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PostPosted: Jun 29th, '09, 11:26 
Twilight Council
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Location: In ur base killin ur doods.
((I've got one event area done. Would require at least three people to be successful. There's a chance of combat, but for the most part it'll be teamwork, investigation and problem solving. PM me on the forum/in game if you're interested. I would suggest level 12 at a minimum, but lower levels are welcome as always.))

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PostPosted: Oct 5th, '09, 02:26 
Twilight Council
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Joined: Nov 13th, '06, 13:41
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Location: In ur base killin ur doods.
((Kay so as a result of:

Work, Hard drive error, university

This has been pretty slow. I've remade the first of the tombs, the rest will come after. I'll send PM's to those of you who have been looking for said tombs. If you guys could PM me times and dates if you're still interested.

Ta.))

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PostPosted: Nov 8th, '09, 23:55 
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Location: In ur base killin ur doods.
Shortly after the adventurers braved the ancient woodelf tombs the very living forest consumed it; the goblin mechanics efforts to raid and pillage successful maybe, but the abominations they left preventing rescue or interuption were crushed beneath tons of rock and clenching roots. In the place of the ancient hidden settlement now sits a deserted plain; acid torn and broken by the falling rains.

Still the commando's wear a smile. There is hope, they claim. The rains have stopped and the first signs of life return to what was once their home. Each steps into the woodlands surrounding and disappears as they are one to do; the six man strong team of woodelves probably the last the world will ever see of their kind as they step towards certain extinction; however long it might well take.

The rains in the forest relent for now. The fallen angels no longer plague the area and the undead receed from the forests, for now. Those who reside in the crossroads can finally get some well deserved rest.


Global Events:

Plant life in the Great Eastern Forest is beginning to recover swiftly with the aide of druidic circles and protection of rangers. Lumbering in the local area has been lawfully put on halt until the forest can recover under punishment of druidic means.

Rainfall in the great eastern forest once again brings with it the sweet taste of life; no longer does it corrupt or poison or corrode. Rivers are beginning to see the first signs of life in the form of algae and small plants and shrimp once again.

Cubs of bears and wolves can be seen in local forested lands. They are shy and over protective but they are there none the less, amongst the prey animals that had shied off. Generally, the wound carved into the land is beginning to heal.

Crops and farm animals can once again be farmed on the lands in the great eastern forest. Those who do farm there are able to sell their goods for overpriced fee's and are not too shy to do so. Hard times are still ahead for those who dwell outside of the forest.

The last of the woodelves have sunk into the forests. The race can be considered extinct. All that remains of their kind herein are the simple little traits might one expect. Greenish hues to hair, darker skin tones and interesting coloured irises may be mixed in with new borns as what remain breed, but ultimately their way of life has died.



Bonuses: (Acquisition of natures essence)

Druids and clerics (with the plant domain) who cast any of the cure spells will find that the benefactal effects therein are incrimented substancially whilst in future tomb quests. Outside of the quests, spells will function as per NWN rulings.

Those who cast the entangle spell will find the roots functioning similarly to evaards tentacles whilst within the tomb quests. It will function normally outside of event times.

Bark skin will apply a natural shield similar to the Death Armour spell. This shield will deal piercing damage at a minor rate to whomever attacks the caster. This will function as long as it is in event times.

Druids (and clerics with the plant domain) will be able to control the weather to suit their needs and wants. They may make it bright, hot, sunny, humid, rainy, snowy, thunder and similar. These effects are subject to chance; for example should it be raining acid the magics involved to cause the acid to fall might well be more potent to your own. This is subject to event times.

Summoned creatures under the domination of a druid, ranger or cleric (with plant domain, or animal domain) will recieve benefactal advantages based on the spells the caster casts (on themselves) post summoning. This is subject to event times.

Note: If the essence of nature is lost, the above is null and void. If you are an enemy of the holder of the essence of nature, the above is null and void. If you are known for harming nature (deforestation, trapper/hunter who abuses, mass farmer, lumberjack etc), the above is null and void.

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PostPosted: Mar 22nd, '10, 03:47 
Twilight Council
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Joined: Nov 13th, '06, 13:41
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Location: In ur base killin ur doods.
Prodigal Sands:

Whispers on the winds of the deserts and cunning adventurers hardened against the sands prove that something has stirred in the heart of the heated wastelands. Mercenary tribes have reported maelstroms akin to those that float about over sea’s flowing through the sands, swallowing caravans, mounted warriors and dislodging mountain paths. Those that were devoured have been lost to the sands, buried as the chaotic magic’s fade and the tons of swirling sands fall flat once more.

These strange happenings are said to be the result of the rising burial ground of an ancient and lost race, stationed close to the edge of the mountains they once inhabited; long since silent and eerie; dead and inhibited instead by hawks and eagles. They say it is a temple; a thing of gigantic proportions that spans taller than a dwarven mine does and that by the day, sands slip from its walls. Tis only time until the door is reachable by prodigal explorers.


Caravans refuse to move through the desert some of the time as a result of the trang magics that tear the sands apart.

The second tomb is slowly being revealed

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