The Vigiles Amicae is a roleplaying guild in Everquest 2, on the Freeport and Antonia Bayle Servers.

Thursday, March 6, 2014

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

How to: Keep logs

It wouldn't be long among the Vigiles before you started hearing about "logs" in the ooc channels. What the heck are logs, you might ask, and why do we use them? What are they for? Why do we bother?

I've been using and teaching people about logs for years, and it wasn't until I sat down to write this up for the blog that I realized this is actually a pretty broad topic. In the interest of brevity and clarity, I've broken it up over three separate posts. It seems to me the most sensible beginning is the what, and the how of their existence, and we'll get to the whys and what-fors in a little bit.

The Everquest2 game comes with the ability to log your chat history built-in. It's as simple as typing /log or selecting Menu --> Options --> User Interface --> Chat Window --> Log Chat text .
This means that whenever logs are active, the game will be writing ALL your chat to a separate .txt file under Sony Online Entertainment --> Installed Games --> Everquest2 --> logs --> [servername] with a name like  eq2log_charactername.txt .

But what goes in the log?

The game considers all text you encounter as "chat", but even at default settings you are presented with some visual distinctions, which reflect the kinds of text which are coded differently in the engine.

You can change the visual settings in EQ2 Menu --> Options --> User Interface. Once you have a setup you like on one character, you can easily copy the same settings to all your characters by typing the command /load_uisettings , which will pull up a dialog box with the names of all your characters. Select the one you've tweaked, and everything will adjust as you've designed it already.

You can also change what chat shows up in your log and on your screen by right-clicking your chat tab and selecting chat options.

You can also find these UI settings in the file system of your computer under Sony Online Entertainment --> Installed Games --> Everquest2 .
The file-name will be in this format: Server_Character_eq2_UIsettings.xml. Backing this small file up to an external or cloud storage system will make switching computers much easier, because tweaking your settings to suit your playstyle is always an investment of time.

The default settings for the chat which is "on" in each tab seem to be:


  1. Main chat
    1. Game Text
      1. Default
      2. Error
      3. Status
      4. MOTD
    2. Chat Text
      1. Nearby
        1. Say
        2. Shout
        3. Emote
        4. Yell
        5. Narrative
        6. NPCSay
      2. Group
        1. Group say
        2. Raid say
        3. Arena say
      3. Guild
        1. Guild say
        2. Guild officer
        3. Guild MOTD
        4. Guild member online
        5. Guild Event
        6. Guild recruiting page
        7. Guild recruiting page (other)
      4. Private
        1. Tell
        2. Customer Service
      5. Chat channel
        1. Out of Character
        2. Auction
    3. Tradeskills
      1. Harvesting
      2. Harvesting Warnings
    4. Voice Chat
  2. Combat
    1. Spells
      1. (many kinds of combat)
    2. Combat
      1. (many kinds of spells)
  3. Tab 1
    1. Chat text
      1. Non-Player Tell
      2. Object Tell
      3. Spam
    2. Character Text
      1. Reward
      2. Death
      3. Pet
      4. Skill
      5. Faction
    3. Other
      1. Money split
      2. Loot
      3. Loot rolls
    4. Command 
      1. Broadcast
      2. Who
      3. Commands
    5. Merchant
      1. Merchant Buy/Sell
    6. Consider
      1. Con -2
      2. Con -1
      3. Con 0
      4. Con 1
      5. Con 2
  4. Tab 2
    1. Any chat channels you have selected
A screenshot of the chat and menu windows,
with the Status/Narrative tab selected.
By default, you are subscribed to General, Auction, and your class channel. You may also be subscribed to any other default channels you may have chosen before, such as Crafting, or LFG, or any user-created chat channels which you've been in before, such as rplfg or homeshow.

Sometimes, on fresh installations of the game, everything in Tab 1 is also open in Main chat. As you can tell, it very quickly gets crowded, and difficult to follow.

In the Main User Interface settings, you can color code all these different kinds of text so they display
Another screenshot of the options and menu windows,
with the combat tab selected.

distinctly - by default most channels are dark green, chat text is white and/or yellow, group chatter is light blue, and so on. You can code each possible chat channel number to a different color, so that it's possible to follow conversations in multiple channels more easily... but even so, your chat window will fill up very quickly.

I recommend the following settings as a starting place for your chat windows:


  1. Main chat
    1. Game Text
      1. MOTD
    2. Chat Text
      1. Nearby
        1. Say
        2. Shout
        3. Emote
        4. Yell
      2. Group
        1. Group say
        2. Raid say
        3. Arena say
      3. Guild
        1. Guild say
        2. Guild officer
        3. Guild MOTD
        4. Guild member online
        5. Guild Event
        6. Guild recruiting page
        7. Guild recruiting page (other)
      4. Private
        1. Tell
        2. Customer Service
      5. Chat channel
        1. Very important User-created channels, turned off when in intense RP or combat
  2. Combat
    1. Spells
      1. (many kinds of spells)
    2. Combat
      1. (many kinds of combat
  3. Status or Narrative 
    1. Game Text
      1. Error
      2. Status
      3. Default
    2. Chat text
      1. Non-Player Tell
      2. Object Tell
      3. Spam
      4. Narrative
      5. NPCSay
    3. Character Text
      1. Reward
      2. Death
      3. Pet
      4. Skill
      5. Faction
    4. Other
      1. Money split
      2. Loot
      3. Loot rolls
    5. Command 
      1. Broadcast
      2. Who
      3. Commands
    6. Merchant
      1. Merchant Buy/sell
    7. Tradeskills
      1. Harvesting
      2. Harvesting warnings
    8. Consider
      1. Con -2
      2. Con -1
      3. Con 0
      4. Con 1
      5. Con 2
      6. Voice Chat
  4. Channels
    1. Any default channels you've selected, color coded in shades of green
    2. Any user-created channels you've selected, coded in warm colors, bright for the main chat, and dark for the echo of what you said to them

Now, any and all chat you have selected to show in ANY tab is going to be written to your log file, without any of the helpful color-coding we use in the game window, and with a great deal of hidden code. As you might imagine, log files get very big, very fast, no matter your settings. Even simple .txt files tend to get corrupted and difficult to open at large sizes. 

So how do you organize all those piles of information?

It is recommended, therefore, that if you run logs, you regularly rename and/or move old logs to a new folder. Ideally, back these text files up in an external or cloud based storage system, as you would any other writing - both in their raw and their cleaned form. (I'll write about cleaning logs in the next article.)

For example, on the first of every month you might add the name of the previous month to the end of the log file names. For example: eq2log_charactername_month_year.txt , or you could rename the file entirely: Month_Bob_the_SK.The next time you load into the game, the program will be looking for the old filename - and since it doesn't exist, it will write a new one in the default format.

You might also start a special log when you know you're going into a long RP scene or intense combat, by typing /log filename such as "councilmeeting_march". You might consider turning your logs off when heading into a raid, or again, starting a different log such as "venekor_raid", simply because combat logs are enormous.

Don't forget to turn your logs back on, or back to default when you're done, by typing /log and watching your status test for the confirmation, which will look like:

Logging to 'logs/Server/eq2log_charactername.txt' is now *OFF*
or
Logging to 'logs/Server/eq2log_charactername.txt' is now *ON*

If you've ever played a PnP RPG, and spent several sessions on rolling your way through a single fight, you can imagine how much data is in a combat log. All that data makes the end log result almost impossible to read... so why do it?

I'll explain more in later articles, but the short answer is: to have your old RP's to look back on fondly, and to support a just and safe environment with the records of what you experience in the world.


Selections from: Notes on Diverse Magicka - Natural Arcana

Notes on Diverse Magicka

by

Legatus Pax Sytan Fiac



Author's note:

This is a series dedicated to informing those with limited or non-extant abilities in arcana on the various forms of magic and their uses. This is not intended as an in depth study, nor does it go into all details. For many, the usage of leylines or nodes will never manifest, nor will the finesse to guide the blood magicka explicitly.

This discourse will cover the concepts of similarities and differences among the branches, and peel back some of the mysteries.

The first section will cover my specialties of hematurgy and necromancy.
The second will cover natural magicka.
The third will touch on the psionic talents.
The fourth will delve into the divine controversy.
The fifth will touch upon the delicate and complex question of void.

It is to be hoped that the interested student will find the more technical treatises on the above topics more readily accessible for this humble offering. Any errors or elisions in this work must be attributed to the difficulty of enumerating in plain language what becomes a nearly reflexive, intuitive impulse for the grand adept.



Natural magicka contains many similar properties depending on what things answer to who, and what the power source is. As with all branches, the first inclination is to use self as the power source - blood is not called for in natural magicka, and instead the accumulation of 'mana' serves.

The current thought on how this occurs is by a form of osmosis, at latent background levels deep into all things all the time, with areas around nodes having a higher concentration. The practiced mage can draw from loose, pooled, or flowing mana to greater or lesser degrees according to both talent and training, although the modulation and direction of this power must be drawn directly from the mage's own vital energy.

It may be helpful to think of these mages above the rank of master as drawing this mana as one would draw water from a spring-fed well. The size of one's bucket, and efficiency of one's winch and pulley will have a marked impact on the upwards limit of how much water may be harnessed, but the final arbiter of what is possible will always be dictated by the strength and endurance of the operator. Foci and ritual may be likened to manual pump systems, with all the implied exponential increases in throughput that suggests, even though the maximum harnessable vitality of the operator remains the same.

To stretch the metaphor slightly further, one can only begin to picture the sheer power represented by the rare grand adept by considering that they are a living embodiment of several things at once.

Like the mechamagical mana batteries which power an automatic hydro pump, their base vital capacity is at once far greater than our proverbial winch-and-pump operator, and like those batteries, may be refilled to some degree by the very act of their proper use. Like the well operator, they can draw from still pools, and like the diversion pumps, they can also draw off moving streams of mana and redirect them with minimal filtration. The grand adept also operates like the great reservoirs and their pressure turbines - as well as the reservoir itself - able to at once open the proverbial sluice-gates of natural and created mana reservoirs for direct use, and to contain and channel some amount of that power into forms that so-called lesser Adepts and Master-grade mages can then tap.

Unlike all of these devices, the grand Adept as a living creature is highly mobile, as they can adapt themselves and their physical environments at will, and are further able to "tune" the varied sources of mana, manipulating the very composition and alignment of these mana networks. The reach of a Grand Adept is finite, but the upper limit has never been finally determined, nor is it likely to be: like every other endeavor, the practice of Arcana builds on all that has come before, and thus climbs to ever more precipitous heights.

The reader may well ask how, with such power, a Grand Adept can ever be defeated. Unfathomable though it may seem from a mundane perspective, Grand Adepts do have variations of ability within and between themselves. Consider that the oceans are several orders of magnitude more vast and powerful than any inland sea, lake, or even pond, and one may begin to grasp the nature of the distinctions in this field of magicka - and also where the limitations and weaknesses of these rarified beings might begin.

As the Oceans are both beautiful and terrible, so it is with Grand Adepts. They are but mortal creatures, and many potential Grand Adepts are themselves destroyed by the raw power that they work upon and within. Isolating one from the network of mana sources is an enormous task, but entirely possible, and in the same way that a Grand Adept may tune the local network for their ease, it may also be made discordant and poisonous to them. The reader might do well to consider the extravagant loss of life, and utter decimation of organized magicka following the Great Rending: it was not until the Era of Discovery that true Grand Adepts began to emerge again.

There are those who will always assert the increased contact with draco nobilius was the cause and support of this development: the reader may rest assured the reason is far less dramatic. Final Death and the imperfect vagaries of the Restorative Arts destroyed forever many of the greatest mage-gifted bloodlines during the Age of Turmoil. The survivors were hardly in a position to organize anything like a formal breeding program to strengthen and fix the remaining talents, even had they access to the relatively stable and vibrant mana network we use today.

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.

Report: To the Praetor, Re: K.o.F. encounter

From: Equites Amrunrosse
To: the desk of Praetor
Security: CLASSIFIED

RE: Knights of Freeport

On march 4, Legate Fafnier requested my assistance in finding the Freeport Registrar to change his listed status of deceased.

After disembarking, we encountered a patrol of the Knights lead by Arquenniel. Our documentation was requested per usual protocol. Fafnier demanded they say please.

He was on the edge of stepping over a verbal boundary into conflict when the LC asked if he was with me. I acted as his superior and agreed he was, and ordered he hand over his papers.

He complied. The LC made clear that I am to be held accountable if he causes trouble. Fafnier challenged this, and I had to explain the nature of power, and how I was now the one on the line.

I will return to Maj'Dul shortly and be at your convenience to answer for my insubordination.

Equites F. Amrunrosse