Showing posts with label Roleplaying. Show all posts
Showing posts with label Roleplaying. Show all posts

Wednesday, October 14, 2009

3 High Road in Bronsworth



A letter home...

Dearest Mother,

As father advised, I purchased a little home in the Bree Homesteads. It is not the farm, but it is home. My service to the army and dedication to our people more than covers my costs. My new assignment for Captain Anatariel goes well. We have traveled near and far defending the lands from dark forces. Forgive me if I am not permitted to share more.

Before you ask, I do not think my meager dwelling will be enough to sway the heart of the beautiful elf-maid, Calendriel. In the many months since I saved her from the spiders, we have become friends and comrades. She has repaid me ten-fold. Yet, I do not she will even think of me the way I do her. Perhaps it is as Aunt Gertie says, "All love is unrequited." I have little doubt she will eventually join her people in their journey across the sea.



Oh yes, the rumors are true. I have seen them on their pilgrimage. The elves are leaving. It saddens me that I joined this company, filled mostly with elves, only to know that they will be leaving us when our task is done.

Perhaps that's the reason I bought this home. Life must go on when the elves leave. I must go on. I must have hope that I will survive this struggle and that there is a future for us all. Thus, the home. A place I may find a fine round women to share with and children of my own to raise.

I know that father thought me foolish for running off after my elf-maid. But that fool's errand has lead me to a purpose.

Please forgive the sad tone of this letter. I assure you things are well. My new friend, Nimbwillyn brings me cheer and food. I thought so little of hobbits when I first left home. But, the little fellow has shown me that their love of food and comfort is really a zest for life and peace. He works just as hard as any of us. I have invited him to join me on my next visit home so you two may share some recipes. Just hide the silver before we arrive.

Enclosed, you will find a little money to help make up for my absence at harvest time. Use it to heir an extra hand.

With Love,

Relan

Sunday, September 13, 2009

Here follows the tale of Ellote Wyrmsbane.

In the middle years of the Third Age, there came forth from Imladris, Ellote the bard and her companion Morde, the rune caster. They sought adventure in the kingdoms of Men, now under threat from the realm of Angmar in the north. In Bree, they found kindred souls in Nimwillyn of the Shire, Hugh of Dunland, and Avacar of Gondor. From there, they ventured forth into the Great Barrow, defeating its dark lord. From his lair, Ellote claimed the sword Sulring, which she bore for many days. But also in that lair, Morde laid his hands upon a book of ancient magic, and it began to consume him. For the Rings of Power are not the only artifacts of evil in the world.

After gaining a new companion, a shield-maiden of the Eotheod, Ellote journeyed ever northward. They came to Cammeth Brin the capital of Rhudaur, now under thrall of Angmar. There was her first battle against the Nine and their minions. As they entered the palace, seeking to rescue the captives therein, the power of the book took hold of Morde and he felled many foes. Ellote herself struck down the king of Rhudaur, servant and slave of Angmar that he was.

From Rhudaur, they ventured further north, to Gundabad, for they had learned that Angmar's assault upon Arthedain was imminent. They entered the fortress by secret ways, through the lair of a great dragon. Greed however took hold of Hugh and the swiped a mere trifle of the dragon's horde in its absence. That act would come to haunt the companions in time to come.

Within the fortress, they found the battering ram, Grond, and sought to destroy it. But it was guarded by many foes, not the least of which was Angmar himself, the dread Witch King. As Ellote succumbed to his evil power, Morde unleashed the full power of the book, summoning forth a daemon of the outer world as he did so. In the chaos of the battle between the two minions of darkness, the companions escaped.

No longer was the evil of the book concealed and as they fled, the companions made an oath to seek the book's destruction. In the archives of Fornost, it was learned that only the fiery breath of a dragon could destroy the book. So once more, the companions set out to find a dragon's lair. The closest known lair was on the southern border of Angmar, the home of the dragon Corligon the Red.

Within the lair, the companions faced down the wyrm. Morde cast himself into the dragon's maw, breaking both his body and the evil power of the book. This act sorely wounded the dragon, but just as victory seemed certain, another dragon joined the fray. For the dragon of Gundabad had sensed his stolen treasure was near and had come to reclaim what was his.

Then Ellote took up her bow, and the shield-maiden her spear. Avacar charged forth, as Ellote loosed. Her shot was true, piercing Corligon's brain through his eye and casting down the great wyrm. Its body struck down Avacar as it fell. But the Eotheod's spear was also true and the dragon of Gundabad fell also. The surviving companions fled to the south to nurse their hurts of both body and soul.

So ended Ellote's first Fellowship and from thereafter, Ellote became known as the Wyrmsbane, for she and her companions had slain not one, but two of the great beasts at once. Yet despite this great glory, her heart was heavy, for her companions had died or deserted her. She gave birth to her firstborn son soon thereafter, Saemonades, whose father could be none other than Morde. But even this act brought her no joy. She departed Imladris for lands of the south, hoping to sooth her troubled heart with more adventure, perhaps seeking her death at the hands of the servants of the Enemy.

She came to the city of Men on the borders of Mordor, Minas Ithil, and there sought solace. To buy room and board, she played music and soon her renown with a lute brought her to the attention of the queen of the city. She performed before the royal court and there joined with a new group of companions: Tu-Amarthanon of the Southrons and Nonamae of Minas Ithil. A dwarf there was also. Together these were conscripted by the queen to seek out servants of the Enemy within the city. After uncovering and destroying a nest of them within the city, Ellote journeyed forth into the land of Mordor to find the rest.

Their journey was beset with ill luck from the start. Tu-Amarthanon fell before a band of orcs and Nonamae fled into the night. Only Ellote and the dwarf remained to be taken in thrall. The orcs took from Ellote her mighty blade Sulring and the bow that had laid low the dragon and threw her into a vile dungeon to rot.

But when the orcs came to torture her, she and her remaining companion won free against many foes. For in her torment, Ellote became fell and terrible and none could stand before her. They escaped from Mordor and then parted ways. Ellote went north to Lorien.

But few have ever escaped from the dungeons of the Enemy and Ellote's own people believed her story not. Forsaken by her own, Ellote ventured to Mirkwood, where she was espied by the Necromancer of Dol Guldur. For he had a task and found the elven bard, now abandoned and alone, much to his needs.

Servants of the Necromancer brought Ellote to Dol Guldur and there he offered to restore her former glory, if only she would serve him in a single task. Far to the south, he said, was a group of elves, the Court of Ardor, who had found a means to cast down the Sun and Moon from the sky. Such an act would throw the world into chaos and loose the bindings that held Morgoth, the Great Enemy, in the outer darkness. Fearing this doom, Ellote heartily agreed, knowing not the true identity of the Necromancer.

The Necromancer then opened his armory to Ellote, allowing her the pick of his stores. She chose from among them the infamous sword of Maeglin, Anguirel, and an elven bow taken from a fallen Galadhrim. So armed, she journeyed far to the south and passed out of all memory and knowledge for a time.

After nearly a century, she returned, appearing in Imladris before Elrond with a fantastic tale of how she and numerous companions had cast down the Court of Ardor and prevented the return of the Black Enemy, Morgoth. But to Elrond, it was an idle tale, full of falsehood, for he could not see beyond the truth that Ellote had taken refuge with the Necromancer of Dol Guldur. Seeing her as in league with enemies of the Free Peoples, he declared her life forfeit and would have had her slain had not the words of Saemonades, her son, persuaded Elrond otherwise.

Thus, it became Elrond's judgment that she remain confined in Imladris. The accursed sword of Maeglin and her bow were taken from her and placed in Elrond's armories, tokens to be held there until Elrond judged her faithful once more.

Although vexed by her confinement, Ellote made the best of things, marrying and giving birth to a daughter. She herself commissioned a group of adventurers to retrieve her lost sword, Sulring, when rumor of it coming north again reached her ears. Although the companions were successful in this quest, Elrond again saw fit to take the blade from her and extend further his distrust of her.

For a thousand years, this continued. The Kingdoms of Men rose and fell in the north. Angmar was cast down and left in ruin. Great events and tales, but Ellote entered not into them, for she remained a prisoner in Imladris. But when the Ring of Power was discovered in the lands of the Shire late in the age, Ellote petitioned Elrond to be given the chance once more to be proven faithful, and in this, Elrond relented., but with a single condition. Her weapons of old would remain in Imladris and that only when she had proven worthy of them could she take up Sulring and Anguriel once more. Ellote then headed for Bree to continue her quest. What be her doom from henceforth remains to be written.

Thursday, September 10, 2009

The Tale of Tarqwin

As told by Shelwin Kelnarn

It’s one thing when you’re the runt of the litter. It’s something else when all of your kind are thought of that way. Tarqwin was the second eldest of 5 siblings, 3 sons and 2 daughters. His family moved out to Archet after thier farm in Buckland was taken by fire. Archet had lush green pastures waiting to be tilled and the hands of skilled hobbit farmers were a welcome addition to the area.

However, growing up in Archet was not easy for a young hobbit. The human children were bigger and matured faster than Tarqwin. While not small for his own kind, he was always the smallest of the boys playing whatever the game of the day was. He was not skilled with the wooden swords the fought with, nor could he run as fast or jump as high as the other boys. But all in all he liked the humans. They had a zest for life that could not be denied and while his father kept on telling him that a hobbit’s place was in the home, as he watched his friends leave Archet in search of new opportunity, there was a small part of him that longed to see what was out there.

It wasn’t until his early teens that he discovered the bow and it proved to be a great equalizer for him. With a bow in his hand his small stature didn’t seem to matter so much anymore. He took to archery very quickly and soon surpassed the other boys in the village with he skill. He spent a great amount of time hanging out at the hunting lodge and would go out into the wilds with any hunter who would take him. Gradually he learned the ways of the forest. Soon, he was able to help support the family with the game he could bring down and the suppleis he could forage from the forest.

Then, things began to get darker. The wolves in the area become bolder and began to venture into their lands killing the livestock. The local ruins became the base of operations for a small band of thieves who harassed the farmers in the countryside. When the local constable came to advise people to move into town for their own protection, Tarqwin’s family boarded up thier farm and took refuge within the town walls. When Tarqwin encountered the black rider on the road that evening, he knew that things would never be the same again for him or for Archet. Days later, the town of Archet was burned to the ground. Tarqwin’s father tried to help save the town, but eventually succumbed to the smoke and flames.

Tarqwin’s mother’s family back in the Shire heard of his family’s strife and offered to take her and the rest of the family in. But Tarqwin could not bring himself to go with them. His mother urged me to come with them, to the safety of the Shire and away from all the evil that these men seemed to attract. However, while he did long to settle down in the Shire, he knew that this was not his path. He had seen the dark rider and he believed that if something was not done that this darkness would spread even to the farthest, more serene reaches of the Shire. If that darkness was to be stopped, then it would take the actions of many of the free people to see it through and some how he knew that his place was to be out there confronting it.

He still thinks of his mother and his family often. He hopes that they are well and enjoying life. But mostly he hopes that they never come know the horrors and evils that he will be facing in the months and years ahead.

(Well maybe a little roleplaying is OK)

Wednesday, September 9, 2009

Relan goes to the shire

Relan journeys to the Shire. He's told that agents of the enemy are beginning to spread even into the quiet world of the hobbits. His enemies are goblins & brigands. He is to defeat as many as possible for the glory of Bree & to protect the hobbit and their bountiful farms. So, he travels to Michael Devling with stern determination. The hobbits all eye him with suspicion whenever he mentions trouble. Trouble doesn't happen in the Shire. Perhaps the occasional wolf problem. But trouble?

So, he sets off looking for his glory. Sure enough, there are no enemies. The tranquility is utterly lost on him. He sees endless green fields and only thinks that perhaps the enemy will be over that hill or the next. He begins to wander aimlessly. Nothing. This place of green hills and pipeweed fields, of low ceilings and small doors grates at him.

Before he was sent here, he was on important missions in the old forest & the Barrow Downs. Certainly, it was filled with horrors that would haunt him for the rest of his life, but there was also exhilaration and adventure. Certainly, his duty was there. Wasn't it?

Perhaps over this next hill...

Friday, December 12, 2008

Blizzard Announces Paid Sex Changes

There has been a lot of interesting stuff to post about recently. There's the feral druid gear/tanking debate. It's a hot-button topic right now as exemplified by Kalon's recent blog post. There's the upcoming Hunter nerf. That one has me torn. I love my OP Hunter, but damn I'm OP.

Then there's the issue of the evil quests of late. Nord's recent post here is only the tip of the proverbial iceberg. The other day, the wife and I were killing what looked like American Bald Eagles for their eyeballs. Then we were cutting down all the remaining trees in a Harpy zone. Anyone else wonder if the reason for Harpy harpy-ness is the way we treat them?

Oh and let's not forget the growing feeling by a lot of long-time WoW players that the game is becoming a bit too easy (unless Blizz doesn't want you to kill a specific mob, then it becomes uber-powerful no matter what level you are...stupid Ruined Stone Giants!) Let's face it: Has anyone really been truly challenged? Remember when you first got to Ramparts in HFP? Remember Karazhan? Northrend is cool and different, but challenging? Grab yourself a good tank, a decent healer and AoE instances 2-3 levels higher than you. Seriously, who hasn't?

But today's topic is about none of that. Instead, I want to talk about paid sex changes. Oh, I'm sorry. I mean "character re-customizations." How insensative of me. OK, I'm a gaming snob. I get all snotty about people with stupid names like Imaboomkin. Real name! Search the armory if you don't believe me. Heck, QSS is filled with names like that. Some are good players, and even great people, but completely lame names. I hate it. Maybe I should move to a Role Playing server. But I digress...

So, now you can get a quicky "recustomization" for only $15. And why not? Beroth & Rhus have switched roles (main vs alt.) Maybe Beroth should get a quick snip. And Rhus spends 99% of her time in cat or bear form. So would it really matter if she was male or female? Blizz makes no gender distinctions for shapeshifting. Heck the only real "wood" in the game is resto-druids.

I put perhaps too much emotion into the idea of identity into characters. My image of people I know, in game, is shaped largely by their mains. Karthis is a bear. Poortyr is a hunter. Their personalities are often reflected in their toons and the way they play them. Sure, a lot of my friends and guildies often play toons that do not share their gender. This leads to hilarious moments when you see a "sexy" female rogue and then hear a baritone voice for the first time over Vent. Intentionally or not, it shapes a reality just as much as the quests.

This isn't a social commentary on gender identity, but instead a question about the nature of identity in the MMO world. Is a person's character completely irrelevant? Is the game just a game? And if so, why not let me change everything? Screw it. I don't want to play a male night-elf hunter anymore. Instead, let me pay to be a female forsaken priest. Aside from the issues of faction and ease of leveling, why not? If the game is "balanced," *snicker* then it makes no difference.

And yes, I know the answer to that question. Gender is cosmetic in WoW. Everything else has real "rules" issues including factions, purchased skills, etc. So, is the cosmetic part of the game important? Even on a pure PvP or PvE server, isn't the game an RPG? And if so, do these "character re-customizations" mean something?

This isn't to knock folks who simply rolled up the wrong character and have been suffering with a crappy name and the wrong look for 2 or 3 years. It's about what drives us to the game. Doesn't our character shape the experience? If you don't like your character's gender, doesn't that have the potential of shaping your game-play? Sure, you may just abandon your toon. But who hasn't abandoned toons? Heck, I've leveled more toons to 30 and gone "meh" than I have toons over 70.

Remember when I said this wasn't a social commentary? Yeah, I lied. Art can reflect and inform life. Remember the scourge plague and the debate that caused? WoW is, in many ways, one massive social experiment. Questions of fairness, equity, morality, and even sexuality are all playing out in front of us. The game is just a game. And yet, opening ourselves up to the game within the game, makes things a lot more interesting.

The one really interesting take-away here is the possibility that the game reflects a growing understanding that race, gender & gender identity can also become less important in the game of life. Wouldn't that be a great take-away?

Still, I hope that this doesn't lead to a generation of gamer-parents who come up with crappy baby names.

"Have you seen the pictures of their new baby 'Imaphilliesphan'?" Ugly kid, but man...what a name!

Tuesday, December 9, 2008

Role-playing Torture

Ordo Serpentis plays on a non-role-playing server, Garona. Most of us however have a background in actual tabletop role-playing games like Dungeons and Dragons and I, for one, will often put together a brief background that defines who my toons are.

For instance, Korathnord is an orphaned barbarian who was raised by high elves after the Scourge destroyed his people. This influences a few of my decisions in game. He chose Scryer as his Outland faction because of the blood elves, for example. He also now sports a "blood elf" hairstyle thanks to the new barber shop. But that's about as in-depth as this "role-playing" gets.

Enter Northrend and some of the new quests. Some folks have been commented on the sheer number of "poop" quests in Northrend. I've noticed an almost disturbing number of torture quests.

"Here, hit this guy with this pain wand until he talks."

"Here, feed this stuff to the prisoner downstairs."

"Here, stand by and watch as I torment this undead with holy pain."

"Ok, worgen, talk or I shoot your wife."

I'm not quite sure what to think about this. In real life, I have some pretty strong opinions against torture. I know this is a game, but I find these quests unsettling. I've sort of resolved my ambivalence by asking myself, "Would my character mind this sort of thing?"

It's bringing the role-playing aspect of my toons back up. Some would, as I understand them. Some would not. Stofnar, my new main, is a paladin and I still think of paladins as "holy warriors of virtue" from D&D. He would oppose this sort of thing. Nord wouldn't care. He's a barbarian after all.

Most people probably don't think about this, but it does add a disturbing aspect to the storyline. It points out something folks who are big into lore have known for a long time. Just because the Alliance is made up of the "good" races and the Horde the "evil" ones, it doesn't mean that the Alliance is all virtue and light and the Horde all evil and darkness. The Alliance can be quite villainous and the Horde very noble.

And now Stofnar has some soul-searching to do.