Symbol of Seeking: Difference between revisions
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[[Category:Order of Voln]] |
[[Category:Order of Voln]] |
Revision as of 00:00, 10 June 2015
Order of Voln - edit | ||||
---|---|---|---|---|
Documentation | ||||
Voln, the Great Spirit | ||||
The History of the Order of Voln | ||||
Mechanics | ||||
Favor | Undead | |||
Scripts | ||||
Voln armor | ||||
Symbols | ||||
1. | Recognition | 2. | Blessing | |
3. | Thought | 4. | Diminishment | |
5. | Courage | 6. | Protection | |
7. | Submission | 8. | Kai's Strike | |
9. | Holiness | 10. | Recall | |
11. | Sleep | 12. | Transcendence | |
13. | Mana | 14. | Sight | |
15. | Retribution | 16. | Supremacy | |
17. | Restoration | 18. | Need | |
19. | Renewal | 20. | Disruption | |
21. | Kai's Smite | 22. | Turning | |
23. | Preservation | 24. | Dreams | |
25. | Return | 26. | Seeking |
Step 26
The Symbol of Seeking, governed by Lord Koar, is obtained at the twenty sixth and final step of the Order of Voln. This symbol grants a master of the order the ability to directly teleport member or member and group from a Voln outpost to a designated undead hunting ground in the general vicinity. This ability is similar to the effect of the master's hall tapestry in the Wehnimer's Landing monastery, but will be available in all towns as an innate ability. Of note, players will be able to directly teleport from Icemule Trace to the Cavern of Ages, or from Kharam-Dzu directly into the Water Temple. This symbol has no favor cost.
Note 1: Completion of this final step previously granted Voln masters the Symbol of Invitation with the ability to INVITE others into the order. A member who is promoted to master has this power automatically conferred to them and it no longer occupies a separate symbol slot. Syntax for this verb remains unchanged: INVITE <Name>.
Note 2: Group teleportation is not restricted to Voln members.
Syntax
This symbol will only function from a Voln outpost.
From a designated Voln outpost, type: Symbol of Seeking (this can abbreviated/not case sensitive) to reveal a vision of an undead hunting area. If this is the preferred destination then type: Symbol of Seeking Confirm, and the member/group will be immediately transported to that location. To view another location simply retype Symbol of Seeking. Repeat as many times as needed to switch room views. The symbol will recall the member's last confirmed destination and will be the first vision shown the next time the symbol is activated.
Messaging
>symbol of seeking
Your vision is pulled away from you...
[Pentagram Chamber]
This is a vast natural cavern. The walls and corners are uneven, hewn from solid stone and cloaked in gloom. What captures one's attention, though, is a colossal pentagram that covers the chamber's floor. It is drawn in a multi-colored dust that glitters like powdered gems. A jagged fissure in the floor crosses the symbol, sundering it completely. Elaborately wrought braziers stand at each point of the pentagram like silent sentries. You also see a massive modwir door leading out of the cavern.
Obvious exits: east, south, west
You blink, and your vision returns to you.
[If you wish to teleport to that location, enter SYMBOL OF SEEKING CONFIRM within the next 30 seconds.]
>symbol of seeking
Your vision is pulled away from you...
[Coastal Cliffs, Cemetery]
The strange song of the Sirenflower is more distinct and more eerie here. Tree branches, heavy with the old growth and dripping with vines, seem to bend over in mourning. You also see a northeast trail that slopes steeply down and a northwest path.
Obvious paths: southwest
You blink, and your vision returns to you.
[If you wish to teleport to that location, enter SYMBOL OF SEEKING CONFIRM within the next 30 seconds.]
>symbol of seeking confirm
Your surroundings blur into a white fog . . .
[Coastal Cliffs, Cemetery]
The strange song of the Sirenflower is more distinct and more eerie here. Tree branches, heavy with the old growth and dripping with vines, seem to bend over in mourning. You also see a northeast trail that slopes steeply down and a northwest path.
Obvious paths: southwest
Favor Cost
None
Favor Required to Obtain Symbol of Seeking
Formula: 2500 + (( level2 × 45) ÷ 3 )
Ex. level 15 member: 2500 + ((15 × 15 × 45) ÷ 3) = 5875 favor
Ex. level 20 member: 2500 + ((20 × 20 × 45) ÷ 3) = 8500 favor
Monk's Teaching and Instruction Highlights
- Your progress on the Path to Enlightenment is complete.
- You are now a Master in the Order of Voln.
- You are granted a final ability from The Great Spirit himself, the Symbol of Seeking.
Wehnimer's Landing Task
NONE
Ta'Vaalor Task
NONE
Locations
Wehnimer's Landing, Monastery
[Coastal Cliffs, Cemetery]
The strange song of the Sirenflower is more distinct and more eerie here. Tree branches, heavy with the old growth and dripping with vines, seem to bend over in mourning. You also see a northeast trail that slopes steeply down and a northwest path.
Obvious paths: southwest
[Graveyard]
You pause inside the gates to survey the eerie scene. A magnificently crafted granite crypt to the north inspires wonder and loathing. The carvings on the facade are horrific, detailing the onslaughts of the Unlife throughout the chaotic history of Elanthia. A gravel path wraps around the structure, while thorny brambles growing among the tombstones deter you from leaving the paved route.
Obvious paths: northeast, northwest
[Darkstone, Dungeon]
Your eyes strain to adjust to the utter darkness of your surroundings. Strange, scuffling noises from the corner of the room cause your nerves to prickle unpleasantly. Moving cautiously, your hands outstretched before you, you discover a smooth, cold rock which feels as if it's been pulled from the wall.
Obvious exits: out
[Upper Trollfang, Winding Trees]
The path curves sharply as it snakes through the trees. Some of the area's firs sport deep green needles with black and silver tips, providing a stark contrast to the usual greenery. Resting between two of the trees you see a large boulder covered with mud as if it had been recently moved. A particularly low copse of trees juts out across the path at your ankles.
Obvious paths: northeast, northwest
[Castle Varunar, Great Hall]
Lighted torches line the entire length of this great hall. A giant oak table surrounded by chairs sits in the center of the hall. Numerous plates and mugs sit on top of the table showing recent signs of use. Two massive fireplaces sit at opposite ends of the room, the ashes of many fires still in evidence inside them. Piles of fresh straw have been neatly arranged against the walls, seemingly as makeshift beds. Faded banners hang from the ceiling timbers covered by years of dust and fire soot. You also see a tarnished copper urn.
Obvious exits: out
[Monastery, Misty Chamber]
A damp mist seems to seep from the very walls of this vast chamber casting the walls in an eerie green pallor. A large round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun. The opening at the center of the stone is pitch black and odd runes are engraved around the edge. A low steady hum emanates from the stone, and the sound soothes your tired nerves. You also see a puddle of water.
Obvious exits: out
[Pentagram Chamber]
This is a vast natural cavern. The walls and corners are uneven, hewn from solid stone and cloaked in gloom. What captures one's attention, though, is a colossal pentagram that covers the chamber's floor. It is drawn in a multi-colored dust that glitters like powdered gems. A jagged fissure in the floor crosses the symbol, sundering it completely. Elaborately wrought braziers stand at each point of the pentagram like silent sentries. You also see a massive modwir door leading out of the cavern.
Obvious exits: east, south, west
Solhaven, Fasthr's Lance
[Vornavis, Wooded Plains]
To the south, the path joins a major road running east to west. To the north, a fork in the path leads into a less dense wooded area to the northeast and a dense forest to the northwest. Breezes blow through the trees, and dazzling spots of sunlight break through the canopy of leaves overhead. You also see a rocky footpath leading back to the main road.
Obvious paths: north
[Abandoned Village]
The buildings in the village surround a central square, which is completely overgrown now. In the center of the square is a large tree. Even though old fire scars are still visible on the tree, it still seems to thrive. All that remains of the buildings in this corner of the square are the stone foundations and a few old burned beams thrusting up through the vegetation now covering the wounds.
Obvious paths: north, southeast, southwest
[Ruined Courtyard]
A small simple marker has been placed here, and it sits within a tiny garden that stands out amidst the decay of the courtyard. A few timeless roses bloom within the patch of soil, eternal in their grace. There is something clearly magical about this spot.
Obvious paths: south, west
[Deep Woods, Overgrowth]
A slit-pupiled yellow eye winks out from behind camouflaging trees and bracken. It sits over an enruned thanot door, watching all who would enter the ruins of what once was likely a temple. The pines threaten to overtake the structure, nearly hostile in their dominance over the area. You also see a rough trail.
Obvious paths: northwest
River's Rest, Monastery
[Citadel, Outside]
This section of the wall has remained mostly intact although charred, as if a large bonfire had been set beside it. Stray gusts of wind bluster around the edges, carrying damp wisps of mist. The massive stone structure just south of the pathway was apparently the garrison for the citadel's troops.
Obvious paths: east, west
[Council War Room]
One wall of this room holds two large murals, one of the city defenses, and one of the shores of Maelstrom Bay, dotted with forts and settlements. A large sand table holds lead figurines in warlike poses, and six small wooden ships. The far wall is dominated by a huge stone fireplace. A third wall has a silver inlay of the seal of the Council of Mages.
Obvious exits: northwest
[Marsh Keep, Inner Portcullis]
Daylight pours through a kill hole located in the ceiling of the narrow inner chamber between the outer and inner portculli, illuminating a grim scene of abandoment and destruction. Leaning askew against one wall are the remains of a once thick, wooden door with the hinges still attached to its sides. Broken pieces of wood and gravel litter the ground between the outside and a courtyard visible to the north. You also see a rusted portcullis.
Obvious paths: north
[Oteska's Haven, Niima's Shrine]
The wide-planked floor is slightly warped from the damp. A small turf fire burns in a brass brazier, providing both warmth and a flickering golden-hued light. The whitewashed walls have faded over the years into a soft yellow color that is reminiscent of aged ivory. A lingering sense of tranquility suffuses the room. A low altar stands before an oaken statue of Niima, the Wavedancer.
Obvious exits: out