Animated Music Stand: Difference between revisions

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m (ECHEAUX moved page Music Stand to Animated Music Stand: Moved to reflect capitlization in script name in analyze)
(Created redirect to combine pages. T1 analyze has this as A Music Stand! while T2 analyze has it as Animated Music Stand)
 
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#REDIRECT[[Music Stand]]
{{work-in-progress}}
<table><tr valign="top"><td>
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<!-- This spot reserved for informational blurb for item. Remove as part of copy/paste.-->
{{itemtier <!-- Copy/Paste x #Tier for item as needed. -->
|tier=Tier 1<!-- REQUIRED: Must be entered as Tier # or Tree (Name) -->
|itemsummary={{addmetext}}<!-- Brief explanation of what this tier does, if any. -->
|analyze= <!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. -->
|affinity= <!-- Brief explanation of affinity for that specific tier, if any. -->
|itemverbtable= <!-- Answer YES if there are verbs associated with this tier. If not, leave blank. -->
}}{{itemtier <!-- Copy/Paste x #Tier for item as needed. -->
|tier= Tier 2<!-- REQUIRED: Must be entered as Tier # or Tree (Name) -->
|itemsummary= <!-- Brief explanation of what this tier does, if any. -->
|analyze= Animated Music Stand

You analyze your faenor music stand and sense that the item is largely free from merchant alteration restrictions.

The creator has also provided the following information:
You get the impression that any merchant can alter this stand so long as it remains a music stand.

This is a Tier 2 (of 2) item. Currently you are able to PUSH, PULL, RUB, TAP, and NUDGE your stand. It also has some features on LOOK, DROP, and GET that relate to other people not walking off with the stand or anything on it. It will produce random messaging when dropped, but this messaging can be turned off on TAP or reactivated on NUDGE.

A talented bard might get some information about its history if he/she sings to the stand. Just be aware that it will bond to anyone who loresings it.

Try as you might, you cannot get a good sense of whether or not the stand's pockets could get any deeper, but you might be able to have a talented merchant lighten the faenor music stand for you.<!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. -->
|affinity= <!-- Brief explanation of affinity for that specific tier, if any. -->
|itemverbtable= <!-- Answer YES if there are verbs associated with this tier. If not, leave blank. -->
}}
==Additional Information==
===[[Loresong]]===

<pre{{log2}}>As your voice resonates through the malachite music stand, you become immediately aware of a presence within the stand. The stand is haunted-- but not by a trapped spirit. The spirit within remains voluntarily caged in the stand's physical framework. You detect both pleasure and interest in the spirit as it takes curious note of your song.

When your voice touches the spirit within the stand, it listens to your song for a moment before presenting you with a vision.

An elderly gnomish man works in a lantern-lit room. His brow is creased with concentration as he fits a screw into place on a gleaming music stand and tightens it with a small screwdriver. The screwdriver slips as he is suddenly distracted by a small yellow puppy pouncing on his foot. As if the first brave puppy's move were a single, he is suddenly surrounded by puppies, all sniffing, woofing, licking, and panting. His eyes almost vanish in delighted wrinkles as he laughs at his pets.

Four large dogs sit on the edges of the scene with their tongues lolling out in an amused fashion. Looking up at the largest, the gnome inquires, "Well, Tympani, is it past dinnertime again?" When the wolfhound thumps her tail in agreement, he rises to his feet, smiling all around as he pushes through the fuzzy horde. "Well, then, I'd best feed you, my friends, for there's nothing I love more than music, but there's nothing I love more than you."

He sets the music stand aside in a forest of similar stands on his way out of the room, and you briefly glimpse the very malachite music stand in your hand among them before the workshop fades away and the vision ends.

As you sing again to the stand, the spirit within it listens before giving you another vision. In contrast to the first vision, this is blurry and vague. From the vibrations, you understand that the malachite music stand was not physically present for these events, but they are part of its history all the same.

The gnome stands on stage, proud and straight, as a human kneels to hang a glimmering gold medal about his neck. In one hand, he holds a shining oak flute, and the other cradles a ruby and diamond bracelet of obvious value. Joy shines in his eyes, but the audience's mood is ugly, and the human competitors arrayed to the side glare at him with obvious malice.

The next moments flicker past like a bat swooping in and out of moonlight. As the gnome travels home, he is interrupted by a group of masked human stepping from a building's shadows. They smash his flute, steal the bracelet, score the medal's face into unrecognizability, and leave him face-down in a rubbish heap.

The sadness of the spirit within the music stand surrounds you for a long moment after the vision ends. The spirit aches with sorrow for the gnomish man, and you sense that the spirit innately does not understand why anyone would do such a terrible thing.

You sing to the malachite music stand, and you finish your verse. You sense the spirit's presence and awareness, but a long moment passes before the spirit delivers the next vision. This one is as intense as the last was blurry, and it grips you so powerfully that the sensations and emotions briefly seem like your own.

Brothers and sisters lie in sleepy piles about the floor. You are happy and sleepy, too, though the big ones are a bit restless. It is late for the man to come home, but why worry? He always comes home.

Crunch, crunch, the gravel sounds outside. The good man's feet are little and they don't make such a big sound. New friends! You wiggle, you bounce, you are excited--

WHAM! You cower backward. You are afraid! The four big ones are snarling and bristling-- you knock over some music stands as you scramble for cover. Huge men come inside. They are angry. The four big ones are angry! Suddenly one of the four big ones is down, screaming and writhing, and then another one has fallen, howling his pain. There are long shiny things that are terribly bad. Everything smells of anger and fear. A big hand reaches for you, and you can't escape....

Pain stops.

The vision ends, leaving you reeling.

The spirit within the malachite music stand listens in a subdued way before showing you its next vision.

Battered and bruised, the old gnome hurries through the doorway, but his own pain is forgotten as he sinks to his knees in raw horror. Then he moves from one to another of his pets in a dazed fashion, stroking bloodied fur here, caressing a nose there, crying freely and without shame.

At last, he goes to a hidden drawer, and he takes out a carved wooden flute that looks almost as old as he is. He begins to play, and the music he produces is truly wonderous. At first, his song aches with sorrow, but then it slowly eases through regret toward a soft, tender melody that expresses his unconditional love. From there, the flute soars upward, dancing playfully through notes, and he almost smiles through his tears as he serenades his dead and remembers the good times.

One by one, ghostly forms shimmer into view around him. Some small, some large, the ghosts come and sit around him, surrounding him with their love and support, although he cannot see them.

The vision fades away.

When you finish singing, the spirit brings you back to continue the prior vision.

The old man stops playing, but he looks blindly through the spirits of the dogs and puppies, not able to perceive them. One of the big dogs goes and tries to rub up against him, whining softly, but he is unaware of the wolfhound's presence. The puppies are worried at first, but then grow curious about their new existence, and one of them pounces into the scattered music stands in a botched attempt to jump on another puppy.

The puppy's form dissolves into the music stand. When it jumps to its feet, the music stand jumps up as well, startling the poor gnome severely. Then, another puppy tries the same trick, and third, and a fourth, until he is gaping and amazed as the music stands crowd around him and try to cuddle up to him.

"Can it be?" he asks, in a dazed, wondering tone. "Can it truly be..." Then, he is laughing and patting the music stands and hugging them all, regardless of their metal bodies, as they dance around the room in delight. Only the four grown dogs remain apart, watching in loving pride.

The vision ends.

A cold shiver passes unbidden through your body as you enter this vision. The harmonics tell you distinctly that this is not a place within mortal ken.

Looking much older, now, the gnomish man walks down a path through a snowy wood. The four grown dogs range at his side, each looking as solid and physical as he, and the puppy-possessed music stands bounce along behind.

They come to a gate in the wood, and a black-robed woman bearing a staff of crystal stands before it. "I greet you, and your... entourage," she says. "This is your hour and your time." The gnome bows to her as she opens the gate.

When he starts to walk through the gate, the four older dogs follow willingly, but the music stands hesitate and fall back, jostling worriedly and turning this way and that. The old man hesitates as well, looking unhappy. "Lady," he says, "I've got a bit of a problem. You see, I love them more than music, and I know that they love me, but I don't think they're quite ready to go on through yet, and I know that I am...." Beneath her gaze, he fidgets nervously and falls silent.

The black-robed woman considers him for a moment and nods. "Other arrangements will be made. Their hour is not locked to this hour."

His thanks drifts away into the darkness as he passes through the gate, and the four grown dogs follow behind him, vanishing into the darkness. The music stands mill about uncertainly for a moment, but the woman says to them, "Wait here a moment. One will come for you, and then you will return." Obediently, they pile to the side of the path and settle down to wait.

The vision fades away.

When you finish this verse, the spirit does not present you with a vision. Instead, you sense that it is considering you carefully. Its reply comes not truly in words, but in emotion: "Do you like me? Can we be friends?" you sense it asking. If the answer is no, you need only to set the malachite music stand aside and sing no more, but if the answer is yes, you need to sing again.

When you finish singing, the spirit's giddy joy washes over you in waves. For a moment, you glimpse the outline of a roly-poly puppy wiggling in place of the malachite music stand in your hand, but then all you see is the stand. Still, you sense the connection, and you know that you are now the spirit's chosen person, to be followed, trusted, and loved.

You hear a faint spectral bark, and you feel something like a tongue slurping along the side of your cheek.</pre></td><td>
{{iteminfo
|type=Fluff<!-- REQUIRED: Mechanical or Fluff. -->
|type2= <!-- OPTIONAL: If an item is feature altering, please enter "Feature altering". -->
|itemclass=Miscellaneous <!-- REQUIRED: Valid options are: Armor, Weapon, Clothing, Accessory, Container, Miscellaneous. -->
|itemclass2= <!-- OPTIONAL: If a script can be applied to more than one classification. An example would be scripts that can be applied to clothing and accessories. -->
|itemclass3=
|itemtype= <!-- REQUIRED: What items can this apply to. Up to 8 can be specified. -->
|itemtype2=
|itemtype3=
|itemtype4=
|itemtype5=
|itemtype6=
|itemtype7=
|itemtype8=
|alter=Yes<!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. -->
|ld= <!-- REQUIRED: Is this item able to be lightened or deepened? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. -->
|feature= <!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered -->
|feature2=
|feature3=
|feature4=
|feature5=
|feature6=
|feature7=
|feature8=
|customize= <!-- OPTIONAL: Enter "Yes" if the item is customizable beyond an ALTER. If no, leave blank. -->
|custom= <!-- OPTIONAL: This area is REQUIRED if customization is indicated. Up to 5 customizations can be entered. If the messaging is alterable, simply enter "Verb"-->
|custom2=
|custom3=
|custom4=
|custom5=
|origmerch= <!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If not, leave blank.-->
|releasevenue= <!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. -->
|tiered= <!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. -->
|tiersnumber= <!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). -->
|unlock= <!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked. Valid options are "Merchant" or "Certificate" ONLY. If both, enter at unlock2.-->
|unlock2=
|legendary=Yes<!-- OPTIONAL: Enter "Yes" if the item/script was released/distributed at an auction or was a jackpot prize. Extremely limited release only (3 or less in existence). -->
|demeanor= <!-- OPTIONAL: Enter "Yes" if the item's messaging is affected by DEMEANOR. If no, leave blank. -->
|loresong=Yes <!-- OPTIONAL: Enter "Yes" if the item has a loresong as part of the base script. If no, leave blank. -->
|attune= <!-- OPTIONAL: This area is for indicating if an item attunes. If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken). If there is none, leave blank. -->
|attunement= <!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are "Character" or "Account". Please note, "Temporary attunement" will ALWAYS be "Character". -->
|affinity= <!-- OPTIONAL: Enter "Yes" if the item requires affinity to work. If no, leave blank. -->
|hideable= <!-- OPTIONAL: Enter "Yes" if an item is hideable in inventory. If no, leave blank. -->
|hide= <!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable. This should indicate HOW it hides, whether by a verb or simply by being WORN. -->
|spell= <!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY. Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. -->
|spell2=
|spell3=
|spell4=
|enhancive= <!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY. Answer YES. If no, leave blank. -->
|swap= <!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping. Answer YES. If no, leave blank. -->
|add= <!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item. Answer YES. If no, leave blank. -->
|restrictions=Must remain music stand.<!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with <br>. DO NOT ENTER ON A SEPARATE LINE. -->
}}
</td></tr></table>

Latest revision as of 02:18, 15 November 2022

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