You want to contribute?

For the discussion of general topics about the game.
Dalvyn
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You want to contribute?

Post by Dalvyn » Mon Nov 05, 2007 8:20 pm

Here's an opportunity for everybody to add a little something to the game. Recently, caravan lines have been added to the game. Inside each caravan (as well as in each ship of the shipping lines), you can find a merchant that carries various food items and drinks. Currently, those items are "common" items found in many other areas, but we can replace them with unique items.

So, if you have an idea for a food item or a drink, and you want to see it in the game, here's your chance. Follow the instructions below; even if you are not a builder, they should be detailed enough to guide you through (and they might even make you realise that building is not that complex after all, and that you might try your hand at it!).

1. Think of what you want to create. You might want to check that it's not already in the game (if you can't cast "locate object", ask a wizard or a priest to do it for you, they will certainly be glad to help). Check the posts below too to make sure that nobody else sent in the same object. Determine whether this item you want to create is a FOOD item or a DRINK (that should be easy enough!).
Example wrote:I plan to create a banana. It's obviously a FOOD item.
2. Write the short description. Watch out, the name is misleading! The "short description" is not the description of the object ... it's just what you would call its name (but, unfortunately, "name" designs something else, so I'll avoid using this term). The "short description" of the object is what you would use to complete a sentence like "You see ...", "You pick up ...", "You drop ...", and so on. The short description must start with a lower letter (no caps, unless it's a name that always starts with a capital letter). The short description of your item should be at most 20-30 character long.
Example wrote:Example. "I see a banana", "I pick up a banana", ... So, the short description of my item is: "a banana".
3. Write the long description. Once again, this is not the "description". It's longer than the short description though ... The long description is what you see when you enter a room and the item is on the ground. It's a complete sentence, starting with a capital letter and ending with a full stop/dot. Try to come up with a sentence that works well in most rooms. The long description should be some 65-70 character long at most.
Example wrote:Example. I can use any of the following for my long description:
"A banana is here on the ground."
"A banana was left here."
"There is a banana on the ground here."
"You see a banana on the ground here."
"A long yellow fruit lies on the ground."
A long description like "A banana is half-buried in the mud here." does not work well though ... because not all rooms are muddy (not all rooms have a "ground" either, but most of them do).
4. List the keywords. The keywords are the words that people can use to interact with your object; that is, they can type "take <keyword>", or "eat <keyword>". Make sure you take both your short description and your long description into consideration when you list the keywords ! There can be as many keywords as you want.
Example wrote:My banana will need "banana" as a keyword, obviously. If I choose to use the "A long yellow fruit lies on the ground." long description, I will most likely need to add "long", "yellow", and "fruit" to the possible keywords because people might not understand that this is actually a banana when they enter the room and they see the long description. That's why it's important to check both the short and the long descriptions when listing the keywords.
5. Does your item need a description? If so, then write it. Now, we've come to the "real" description, i.e., what people see when they examine your item. If your item is a common item (like a banana), there is no need to write a description to explain that it is a long, yellow, slightly curved fruit with a thick skin. The description is optional. If you write one, you need to format it in lines that are no longer than 75 characters each.
Example wrote:The banana does not really require a description, but for the sake of the example, I'm going to use the following one.
"This is a long yellow fruit. It is slightly curved and has a thick yellow
skin that can easily be peeled off."
(Note how I broke the line manually before it reached 75-80 characters.)
6. Colourise your three descriptions (not the keywords). You can add colour codes of the form {X0}, where X is a number or A, B, C, D, E, or F. Those colour codes work as described in "help feralcolour". Each of the three descriptions should start with such a colour code. Don't overdo colours; generally, one colour code will be enough, sometimes two, but generally not more than that.
Example wrote:The obvious choice for my item is yellow, that is {B0}. Adding this code yields the following results:
KEYWORDS: banana long fruit yellow
SHORT DESC: {B0}a banana
LONG DESC: {B0}A long yellow fruit lies on the ground here.
DESCRIPTION:
{B0}This is a long yellow fruit. It is slightly curved and has a thick yellow
skin that can easily be peeled off.
Easy enough, right?

The rest of the instructions depend on whether you are creating a FOOD item or a DRINK item. For a FOOD item, go to the next post. For a DRINK item, go to the third post in this thead.
Last edited by Dalvyn on Mon Nov 05, 2007 8:36 pm, edited 1 time in total.
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Post by Dalvyn » Mon Nov 05, 2007 8:35 pm

CREATING A FOOD ITEM
Example wrote:I'll use the banana example again in this post.
KEYWORDS: banana long fruit yellow
SHORT DESC: {B0}a banana
LONG DESC: {B0}A long yellow fruit lies on the ground here.
DESCRIPTION:
{B0}This is a long yellow fruit. It is slightly curved and has a thick yellow
skin that can easily be peeled off.
7. Determine how nutritive the food item is. Something like a fruit has a nutrition value of 1 on average; a treat or sweet might have a nutrition value of 0 (it does not really feed you); a bowl of stew might have a nutrition value of 5.
Example wrote:My banana is a fruit, but a quite nourishing one, so I'll give it a nutrition value of 2.
8. Determine whether the food has already been cooked, or if it is "raw". This is especially important for meat-based food items. Choose between FOOD_RAW and FOOD_COOKED.
Example wrote:Obviously Raw in my example.
9. Determine the "material" of which the food item is composed, amongst the following list.

MATERIAL_FLESH
MATERIAL_WATER
MATERIAL_PLANT
MATERIAL_HIDE
MATERIAL_POWDER
MATERIAL_OIL

For most fruits, it will be _PLANT; for meat, use _FLESH.
Example wrote:The banana is a fruit, and thus made of MATERIAL_PLANT
10. Finally... compile all the information you have gathered in the following format. The red parts need to be replaced with something specific to your item. Copy/paste the following into a plain text editor (like Texpad or notepad) then replace the red parts accordingly.
#XXXX
keywords separated by spaces~
colourised short desc~
Colourised long desc.~
~
ITEM_TYPE_FOOD
0
CAN_WEAR_TAKE|CAN_WEAR_HOLD|CAN_WEAR_BOTH
QUALITY_AVERAGE MATERIAL_??? COND_PERFECT SIZE_SMALL
NutritiveValue 0 FOOD_??? NOT_POISONED 0 0
If you have a description, add the following lines at the end
E
keywords separated by spaces~
The description comes here.
~
Therefore... my banana becomes :

Code: Select all

#XXXX
banana long fruit yellow~
{B0}a banana~
{B0}A long yellow fruit lies on the ground here.~
~
ITEM_TYPE_FOOD
0
CAN_WEAR_TAKE|CAN_WEAR_HOLD|CAN_WEAR_BOTH_HANDS
QUALITY_AVERAGE MATERIAL_PLANT COND_PERFECT SIZE_SMALL
2 0 FOOD_RAW NOT_POISONED 0 0
or, with the description :

Code: Select all

#XXXX
banana long fruit yellow~
{B0}a banana~
{B0}A long yellow fruit lies on the ground here.~
~
ITEM_TYPE_FOOD
0
CAN_WEAR_TAKE|CAN_WEAR_HOLD|CAN_WEAR_BOTH_HANDS
QUALITY_AVERAGE MATERIAL_PLANT COND_PERFECT SIZE_SMALL
2 0 FOOD_RAW NOT_POISONED 0 0
E
banana long fruit yellow~
{B0}This is a long yellow fruit. It is slightly curved and has a thick yellow
skin that can easily be peeled off.
~
Watch out for the tildas! Make sure you include all of them!

11. Put your object code in a mail and send it to fkbuilders@lists.skynet.ie. Post in this thread the short description of your item too, so that someone else does not send in the same object !
Last edited by Dalvyn on Tue Nov 06, 2007 8:49 am, edited 2 times in total.
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Post by Dalvyn » Mon Nov 05, 2007 8:49 pm

CREATING A DRINK ITEM
Example wrote:I'll use a goblet of wine as an example in this post.
KEYWORDS: goblet wine
SHORT DESC: {30}a goblet of {90}wine
LONG DESC: {30}A goblet full of {90}wine {30}lies on the ground here.
DESCRIPTION:
{30}This is a crudely carved wooden goblet filled with some red wine. By its
colour and its odours, it's obvious that it is not a high-quality vintage.
7. Determine how many times someone can drink before the object is empty. Most glasses can be used 2 or 3 times; small kegs can be used 10 times.
Example wrote:My goblet is relatively small, so I'll let people drink twice from it before it's empty.
8. Determine the "material" of which the item is composed, amongst the following list.

MATERIAL_WOOD
MATERIAL_OAK
MATERIAL_EBONY
MATERIAL_YEW
MATERIAL_IVORY
MATERIAL_METAL
Example wrote:My goblet is carved in wood, so MATERIAL_WOOD is the obvious choice here.
9. Determine what kind of liquid it is, amongst the following list.

LIQ_WATER
LIQ_BEER
LIQ_WINE
LIQ_ALE
LIQ_DARK_ALE
LIQ_WHISKEY
LIQ_JUICE (for fruit juice for example)
LIQ_SPIRITS
LIQ_PORT
LIQ_MILK
LIQ_TEA
LIQ_COFFEE
LIQ_SALTWATER
LIQ_MEAD
LIQ_GROG
Example wrote:The obvious choice for my example is LIQ_WINE here.
10. Finally... compile all the information you have gathered in the following format. The red parts need to be replaced with something specific to your item. Copy/paste the following into a plain text editor (like Texpad or notepad) then replace the red parts accordingly.
#XXXX
keywords separated by spaces~
colourised short desc~
Colourised long desc.~
~
ITEM_TYPE_DRINK_CON
0
CAN_WEAR_TAKE|CAN_WEAR_HOLD|CAN_WEAR_BOTH_HANDS
QUALITY_AVERAGE MATERIAL_??? COND_PERFECT SIZE_SMALL
NumberDrinks NumberDrinks LIQ_??? NOT_POISONED 0 0
The "ITEM_TYPE_DRINK_CON" above actually stands for "DRINK CONTAINER".

If you have a description, add the following lines at the end
E
keywords separated by spaces~
The description comes here.
~
Therefore... my goblet becomes :

Code: Select all

#XXXX
goblet wine~
{30}a goblet of {90}wine[/color]~
{30}A goblet full of {90}wine {30}lies on the ground here.[/color]~
~
ITEM_TYPE_DRINK_CON
0
CAN_WEAR_TAKE|CAN_WEAR_HOLD|CAN_WEAR_BOTH_HANDS
QUALITY_AVERAGE MATERIAL_WOOD COND_PERFECT SIZE_SMALL
2 2 LIQ_WINE NOT_POISONED 0 0
or, with the description :

Code: Select all

#XXXX
goblet wine~
{30}a goblet of {90}wine[/color]~
{30}A goblet full of {90}wine {30}lies on the ground here.[/color]~
~
ITEM_TYPE_DRINK_CON
0
CAN_WEAR_TAKE|CAN_WEAR_HOLD|CAN_WEAR_BOTH
QUALITY_AVERAGE MATERIAL_WOOD COND_PERFECT SIZE_SMALL
2 2 LIQ_WINE NOT_POISONED 0 0
E
goblet wine~
{30}This is a crudely carved wooden goblet filled with some red wine. By its
colour and its odours, it's obvious that it is not a high-quality vintage.
~
Watch out for the tildas! Make sure you include all of them!

11. Put your object code in a mail and send it to fkbuilders@lists.skynet.ie. Post in this thread the short description of your item too, so that someone else does not send in the same object !
Last edited by Dalvyn on Tue Nov 06, 2007 8:49 am, edited 2 times in total.
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Post by Hviti » Tue Nov 06, 2007 12:34 am

1)oatmeal raisin cookie
--{30}an oatmeal {80}r{30}a{80}i{30}s{80}i{30}n cookie
2)banana bread
--{B0}a loaf of banana bread
3)banana nut bread
--{B0}a loaf of banana {30}nut{B0} bread
4)Brioche
--{30}a loaf of {B0}golden{30}-brown brioche
5)a tree-shaped cookie with sprinkles
--{A0}a tree-shaped cookie with sprinkles
6)a heart-shaped cookie with sprinkles
--{90}a heart-shaped cookie with sprinkles
7)a rune-shaped cookie with sprinkles
--{C0}a rune-shaped cookie with sprinkles
8)a moon-shaped cookie with sprinkles
--{70}a moon-shaped cookie with sprinkles
9)a sun-shaped cookie with sprinkles
--{B0}a sun-shaped cookie with sprinkles
10)a round cookie with sprinkles
--{70}a round cookie with {90}s{20}p{E0}r{70}i{D0}n{C0}k{B0}l{A0}e{F0}s{70}
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Post by Hviti » Tue Nov 06, 2007 1:17 am

#XXXX
banana long fruit yellow~
{B0}a banana~
{B0}A long yellow fruit lies on the ground here.~
~
ITEM_TYPE_FOOD
0
CAN_WEAR_TAKE|CAN_WEAR_HOLD|CAN_WEAR_BOTH
QUALITY_AVERAGE MATERIAL_PLANT COND_PERFECT SIZE_SMALL
2 0 FOOD_RAW NOT_POISONED 0 0
E
banana long fruit yellow~
{B0}This is a long yellow fruit. It is slightly curved and has a thick yellow
skin that can easily be peeled off.
~

#XXXX
goblet wine~
{30}a goblet of {90}wine[/color]~
{30}A goblet full of {90}wine {30}lies on the ground here.[/color]~
~
ITEM_TYPE_DRINK_CON
0
CAN_WEAR_TAKE|CAN_WEAR_HOLD|CAN_WEAR_BOTH
QUALITY_AVERAGE MATERIAL_WOOD COND_PERFECT SIZE_SMALL
2 2 LIQ_WINE NOT_POISONED 0 0
~
E
goblet wine~
{30}This is a crudely carved wooden goblet filled with some red wine. By its
colour and its odours, it's obvious that it is not a high-quality vintage.


Does the tilde come before or after the E and description? In the banana example, there's none before the E but one after the description. In the goblet, there's one before the E but none after the description.


The same question applies to an object w/ no description.
#XXXX
banana long fruit yellow~
{B0}a banana~
{B0}A long yellow fruit lies on the ground here.~
~
ITEM_TYPE_FOOD
0
CAN_WEAR_TAKE|CAN_WEAR_HOLD|CAN_WEAR_BOTH
QUALITY_AVERAGE MATERIAL_PLANT COND_PERFECT SIZE_SMALL
2 0 FOOD_RAW NOT_POISONED 0 0
No tilde at the end.
#XXXX
goblet wine~
{30}a goblet of {90}wine[/color]~
{30}A goblet full of {90}wine {30}lies on the ground here.[/color]~
~
ITEM_TYPE_DRINK_CON
0
CAN_WEAR_TAKE|CAN_WEAR_HOLD|CAN_WEAR_BOTH
QUALITY_AVERAGE MATERIAL_WOOD COND_PERFECT SIZE_SMALL
2 2 LIQ_WINE NOT_POISONED 0 0
~
Tilde at the end.

Which is right?
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Post by Dalvyn » Tue Nov 06, 2007 5:57 am

Ack! I told you those tildas were tricky !

Tildas are used to mark the end of a "string of characters", like a description.

You need to have a tilda at the end only if there is a description. The posts above have been fixed. Sorry for that.


Note for the more curious. If you take a look at the format, tildas are ideed only used to end "string of characters", like the list of keywords, the short description, the long description, and the description [also called an "extra" description, which explain the E letter].

There are two tildas after the long description though ... why? Because format evolves. I guess that, at some point, objects were described by citing the list of keywords, then a tilda, then the short description, then a tilda, then the long description, then a tilda, then the description, then a tilda. But the format was later changed (see below) and the description of the object was moved away from this point. Yet, to remain compatible with the first format, we still put the tilda (as if the description was empty).

Why move the description away? To allow for more options I would guess. If you put the description right after the long description, you can have only one such description. With the "E" structures, we can actually have several
extra descriptions on the same object, for different sets of keywords. That explains why, for example, when you "read" a book, "look book" gives the table of contents, while "look one" gives the first chapter [i.e., another description], and so on.

Sometimes, those little insights can help better understand why things are the way they are.
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Post by Hviti » Tue Nov 06, 2007 7:29 am

8. Determine the "material" of which the item is composed, amongst the following list.

MATERIAL_WOOD
MATERIAL_OAK
MATERIAL_EBONY
MATERIAL_YEW
MATERIAL_IVORY
MATERIAL_METAL
Can we use MATERIAL_GLASS?
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Post by Dalvyn » Tue Nov 06, 2007 8:51 am

Yes, MATERIAL_GLASS works too. For the complete list, you can check the Builders lesson page, and look out for the "Material list".

Also fixed another mistake in my posts above: it's CAN_WEAR_BOTH_HANDS, not just CAN_WEAR_BOTH. (no need to resend what you have already sent).
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Post by Hrosskell » Tue Nov 06, 2007 6:15 pm

A question about descriptions of these items - would it be wrong to include that one of our characters may be the provider of said food and/or drink items in the description? I'd hate to go off and do something with out permission, but I considered working it into some backstory/roleplay with Hrosskell and his cousins.

Wow. That turned into an application. My bad. For reference of the item, I'll post it here:

Code: Select all

#XXXX 
large keg northern runes~ 
{30}a large keg stamped with {F0}Northern runes[/color]~ 
{30}A barrel full of {80}dark ale {30}sits upright on the ground here.[/color]~ 
~ 
ITEM_TYPE_DRINK_CON 
0 
CAN_WEAR_TAKE|CAN_WEAR_HOLD|CAN_WEAR_BOTH 
QUALITY_AVERAGE MATERIAL_WOOD COND_PERFECT SIZE_SMALL 
10 10 LIQ_DARK_ALE NOT_POISONED 0 0 
~ 
E 
large keg northern runes~ 
{30}This large keg looks very authentic, and very Northern. The bands
that surround it are stamped with various runes, the most common
representing the probable distillers of this dark ale: Hakkon and
Hrosskell.
I also made a deep-fried bear claws and some pickled pigs feet, but those didn't mention me, so I didn't question them.
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Post by Gwain » Tue Nov 06, 2007 7:16 pm

A jar of gherkins and prune juice for me.

Code:

Code: Select all

#XXXX
ivory mug prune juice~
{f0}a mug of {50}prune juice
{f0}A pungent mug of {50}juice stands here.[/color]~
~
ITEM_TYPE_DRINK_CON
0
CAN_WEAR_TAKE|CAN_WEAR_HOLD|CAN_WEAR_BOTH
QUALITY_AVERAGE MATERIAL_ivory COND_PERFECT SIZE_SMALL
2 2 LIQ_JUICE NOT_POISONED 0 0
tall glass prune juice~
{f0}This tiny ivory mug is plain in appearance and size. Inside there is a thick, noxious medley of blended {50}prunes and juice.
~ 

#XXXX
jar pickle pickles gherkin brine glass~
{70}a jar of {20}pickled gherkins
{70}A jar of {20}cucumbers stands here.[/color]~
~
ITEM_TYPE_FOOD
0
CAN_WEAR_TAKE|CAN_WEAR_HOLD|CAN_WEAR_BOTH
QUALITY_AVERAGE MATERIAL_GLASS COND_PERFECT SIZE_SMALL
5 0 FOOD_COOKED NOT_POISONED 0 0
jar pickle pickles gherkin brine glass~
{70}This is a sealed jar filled with brine. On closer inspection there are several shriveled {20}cucumbers {70}floating in the liquid.
~ 
Justice is not neccesarily honourable, it is a tolerable business, in essence you tolerate honour until it impedes justice, then you do what is right.

Spelling is not necessarily correct :)
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Post by Dalvyn » Tue Nov 06, 2007 7:40 pm

Thanks.

Since you posted the code, a few mistakes in it:
- it's CAN_WEAR_BOTH_HANDS, not CAN_WEAR_BOTH (that was a mistake I made in the first version of the post too)
- You forgot the "E" part right before the extra description.
- The [/color] things should be removed.

Just minor mistakes.
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Post by Gwain » Tue Nov 06, 2007 7:45 pm

Do you want me to fix them and rescend?
Justice is not neccesarily honourable, it is a tolerable business, in essence you tolerate honour until it impedes justice, then you do what is right.

Spelling is not necessarily correct :)
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Post by Dalvyn » Tue Nov 06, 2007 8:02 pm

Sure, if you want. I haven't put the min the file yet.
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Post by Levine » Wed Nov 07, 2007 11:14 am

ONE: a stick of butter
-->{B0}a stick of butter

TWO: a bottle of rose tea
-->{90}a bottle of rose tea

THREE: a slice of raisin bread
-->{F0}a slice of {30}raisin {F0}bread

FOUR: a ranger's picnic sandwich
-->{F0}a ranger's picnic sandwich

FIVE: warm cheese-covered marshmallows
-->{B0}cheese-covered {F0}marshmallows

SIX: a small packet of red animal-shaped sweets
-->{90}a small packet of red animal-shaped sweets

SEVEN: a dish of raw vegetables
-->{20}a dish of raw vegetables

EIGHT: a small basket of buttered crumpets
-->{F0}a small basket of {B0}buttered crumpets

NINE: a large fruit-stuffed jacket potato
-->{30}a large {90}f{A0}r{B0}u{A0}t{30}-stuffed jacket potato

TEN: a small giant squid
-->{D0}a small giant squid
Must I kill them
To make them lie still
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Post by Dalanna » Wed Nov 07, 2007 1:31 pm

NINE: a large fruit-stuffed jacket potato
-->{30}a large {90}f{A0}r{B0}u{A0}t{30}-stuffed jacket potato
Very interesting additions. This one is missing the "I" in fruit in the description. I think it will change your color code pattern a little.

I never would have thought to add squid.
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Post by Levine » Wed Nov 07, 2007 2:00 pm

Dalanna wrote: Very interesting additions. This one is missing the "I" in fruit in the description. I think it will change your color code pattern a little.

I never would have thought to add squid.
Ack! I was wondering why 'fruit' only had four letters.

So sorry! I already added in the application? Could it be changed to:

{30}a large {90}f{A0}r{B0}u{A0}i{90}t{30}-stuffed jacket potato ?

Thanks a bunch for pointing it out Brydin!

-gissy :D
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Post by Dalvyn » Wed Nov 07, 2007 3:17 pm

Levine: just resend them all :)

Hrosskell: are Hakkon and Hrosskell both characters of yours?
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Post by Hrosskell » Wed Nov 07, 2007 4:22 pm

Nah. Hross is mine, Hakkon is Aran's. There's another semi-active Northman that has some "relation" to those two, that being Heimgard, who belongs to someone else as well.
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Post by Moloch » Wed Nov 07, 2007 4:34 pm

Heimgard being mine.
"My pain is constant and sharp, and I do not hope for a better world. In fact, I want my pain to be inflicted on others. I want no one to survive."
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Post by Dalvyn » Wed Nov 07, 2007 5:23 pm

Maybe use your family names then, rather than your names?

Adventurers wouldn't have that much time to brew, I'd think... but they could have a shared family brewery.
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