The Vigiles Amicae is a roleplaying guild in Everquest 2, on the Freeport and Antonia Bayle Servers.
Showing posts with label rp. Show all posts
Showing posts with label rp. Show all posts

Monday, June 16, 2014

Excerpt: From the Concise History of the Vigiles in the Age of Veeshan

It was once said by Cieramos d’Monde of Qeynos, under whose glorious leadership the Trinity was formed during the Age of Turmoil, that the position of resistance to the forces of tyranny in whatever form they express is the only true state of the moral, sapient creature. While it was ever the stated goal of the Trinity to one day establish a separatist community, and no record indicates that they ever did, the Company did at least operate in a state of political neutrality well into the era of Faydwer.

The last battle which the historians can agree the Trinity engaged was that which toppled the old Imperial line in Zek. Though a clan hailed as Deathfist rules there still, the new blood is weaker than it once was, and is frequently culled.

But that is getting ahead of matters.

Historians argue to this day exactly the circumstances of the defeat which humbled the glorious Company after centuries of victories. It is agreed, however, that the Deathfist alliance with a cannibalistic goblin tribe had some part in it, and it is widely supposed that there was a betrayal from within which laid them open to the flanking assault of the orcs. The ranks were not merely decimated, but actually ruined. No more than a quarter of the soldiers who entered the Citadel ever emerged, for what is eaten cannot ever be Restored.

Nonetheless, there was Victory, and the Imperator was felled.

Some of the survivors removed to the desert of Ro following that battle: others retired to farms in the Steppes, the Commons, the turbulent lands of the rediscovered Faydwer, and in one notable case, to the time-troubled overrealm.

It is important to any study of the military and social history of the Trinity to understand the ethic which bound the diverse ranks so successfully, and for so long.

Among the Trinity, it was taken as an article of self-evident reason that to live as citizens under either tyranny in the old Shattered Lands - in conformity, fear, obeisance, or collaboration and idolize "safety" or "security" as new and false gods - caused moral insanity and constituted a form of death. Resistance was the only stance worthy of a sentient being, as much in responsibility to oneself as to all other beings.

If that posture involved grave and constant peril of persecution, imprisonment, or execution, at least one would have lived justly while taking these risks. It was the practice of the Trinity always to offer refuge to those who did this work in the world, and aid them in their cause. It was for this reason that they were known to also seek relics of the fallen gods and other powers, either to keep or destroy them, preventing them from reaching the hands of tyrants.

It was also for this reason that the Trinity was chartered as a bonded free-lance company, open to any and every job offered. Their habit of judging and executing their customers from time to time did little to stem the business they were offered: they had one of the larger fighting forces in that era, and they were more effective in the field than many larger companies. They were frequently sought for staged battles and grand melees, or to eliminate problems which proved resistant to the deaths given by other Companies before them.

Not to resist, on the other hand, was considered to have the certitude of death, howsoever effective the Restoration Arts of the Ravens and others might be. It meant a moral death, a death to sanity and conscience, a the death which possesses sentient creatures who are profoundly ungrateful for their own lives and for the lives of others. Though they walked abroad, in truth they lived no more than the revenants which rise in the chaos-riven lands.

These, the Trinity sought to return to the cycle whenever possible, that on another turn they might better learn the value of the world and the creatures in it. When such lack of resistance proved to be the result of enforced bondage, the Trinity made a habit of freeing the subject, even if they afterwards chose to follow their former masters willingly.

Historians do not agree exactly when the leadership of the Trinity passed entirely to the hands of its last Commander, Ariahdnia z’equidaii chath z’Ress do’ Xiphos, as it is suspected that several of the names recorded in the lists may have been pseudonyms. What is known for certain, is that she was recorded as a Captain in the Freeportian cohort of that force early in the sixth century Anti Rendi, difficult though that may be to believe.

The Trinity passes from the forward attention of history during the next several ages, except as scholars of military tactics are always interested in the struggles of the long dead. The Company itself was formally declared dissolved by the City archivists in both Qeynos and Freeport sometime late in the Age of Faydwer, and it was generally assumed that some contest with the D’Vinnian or Sanguine powers in that region mopped up what remained of the last cohorts.

During the Era of Sentinels, and most specifically after the collapse of the Citadel in Freeport, the next significant mention of the Trinity is in the enigmatic notation in the Gorowysh citizenship rolls. At the same time as they applied to the ruling council for full citizen rights in Gorowyn, three teir’dal are recorded as the High Council of a new House of Trade, registered as the Vigiles Amicae. The Leader of that Council is listed as one Aryadnya z’Ress do’Trinae, and the reigning Primary of that period left this notation on the document:
“On the strength of Reputation and Proven Victory, the Vigiles are named as Favored Allies, and the Fireborn prefect of the Residential district is to be ceded to their use in exchange for Future Service in the name of Reason and Justice.”

Where the Trinity was a highly public mercenary Company, the Vigiles Amicae has largely existed as a quiet presence reinforcing the rule of law in Gorowyn. Within Gorowyn they are known for exactly what their charter states they are: fine craftsmanship in both durable and consumable goods. The private guards allows the House are generally only seen in the rare times the City of Gorowyn experiences strife, or when the local militia is overextended. In these times, the Vigiles seem to perform only as paramilitary peacekeepers and lawgivers.

A notable exception to this unambitious appearance arises during the Age of the New Combine, wherein the Vigiles actually published a Declaration of War, as if they were an independent City-State capable of such action. That Declaration has never been withdrawn, but the terms it lays down are unmistakably drafted as spiritual - if not actual - successors to the goals of the Trinity when it was formed some nine ages before.

“Amicae: In the name of your ancestors and the dead generations of soldiers from which you receive your steadfastness, your writ and traditions, your Praetor summons you to the standard of the Vigiles, the ever-watchful. The drum of war is sounded, and the anvil of liberty rings forth.
Having organized and trained the Vigiles in secret and in the open, to guard all Amicae; having perfected discipline and silence; having awaited resolutely the day our liberties could be shown to the world; now the pattern of time has unfolded an opportunity for glory. Supported by the souls of those who laid down in blood, and those who have chosen to return to the bondage of tyrants for the good of coming generations, but relying first on the strength within our own ranks: in the sacred mystery by which one and one and one together carry more than each alone ever could, we strike in full confidence of victory.
We declare now to the world the right of the Amicae to the unfettered pursuit of their destinies, without regard to the petty circumstances of birth or the avarice of gods and mortals. The abysmal usurpation of that right by any creature makes them our enemy, now and hereafter. In every generation there are those who forget the consequence of attempting such invasion: we must never let them forget that the final victory shall ever be ours.
Let this hereby stand as a declaration of resolve, and a summons to the council of war: the shield and spear of the Amicae be raised! Until by our wisdom and our valor we have reclaimed our Lost, the rule of all Amicae shall be held by the Vigiles arm, under the direction of the Praetor, and held in trust for the people until peace return.
May the woven fate guard us, and may no thread fray in cowardice, selfishness, or sadism. In this path, the Vigiles Amicae must by the nine virtues prove again that we have the right and the worth to claim the destiny to which we are called.
In Strength - we meet under the banner of our bond, Solaceday Eight, in the month of Burningsky.
By my will and hand, Ariahdnia Z'Ress

It is worth noting that this declaration was published in the same period in which there was some chaos on the High Council of the Vigiles. Several Interim Legates were named in succession, and many casualties were recorded - and later struck from the same record. This much is easily learned from the Gorwysh records of the bureaucratic changes within their allies, and even more alarmingly, is followed inside of a year with the shocking Usurption by Amrunrosse to the mantle of Praetor.

The details of that particular event are salacious enough to tempt even the most recalcitrant student of history, but unfortunately, many of the most interesting records are still classified. Corroborating records from other powers indicate that during this period the notorious slaveholding vampiric House of Cel’Voda was destroyed, and there was even some entanglement with the young house Stormharrow, sworn to the Shaded Lotus smuggling ring. The Legate Bellum is struck from the Vigiles record in this period, and is recorded elsewhere as variously a member of the Morag Tong, the Nefarious Inc, The Ebon Syndicate, and other organizations of ill repute.

The clever student will remember that the infamous Valacor Arios Valinos Val’Kavek has a long and torrid history of his own, best treated in a work devoted exclusively to him and his innumerable disreputable exploits. Remember that it was once said of the Captain-Commander z’Ress that she advised:

...always to hold one’s enemies closer than one’s friends, for the former will tell one useful lies, where the latter will tell one only pretty truths which anyone could discover.

The records in the Tower of the Moon and the Library of Light in Maj’Dul hold even more tantalizing hints of the intrigues which drew the Vigiles at last into the public sphere. The Legate Pax, registered in Gorowyn as “Sidhen Finn”, and in Maj’Dul as the Archivist Sytan Fiac, was listed with the Sultanate as a Missing Person, and connected to the personal guard of the Hero, referred to throughout as “Vigiles”.

The Sultanate does not often bother with the affairs of barrashar, except in this case it appears that the Archivist Fiac was a member of the household of the Champion and Hero of Maj’Dul. Local records only refer to the head of this house as “the Champion”, or alternately, “the Hero”, much to the frustration of later scholars, but in the civic records this useful detail is retained: the Estate of the Champion is, and has always been, established on one of the terraces of the Heroes’ Quarter at the edge of the city overlooking the Clefts of Rujark.

This quarter of the City was not even established until some time into the Age of Shadow - or perhaps, it is more accurate to say, re-established. There are references to this quarter in records dating from the Age of Faydwer, but it would appear they were little more than ruins attached to a land grant in the gift of the Sultanate until the current Champion or Hero took formal residence there during the early Age of Sentinels.

The casual student might well reel at this litany of detail, but all is to a point: that is, to assert that the humble Captain z’equidaii Chath has, over the ages, risen to the position of Hero and Praetor, and seems to have gained tacit recognition from several major powers to operate at the very edge of formal law.

That is not to say that history must necessarily conclude that the legendary Trinity gave rise to a new tyrant: rather, it is notable that throughout the history of the Vigiles Amicae, and the Trinity before them, that these organizations were well known to embody both military excellence and a high standard of equity and justice within their ranks.

The Vigiles Amicae, like the Trinity they seem to have been modelled after, are sworn to complete neutrality and equality in its treatment of race, class, god, and nation. That is not to say they are any more permissive of tyranny than the Trinity were: in fact, the records of their campaigns seem to entirely revolve around dismantling threats to the free will they value so highly. Many of their actions in the last two ages have been on the order of rescue missions, and any number of political prisoners escaped in this period seem to have disappeared after one of the Vigiles reported on the situation to the High Council.

It is widely assumed that in the future as more reports are declassified that many currently open questions in current political history will be resolved.

The Vigiles seem overall to be a stable Company, except as there are irrecoverable casualties in any military force. Those few Exiles that have been named by it have always been so because they have violated the central governing principle of their laws. Namely: the right of all sentient life to live according to its nature, insofar as it does not hinder the rights of any other life or collection thereof.

In the early years of the Age of Veeshan, a second Declaration enters the Vigiles history. It appears that shortly after the discovery of the Vesspyr Isles, the Exile Amrunrosse was recalled from Velious, to serve the remainder of her sentence in a variation of House Arrest, on a small estate carved from the western portion of the Heroes’ Terraces. Records indicate this House Arrest was largely nominal, and Amrunrosse was soon functioning in all significant respects as an Equites, or Captain, of the Vigiles guard.

Nontheless, it is notable that the Praetor seems to have allowed - even approved of - the wide publication of the self-titled “Declaration of Truth” broadsheets at the tail end of the Erollissian festivities that same year. Where the Declaration of War was vague and adaptable to whichever cause the Council might consider worth attention, this “Declaration” is highly specific in its scathing condemnation.

WHERE AS it is known that Marconis Fiac uses the aliases Marconis Finn AND Father Fiac AND Father Finn AND Archbishop Marconis AND Archbishop Fiac AND Archbishop Finn, among others yet unknown;
AND WHERE AS Marconis Fiac holds the position of Archbishop in the Erollisian Diocese;
AND WHERE AS it is known that Marconis Fiac took under his tutelage one Fier'Dal;
AND WHERE AS he has not fulfilled his obligation to her education, both in schooling and life skills;
AND WHERE AS he has deliberately undermined her self worth verbally;
AND WHERE AS he has maligned the name of sad Feir'Dal's mother;
AND WHERE AS he has made the false claim of Erollisi speaking directly to him;
AND WHERE AS he has forged a secret military force within the Erollisian sect;
AND WHERE AS he has utilized this force to wage war on his family;
AND WHERE AS he has utilized necromantic magics against his family for personal gain against restrictions by the sects of Erollisi;
AND WHERE AS he has sought to make war on the Vigiles Amicae;
AND WHERE AS he has made truce with the Crushbone clan orcs of Faydwer;
AND WHERE AS his practice of Erollisian healing tends towards coercion of the mind;
It is resolved that a
DECLARATION OF TRUTH
be leveraged towards the cause of informing all of Norrath of Marconis Fiac's transgressions towards the cause of peace in general, and the precepts of Erollisi in particular;
THEREFORE that this missive be delivered to all major and minor settlements to aid the cause of this
DECLARATION OF TRUTH
Regarding Marconis Fiac
Signed Lady Folodu Amrunrosse, Adjunct Equites Diplomatic Corps of Vigiles Amicae

It is particularly interesting that Amrunrosse represents herself as a Diplomatic, rather than martial, personage within the Vigiles, as later in the quatrain she not only took command of an entire wing of the Vigiles army, but declared herself Interim Commander of all the armies. Contemporary historians refer to this as the Second Usurption, even though she did not make so bold as to claim the mantle of Praetor at this time.

This newfound restraint on the part of the bardic-trained Amrunrosse is found also in all of the official correspondence during the campaigns she led in this period. The most notable of these is, of course, the effort to extradite the unlicensed chiurgeon Veset dal’Glennil from the walled and warded residential quarter of Freeport. The publicly stated goal of this action was to bring the accused to trial for a litany of crimes, but it is worth noting that Amrunrosse requested for this - and was granted - permission to land a strike team of ten veteran soldiers of mixed talents, and requisitioned the use of a mechamagical Iron Turtle to expedite the mission.

Less widely known was the secondary objective: that is, to free the hostage Hyrokon D’Arkoth, and prevent dal’Gelnnil having an opportunity to transfer him to her alleged master, the Archbishop Marconis Fiac of Erollisi.
Further reading for the interested student may easily be found among the many volumes of the Lives, but particularly those of the Multum Mendacis, the Threadcutter, the Ignis Bello (if, in fact, any volumes of it have survived), and of course, the Apocryphal Journals. The Council records are themselves far too wide for the casual student to find profitable, though any particular details may of course be best illuminated in seeking reputable primary sources.

- Archivist Stargazer Sian
Deadening of Fenin Ro, Veeshan

Monday, May 5, 2014

Report: To the Council, Regarding potential ally of Marconis

Incident report 
5 Blossoming in the Year of Fenin Ro in the Age of Veeshan
At: 
Soulfire club
Regarding: 
new meeting, Veset, a potential ally of Marconis
From:
Equites Amrunrosse

I attended the Soulfire Club initially as an official Priestess of Bristlebane on the night listed. It seems to have recovered from what hold the Great Prankster had on it, save there was a sentient Billy that wanted a story.

It was after the doll was sent away that a young, rough, androgynous woman joined me, commenting on being called Professor by Euryale. She said the Boss never used that title for me before.

The woman refused to reveal who the Boss was, and I employed a staff member of the Soulfire to assist in this.

Needless to say, I have only suspicion.

However, I did see the woman leave with a fae, and after explaining to the staff why I wanted to know who the Boss was, after some confusion, I found the fae was sibling of a sort to Koural, who is daughter to Ginneve. Also in attendance was Amaury and Vezzexx, a monk and Necromancer in training.

I lead the trio to the clinic listed as Veset's and stayed out of sight. The fae was recovered, though Koural seems to have been bespelled and claimed weakness and exhaustion. I had us retreat, still not learning who the Boss is.

We went back to their stronghold, where I gave some instruction to Vezzexx to attempt to heal Koural. I left before I could ensure she was fine, but the healing was going well.

Before leaving the Soulfire, I left word with Veset that I would await her Boss on Lucan's Mount. I am observing the area, and requesting back up in case it is as I fear.

Thursday, April 17, 2014

In-Character Introduction Letters

Are you a new member of Vigiles Amicae and still needing to interview in-character? Are you a current member of the guild, but have a stable of alts that you would also like to introduce and role play with? We only require interviews for new players, not for every new alt, but this post may still help even old hands.

An excellent idea for introducing a new character is writing an introduction letter. It's by no means required, of course, but it helps prepare you, your character, and all the characters and players involved in introducing your character to Vigiles Amicae. A letter of introduction can include anything you want, but will likely include things like your character's motivation for joining Vigiles Amicae, what they want out of it, and what they feel like they can contribute. It doesn't even have to be written by the character in question if another of your characters or a throw-away NPC if it would make more sense.

Ultimately, an introduction letter is most important to you as the player, as it allows you to nail down details of how and why your character is joining the guild ahead of time without feeling any pressure to figure out such things on-the-fly in the middle of live play. In my personal experience, I often do not find a character's "voice" to play them well until I have written something for or about them outside of live play. Even if you never publish such an introductory letter and no one else ever sees it, it still might be useful exercise for you as a player.

Below is an introduction letter written for my new wood elf channeler alt, Hissaelien Rowanbough. Note that it is not actually written by Hissaelien herself, nor is it technically addressed to the Vigiles Amicae, but it alludes to what personalities, histories, and conflicts have led her to the guild. It also details what her current skills are and how she might hope to build on them.

******

To Whom It May Concern:

As one of the foremost institutions of magical research and education in Norrath, the Concordium of Magi of Qeynos formally requests to transfer and highly recommends Hissaelien Rowanbough to the tutelage of the training division of a duly-licensed militia or mercenary company.

Hissaelien recently came to the Tower of the Concordium seeking to expand her magical knowledge. Unfortunately, though she meets most entrance requirements, we feel that her background, prior education, and natural talents are unsuitable for our stringent academic standards, and seem much more suited for the kind of hedge witchery common among small villages, militias, and mercenary groups. As such, we are passing her along to an educational environment where we feel she will better fit.

From what she has told us of her background, she joined a caravan of vagrant entertainers following some minor political squabble in her home of Kelethin. Her earliest training was as apprentice to the caravan’s fortune-teller and medium, and she was with the group for some time. Hissaelien claims no family in Kelethin or otherwise, and with no-one else of sufficient rectitude to vouch for her, the staff of the Concordium feel that she will not have the support she needs to meet our demanding academic standards.

In regard to her training and talents, though she seems adequately capable of the most basic elemental magic, her talents strongly favor, and in many ways are dependent upon, spiritual and necromantic aspects, and as such, cannot be encouraged or developed by an honorable arcane educational institution such as this one.

As Hissaelien did pass the Concordium’s entrance examination, and we at the Tower bear her no ill will or prejudice in our rigorous admissions process, we have presented her this letter of transfer and recommendation to the training division of one of the many well-organized militias and mercenary companies we have contracted with in the past. We wish her luck in her future educational endeavors.

Augurer Rho Hippnal
Associate Dean of Admissions
Concordium of Magi of Qeynos

Report: Undercover in the Order of the Rime

From the desk of Zer Sonantius Strigidae
Report for Praetor Ariahdnia Z'Ress
3 Stargazing, Fenin Ro, Age of Veeshan

Zer Praetor Ariahdnia Z’ress,

I address this report to you personally for fear of it falling into the wrong hands. Over the last five months, I have taken on a personal duty to infiltrate the Order of the Rime to gather evidence of its crimes and see to its downfall. I have spent a significant portion of that time deep undercover among their ranks in both Kunark and Velious, and have compiled quite a list of injustices against all the inhabitants, both native and immigrant, of those territories. My cover was recently blown as I moved through their ranks, and so I report to you now, seeking advice and aid in moving forward.

The Order employs brigands and vagabonds from all races, its ultimate goal being to bring about some kind of ice-bound apocalypse in which only the Order of the Rime and their warlord, an apparent half-ice-giant named Kraytoc Killingfrost, will be the survivors. Their magic is incredibly effective at chilling any climate, as evidenced by the deep freeze they have instituted in the northern areas of the Fens of Nathsar, an otherwise tropical region. (An injustice against nature itself, in my opinion, to change a climate so drastically.) To bring about their goals, they seek powerful magical artifacts and also seek to sway or enslave any being whose powers might be used toward their ends.

I was motivated to infiltrate them when I discovered from the coldain of Velious that the Order of the Rime was capturing and enslaving the local ice and wind elementals for use in their nefarious plots against other races. As I am sure you are aware, most such nature elementals are indeed sentient beings (if a bit alien to corporeal persons such as ourselves), and as such, I felt this was a grave injustice to be addressed as swiftly as possible. I resolved that the best way to accomplish this would be from within the organization, where I could collect records of the unwilling enslavement of sentient creatures like the elementals to bring as evidence before the powers of Norrath. Ultimately, I did find this evidence, and so much more.

To gain access to the Order, I first enlisted the aid of the Rilissian Iksar of Kunark, who are attempting to use the chaotic presence of the Rime in their lands to their own ends. Ultimately, the Rilissians provided me with a quite effective disguise, and I was subsequently able to pose as an enlisted soldier of the Order of the Rime.

Most of my activities while undercover in Kunark were of a logistical nature, acquiring and transporting food and supplies for their camps and armies. They are largely extremely poorly organized in this aspect: there seems to be little or no standardization or rationing among the troops, and as such, all three of their largest camps in Kunark are in need of constant resupply. My other duties with the Rime in Kunark tended toward sabotage: destroying or tainting supplies of other, native factions in the areas they were operating in. I am conflicted about these tasks, as some of them required or resulted in unjust violence against local populations. My only rationalization is that these orders were assigned to many soldiers of the Rime, they would have been carried out regardless of my presence, and the orders gave me further opportunity to gather evidence of the crimes of the Order. I have written records of these orders and others to other Rime soldiers which should be strong evidence against them.

The Order's main goal in Kunark is the acquisition of ancient, powerful artifacts; a goal which aligns well with the Rilissian warlord Dominus Rile's goal of reconquering his ancestral homelands. The Rilissians are using the Rime as first wave shock troops in their campaign, and the Rime is hopeful of using this front line position to claim powerful artifacts. Both factions fully intend to betray each other as soon as their goals are accomplished.

After sufficient time in Kunark, I was promoted to service in Velious. I contacted the coldain to explain the work I had already done and the evidence I had collected. They enthusiastically encouraged me to continue my deep cover work, even if it meant acting against coldain interests to maintain my cover. My investigation proceeded similarly as before, though the Order in Velious is much more highly organized than in Kunark. Very little of my service there involved resupply as before, and tended much more toward sabotage and thinning the ranks of coldain defenders, both directly and by reducing coldain morale. Every new assignment provided new records and new evidence of injustice against the natives of Velious, though again I remain conflicted about my participation. The administration of Thurgadin have legally absolved me of action against them in light of the information I have provided them. My only hope is that the evidence I have brought to them might aid them in bringing the Order to final justice.

The ultimate goal of the Order of the Rime in Velious seems to be the enslavement of the dragon Yelinak. They believe that the ancient and powerful being will be key in bringing about their frozen apocalypse.

In discovery of this goal, I worked closely with their commander in Velious, a sage and mystic of the Order named Grand Restorer Lingwal. Unfortunately, his considerable clerical abilities permitted him to see through my disguise, but he did not reveal his discovery of my deception until after I had already completed my assignment of disabling the dragon Yelinak's coldain honor guard.

This is the point at which I request aid and advice. My cover is blown, and the Order of the Rime still moves freely in Velious. Though I doubt the Order actually has the resources available to reach the dragon Yelinak and defeat it, it may soon. The Order of the Rime in Kunark has managed to open a chamber in the ruined city of Charasis called the Emperor’s Athenaeum. Within, they expect to acquire artifacts, or evidence of such, allowing them to enslave a being as mighty as Yelinak. As such goals are reprehensible, it is of utmost importance that a group of seasoned explorers including myself enter the Athenaeum and retrieve these artifacts before the Order can get them. Tracking down and preventing access to any resources which might allow the Order’s true goals to continue is likely to be of high importance in the future of Norrath.

In the name of Justice,
Zer Sonantius Strigidae

Monday, March 24, 2014

Black Market

Roughly once a month, or whenever we can get away with it, we send some of our hands to scout and participate in the Black Market, hosted by House Shaw'dal.

The Black Market is a traveling Crafting Faire featuring sales, food, drink, and entertainment. Sales are open to everyone. Bring your own goods to hawk and link or just coin to spend.

This month's market will take place from 8pm to 10pm EST, in Metarrah's Storm Isle on Monday the 31st of March



Known attractions:

- Kezzath's battle arena
- Metarrah's notorious cards
- Honest Miesha's New Used Bed Emporium
- Djinn fortunes
- Custom Monochrome Portraits by A Skilled Limner (Ariahdnia)
- Bardic music
- Pie
- Gambling!

Thursday, March 6, 2014

A Question of Time

In the Vigiles, we rely on the concept of Soft Time in our role play. This means the passage of time is flexible, and determined by narrative and the agreement of the players involved, rather than any particular fixed formula.

In dialogue, this means we usually refer to time with quantities like "some", "many", and "lots"*. We tend not to talk about firm dates more than a week or two in the future when we're in character,

But, When did things happen in Norrath?

There is great disagreement about the timing of historical events in the Norrath of Everquest 2. By design, the world of Norrath is slightly broken, and there are places where no time passes at all, time runs backwards, time runs faster... you get the idea. No powers in EQ2's Norrath have ever had much success agreeing on the time of day, let alone what year it is!

But-! There's a date when I type /time!

Yes, and in the original release of the Shattered Lands, it was standard practice for roleplayers to use /time as a reference. It was simple, it was built-in, and nobody had to do very much math to figure out what time it was in Norrath when it was Happy Hour here on earth.

You say that like it's not true anymore.

Just now, I ran the /time command and was given the year 3923 - which is only 212 years after the "official" date of the Shattering of Luclin. This corresponds to no method of Norrathian time equivalencies that I know of - but what is worse, I have logs from 7 years ago that have a /time artifact of 3950 and later.
So.
Although /time is still a built-in command in the game of EQ2, the answer it gives you is no longer reliable - or even the same from player to player. It's still a neat feature to add some flavor to your rp, to run a quick /time check and site your character in the month and season it gives you. After all, no matter what time format other players are using, you can't be more than nine days off on the day of the week, 2 on the season, or 11 on the month. Being "wrong" about the day according to someone else's way of measuring time also gives you an instant story hook - where did you - or they! - lose that time?

So... what year is it? The game came out on a certain day, so can't we just count from there, even if the game counter is bugged? Should I bug report it?

We don't know, not for certain, and don't bother with reporting it as a bug. Even the original development teams couldn't agree on how time should work in EQ2, and rather than resolve the dispute, they built the game around all of the approaches at the same time. You can count from launch day, if you like, but there's more than one way to do it, so don't expect other role players to be using the same measuring stick.

When in doubt, use soft time.

Well, I'd like to know what time it MIGHT be. If we started from launch day, and counted each day/night cycle as one day...

It can be done. The math is interesting, because one full day/night cycle now runs 72 minutes long**, but with a decent knowledge of spreadsheets, you can calculate the exact game-clock date of any time stamp you care to try***. This odd length of time allows even daily players with a set earth-time for playing to experience every time and season of Norrath in their playtime. There are a few world events which still rely on the Norrathian time to determine spawn rates, though in the years the game has been running most have been removed or set to a base timer of 15 earth minutes or less.

A Norrathian week is 10 days long, a month is exactly 3 weeks, and each of the three seasons is 4 months long, for a 12 month year. Like our own Ancient Greeks, Norrathians group their years in Quatrains, but in Norrath each year has an elemental association and unique weather influence. For example: if you're in Freeport during the year of the Triumvirate, you'll notice it's always raining, whatever the season is supposed to be.

That's nice, but what day did the game start, so I can start number-crunching?

I've looked, but I can't determine what time of year the game clock was started. But, since there's some wobbliness about time in general after the Shattering, even the year is a but of guesswork.
For every date in the game-clock method of time progression, you'll have to give or take about 500 years, since no official, extended universe, nor fan-created timeline agrees with itself or with any other. However: most NPCs which are/were involved in the main storyline which launched with the game on day 1 informed your character that the Shattering was 500 years ago****. Official lore suggests the explosion of Luclin happened around 3711.
Therefore: launch day might be reasonably assigned as coinciding with:
Moorday, 8 Blossoming of the Growth Season in the Year of the Triumvirate, in the Age of Shattered Lands 4211.

But that means more than 60,000 years have passed! Everyone who was alive at launch should be long dead -!

It's an easy mistake to make, if even one number in your progression is incorrect, or in the wrong order. This kind of math sortof... bends your brain, if you're like me, but once you have the formula correct, it's very satisfying.

Years the game has been running...9.33
...multiplied by days...3,405.83
...multiplied by hours...81,739.99
...multiplied by minutes...4,904,399.20
...divided by 72 minutes per Norrathian day...68,116.66
...and 12 Norrathian months...5,676.39
... and 30 days in a Norrathian month.189.21

By this calculation, about 189 years and most of three months have passed in Norrath, as of today. That means the year is roughly 4400, and although most humans and other short-lived races alive at launch might be dead, the Shattering would still be in living memory for most elves. If the game clock started at day 0 of the year 4211, then we can calculate today's date as follows:

Norrathian year at launch4211
Norrathian month1Deepice
Norrathian day1st of DeepiceFeastday
Norathian year now4,400.21
Norrathian month3Stargazing
Norrathian Day14th of StargazingSoulday

or, if you think the clock may have started in the Year of the Triumvirate, the result is still very close:

Norrathian year at launch4211.33
Norrathian month5Blossoming
Norrathian day8th of BlossomingMoorday
Norathian year now4,400.55
Norrathian month7Scorchedsky
Norrathian Day14th of ScorchedskySoulday

Either seems roughly plausible, with the following catch: in that scheme, our experience of Frostfell - and other holidays! - as players bears no relationship whatsoever to the ingame year or season.

Can it sync up at all as designed? 

Short answer: No.
Because the Earth year is not 360 days long (to the eternal torment of those who would prefer the poetic and mathematical ordering of days), no, it can't. Over the course of a single earth year, the Norrathian calendar would repeat the quatrain every 72 days: a little more than five times.

Can we "flex" the Norrathian calendar in a particular month to make it sync artificially?

Yes, if you want to do the math fresh every year, you can stretch four Quatrains over the course of one Earth year, and force at least ONE holiday to fall correctly in both calendars.
I don't recommend it, as it made my head hurt.

What about that other method you mentioned? Does that "fit"?

Short answer: Not quite as designed, no.
In the Concordium Tower in South Qeynos you will find a book titled, "The Norrathian Code of Trade Standards". We have a copy in our Library and in our Guild Hall. In that text, the ordering of the months, seasons, and quatrains is explained. Each year of the Quatrain corresponds very clearly to our four Earth seasons, and in the description of the Year of the Triumvirate it is revealed that the last month of the year - and therefore, the quatrain - is a time of feasting and celebration, when Norrathians give gifts to one another.

Ah ha! That's Frostfell!

It is, and the Frostfell event occurs every year for some number of Earth days to either side of December 25th*****.  So! If you discard the rigidity of 30 days to a month, OR, you create null-periods at the end of every quatrain to absorb the extra days, you can stretch the Norrathian quatrain over one Earth year.

What's the catch?

The coincidence of Frostfell in the Deadening of Triumvirate with Yuletide in December in Winter only works for the Northern Hemisphere. EQ2 is played all over the globe, so any scheme which shows favor to any group of players based on geography is a Bad Idea.
Furthermore, if only one quatrain passes each year, then only a little over 37 years have passed since launch. That's very little time for the epic events of Norrath to take place in, although it does mean that the Shattering could be in living human memory as well.

Well, 200 years isn't very long either.

No, it's not, especially since the climate has stabilized gradually after the Shattering. The siezmic and astronomical events which shaped the Norrath we know and love were truly, unimaginably catastrophic. Remember, in the original Shattered Lands, there were only a few pockets of survivors, worldwide, and magic was unpredictable and incredibly limited. It takes time for those kinds of things to stabilize again.
Recently the moon has even been fusing itself back together...

They could be gluing it back together with magic. Or the Gods could be doing it. Norrath doesn't have to use REAL physics.

All good points - but from the beginning, EQ2 was designed to bring Norrath to vivid life, and in order to do that, the designers worked to create a plausible and consistent world for us to move in. The intention was to incorporate real physics, real geology, real materials and textures in a beautiful, magical, exciting world which didn't ask us to suspend too much of our disbelief to imagine our way through it.

But Norrath has time travel, with Chronomagic.

Right. So we may not actually be in the year we think we are, by any count. 
Chronomagic was envisioned as a way to revisit old content without necessarily needing to make the monsters trivial or have a low level group member with you. The way Chronomagic was woven into the main storyline added further ripples to the strangeness of time since the rebuilding of the Spires back in 2006****** and was never resolved. 
It has been suggested that as a side-effect of stasis-magic used in the City wards, that time may pass significantly more slowly in the two largest cities, Freeport and Qeynos, than is does in the rest of the overland world. Consistent with fairy lore in our own world, it has been suggested that time also runs more slowly in most of Faydwer.
It has also been suggested that time does not pass in any measurable way in Neriak, Odus, Sky, Ykesha, or for obvious reasons, Ethernere.

So... what time references can we use to relate to guild story?

As part of our effort to integrate our own stories into the world of Norrath, we of the High Council have developed a perhaps idiosyncratic method, which you are welcome to adopt or not as you choose.
In the interest of brevity, we do not track the days of the week in Norrath. We may run a /time to harvest the "current day" for flavor, at the most.
Instead of referencing Earth seasons of winter or summer, we refer to the years of the Quatrain.

XegonyDecayJanuaryDeepice
DecayGrayeven
GrowthStargazing
GrowthWeeping
GrowthFebruaryBlossoming
GrowthOceansfull
HarvestScorchedsky
HarvestWarmstill
HarvestMarchBusheldown
HarvestLastleaf
DecayFirstchill
DecayDeadening
Fenin RoDecayAprilDeepice
DecayGrayeven
GrowthStargazing
GrowthWeeping
GrowthMayBlossoming
GrowthOceansfull
HarvestScorchedsky
HarvestWarmstill
HarvestJuneBusheldown
HarvestLastleaf
DecayFirstchill
DecayDeadening
RatheDecayJulyDeepice
DecayGrayeven
GrowthStargazing
GrowthWeeping
GrowthAugustBlossoming
GrowthOceansfull
HarvestScorchedsky
HarvestWarmstill
HarvestSeptemberBusheldown
HarvestLastleaf
DecayFirstchill
DecayDeadening
TriumvirateDecayOctoberDeepice
DecayGrayeven
GrowthStargazing
GrowthWeeping
GrowthNovemberBlossoming
GrowthOceansfull
HarvestScorchedsky
HarvestWarmstill
HarvestDecemberBusheldown
HarvestLastleaf
DecayFirstchill
DecayDeadening
We number each quatrain progressively in relation to the Age they belong to, which is pretty easy to do off the top of your head without even needing to look at the chart. The Age is whatever the last expansion was, the quatrain number tracks how many January 1 have passed since the expansion's release, and the Year name corresponds directly to every third month of the year.

A chart of the ages and their earth dates has been prepared in case you want to look up any given month, year, or age in our little corner of Norrath. These are the dates we use on any of our IC "official reports" and archives, if they have them.

This is all too much. Do I have to memorize all this wibbly-wobbly time stuff to role play with you or join the guild?

No, certainly not. Remember, we rely on "soft time" in most of our stories. All of this is just for your own interest, as a tool you may choose to incorporate, or not. 

And because we're geeks*******.



* tomorrow, next week, next month, next season, soon, someday, in the future, when x happens, yesterday, last week, some weeks ago, months ago, a while ago, long in the past, after x happened, before x happened, when x was happening, in ancient times...

** It used to be 40 minutes, and some are saying since the day/night transition started to have issues around the time ToV launched, that now the cycle is 90 minutes long.
I know. It's maddening.
Years the game has been running...9.33
...multiplied by days...3,405.45
...multiplied by hours...81,730.80
...multiplied by minutes...4,903,848.00
...divided by 40 minutes per Norrathian day...122,596.20
...and 12 Norrathian months...10,216.35
... and 30 days in a Norrathian month.340.55
and with 90 minutes:
Years the game has been running...9.33
...multiplied by days...3,405.45
...multiplied by hours...81,730.80
...multiplied by minutes...4,903,848.00
...divided by 90 minutes per Norrathian day...54,487.20
...and 12 Norrathian months...4,540.60
... and 30 days in a Norrathian month.151.35
We're going to use 72 minutes for this article as that was the length quoted recently by the EQNext development team in their poll of potential players. They wanted player feedback on the length the days should be, and one of the options was "72 minutes, like EQO and EQ2". So we're using that, for now.

*** Yes, Ari is developing a spreadsheet for guild use. Yes, it will be ported to the calendar. No, I don't know how to build a calculator widget, and neither does Ari. Yes, you can build one if you want, and if it works we'll put it on the blog.

**** Some roleplayers at that time, especially on the Qeynos side, started their personal story clocks by the Shattering itself, discarding the old calendar to place the end of the Shattering at Year 0, and their stories at or around Year 500. Since the Shattering was a pivotal event, causing massive climate disruption in a world which had already been undergoing the Rending of continents for the better part of a century, both catastrophies tended to blend together in the lore, and the clean slate posited by this method made - and still makes - a great deal of narrative sense. By this accounting, current Norrathian time is in the 1st or 2nd Century P.R. (Anno Post Ruinum)

***** In 2013, Frostfell began near the beginning of December and extended to January 9th - it varies every year.

****** The result for /time in Kingdom of Sky when it launched was Year 0, and still is.

******* Yes. Enormous ones.

How to: Clean logs for RP records

So!

Now you know how to organize your chat text for readability in game, and how to record your chat logs for later. What next? And why keep logs at all?

One reason to keep logs is bound up with what we do as role-players: story.

Every scene you role play in, you are writing. It is a collaborative, improvisational style of writing, which can yield unexpected, humorous, or sublime stories. By nature your logs are going to be full of typos, contradictions, and digressions, as any rough draft in creative writing is bound to be - but they are a record of your part in a collaborative writing session even so.

You might want to forget some scenes, and remember others - keeping logs will allow you to preserve favorite and/or pivotal moments in your role-play adventures.

As you hone your character, so also your writing will improve. Consider for a moment that hardcore role-play is very much like  full-contact improvisational theater, and you are the puppeteer behind one or more of the actors on the stage. Regular and dedicated role-play is a wonderful, lively forum in which to hone essential parts of the writer's craft: well developed characters, solid dialogue, intriguing plot, and your own favorite balance of comedy and tragedy.

If you go on to hone your writing craft further, or compare your role play session to a really good novel, you may cringe at the roughness of your role play logs. Remember to be kind to yourself and your role play partners: improv and role play are more like a rough draft. Rough drafts can contain the seeds of brilliant narratives, but they need much refining and growth to be on the level of finished work.

In role play, the burden of perfection is lifted: you aren't ever going to have a finished product, so there is no pressure** to push for perfection. Your stories are perpetually unfinished, growing, changing.

Neither do you have to fight the daunting Blank Page: you have chosen to site your characters in the world of Norrath. Your page already has a rough sketch on it - a world, and a collection of npc's and quests and challenges to face.

Against this background, you can begin to draft your character - their nature, their history, their mannerisms, and it's easier, because you have something to bounce them off of already in the world itself.

As you explore the world and your own story, you will encounter other players and their characters, and the sketch of the world will start to evolve. Soon, you'll have an ever changing stage you move through - and it will change your character as well.

Keeping and cleaning up your role play logs will fill your digital bookshelves with scripts for short and long plays which record your character's history and parts of others'. You may want to read these later, or share them with others - but they will always, by their very existence, be a reminder. You are a role player. You are a writer. And you're damn good at it.



How to clean your log files into a script:

It is entirely possible to tidy up logs by hand, using the ever-helpful find/replace tool in your favorite text editor. I know, I've done it.

Then I was shown a better way.

At the link, you will find a link to download the LogCleaner written by Cliff Stanford. It's fabulous, and the work put into it will make cleaning your old logs a piece of cake compared to the longhand method. I've linked to a screenshot of the program off to the right so you will know what to expect.

As you can see, the Log Cleaner is written to recognize those gobbledegook codes you saw in your raw log files. Chat categories like /say, and /tell, /guild and /group will all be familiar to you from adjusting your chat display settings. Selecting any number of those categories of text will create a final file which contains all of the chat from the raw file which was coded to that channel.

If your rp session largely happened in /say, and you want to create a file which strips out all the ooc chatter in /group and channels, you might select the following channels in the log cleaner: say, tell, guild, and shout. This will collect a majority of what happened in the session, and strip out all the extra code, leaving you with only the timestamp, the command and the chat text.

This is a fairly readable file already, though when you review it, you'll notice there's something missing.

Your emotes.

Emotes are unfortunately coded in a way which is not easily distinguishable from combat. So... your emotes and your combat are both going to be under the heading "Everything Else".

What to do?

Well, if your rp was in a quiet place, you can probably add "everything else" to your selections, without having to clean out too many extra tags. If you were hungry, or a passive ward refreshed you, you'll see that, but there won't be very much, and you'll be able to use find/replace to strip that out fairly easily.

What if your RP session was in a dungeon? On a hunt?

If you used /guild or /g to roleplay, then just select those channels, and use find/replace to shorten the "so-and-so says to group" to "Character ::".

If, however, you roleplayed in /say and /emote, perhaps in the rest spaces between fights, you do have some work ahead of you. There are two ways to approach the challenge: one, is to create a single cleaned file to work with which has all relevant channels in it. The other involves producing two separate files: one, with your /say, /shout, and so on, and the other, with only one box ticked: "everything else".

In the first method, you will have a very large file, even if your session was only an hour or two. In this method, you can strip out the timestamps before you begin, if you prefer. You can add a line at the top of your file with the linguistic date (ie: Monday February the second from roughly ten in the evening to five in the morning on Tuesday ) if you want to keep that information, and the find/replace won't touch that.

If you clean up your log within a short time of the roleplay, you'll remember about how often you stopped to roleplay, what chatter to look for, and you'll be able to scroll through and isolate the stops and starts of your chatter relatively easily. Even if it's been a while, you'll be able to identify where you "went into battle" and where you "stopped to chat" more and more easily as you scan through the text.

I recommend creating extra line breaks between those sections, and combing over the log more than once before deleting much of the combat text, just in case you missed a section.

You will still have to comb or find/replace for "You are hungry..." and "Your ward of elements refreshes you..." mixed in with the roleplay chatter, but it's easier to pull that out AFTER combing out the larger combat blocks.

Leave several blank lines between your roleplay segments: trust me, it will help.

In the second method, you'll be doing much the same thing in your "everything else" file, but WITHOUT stripping the timestamps out yet, and because you're only looking for emote tags, your rp sections will be shorter, and slightly harder to find.

So what is the advantage to the second method? Well, it allows you to clean the speech records more quickly, for one, and divides a large job into two smaller ones. It's always difficult to find the motivation for tackling a large tasks, even if we really want the result. Having a breakdown of smaller steps helps us mark our accomplishments more easily and encourages us to finish them.

Once you've cleaned the "Everything else" file down to the emotes only, then you can begin the work of splicing the two together. This is where those timestamps come in handy.

In your speech file, look through the isolated roleplay segements, paying attention to the timestamps. Anywhere there appears to be a break of more than 30 seconds or so, add a linebreak. Now, before moving onto the next rp section, flip over to your emote file, and look at the timestamps. Move the entire section of emotes over to your speech file, fitting them into the spaces between your speech as needed.

If you are doing this shortly after the rp in question, this will actually go fairly quickly, as the "holes" will stand out easily and you'll have a fresh memory of what to look for in your emote file.

Now what?

Whatever method you chose, wherever your roleplay happened, you've now got only a few small things to do. Soon, you will have a clean, readable script-like record of the evening's collaborative writing, which you and your friends can re-read or share in the years to come.

Remove time stamps:
The easiest way is to run find/replace on each numeral 0 through 9. Then you will be able to select the remaining time stamp artifact, which will look like [Mon ::: ]. Make sure you select the space between that, and the start of the command line! Leave the replace field blank, and it will strip these things out without leaving anything behind.

Simplify chat attributions:
There's a number of ways to do this, and you may change your style as you build your log collection. The important thing is to make the result more readable. You might choose to use nicknames for the characters, or codes for the kinds of speech.

For example:
Original:
You say, "Hello there, handsome."
Cleaned:
A :: "Hello there, handsome."

Original:
You tell Bob, **a sultry voice touches the edge of your consciousness** "Hello there, handsome."
Cleaned:
A~Bob :: **a sultry voice touches the edge of your consciousness** "Hello there, handsome."

Original:
Guildmate: Bob has logged in.
You say to the guild, "Hello there, handsome."
Cleaned:
Bob logs in.
A ~ VA :: "Hello there, handsome."

It may seem like a small change, but over the course of a 20k word role play scene, it will make reading far easier. Once you get into the thread of the scene's plot, the smaller attribution tags will start to "disappear", as they would if you were reading the script for a play.

Clean up errors:
This step is entirely optional, but many times in role play we catch our errors after they've posted to chat-bubbles, and so in your logs you'll have many corrections and clarifications. Streamlining these into the dialogue as if they'd posted correctly the first time may be less "accurate" to the original experience, but it will make a more pleasant reading experience later. While you're at it, you might choose to correct other minor errors of grammar, punctuation, or spelling, especially in your own lines. It is excellent practice for the future writing, revision, and proofreading.



** Your mileage may vary. The Perfection Monster is one we all fight to some degree, and you may need different tools to fight yours. I invite you to try out some of the tools that have worked for me, and for friends of mine. May you find victory in all your creative endeavors!

A plain, red-spined book - Apocryphal Journals: Folodu Amrunrosse

Archivist's note:

It is clear from contemporary records that Amrunrosse was fastidious about keeping her journals on her person or otherwise well secured, yet in the recent reorganization of the archive we have found loose signatures tucked among unrelated treatises on the applied arts of entropy as relates to the keeping of vegetable gardens in various climates.

Each is no more than eight pages of vellum, stitched with waxed linen thread and apparently in good condition, aside from having been at some point separated from the rest of its volume. The handwriting appears to be consistent from one entry to the next, though there are huge swaths of the work still missing.

What remains has been bound together in a probable chronology, and wrapper leaves were added around each original signature to hold such notation as is possible. The entries are undated in the original hand, but as many of the incidents are cross-referenced in the public archives, so a loose chronology may be posited.



This entry is unusually brief for the bardic-trained Amrunrosse, especially in light of her extensive, longwinded reports during the Velian Exile. The doubts seeded during the era of her usurption have long been considered to have flourished in the solitude of her exile. The tone of her entries immediately following her recall to a more closely supervised position in Maj'Dul would seem to confirm this.



Fafnier is among us again, and quite hale and healthy. He has not spoken of the broken engagement. When pressed, he refused to speak of it. I get the feeling he cares, and yet is too proud to admit it.

Cheva will be thrilled to see him, though she is yet on her way to the sands.

It looks less drear, and yet.

I found him returned not long before he ordered my assistance in going to Freeport and fixing the status of his death back to living.

We disembarked our ship only to immediately encounter the Knights on patrol. As is standard, they wished to see our papers. Fafnier, having already not listened to reason and changing his documents in Gorowyn, started making demands for pleasantries.

Now it is on me if he catches their attention. Arquenniel was quite clear on that. Fafnier should have known better, and could not keep his mouth shut. He wanted to claim his own actions for himself. He does not understand how tyranny works.

It is endearing and foolish.

After, he admitted he wished Lucan to know he is returned - he would not explain why.

And then asked me to find a link between Andrejja and Marconis. Already, I am called to bring suspicion on the House. Is this all my name is worth now? As an agent against our own?

It cannot be borne.

I told him I will do no such thing until such time as the Praetor clears it.

Wednesday, March 5, 2014

Classified report, from the Ephemera of the Praetor

Archivist's Note:
The Praetor has been characterized in uncharitable accounts as hoarding paper as dragons hoard gold, but any historian will affirm that it would be easier to draft a coherent chronicle if in fact, that were true. The Ephemera collection attempts to assemble some semblance of chronological order to the wild and fragmented array of letters that have come down to us.
These letters are offered here, in translation if necessary, and bound in one set of volumes for the convenience of the student of history, and in respect for the fragility of many of the originals. Scholars with proper clearance from the High Council may apply to view up to 200 items from the originals: only twenty such requests will be considered in any Quatrain, irrespective of the date attributed to the items requested. Any excess applications on grounds of suspicion of censorship will result in an automatic and binding hold on the scholar's access credentials for one full year.

The report included below would normally be filed among the military records of the Vigiles, except that this was never stored with the classified military records. It is possible that it was misplaced on receipt, but as the events in question are long past and the High Council has determined that the following was of minimal interest to the Vigiles wing, it has been accessioned along with the personal effects where it was found.



From: Equites Amrunrosse
To: the desk of the Praetor

Security: HIGHLY CLASSIFIED

Legate Fafnier has requested I investigate Chief Medic Pejic for connections with Marconis.

He has been informed that no such thing shall happen without clearance from the Praetor's office.

His last remark on the subject was "do what you must".

If interpreted one way, it is easy to associate your consent with doing what I must. Were this a few years ago, I would interpret it as "do it anyways", with "for the safety of the House" as an addendum.

I do not like the idea of beginning any espionage regarding any of the Amicae given how my own paranoia and logical leaps went a decade ago.

Either way, if you will it, it shall be done.

Equites F. Amrunrosse

Tuesday, March 4, 2014

OOC Resource: Heraldry

Thought I'd compile a short list of resources for the invention of heraldry and coats-of-arms. Many characters are from noble families, or have fought on behalf of a state or organization which would have its own heraldic device, so knowing the standards of heraldry and blazons may come in handy as a player.

The first links are obvious, to Wikipedia's articles on Heraldry and Blazon. Blazon is the (mostly) standardized method of describing a heraldic symbol so that someone else can reproduce it. The blazon is a very specific formula with its own syntax that specifies colors, divisions, emblems, and arrangements of the heraldic emblem. With blazon terminology, one can describe a shield or coat-of-arms more accurately and with fewer words than with regular English.

This page is from a gaming miniatures decoration website, and extremely good for visualizing what the blazon terminology means in graphical form. The Canadian Heraldic Authority is also a good resource, with a fun little pdf for kids on the subject that is actually quite good at describing how heraldry is inherited and modified in the inheritance.

If anyone else has any other info to share about heraldry, please add it in the comments.

Monday, March 3, 2014

Vigiles Amicae Mail Room

Welcome to the mail room!
The entry room, with tables for socializing and writing letters


Here, we have built accommodations for all our lovely silver account members - and everyone else too! We think you should be able to leave notes for your friends (and even your enemies!), so we have built this room.

To access this mailroom:

In the Residential district of Gorowyn in Timorous Deep, head to the Lower Tenements and visit "Vigile".

If you are already in the Guild hall, you may use the Housing portal at  the back of the Crafting room to travel directly to the mailroom, by selecting Vigile, and the Lower Tenement house.**


The post box room:
all boxes are to the RIGHT of the green book
with the recipient's name as its title.
Remember to check your own box while you're here!

There is one cubby for each of the Amicae - and when we grow, the mail room will grow too!

If you don't have a cubby yet: it is either because you are still an aspirant, or the High Council has been busy: so please! Let us know so we can get you set up properly!

A pile of parcels to be delivered, and our MailZombie.
Neither rain nor sleet nor death nor night...
We have built this mail room in an effort to meet the needs of our stories in spite of the SOE limitations on the use and capacity of mailboxes. Once you have passed your aspirant trials, you will be added as a trustee on the mail room, so that you can pick up, add to, and move around the letters in the mail room

All parcels are subject to weighing in.
If you have a parcel to deliver, please make arrangements
with the High Council for proper postage
If you have any suggested improvements for the mail room, or if you have accidentally moved more than you meant to (it happens to the best of us!), please contact a member of the High Council.

You may receive orders and communications from your officers, as well as letters from your comrades and friends, so check back often!

Please use the Rawhide Leather notebooks for your letters: the Etched Leather notebooks (the green ones!) are for mail cubby labels!

If the mail room is in need of more notebooks, or you need trustee access to this room:
Contact your High Council!

Praetor Ariahdnia
Legate Pax Sytan
Legate Bellum Fafnier



To write a letter :

Grab one of the Rawhide Leather Notebooks from the table, and put it in your inventory.

Title the book with the recipient of the letter, and the sender's name.

Fill the interior pages with your letter, and any IC descriptions of the letter's appearance.

Find the Recipient's cubby in the second room of the mail room, and add your letter to their pile!

Note:

If you have written letters to this person before, you can add your note to the book you left before, until it's full.






** The Timorous Heights house is a different part of our hall extension, and a subject for another post!