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You are here: Home --> Forum Home --> Recent posts by GreyGrey
Topic: Ghosts of Aetalanta IV.R.?
Subject: The Harad Messenger


The Harad respond: "Hopefully we end up on the same side but have to see how things develop.
We will be moving things about a bit but only within our own borders and patrolling of our coastal waters.

In terms of the other nations the DS seem very quiet. Only received a reply from one of them so far and nothing from the QA (Quiet Avenger - a Nazgul). Have you any address for the Easterlings? Seen details for the other neutrals but not
for them.



My Lord Faltur Replies: "Very well, my Harad friends,

I haven't heard from the Eastrerlings directly. Several of the Free Nations have contacted me, offering friendship and such, but the agents of Sauron are very silent.

Even so, QA is imperative to watch until then. Easterlings *could* send a raiding force against us early, if they are of that mind. The Corsairs probably won't declare until (turn) 8, but there are several things I'm watching out for until then. One of these depends on Harad, of course, another will be the QA most definitely. If you favor one side and I the other, we'll most likely have to spend most our time fighting each other rather than other nations.

If the Corsairs go Dark, we'll have to spend our navy fighting South Gondor mostly. If we go Light, we'll strike QA quickly.

If Harad, my friend, goes either way, what you do is important to our decision as well, that is, if you make up your mind before I do.

However, I would put this to you: if you and I form a bloc, you would have my fleets as a protection and there we can either strike together against South Gondor *or* the QA. My advice: do not strike the QA regardless of your ideals on the matter before we discuss.

As neutrals, we can both take out the QA right away without possibly heavy reprisals from the other DS. However, this will cause us trouble is we both go Dark and we could use the QA as a friendly back-up against South Gondor.

If we both go Light, then we take out the QA and focus everything we have on the Cloud Lord and the Blind Sorcerer.

The bad thing about going Light? Harad and the Corsairs are highly moveable on the sea, we limit our objectives and probably find a boring game - especially if the Gondorians slap Mordor around. Also, I believe the Cloud Lord will be singling Harad out for assassinations every turn.

The bad thing about going Dark? We'll be vulnerable from the sea, but our navies would be able to buffer threats pretty well, I deem.

If Harad and Corsairs go opposite each other ... hmm .. we waste our valuable strength fighting against one another while our "teammates" watch from afar. They won't care.

Let me know your thoughts. The Easterlings, along with the QA, will be very important to contact and monitor.

Posted on 2007-06-28 at 19:56:14.

Topic: Ghosts of Aetalanta IV.R.?
Subject: Messages Now to the Plains Lords


Faltur immediately gathers his scribes and messengers; their kission, bring the following message to the Easterlings under Ovatha II, occupying the plains and desert far to the east of our realm:

To our friends occupying the mighty plains, Umbar sends its greetings and salutations. We have brought you friendship of our neutral brotherhood.

As our two mighty nations are yet to declare, my Lords of Umbar asks that we both agree to a non-aggression pact and goodwill to each other.

The pact is:

1) Easterlings and Corsairs will not engage in hostile approaches toward each other, as defined as assassinations on characters or attacks by navies or armies.

2) Easterlins and Corsairs will not, upon their word of neutrality, disclose to members outside of the DS or the FP of any critical information gathered on our nations.

What say you, my fine and distinguished lords of the plains?



Teldumeir is summoned where he glowers a the message. "M'lord Faltur, do you fear these horsemen?"

"Aye, they could come upon us quickly upon the eastern road. Who knows what beats in their hearts? What hides in their minds? Though the Harad may be of kind way, the Easterlings may come upon us without much thought, throwing us into disarray."

Teldumeir nods. "So be it, then. It will be some time ere we see our first orders realized. Let us hope for happy returns!"

Posted on 2007-06-27 at 21:53:41.

Topic: Ghosts of Aetalanta IV.R.?
Subject: Messengers Belated


Soon the great doors are thrown open, and coming in stride from the desert wastes are the messengers from Harad. Stately they are, as they are a wealthy nation, dressed in fine silks and fabrics. They come upon their swift ships from their ports.

It is Lord Faltur who welcomes them. He bids them friendship and repose after such a journey.

He then bids to be reminded of our initial message to the Haradrim:

To our friends occupying the mighty desert wastes, Umbar sends its greetings and salutations. We have brought you friendship of our neutral brotherhood.
As our two mighty nations are yet to declare, my Lords of Umbar asks that we both agree to a non-aggression pact and goodwill to each other.
The pact is:
1) Harad and Corsairs will not engage in hostile approaches toward each other, as defined as assassinations on characters or attacks by navies or armies.
2) Harad and Corsairs will not, upon their word of neutrality, disclose to members outside of the DS or the FP of any critical information gathered on our nations.


What say you, my fine and distinguished lords of the desert?



The Haradrim offer these words to us:

1) We should not conflict. An early war between us is detrimental to our cause.

2) Haradrim wishes the time to consider their neutrality and not declare for the Free Nations of Middle Earth or the Dark Servants of Sauron.

3) An agreement on disputed borders, such as those close to the River Harnen.

4) Disbursements of our fleets should remain far from our sensitive ports, seas that are mine south and west, and Harad east.



My Lord Faltur offers no rebuttal to these conditions, yet does not hem them in stone; we state that Umbar will not trespass upon the lands of the Harad, but we make no answer about the seas.

We do ask about news of the Quiet Avenger, and whether that Nazgul is yet stirring.

Posted on 2007-06-27 at 20:23:52.
Edited on 2007-06-27 at 20:40:44 by GreyGrey

Topic: Ghosts of Aetalanta IV.R.?
Subject: Of Silence and the Dark Servants


The advisor looks up at his lord, Teldumeir. They have been entertaining envoys from 3 of the 10 Free Nations.

"Dulmir, have we heard anything yet from the Harad?" Teldumeir asks quietly. "You have sent them our message, yes?"

Dulmir, the advisor, bows. "Our messenger was dispatched my lord, some days ago. We have yet to hear back from them or to hear any word at all from the Harad."

The Pirate Lord sneers. "No word from any of the servants of Sauron?"

"Not yet, m'lord. It is still early, and many probably don't care too much about a neutral such as we."

Teldumeir laughs heartily, his sharp Dunadan eyes showing no merriment. "Perhaps, as many of them are in the north fighting the Gondorians. However, it would be folly for the Quiet Avenger - Adunaphel the Nazgul - to remain utterly quiet at the start. We are close as kissing cousins. One of her port towns lies just northwest of Caldur. If we were of mind, we could raid her for raiding's sake."

"M'lord?"

Teldumeir shakes his head. "No, Dulmir, no. We have yet to monitor the actions of our neighbors and discern their intent. We must look to the stability of Umbar first, and if our neighbors decide to remain quiet, so shall it be."

"Understood, m'lord."

"The Captains have made their orders, and while this silence last, we will look hard at the Harad *and* the Nazgul. Perhaps they will make our decision easier for us in the long run."

Posted on 2007-06-27 at 18:20:22.
Edited on 2007-06-27 at 18:22:11 by GreyGrey

Topic: Ghosts of Aetalanta IV.R.?
Subject: Diplomats from A'far (Part 2)


Ah, it is good to see that the Noldor have sent messengers to the Havens of Umbar. My Lords Angamaite and Teldumeir have received them with friendliness.

How often is that a mannish nation receive visits from the elves? Hmm, they would like us to think about joining the side of the Free Nations of Middle Earth against the tide of Sauron and his Dark Servants.

Of course i have told our Eldar lords that even though it would be a good thing to acquire powerful combat artifacts and support in the south, it is too soon yet to declare, of course, for one side or another. I'm sure that the Noldor realize this.

Posted on 2007-06-26 at 17:52:40.

Topic: Ghosts of Aetalanta IV.R.?
Subject: Diplomats from A'far


Already I have received messengers from those of the Free Nations of Middle Earth.

First, the court was approached by messengers of Northern Gondor. They were cordial and my lords Angamaite and Teldumeir were pleased by their politeness. Though it was unnecessary, we Corsairs reminded them that it is far too soon to declare for the Free Nations or the Dark Servants of Sauron.

Next, the court of Umbar received the polite messengers belonging to the Arthedain, from the far north of Middle Earth. A Free Nation, they were polite and gave us a friendly introduction.

Posted on 2007-06-25 at 23:39:31.

Topic: Ghosts of Aetalanta IV.R.?
Subject: MEPBM Game 1650 (Turn 0)


Okay, I got saddled with a neutral nation called The Corsairs of Umbar.

Start ups are pretty much the same from game - to - game, but there are some minor variables.

My Turn 0 statement reads that I have the following characters:

Adumir (Commander/Agent/Emissary) commanding a navy.
Angamaite (Commander/Emissary/Mage) commanding a navy.
Eadur (Commander/Agent).
Faltur (Commander/Emissary).
Meriot (Mage/Emissary).
Mireadur (Commander/Agent).
Sangahyando (Commander/Emissary).
Teldumeir (Commander/Agent/Emissary) commanding a navy.

I have several pop centers as well and a standing army (which is okay for defense, but pitiful for offense).

I don't have my orders planned yet, but I will need to have contact with the Haradwaith (another neutral next door) and the Quiet Avenger (a Nazgul).

I'll keep any interested parties posted on turn-by-turn events.

Posted on 2007-06-25 at 20:26:40.
Edited on 2007-06-27 at 20:42:41 by GreyGrey

Topic: Your Opinion?
Subject: The Final Draft


So this is the final draft of it - much more meatier and got a few heads turning at least.

…the boat shudders as Stew grabs Annie and shoves her back. She flails, backward, off-balance, but rights herself just as he grabs her again and they fall together on the deck. Annie’s shrieking … she’s shrieking above the rain and the storm, tearing through him like sabers. Stew claps his hand over her mouth and discovers that his intention to take her is hampered by their wetsuits. They struggle, but their fight becomes one of wills rather than of rape or lust.

And what he doesn’t know is that he’ll be dead soon.

Stew forgets what he’s trying to do because everything he’s felt for her up to now has blown into something else. All he wants to do right now is hurt her. Just hurt her. Then – just before he sees it – Annie grabs her diving knife and backhands it across his face. Stew screams, holding his hands to the welling blood. Annie kicks him off her and is about to slam the knife home when the boat jerks backward, sending Stew crashing into her. The knife clatters free and vanishes.

They flail at each other on the deck. Stew rolls off her, his blood on her face. Even through his pain he realizes that they are no longer moving with the tide … they’ve hit the rocks under the lighthouse. Free of her, he fumbles for a towel from the transom compartment and Annie scrambles up and over the side.

In the rain he lays there, his back to the planking, the towel tight to his torn face. Staring up he can see the rain streaking at him in long lines. Thunder rumbles from the depths of the sky and the sea. They’re caught on the rocks … marooned. Chilled to the bone, he can’t move and in a span of ludicrous seconds he doesn’t know anything. He can hear the sea on the rocks and the constant hiss of the rain on the swell. The sea moves against the hull, and the boat groans with agony.

ohgod

that’s it

He can remember her now, in that video she shot … but how long ago has it been? Days? Weeks? And Annie’s looking at him from the somber depths and she’s whispering in her tiny voice oh Stew … Stewart … I can hardly remember you. Where are we – what’s the matter with us? Can you see me, Stew? Do you remember … me?

Annie’s knapsack lies on the deck in front of him. A sudden fright reminds him that she carries her gun in it. He pauses because he doesn’t want to take it but the bitch has cut me. His face is on fire.

Inside the knapsack is reason. Stew reaches over and opens it, rummaging around and then pulls the .38 free. He opens the cylinders and sees that the chambers are full. He flings the knapsack overboard.

The boat shrieks and shudders with the heavy swell, making him lose his balance. The Whaler’s hull shrieks in its death. Stewart presses the blood-soaked towel to his face and puts himself over the side and to the rocks. He finds himself in hip-deep water with the sea desperately trying to pull him in.

It takes everything for him to get above it. From the rocks, the damage to the Whaler is fatal. He can see that the boat is being pulled back by the surge – but he doesn’t care anymore. The surge then overtakes the transom, swamping the deck.

He climbs up toward the lighthouse, climbing the rocks until he finds a rough, muddy path. Even in the rain he can see her footprints in the mud.

In his mind she’s the ruddy-golden-amber shot in the video … distantly … so far away … and he feels so alone. That’s the sum of everything then; alone. Adrift. Like PHARAOH…

Annie pleading from the amber depths of the video: do you remember … me … do you remember … us? What’s the matter with us?

Because they can’t go back. They’re adrift. Something has happened.

He staggers upwards toward the brooding, dark spire, knowing that somehow she’s waiting for him. Stew stumbles, falls against the rock. The gun jumps out of his hand and clatters beneath him. Flailing now, his own hands are streaking in the rain and shining in the mist. It’s been raining forever. He slides to his butt, mechanically searching for the gun with a free hand. It’s there – he’s found it. He holds the slick cold metal of it, his mouth open and his eyes up at the dark lighthouse.

“Annie,” he calls. It’s okay – it’s over now. They just need to work it out. He just needs to see her.

Stew pulls himself to his feet and stumbles up the path to the broken portal of the tower. He calls out again, but his voice is lost in the wind. Falling inside, he lies prone on the concrete, the seamless black smothering him. And he knows he can’t stay there … he can’t survive there. He gets to his knees and reaches out to find the remnants of an ancient railing.

“Annie …”

There’s only the blackness and the rain. No – he doesn’t remember her. He doesn’t remember anything before PHARAOH. Annie’s not who she was … but that’s not what frightens him more than the question of what he is now. Looking down, Stew can feel the finality of the .38 in his hands, pressing a weight against his palm and fingers.

“Annie!” His shriek echoes against the wind. Dead. It’s all dead here.


Posted on 2007-06-22 at 17:23:13.

Topic: Your Opinion?
Subject: First Agent Response


I have an agent interested in the book already! Yay! But I still need to flavor the intro out and "meat" up the synopsis.

So far so good.

Posted on 2007-06-21 at 23:04:23.

Topic: Your Opinion?
Subject: Original Chapter


Here is the original chapter. It has more to it than the one previously presented; please peruse it and tell me if it's a better idea to keep this original one or keep the smaller version. Please keep in mind that this is actually foreshadowing the ending; that is, it is a scene that actually comes about at the climax of the novel.

The boat shudders as Stew grabs Annie and shoves her back. She flails backward, off-guard, rights herself just as he grabs her again and they both fall to the deck. Annie’s shrieking with a face torn into pain and despair; Stew claps his hand over her mouth and discovers that his intention to take her is hampered by their wetsuits. They struggle, but their fight becomes one of wills rather than just rape or lust. Stew forgets what he’s trying to do because all he wants to do right now is hurt her. Just hurt her. Then – before he sees it – Annie has grabbed her diving knife and backhands it across his face. Stew screams in fire and agony, holding his hands to the welling blood. Annie kicks him off her and is about to slam her knife home when suddenly the boat jerks back – sending Stewart crashing on top of her. The knife clatters free.

They flail at each other on the deck. Stew rolls off her, his blood painting her. Even through his pain he suddenly realizes that they are no longer moving with the tide – they’ve hit the rocks under the lighthouse. Free of her, Stewart fumbles for a towel from the transom compartment, but Annie is up and over the side.

In the rain he lays there, his back to the hull, the towel tight to his bleeding face. Staring up he can see the rain streaking at him in long lines. Thunder rumbles from somewhere. They are caught on the rocks, marooned. Chilled to the bone, he can’t move and in a span of ludicrous seconds he doesn’t know what’s happened to him. He can hear the sea on the rocks and the constant hiss of the rain on the swell. The sea moves against the hull, but the boat only groans from the effort.

Annie’s knapsack lies on the deck in front of him.

A sudden fright reminds him that she carries her handgun in it. There’s pause for debate because he doesn’t want to take it but the bitch has cut me. His face is on fire.

Inside the knapsack is reason. He reaches over and opens it, rummaging around and then pulls the gun free. He opens the cylinders and sees that the chambers are fully loaded. He flings her knapsack overboard.

The boat groans and a shudder with the swell and Stewart loses his balance. The Whaler’s hull makes a sickening shriek as it’s dragged against the rocks. Composing himself, Stewart presses the towel to his wound. He puts himself over the side and to the rocks, finding himself in waist-deep water with the sea desperately trying to pull him in.

It takes almost all of his strength to get above it. From the rocks, the damage to the Whaler appears fatal. The boat is being pulled back by the tide, but Stewart doesn’t care. The boat lies at an angle and the waves are pushing over the transom.

He follows a rough path through the rain, following it around the lower end under the lighthouse. He sees Annie’s footprints clearly.

Dizzily he takes the path upwards toward the brooding spire, thinking that Annie may be waiting for him somewhere up there – up there. Stew stumbles, falls against the slick rock. The gun jumps out of his hand and clatters beneath him. He staggers upright, the world a hazy dark gray blur of rain and mist. It’s been raining always. Always. He slides to his butt on the cold wet, mechanically searching for the gun with a free hand. It’s there – he’s found it. He holds the cold metal of it, his mouth open and his eyes up at the rising spire of the dark lighthouse. “Annie,” he calls hoarsely. It’s okay – it’s over now. All he needs is to see her – sort it out. Stew pulls himself to his feet and stumbles up the path to the broken portal of the light. He calls out again, but his voice is lost in the wind. Falling inside now, he lies prone on the icy concrete, the seamless black smothering him. The rain is coming in and he realizes that he’s not going to survive where he is. He gets to his knees and reaches out to find the remnants of an ancient railing. “Annie?” There’s only the cold blackness and the rain. She’s not who she was … but that’s not what frightens him more than the question of what he is now. Looking down, Stew can feel the finality of the gun in his hands, pressing a weight against his palm and fingers. “Annie!” His shriek echoes against the wind, haunted and alone. Dead. It’s all dead here.


Posted on 2007-06-21 at 15:10:50.
Edited on 2007-06-21 at 15:12:10 by GreyGrey

Topic: Your Opinion?
Subject: Your Opinion?


This is the first chapter of my novel, Dark Water, which I have been trying to get an agency contract for the last 4 years for.

The novel is *not* fantasy, but suspense. Please read and tell me how you feel about it. Any feedback is helpful.


In the rain he lays there, his back to the hull, the towel tight to his bleeding face. Staring up he can see the rain streaking at him in long lines. Thunder rumbles from somewhere. They are caught on the rocks, marooned. Chilled to the bone, he can’t move and in a span of ludicrous seconds he doesn’t know what’s happened to him. He can hear the sea on the rocks and the constant hiss of the rain on the swell. The sea moves against the hull, but the boat only groans from the effort.

Annie’s knapsack lies on the deck in front of him.

A sudden fright reminds him that she carries her handgun in it. There’s pause for debate because he doesn’t want to take it
but the bitch has cut me. His face is on fire.

Inside the knapsack is reason. He reaches over and opens it, rummaging around and then pulls the gun free. He opens the cylinders and sees that the chambers are fully loaded. He flings her knapsack overboard.

The boat groans and a shudder with the swell and Stewart loses his balance. The Whaler’s hull makes a sickening shriek as it’s dragged against the rocks. Composing himself, Stewart presses the towel to his wound. He puts himself over the side and to the rocks, finding himself in waist-deep water with the sea desperately trying to pull him in.

It takes almost all of his strength to get above it. From the rocks, the damage to the Whaler appears fatal. The boat is being pulled back by the tide, but Stewart doesn’t care. The boat lies at an angle and the waves are pushing over the transom.

He follows a rough path through the rain, following it around the lower end under the lighthouse. He sees Annie’s footprints clearly.

He takes the path upwards toward the brooding spire, thinking that Annie may be waiting for him somewhere up there – up there. Stew stumbles, falls against the slick rock. The gun jumps out of his hand and clatters beneath him. He staggers upright, the world a hazy dark gray blur of rain and mist. It’s been raining always. Always. He slides to his butt on the cold wet, mechanically searching for the gun with a free hand. It’s there – he’s found it. He holds the cold metal of it, his mouth open and his eyes up at the rising spire of the dark lighthouse. “Annie,” he calls hoarsely. It’s okay – it’s over now. All he needs is to see her – sort it out. Stew pulls himself to his feet and stumbles up the path to the broken portal of the light. He calls out again, but his voice is lost in the wind. Falling inside now, he lies prone on the icy concrete, the seamless black smothering him. The rain is coming in and he realizes that he’s not going to survive where he is. He gets to his knees and reaches out to find the remnants of an ancient railing. “Annie?” There’s only the cold blackness and the rain. She’s not who she was … but that’s not what frightens him more than the question of what he is now. Looking down, Stew can feel the finality of the gun in his hands, pressing a weight against his palm and fingers. “Annie!” His shriek echoes against the wind, haunted and alone. Dead. It’s all dead here.



Posted on 2007-06-20 at 22:35:32.
Edited on 2007-06-20 at 22:38:59 by GreyGrey

Topic: Ghosts of Aetalanta IV.R.?
Subject: Game ??


I have just received notice that the ME 1650 scenario for this game is about filled - only 3 nations left!

It's not free, no, but the expense is moderate considering how many of us spend on video games and other online memberships.

Take it from someone who has played it before - well worth it.

I am currently working on Derro-Gladiator which is similar to the RDINN "ARENA" that Olan introduced, but I will have to state mine, at this atage, is far more complex! I may need some initial beta players once I'm comfortable in submitting the beta version.

Posted on 2007-06-18 at 16:35:24.
Edited on 2007-06-27 at 20:43:00 by GreyGrey

Topic: Ghosts of Aetalanta IV.R.?
Subject: Out of Price Range ... Really?


Well, start up there is $12.90 with two free turns. There are 3 types of games: 1-week turn, 2-week turn, 3-week turn.

If you use the free downloadable software to process your turn orders, they are $7.90 a turn. If you play a 3-weeker, that's basically $7.90/month (almost).

I had a long talK with Clint (game administer) about turning the game into subscription status, but you can wangle a good game with the above pricing without putting you in the poor house. This is also very affordable if you are knocked out quickly ... ummm ... which will probably be me!

Posted on 2007-06-12 at 21:51:32.

Topic: Ghosts of Aetalanta IV.R.?
Subject: Ghosts of Aetalanta IV.R.?


This is a fun game online. It is at: www.middleearthgames.com

For the general forum thread for that game (it is used for bravado technically), you can view it here: http://www.mepbm.com/forums/showthread.php?t=1957

I am currently playing the Corsairs of Umbar in #62.

Give it a gander. You may enjoy it. I do!

For those of you who are reading my updated posts, here is a basic legend to keep things straight:

DS: Dark Servants (This is the collective group serving Sauron, Lord of the Rings). There are 10 evil nations allied to overtrhow the good people of Middle Earth.

Witch King (#11) Led by the Lord of the Nazgul, the Witch-king, the nation of Er-Murazor is one of the most feared in Middle-earth. From his realm of Angmar in the far north, Murazor influences many of the events that transpire in Eriador and the Grey Mountain region. Surrounded by competent leaders and skilled emissaries, the Witch-king can send forth his armies to battle with considerable confidence. His main problem is that many of his troops are so poorly trained and so often ineffective that their sheer numbers are sometimes all that makes the difference between victory and defeat. Powerful mages and ancient items of power contribute much to the fear felt in the presence of the forces of the Witch-king.

Dragon Lord (12) Led by the Second of the Nazgul, the Dragon Lord, the nation of Khamul is one of the most extensive of the Dark Servants in Middle-earth. From his main fortress in southern Mirkwood, the Dragon Lord influences many of the events that transpire in Rhovanion and the Misty Mountain region. Surrounded by a variety of competent emissaries and skilled mages, the Dragon Lord can manipulate the affairs of the region almost at will. His agents frequently infiltrate his adversaries' settlements. Because of the numerous military forces in the area, however, the Dragon Lord has not yet openly displayed his growing armies. The Dragon Lord does not like to operate near bodies of water, maintains no navies, and does not bother to maintain vigilance over the nearby Anduin river.

Dog Lord (#13) Led by the Third of the Nazgul, the Dog Lord, the nation of Dendra Dwar is both deadly and growing. From his main fortress inside Mordor, the Dog Lord prepares his forces for their rightful ascendancy in Ithilien and Rhovanion. Numerous dark mages and skilled agents are in the Dog Lord's service, but his greatest potential lies in the able commanders that handle his growing military might. The forces of the Dog Lord are aptly named because many of his troops ride the infamous war-dogs and war-wolves that Dendra Dwar breeds and trains. This ferocious cavalry rides as one of the premier mounted forces in northwestern Middle-earth. Until recently, the resources available within Mordor were sufficient for the Dog Lord's purposes. However, the need for more canine-mounts and other war materials has forced Dendra Dwar to look beyond his current haven and consider extending his domain's boundaries.

Cloud Lord (#14) Led by the Fourth of the Nazgul, the Cloud Lord , the nation of Ji Indur is probably the most mysterious and secretive of all the Dark Servants. From his main fortress in south-western Mordor, the Cloud Lord's minions perform the most delicate of 'extractions' and arrange the most unobtrusive of 'accidents'. As a result of the exploits of his highly skilled agents, Ji Indur also influences and oversees much of the trade and commerce that passes through Harondor. His knowledge of the affairs and plans of his neighbours has allowed the Cloud Lord to begin preparing his forces, both military and arcane, in preparation for his own plans of expansion and domination.

Blind Sorcerer (#15) Led by the Fifth of the Nazgul, the Blind Sorcerer, the nation of Akhorahil represents one of the most dangerous collections of mages and artifacts among all the Dark Servants. From his main fortress in south-eastern Mordor, the Blind Sorcerer's adepts prepare for the inevitable expansion of his domain into Harad and Khand. Akhorahil possesses one of the richest regions from which to operate and controls one of the few navies serving the Dark Servants. Although lacking individuals skilled in the more subtle means of persuasion, the Blind Sorcerer is surrounded by crafty mages and well-supplied forces, and his armies and navies are swiftly rising to become a force with which to be reckoned.

Ice King (#16) Led by the Sixth of the Nazgul, the Ice King, the nation of Hoarmurath represents a formidable and growing force among the Dark Servants. From his main fortress inside Mordor, Hoarmurath's adept mages and skilled agents have permitted the Ice King to maintain constant vigilance and influence over the Ithilien region, while at the same time remaining undetected. The Ice King's armies are growing, and pressuring these neighbours is the next step in the plans for expansion that Hoarmurath prepares. The rich and poorly defended lands outside his realm are an attractive goal, for the resource-poor lands of Mordor will not continue to support the growing might of the Ice King.

Quiet Avenger (#17) Led by the Seventh of the Nazgul, the Quiet Avenger, the nation of Adunaphel wields the most well-rounded force among all the Dark Servants. From her main fortress south-west of Mordor in Near Harad, Adunaphel's learned mages and numerous diplomats and military commanders execute the dire whispers of the Quiet Avenger throughout the region of Harondor and Harad. The people at Adunaphel's disposal are not the best-trained nor the most skilled. However, the delicate position of her realm places great emphasis in balancing the many neighbouring forces and in keeping events happening as the Quiet Avenger desires. The location of Adunaphel's stronghold provides her with a rich source of supplies and good potential for further, although controlled, expansion.

Fire King (#18 ) Led by the Eighth of the Nazgul, the Fire King, the nation of Ren the Unclean wields the most dedicated force among all the Dark Servants. From his main fortress inside Mordor, the Fire King's adept mages and numerous agents and military commanders maintain constant pressure and vigilance on the Gondorian towers that surround Mordor and the region of Ithilien. The armies of Ren are very dedicated, although not the most skilled, typically well-armed, and are represented by a diverse mixture of races and peoples. His reliable servants have enabled the Fire King to begin preparing his forces, both military and arcane, in preparation for his own plans of expansion and domination.

Long Rider (#19) Led by the Ninth of the Nazgul, the Long Rider, the nation of Uvatha controls one of the most extensive realms belonging to the Dark Servants. From his main fortress near the Sea of Rhun, the Long Rider's minions infiltrate and pressure many of the peoples that inhabit Rhovanion and the region of Khand. The skilled agents of the Long Rider are able to exert considerable influence on mercantile operations throughout these regions. Also, the vast realm of Uvatha is patrolled by the superior cavalry that serve as the bulwark of his armies. Perhaps not as highly regarded as some riders, the exclusively mounted forces of the Long Rider are numerous, well-provisioned and quite capable of carrying out the planned expansion of the Long Rider's domain. The rich lands found in his real provide a strong potential for this growth.

Dark Lieutenants (#20) The nation of the Dark Lieutenants represents a strategic centre of power for the Dark Servants. From their main fortress inside Mordor, The Mouth of Sauron (Urzahil) and The Warlord (Gothmog) initiate and control events that influence much that transpires in all the regions surrounding Mordor. While the forces that constitute the armies of the Dark Lieutenants are not well-skilled, the extremely-seasoned commanders of the Dark Lieutenants are probably the most capable leaders to be found anywhere in northwestern Middle-earth. Their presence makes their armies a formidable force. Surrounded by wise mages and powerful artifacts, the Dark Lieutenants' power is rapidly rising and rivals the forces of any of the other Dark Servants.


FP: Free Peoples of Middle Earth. This is the "good" side trying to thwart the Dark Servants from conquering all of Middle Earth.

Woodmen (#1) The Woodmen nation is composed of both the Woodmen and the Beornings of Mirkwood. The Woodmen are a loose collection of hunter/gatherer tribes that live in or below the trees of the great forest. The Beornings are closely related to the Woodmen, although their elder roots are distinct, and a select few can shape-change. The Woodmen numbers are few, generally preferring to blend in with their environment rather than placing a burden upon it. Their clans/tribes prefer small centres of population and hold several sites as holy. The Woodmen, loosely led by Beoraborn and Waulfa, possess skilled leaders with great insight and wisdom and deft agents with speed and cunning. The scattered population of the Woodmen presents difficulty in co-ordinating plans, but they are fierce warriors, effective in almost any terrain, and have rich resources at their disposal.

Northmen (#2) The Northmen nation is composed of both the Lake-men and Dale-men of Rhovanion as well as the Dorwinrim near the Sea of Rhun. Their cultures are similar since they are all skilled diplomats and merchants, and influence much of the mercantile trade in western Middle-earth. The Northmen aspire to control vast markets and acquire considerable wealth. Their numbers are not vast, but their settlements are much larger than their neighbours. The Northmen possess adequate and well-provisioned armies, and also possess a navy at the Sea of Rhun. Led by Eoder and Gaerandil, the Northmen represent a significant power waiting to be awakened.

Eothraim (#3) The Eothraim nation includes the more sedentary Gramuz peoples as well as their own plains-riders who reside in the vast plains of Rhovanion and near the eaves of Mirkwood. A loose collection of semi-permanent clans, led by Uirdiks and Mahrcared, the tribes of the Eothraim control considerable territory. While they have chosen to establish few permanent settlements, these ancestors of the Riders of Rohan are capable of placing roots when need dictates. One-on-one, the riders of the Eothraim have few equals anywhere in Middle-earth. Their forces enjoy the mobility of cavalry and are masters of working with the wild horses of the region. Although their dispersed forces and sparse settlements inhibit their power, the Eothraim possess considerable numbers of troops and have steady clan leaders.

Arthedain (#4) The last independent kingdom of the former realm of Arnor, the nation of Arthedain, still represents a significant force in the region. From the hills of northern Eriador and led by King Argeleb II, the knights and mages of Arthedain have withstood the evil forces of Angmar for over 300 years. The power and influence they wielded long ago is no more, yet the memory of former glory remains and serves as a beacon for the people of Arthedain. The blood of the Dunedain runs rich in the veins of the powerful within Arthedain and many of the heirlooms of ancient Numenor still reside there. Numerous well-fortified towns support the remaining population and a variety of resources are still abundant in the region. Gifted with few but excellent leaders, the well-provisioned armies of Arthedain are formidable. Lately, to bolster their flagging recruitment, mercenaries have been hired to swell the ranks.

Cardolan (#5) The glory of Cardolan has long passed. However, the largest region of the former realm of Arnor still wields much influence and employs numerous swords in central Eriador. The blood of the Dunedain is rather thin in Cardolan. Consisting of several co-operating fiefdoms, loosely led by Hallas, Cardolan seeks to be a reunited and restored nation once again. The armies of Cardolan are adequate, but lacking in discipline, and consist of large numbers of mercenaries hired to provide quantity if not quality. The numerous towns and settlements of Cardolan help establish their influence over the strategic region of Eriador and much of their strength lies in the considerable resources available in Eriador for any expansion plans. A good navy is also anchored and ready to oversee the extensive coastline and numerous rivers within Cardolan.

Northern Gondor (#6) Although no longer the dominant force in western Middle-earth, the nation of Northern Gondor still controls a huge domain extending north from the White Mountains, east from the Gap of Isengard, west from the land of Mordor (with outposts still evident in Rhovanion), and south of Mirkwood. The blood of the Dunedain runs richest there and the leaders of Northern Gondor are well-seasoned veterans of both foreign and internal conflicts. Led by King Tarondor, their armies are well-provisioned and supplied and have begun to reach their former proportions. Many strong cities and fortified towns are scattered across this vast realm and several navies help maintain Gondorian interests along the Anduin and a route to the sea. The source of greatest concern for Northern Gondor is not their own might, but rather the extensive realm they must protect and the many enemies that reside on their borders.

Southern Gondor (#7) The numerous lands and fiefs of Southern Gondor are considered allied with their cousins to the north. However, the recent Kin-strife has strained relations and estranged some of the powers of Southern Gondor, and many powerful Men within the nation ponder their own right to rule all of Gondor. Their realm consists of the lands south of the White Mountains and north of Near Harad. Led by Prince Celdrahil, the forces of Southern Gondor are not to be taken lightly. Numerous well-fortified towns dot a countryside rich in natural resources. A formidable army, in terms of numbers, training, and provisions, and powerful navies that patrol the sea regions south of Gondor and up the Anduin delta, provide considerable deterrent to the other major powers in the region. The mages of Southern Gondor are very talented and exhibit the presence of Elvish blood mixed with that of their Dunadan ancestors.

Dwarves (#8 ) The descendants of the Seven Fathers, known among themselves as the "Khazad", are scattered from one end of Middle-earth to the other. The largest settlement of the Dwarven nation is centered at Moria, led by Bain I, but there are enclaves to be found in the Blue Mountains, the Grey Mountains, the Iron Hills, and the hills near the Sea of Rhun. The rise of the Dwarves as a power has been prevented primarily by the isolation of their forces and has been further hampered by the slow growth of their population. A stout and sturdy race, the Dwarves are blessed with some of the most formidable warriors, pound for pound, to be found in all of Middle-earth. The Dwarves were little affected by the Plague, and most of the Dwarven population are trained warriors. Thus, the Khazad are capable of presenting a large, well-provisioned, well-led army to their enemies. In matters other than military, however, the Dwarves are less-skilled. Although their settlements are usually strong and well-fortified, Dwarves have limited resources, other than metals, with which to barter for badly needed products.

Sinda Elves (#9) The nation of the Sindar consists mostly of Silvan Elves (Wood-elves) who are led by their Sindar brethren. The Sinda Lords Thranduil and Amroth effectively lead the dispersed forces of the Wood-elves resident in northern Mirkwood and in Lorien. The armies of the Sindar are not numerous but they are effective, possessing fine-quality weapons and superb leaders. The forces of the Sindar exhibit the normal Elvish traits and are quite adept at moving and fighting in their natural terrain - the forest. Skilled mages and numerous agents also keep them well-informed about their surroundings and their neighbour's activities. Although their settlements are few and far between (they possess harbours as far away as the Sea of Rhun and the Great Sea), the Sindar are well hidden and protected.

Noldo Elves (#10) Arguably, the Noldor are individually the most powerful of Eru's Children. However, there are now so few of them that their potential to control events is not what it once was, even though it is still significant. The Noldo Elf nation consists mostly of Wood-elves and a few Sinda Elves who are led by their Sinda and Noldo Lords, Cirdan and Elrond. Residing in the westernmost parts of Middle-earth, they survey and consider the changing world from the Grey Havens and Rivendell. By no means strong by military standards, the Noldor still can bring to bear a well-trained, well-armed, and well-led army to force their demands. Premier mages and ancient artefacts allow them considerable knowledge of their surroundings, including the affairs of other nations. Well-protected by magical and natural forces, the settlements of the Noldor are perfect havens to launch activities at almost any point in northwestern Middle-earth. Their ships are extremely swift and protect their coasts by means other than sheer numbers.


Neutral Nations. These comprise 5 realms that can "declare" for good or evil depending on what the player decides. They can be very powerful and can tip the scales for either faction.


Corsairs (#21) The nation of the Corsairs consists primarily of descendants of the Dunadan rebels who fled from Gondor in the wake of the Kin-strife of T.A. 1432-47, and their Black Numenorean cousins who resided in Umbar prior to the arrival of the rebels. Led by the exceptional Sea-captain Angamaite and the powerful Teldumeir, the Corsairs have effectively established themselves as a dominant force in the Bay of Belfalas and along the southern coasts. The vast navies of the Corsairs are feared by all and equalled by few. The strategic location of the Corsairs affords them a region that has both plentiful resources and ready access to the vital nearby river valley and the Great Sea. Along with a few mages, the skilled diplomats and agents of the Corsairs wield their powers to much effect throughout the neighboring regions and manage to keep the forces of the Free Peoples and the Dark Servants in check.

Haradwaith (#22) The nation of the Haradwaith consists mainly of the Northern Haradwaith of Near Harad and the peoples who occupy the semi-arid lands south of Mordor, called Harondor, with their greatest settlements being along the seacoast and rivers. Led by Haruth Ramam and Carlon, the Haradwaith regard the Belfalas area to be their own and contest other rival navies for right of passage. The lands about Harondor provide bountiful resources and afford considerable protection from their powerful neighbors. Surrounded by powerful realms of the Free Peoples and the Dark Servants, the Haradan nation utilizes their strategic location and resources to thwart these foreign influences. While their main strength lies in their military might of both armies and navies, they possess individuals with skill in the arcane, as well as the more subtle, arts.

Dunlendings (#23) The nation of the Dunlendings encompasses the large region south of the former realm of Arnor in central Eriador. Consisting of several cooperating clans, loosely led by Enion and Eribhen, the Dunlendings seek to be reunited and restored to the lands of their forefathers. Possessing neither valorous nor skilled warriors, the armies of the Dunlendings rely primarily upon their charismatic leaders and sheer numbers to win the day. However, their forces are accustomed to fighting in all types of terrain (the rougher the better) and possess a wide variety of troops to suit their varied styles and expertise. While few of the Dunlendings aspire toward the arcane arts, the few that have have reached considerable skill. Surrounded by powerful adversaries, the Dunlendings have quietly reinforced their armies and plan to return to the days of old when their people were powerful and influential.

Rhudaur (#24) The glory of Rhudaur has long passed, but the eastern region of the former realm of Arnor still wields some influence and employs numerous swords in northern Eriador. The blood of the Dunedain has almost vanished in Rhudaur. Consisting of several cooperating fiefdoms, loosely led by Arfanhil and Broggha, Rhudaur seeks to be a reunited and restored nation once again. However, some factions favor the policies of the Dark Servants and others the policies of the Free Peoples. The considerable natural resources of Rhudaur are of interest to both sides. While the armies of Rhudaur are adequate to defend their borders, they are lacking in discipline and consist of large numbers of mercenaries. The military commanders of Rhudaur possess some skills in subterfuge and magery, as well as a keen interest in ancient artifacts. This broad spectrum of tools allows the leaders of Rhudaur to balance the strong influences of their neighbors with their own interest in expansion.

Easterlings (#25) The nation of the Easterlings refers to the collection of peoples who occupy the north central region of Middle-earth. This region encompasses part of Rhovanion and all the lands south to Khand. This diverse nation includes the tribes of the Sagath, Logath, Asdriags, Nuriags, and the Variags. Loosely led by Tros Hesnef in the north and Ovatha II of Khand in the south, the Easterlings represent a nation with great potential but numerous pitfalls to overcome. The greatest strength of the Easterlings lies in their fierce and brave warriors, especially their much-feared cavalry. Competent commanders and numerous warriors make this mobile threat very real indeed. Additionally, their skilled mages and adequate agents help make up for the lack of political envoys, and the abundant availability of resources provides the Easterlings with a rich base for growth. The most difficult barriers to be overcome in the Easterling's plans of conquest are the lack of central command and the dispersal of their forces over much of Middle-earth.


Posted on 2007-06-12 at 19:29:13.
Edited on 2007-08-24 at 15:36:08 by GreyGrey

Topic: Audalis: afterlife
Subject: Planes? Old school AD&D?


I never dug the multiverse. Too screwy and I always thought the best stuff was closer to home.

What about psionic races, yeah? I mean, more than a crouching Intellect Devourer ...

Posted on 2006-11-29 at 17:10:54.

Topic: Star Wars: The Tides of Fate
Subject: Atton May Have Landed Better


Quick reflexes, Mercury was thinking. It’s good to know that when the darshebs hit the proverbial fan, quick reflexes are the best thing to have. They were especially great when Lana said, "It won't stop them from blowing the hatches, but it will at least keep them from walking right through."

Mercury thought he should correct her on a few points about blowing the hatches; these were made of heavy-duty Durasteel - it would take a blast from a duel-sync quad laser - but it didn’t matter. The young Fringer was thinking about surrendering just a few minutes before, and now he was running like a stuck cannock through the starboard passageway. They all fell into the shuttle, Mercury taking the lead in slipping into the flight chair. Not that he would have done if he’d had more thought on the matter, but everything was reflex. He snapped off the docking clamps, and before the dampeners kicked in, they could feel themselves drop.

“Gonna have some chop here,” Mercury mumbled. At least if they survived the blasts from the TDF ship …

The shuttle engines caught and they shot forward…


***



As soon as the shuttle had burst from its bonds into the great ocean of stars, there was a massive WHHHHHUUUUUUUUMMMMMMPPPPP! and everything beyond the viewport scattered.

"What the hell was that?" Damanil demanded as the shuttle bucked violently. "Have we been hit? Are they firing?"

Mercury shook his head as he attempted to correct the craft's course. "No... some sort of shockwave from the Kul Kura ... looks like there's been an explosion!"

Or so it would seem. Mercury tried to get a fix on the Kul Kura but he couldn’t get a lock. Everything went one way and the other. The young man's mouth was a tight line as he concentrated on the readouts. "It's knocked out our stabilizers... we're caught in the planet's gravity well. Everyone hold on, it's gonna be a bumpy ride!"

Oh, and it WAS. Mercury had to use the aft thrusters to compensate for the loss of the stabilizers, and it was hardly enough. The shuttle began to spin like an Arkanian footsphere, caught in the planet’s gravity. Pulling back on the secondaries, the young Fringer used everything he knew on trying to keep the shuttle from doing a nosedive into the dirt. "No way we'll make it to a spaceport," he explained calmly. "Looks like a crash landing…”

They glided, coming out of the spin, and Mercury let the shuttle take a belly flop.

“Surprise!” He announced in his cheery voice. “We’re alive!”


 



Posted on 2006-11-27 at 13:24:23.
Edited on 2018-03-07 at 11:29:29 by Eol Fefalas

Topic: Name That Tune
Subject: Sometimes you frighten me, Valimar


Tann Talas - sounds like that band Rage in the Machine, or Rage Against the Machine, or something similar to that.

Here's one for you guys. It goes something like:

Duhhh duh duh duh! Duh duh duhhhhhhhhhh duh duh!



Posted on 2006-10-03 at 16:32:54.
Edited on 2006-10-03 at 16:33:42 by GreyGrey

Topic: RDINN Feature Updates/ Suggestions/ Bugs
Subject: I Hereby SMITE thee


...for no other reason than being pissy!

Posted on 2006-10-03 at 12:52:49.

Topic: Star Wars: The Tides of Fate
Subject: Mercury Falling (literally this time)


The metallic sound of exploding blaster fire makes the young Corellian jump. He throws himself on the cold metal of the decking, covering his head in his hands as everything goes to hell around him. All the young fringer could think was: Oh my! What the hell is that Bothan shouting?


Mercury, unarmed, knows better than be a hero - if that's possible - and scrambles for the vents, hoping that there is a way for him to crawl inside. However, he has bulked up lately and may not get through one even if he finds it. He therefore looks immediately for cover, hoping to hide behind some Plasteen crates or some Durasteel fixtures.



Posted on 2006-09-27 at 16:07:31.
Edited on 2018-03-07 at 11:11:31 by Eol Fefalas

Topic: The Tides of Fate Q&A
Subject: Damn %&# RL


Foprget that - I'll just post. I may be slow, but I'll still post.

Posted on 2006-09-27 at 14:25:58.
Edited on 2006-09-27 at 16:01:01 by GreyGrey

Topic: The Tides of Fate Q&A
Subject: Incarceration?


I'm supposing that with these new turn of events with the passengers, Mercury is being led in binders to the TDF security hub?

Posted on 2006-09-22 at 13:51:06.

Topic: Star Wars: The Tides of Fate
Subject: Yes Lt. Dal Grenn (I mean Lt. Tord) ;)


It seems that nothing in the galaxy works out easy for me. There's always some security force somewhere or some bully making things difficult.

Mercury Saran complies with the gruff TDF officer's orders because he's not known for fighting in tight areas anyhow. Besides, his blaster is inthe berth with his gear and it appears that he would be the only idiot chucking out blaster fire with professional uniformed goons.

The whole situation reminds him of being caught once off Corellia near the Abbanna Cluster by Republic Customs officials making a routine check. Thom Dulo and his crew had passed the inspection - so where was the TDF getting off thinking they were smuggling spice? This had to be a mistake.

He wiped his dirty jumpsuit with his sweaty hands and follows the gruff security forces, but he mutters under his breath all the way. Prominent syllables of "why am I going into custody" and "damn TDF" and "you'd think you guys had better things to do than stop a stock freighter while there are pirates" pass his lips.

Thinking of pirates, Mercury wonders how their enemies are faring on the other end. It'd be justice if they were in stun binders and being bludgeoned for the heck of it with stun batons. oooo that'd be sweet!

So maybe he'll just go through things. Maybe these security forces will have the inkling Maercury has no criminal record and no ... well, entanglements. If the rest of the crew is incarcerated - he's going to find a way to break out himself!

Posted on 2006-09-18 at 11:56:13.

Topic: GMs - Most Memorable *Player* Characters?
Subject: GMs - Most Memorable *Player* Characters?


Olan inspired me to post this thread to you DMs and GMs out there to list your favorite or most memorable character *your players* RPed in any of your campaigns.

I've had many, but I'll list just a few that stand out to me (most are from my tabletop years because we had longer campaigns than online).

Luinil Mithinon. A Nargenndon Ranger/Cleric from my 1st ed. Aetalanta campaign played by David Sneed. This fellow had such luck - he fought toe-to-toe with some of my most powerful villains, and won! He achieved great fame and some hefty artifacts and powers. Luinil also founded the great sylvan city of Taurbor in the Silkwood, though he caused just about as much destruction as he did good deeds. Was killed by his own hand while wielding a great artifact. One of the last GREAT Sidhe heroes of the age.

Rowainae, the Red Lady of Carondor. This is a female Bandarini Magic-User/Fighter (1st ed. rules) that still lives on in modern campaigns. Come to think of it, she too caused alot of damage doing "good" deeds. Funny thing is that she is depicted as a very petite Sidhe of woodland origin, and her player - Gari-Shaun Jones - was this humungous black guy who was a walk-on for the Detroit Lions in 1984!

Maegluin Adanedhel. A Carillion Fighter from Merchan (Urland), he was played by David Campbell. A veteran of many adventures (and once a companion of Luinil Mithinon), he established the short-lived Adanedhel Monarchy in Osgerith. Players near Aradin can see his works long after his death.

Newer, Honorable Potentials

Davan Olasu. Jedi Padawan from LotDJ, played by Olan. I liked this character - I think he would have done very well if circumstances allowed.

Ashla. Another character from LotDJ, a Jedi being conditioned to go "Sith" by Obsidia Dern. Played by Valimar.

Kaelyn. A good confused character given the "dark" treatment by Gedron and Dharvor in Osgerith during the E0 campaign. Played by, of course, Kaelyn.

Ardaramir. Played by Admiral. Aninteresting character that may have done well for himself if Dharvor would have left him alone.

Posted on 2006-09-11 at 10:24:04.
Edited on 2006-09-11 at 11:23:15 by GreyGrey

Topic: Memorable NPCs?
Subject: oh GAWD yes


Obsidia Dern.

One of the ONLY reasons to have played out LotDJ. I wonder if there is some way I can re-introduce her in a SW campaign later on ...

Posted on 2006-09-11 at 09:50:22.

Topic: Memorable NPCs?
Subject: Tentacles?


Was that a "Displacer Beast" from the old school, Olan?

Yeah, I understand. I had (and still have) a malicious sense of humor to take out on my poor player characters. Scarlet Jack was just one of them, but he was sooooo funny. This little red-haired teen with a wild bright disposition - but he would land the player characters in jail and sometimes worse just for "fun".

Scarlet Jack still exists in Harne, so any new players: watch out!

As a footnote, he was much like a young Johnny Whittaker (for you young'ns, you'll have to google him).

Posted on 2006-09-11 at 09:15:32.

 


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