Monthly Archives: February 2018
A great creature whose skin seemed to be made of polished mirror burst from the confines of the ancient ruins within which it was found. It attacked the people of New Calendale, reflecting and redirecting their most powerful spells and abilities as they attempted to take it down. Ultimately, however, the people of New Calendale were victorious.
With the destruction of the creature with the mirrored visage, a great burst of magical energy streaked across the field in front of The Scroll and Dragon. After the deafening explosion, not a single trace of the being was left. The explosion was heard and felt for miles around. All of the constructs that had been fighting alongside it ground to a halt and disintegrated.
Hours after The Mirror was destroyed, an order was posted by Baron Fontaine to immediately cease any and all excavation or exploration of the ruins until after the incident could be investigated.
The Scarlet and Emerald Scarves have reportedly been called in to determine the implications of the situation, and rumors of the “Artaani Prison” from which the creature escaped from have already begun to circulate among the general populace.
Thus far, no after effects of the magical explosion have been observed.
King Leopold has decreed that effective immediately, the Laws of the Twin Kingdoms shall read as follows:
(This document shall supersede any prior similar document.) 18th Day of the Love Moon, 1118
Laws of the Land
The peoples of Adraveth are as varied as its climate, and in different lands the rules and customs of society can be vastly different. Laws vary from place to place to suit the needs and ideals of the people they serve. For example slavery is highly illegal in the Twin Kingdoms and Agoria whereas it is a perfectly accepted practice throughout Solinaria and Al’Hazir. It is wise for travelers to be aware of local laws and customs before venturing into new territory because not every culture is forgiving of transgressions. The laws of the Twin Kingdoms are listed below. Bear in mind that while it is fairly progressive, the Twin Kingdoms is still a feudal monarchy. Ideas like democracy, freedom of speech, and civil rights are practiced on a limited scale. While the Twin Kingdoms has the reputation for fair, wise and benevolent rule, ultimately the crown and the nobility has the right to use the laws as they see fit including but not limited to not being bound to them. If a starting character were from the Twin Kingdoms they would have a good idea of these laws, whereas if they were from a different culture they would need to learn these things in game.
Laws of the Twin Kingdoms, under the rule of the good King Leopold Damasque, effective on the 1st day of the Love Moon, 1118
Since these laws are standardized throughout the Twin Kingdoms, there will undoubtedly be local variations as decreed by the reigning noble. In areas where a judge or adjudicator is assigned, all incidents of crime or lawlessness may be brought before them, and escalated to the Magistrate should the need arise.
- No common person within The Twin Kingdoms shall enter the private home of another without permission of the owner.
- A common person within The Twin Kingdoms may not steal, damage, or destroy, the possessions, goods or money of another person.
- A common person of The Twin Kingdoms may not strike or assault another law-abiding person with any part of their person (i.e. fist, foot etc.) or a weapon, or a spell, with the exception of circumstances of self-defense. Any assault or attempted assault is a crime to be brought before the judge, adjudicator or local Magistrate. Situations of self-defense will be judged according to the amount of force used and the appropriateness of that force.
- Similarly, for a commoner, murder is illegal. Murder is defined as actions or deliberate negligence resulting in the death of another person, without justification or excuse. Causing the death of another will be judged according to the situation, justification and the appropriateness of that action.
- Duels and honor combats are permitted in the Twin Kingdoms under certain circumstances. Both parties must be willing, and the rules of said combat must be clearly defined and abided by. Only a local noble, ranked Knight or higher, or the local Magistrate, Judge, or Bailiff may grant permission for the combat and a witness of that noble or town official must be present.
- Slavery is illegal. No citizen or foreign resident of The Twin Kingdoms may keep slaves or enforce slavery. Slavery is the uncompensated and unwilling servitude of one individual to another. Indentured servitude is legal when there is reasonable compensation, willingness, and agreement of both parties, and the servitor is considered to be of sound mind and capable of making informed decisions. The only exception to the above are temporary leaves granted by a noble of the rank of Marquis or Higher, and only as a temporary measure that may not be extended indefinitely.
- A common person within The Twin Kingdoms may not imprison, capture or enslave another person against their will or in return for a ransom. This is considered kidnapping and will be regarded similarly to slavery. The only time a citizen may hold another against their will is in the case of detaining a criminal until such time as the proper authorities may take over.
- A common person within The Twin Kingdoms may not employ torture on any creature. Only appointed representatives of The Twin Kingdoms including guards of rank Corporal or higher, Senior Scarlet Scarves and above, or licensed individuals may employ the arts of torture and only then in the function of official Twin Kingdoms business.
- The use and possession of any lethal poisons and venoms are strictly forbidden, with exception of certain spells. Poisons of a non-lethal nature including but not limited to those which induce sleep or temporary paralysis are legal.
- A common person within The Twin Kingdoms may not cast any magic, sorcery, or divine prayer upon another person without their consent. Infractions of this sort will be dealt with on a case-by-case basis.
- All mages must be licensed within the Twin Kingdoms in order to cast. However a master mage within the guild may take responsibility for a novice student for a short while until they are able to attend a formal Mages’ Guild meeting to become licensed. During this interim time, the novice student may be taught. These temporary allowances shall be granted to an individual for no more than three days time at maximum, once, ever. (Though the master in question may grant this allowance to different individuals within the same year, an individual may only be allowed to benefit from this benefit under a non-scarlet-scarf-master only once) Scarlet scarves may grant this allowance at their discretion in 3 day increments. The same individual may not benefit from this allowance more than 2 instances per year. Those without license may also seek permission to cast solely in the defense of themselves and others, however abuse of this to circumvent licensure will result in severe prosecution. Any of the permissions granted above become the immediate responsibility of the granting mage to directly inform the local guild scribe, who shall be responsible for keeping a record of these permissions and exceptions that shall be available for inspection by Scarlet Scarves, Headmaster of the Local Mages Guild, or Judge. Addendum: By Noble Decree, Rune Mages shall require licensure in order to cast spells. All Shavali shall require licensure via the Mages’ Guild in order to cast spells as well.
- The unlicensed use, practice or teaching of Necromancy is illegal. Further, no individual shall teach Necromancy to any other individual without express written prior consent of a duly appointed representative of EACH of the following: Magister of Emerald OR Scarlet Scarves (local or otherwise), Noble of Marquis or Higher. Recommendation from Local Headmaster of Mages’ Guild -OR- Town Magistrate. If any of the above requirements cannot be met, an individual may plead their case before a Mages’ Guild Tribunal, this may only occur in lieu of one of the above.
- Persons may not worship, preach or call forth spells of infernal beings. The summoning of infernal forces or the willing casting of infernal rites are illegal activities in The Twin Kingdoms. Similarly consorting with infernal beings is illegal. Consorting with infernal beings is only legal during the day and night surrounding Realms Night. During the aforementioned time, casting infernal spells or performing infernal rites remain illegal.
- If the legality of a particular type of magic being cast or observed is in question, it is the responsibility of the individual witnessing or casting this magic to seek out either a Scarlet Scarf or Headmaster of the Local Mages’ Guild to make the determination. If an immediate determination cannot be made, it is the responsibility of the Scarlet Scarf or Headmaster in question to seek out an official internal ruling from the Mages’ Guild.
- Lying in any official capacity is highly illegal. This includes but is not limited to lying while testifying in court or being questioned by a guardsman or noble. This also includes the misrepresentation of oneself as something they are not, be it noble, guardsman, or any other official duly appointed by the government of the Twin Kingdoms.
- Forgery and counterfeiting are highly illegal. This includes documentation, goods, materials or valuables.
- All persons must fully cooperate and assist any representative of the Royal Guard, as well as any noble when legally requested.
- All persons, regardless of citizenship, are expected to pay taxes and tithes to the local government according to present needs upon demand. If a person is unable to pay the taxes they should report this to the local magistrate who will try to resolve the matter. Intentional tax evasion will be punished harshly.
- All persons, citizen or otherwise, are obliged to assist in the defense and protection of the Kingdom, in whatever manner they are able and with whatever resources they have. During wartime or in situations of emergency as deemed by the local baron or magistrate or guard of sergeant rank or higher, a person may be conscripted to provide for the defense of the Kingdom.
- Any of the above crimes are punishable not only if committed, but conspiracy to commit a crime, or aiding and abetting another to commit a crime or concealing the truth, nature or existence of a crime is similarly illegal, and can be deemed treasonous if the crime is one against the state.
- Non-citizens and foreign residents of The Twin Kingdoms are still bound by these laws.
- Citizenship allows one to represent themselves before a judge or court. If a non-citizen or foreign resident of The Twin Kingdoms is accused of breaking a law, they must find a citizen to represent them and speak on their behalf.
- Lastly, be it known that ignorance of the laws on any grounds, is not an excuse for breaking them. In the event you cannot read or interpret the laws, you may seek out a judge or Magistrate to explain them to you.
This season we will be running a new type of mod called “Hunts”. These mods will feature both variants to current monsters and completely unique monsters not previously seen before in game and will be listed on the town message boards as “open contracts”. “Open Contracts” can be completed by anyone and require no special circumstances other than defeating and looting the Hunt. The “Open Contracts” will ist everything you need to know about the hunt; Its difficulty (1 to 5 stars), what it is, where it is, as well as the REWARDS you will receive for turning in what you loot from it.
Things to note:
-A hunt will spawn in a specific location, treat it as its territory and are meant to be challenging fights(don’t try to be a solo player for these).
-Under no circumstances will the hunt leave its territory, not even to pursue people who have attacked it.
-Hunts will have multiple times listed, this is intentional. Hunts WILL spawn multiple times per event at/or around the listed times. Once they do spawn they will be available for 1 hour and then will move on.
-Everyone who participates in taking down a hunt is eligible to loot the hunt (even if you are a scholar observing the fight and taking notes you’re still eligible) .
-The hunt will not be carrying any kind of loot other than “Trophies”. Every individual who participates in taking down the hunt will receive one trophy card chosen at random when they loot the hunt. Please note, taking down the hunt does not give you a trophy UNLESS you actually loot the hunt.
-Trophy cards will be of a common, uncommon and rare variety and the “open contracts” will usually, but not always, list what each is worth. 1 star trophies are common and 5 star are rarest.
-After a hunt there will be NPCs out buying the trophies (current plan is to send them out during dinner). The trophies have no other use other than to be bought.
-You can take a monster down with both brute force and strategy (the loot won’t be affected by either path )
The End of the Great Fae War
Rain fell around the New Calendale residents as they pleaded for the lives of all of the Fae across the entirety of Adraveth. Soaked and shivering, several lent their voices to support the right of the Fae to exist. The last Sylph, though righteous in his anger, listened to all for and against the Fae.
The Sylph thought long and hard as those around him spoke or remained silent. Eventually he made a decision: the balance of power would be restored to the Fae of both light and dark, and the war would cease. The Fae would be given one last chance.
Given clarity by what was the equivalent of a god themselves coming to them and telling them to stop, the fighting nearly stopped overnight. (In addition to the fact that superior innate strength was no longer an advantage that the Dark Fae held.). In addition, Trolls seemed to have the curse over their forms lifted.
Since then, nearly all Fae have retreated to the Fae Realm to rebuild their homes and realm. Some are still remaining in Adraveth, having built lives or made friends there. The future is unknown, but one thing is certain: The horrors of the Fae War seem to have finally come to an end.
State of Adraveth as of The Love Moon, 1118
The Winter has been a bitter cold one so far, and as the year turned, the Oracle named it “The Year of the Prism.” Many have begun to speculate upon just what this might mean.
In the northern wastes, the elemental city of Straloset has been housing and taking in those northern tribes that were displaced during the city’s arrival. Were it not for the efforts and advice of several tribesmen hailing from the New Calendale area that Straloset delegates met with (and the subsequent spreading of the message to their kin), many would have frozen to death without proper shelter over the winter.
The Shavali within the city of Straloset have ceased any and all fighting with the tribesmen, although the tribesmen still look upon them with anger.
The sickness that was spreading virulently when the city first arrived seems to have stopped its spread. Those who weren’t killed by the sickness ended up with odd quirks and symptoms of their infection. Unfortunately, no cure has been found to remove their strange symptoms, although the Church of Attalia and The Scarlet Scarves are investigating the situation in earnest.
Larigmoore continues to heal its wounds after the war. Solinaria has proven to be earnest in its promise to assist in the healing and rebuilding process.
King Leopold’s physical condition has not improved. The rumors of the Leopold’s tendency to remain in the Dream Realm for extended periods of time has turned out to be true, and the newly established Order of the Sleepwalkers continues to guard his presence in the Dream Realm and this one. He has embraced the title that he’s heard others use when referring to him: “The Sleeping King.”