on its own. However, if the target is already beset by spirits Interfering with its actions, it is more difficult to defend against a cast of Bind, as the spirits called to Bind the unfortunate victim are already present and Interfering. |
9/5/02 | Three New Tales |
What will become of the young ranger who inadvertly disrupts the balance of nature? How can someone pass himself off as a mystical diviner and successfully get away with it? How will a young halfling prove her character? Prepare yourself to be delighted and intrigued as you follow the magical transformations of body, mind and spirit that occur within three new tales. One, a Halfling legend: Philomaera: A Tale of the Goating, and two new Human tales: The Fenvaoks' Gift and The Great Diviner. |
9/6/02 | NEW SHOPS OPEN IN ZUL LOGOTH! |
Clan Leader Wynoza announced the opening of two new shops in Zul Logoth! Please stop by Warewic, Warewic & Mastil, Meat Importers and Marcketel Mushroom Exporters and sample their wares. |
9/6/02 | GRAND REOPENING OF THE ICEMULE TEMPLE |
Thanks to the overwhelming generosity of the citizens of Icemule, together with a timely gift from our halfling brethren in the Shirelands, the Temple Deans are proud to announce the Grand Reopening of the Temple of the Arkati in Icemule Trace! Come visit the grand structure, restored to all of its original glory - and more! Join with the other faithful of your sect in reconsecrating the altars, or pick up those ceremonial items in one of our many kiosks. Open this weekend only is the Temple Staff Lounge, which offers for sale some very special prayer beads. |
9/12/02 | NON-CORPOREAL UNDEAD CRITICAL MESSAGING |
Non-corporeal undead creatures (those without physical bodies) will now feature critical messages when struck in combat with weapons and certain spells. This change will only affect the messaging during combat. |
09/14/02 | MAJOR ELEMENTAL WAVE (435) |
The Consortium of Magic Guilds assigned a team to investigate and identify the hereto theoretically possible but unproven properties of the Elemental Wave spell. After many months of research the team was prepared to admit defeat that it couldn't unlock the further mysteries of the spell. Then when they were preparing the last test, by happenstance an apprentice accidentally knocked a tincture of pure mana into the spell potion and proceeded to knock the potion to the floor igniting the wave. In the resulting elemental wave, massive energies were given off, killing all within the laboratory. Only due to the foresight of an off-site Sorceress and Wizard acting as remote observers with a sorceror eye and a familiar was anything possible to be reconstructed. Prior to the eye and familiar being killed, they were able to observe the last moments of the laboratory and provide the details necessary to recreate the massive outflow of energy upon a target as the elemental wave strikes it. With this knowledge, it is now known that increasing the energy invested in the casting of the wave can cause the wave as it strikes a target to release a portion of that energy into the target causing damage and possible death. Full control of the resulting energy release is not yet viable but the Consortium is confident enough in what they do know to release the information necessary for the more powerful elementalists to be able to cast the spell they have termed Major Elemental Wave. |
09/19/02 | The History of the Half-Elves |
Their courage and independence forms within a crucible of age-old prejudice and unjust Imperial law. Their spirit arises through unique challenges in family and communal relations. A race of outsiders, a race of heroes. Read all about them today! 09/19/02 The History of the Dwarves Craftsmen and warriors, dwarves are known for their hardiness and courage. Now read of some of the events that shaped this race into what it is today. Read all about them today! |
09/20/02 - 09/23/02 | River's Rest Improvements |
Krolvin Slavers made a lightning raid on the island of River's Rest. During the raid, the Krolvin succeeded in destroying the magical portal connecting River's Rest to the Landing. Several people were captured as slaves and taken aboard a slave ship. As the ship set sail, however, the luck of the Krolvin changed. Their ship ran aground on the mainland north of River's Rest, and their prisoners escaped... only to find themselves in a strange and dangerous new territory. River's Rest now has the following features available:
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9/23/02 | TA'VAALOR CLERIC GUILD OPENS |
Discussions with the Vaalorian elves have been fruitful for representatives of the Guild. As such, a formal branch of the Cleric Guild has been established in the eastern side of the world, within the fortress city of Ta'Vaalor. Its doors are open to all who would seek to learn the lessons of the elven Patrons. |
9/25/02 | Deity Alignment |
A new verb, CONVERT, has been released in conjunction with changes to cleric spell 302. Using this verb, a person may align themselves with their chosen deity. This is especially important for clerics, whose spells may be affected by the deity they choose to ally themselves with. For the time being spell 302 is the only spell affected by deity alignment. Warning: For the time being, alignment may only be selected once. Do so with care. |
9/25/02 | NEW SPELL 302 REVEALED (SMITE/BANE) |
After years of study, the Clergy has found a way to tap into their connection with the deities of the lands on greater levels. The initial result of this bond is the transformation of the mainstay spell for clerics, repel undead. Depending on the deity of worship, the Cleric will now receive the spell of Smite or Bane. Lost is the once predictable shattering of the undead's host form to dust on a successful warding. The spell now inflicts damage onto a hosts body, both living and undead, with plasma flares that induce further harm. Smite's effectiveness leans toward the old ways of the Clerics. It is a very powerful spell to be used upon the undead. Bane's effectiveness leans toward a darkened path of sorcery, and its power lies in harming the living. Contained within both versions of the spell is the mastery of mana infusion. If a Cleric is skilled enough in the arts of mana channeling, there is a chance he/she may be able to infuse more mana into the cast of Smite/Bane amplifying the damage considerably. Also, both spells still harbor the ability to instantly kill a target, but to a much lower degree than before. All Clerics will come into the realm with a default version of Smite, that only works on the undead. When a Cleric is confident enough in their beliefs, they may align themselves to their deity by CONVERTing their faith to that being. After this alignment, they will receive either Bane or Smite with the full benefits those spells provide. Mana cost are based upon the target's level divided by twelve for a base cost. Mana costs can than increased based upon mana infusion, casting Smite on Living or Bane on Undead, and other hidden factors. For the most part, Clerics will find the cost to hold true to target level/12. |
9/27/02 | BEAT SOMEONE UP: CHALLENGE AND WARN |
CHALLENGE Catch some rogue stealing from you? Inclined to make an example of a Krolvin spy? Introducing...CHALLENGE! Challenge is a system for one-on-one combat that allows players to clearly establish a 'paper trail' of consent, avoiding those tacky policy issues which so often spring up around player conflicts. A challenge has four different resolutions to choose from: Blood: Challenge ends at first blood. Stun: Challenge ends when one combatant is stunned. Pain: The challenge ends when one of the combatants falls below 30% of their total health. Death: Challenge ends when one of the combatants is dead. Of course, there should be a reason for two upstanding citizens to be beating on each other, so one of the following must be specified: Honor: Your honor was violated by your opponent and you seek satisfaction. Murder: You or a friend were murdered recently. Justice: You seek justice for crimes commited against yourself or others. Theft: You seek justice for a theft you have witnessed. Contest: You wish to engage in a duel of skills. Honor, Justice, and a simple contest are effectively the same, merely different roleplaying choices. Theft and murder are different, in that you cannot issue such a charge lightly. You must have tangible proof of the crime. However, unlike charges of honor, justice or contest, the accused cannot decline a valid challenge for murder or theft. If you'll notice, several of the charges above mention a third party. It is possible to act as a proxy on someone's behalf when the charge is one of honor, murder, or justice. The champion must be of a similar level to the accused. By default, all players will refuse all challenges. To issue a challenge, you must first type CHALLENGE ON. This allows you to both issue and receive challenges. CHALLENGE OFF will prevent it. CHALLENGE <player> <rules> <reason> [on behalf of] The system is documented rather fully in the game, and we encourage you to read it by typing CHALLENGE. WARN Typing WARN by itself will give you information on the verb, but here's a brief rundown. This is not a method for players to issue official warnings to other players. WARN is at its most basic an RP verb like any other, but it has specific functionality as well. Typing WARN <player> followed by either COMBAT, HARASSMENT, or INTERACTION will create a record of this communication to both players' logs. Example: WARN Krystic INTERACTION. These options message only the two players involved, not those around them. If you WARN <player> of COMBAT, that player will have the opportunity to ACKNOWLEDGE WARNING or DECLINE WARNING, to indicate whether or not they are agreeable to a little bit of good ol' in-character roleplayed CvC. An acknowledged warning allows either player to issue a challenge to the other within the next hour which will be automatically accepted. This, too, will only message the two players involved, suppressing the normal CHALLENGE messaging. We STRONGLY ENCOURAGE you to read the documention provided by typing each verb by itself, before engaging in challenges. If you whack someone in town, the constable doesn't care how prearranged it was. |
9/27/02 | MALWITH INN OPENS SUITES TO PUBLIC! |
Malwith, owner and operator of Malwith Inn in Ta'Vaalor, has announced the opening of two new suites in the upstairs area of his inn. Each suite is complete with a bath and bedroom. Stop by and enjoy Malwith's renowned hospitality! |
9/28/02 | SORCERER GUILDS OF ELANTHIA OPEN UP SHOP |
The Sorcery Guild Council of Elanthia is pleased to announce that the guilds now house shops within their walls that carry a small selection of wares that the guild believes practitioners of sorcery will find useful. The guilds have assured the press that only a minimal loss of life was caused trying to conjure some of the items. Enjoy! |
9/28/02 | ANIMAL COMPANION RELEASED! |
Rangers around Elanthia have noticed new found abilities in communicating with animals in the wilds. Some rangers have reported befriending these animals and gaining a new companion in their adventures. |
9/29/02 | ELANTHIAN EYESIGHT IMPROVED! |
The pall of nearsightedness that has heretofore prevented the residents of Elanthia from noticing things which should be obvious even to a half-witted cave gnome has finally been lifted! You will now find yourself able to INSPECT the glorious details of many things people are wearing, such as the elaborate murals painted on everyone's cloaks, belt buckles, or boot-straps. Tailors, blacksmiths, and merchants are also rejoicing at the ability to notice more obvious information about many items. (NOTE: Breakage figures will no longer spoil the beauty of your item's description when you LOOK, but will require ASSESSing.) |
9/29/02 | MOONLIGHT IN WEHNIMER'S |
In addition to the improvements made to the appearance of the town streets some weeks ago, the atmosphere of the old town of Wehnimer's Landing has now been improved with lamplit streets and moonlight after dark. The eternally brightly lit streets of yore have been replaced with night breezes, wharf rats and dark water to improve the after-dark ambiance! |
9/29/02 | REGISTRARS IN ELVEN NATIONS CITIES! |
Registrars are now open for business in the cities of Ta'Illistim and Ta'Vaalor. Register your prized possessions in the comfort and safety of the elven cities! Registration of an item should not be construed as an insurance policy of any type, nor is it proof of ownership. It simply establishes a detailed record of the item, and that it was at one time in the possession of the person who paid for the registration. At the low, low fee of only 10 silvers, isn't it worth establishing a record of your item? We thought so! |
9/30/02 | LUNACY! |
Many folks have suggested the recent bouts of insanity may be directly related to the phases and positioning of our moons. Astronomers and astrologers have claimed this simple fact for ages, but it has only recently become apparent to the layperson when and where these heavenly bodies drift in their cosmic dance through the heavens. So, if you are wondering why that empath is off his rocker, or when that wily bard will finally go berserk, take a LOOK up at our moons of LORNON, LIABO, and TILAOK and track them through the night sky. We now track the moons through the night skies of Elanthia. Type LOOK <LORNON, LIABO, TILAOK> during the night to view them. |
9/30/02 | MEETING HALL EXPANDS ON TERAS!! |
Kanzar Ragnak announces the completion of the Teras Isle Meeting Hall. Four meeting rooms are now available for rent in the facility. The Borthuum Clan urges you to stop by and visit the newest service offered on the Isle. |
9/30/02 | WARCRY IMPROVEMENTS |
After weeks and weeks of practice, and untold tankards of ale to soothe their throats, the Guildmasters of the Warrior Guild are pleased to announce an improvement has been made to the morale boosting warcries. Previously, the warcries only lasted one minute, but with practice and a commanding presence warriors will now find the cries lasting several times longer. *Note* This added length will prove more stressful on the vocal cords by an appropriate amount. Additionally the warcries will no longer be affected by the spells of heroism or bravery and may be done in rooms where magic cannot be cast. |
9/30/02 | Solhaven Hunting Areas |
Two new hunting areas, the Ruined Village and the Outlands, were released in Solhaven last night, complete with new creatures.
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10/1/02 | WARSALUTE |
Hot Summer Nights continues with the release of Warsalute! Warriors, have you ever wanted to do a different salute? Feeling chivalrous or maybe a bit barbaric? Warsalute is the answer you seek. Just type WARSALUTE for usage in game. |