Profile for Sarachim

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A! in General
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Member # 95
Profile #14
I'm one-eighth Scottish, so I'm making an eighth of a complaint.

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Posts: 567 | Registered: Friday, October 5 2001 07:00
Getting political in General
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Member # 95
Profile #119
Gale has it exactly right. McCain's lifetime rating from the American Conservative Union is only an 82.3. That's a B-minus! In this time of war, can we really afford a B-minus president?

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Posts: 567 | Registered: Friday, October 5 2001 07:00
Geology Lecture in General
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Member # 95
Profile #30
quote:
Originally written by Excalibur:

[QBI'm not a constitutional lawyer, but the Supreme Court could deliver a modern verdict on the exact meaning on the second amendment. (Well, I think they have, but nonetheless)[/QB]
Ask, and ye shall receive:

http://en.wikipedia.org/wiki/U.S._v._Miller

In summary: the Superme Court has ruled that the Second Amendment was meant to apply specifically to militias, and is not intended to guarantee a right to own a firearm for sport or individual self defense. The government therefore has the right to regulate or ban any weapon with no substantive militia use. What is and is not a potential militia weapon is an unsettled matter of interpretation, although short-barreled shotguns are specified as bannable.

Lower court rulings on the subject are divided.

[ Saturday, February 16, 2008 19:38: Message edited by: Sarachim ]

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The BoA Arena: Two collections of ones and zeroes enter. One collection of ones and zeroes leaves.
Posts: 567 | Registered: Friday, October 5 2001 07:00
Getting political in General
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Member # 95
Profile #113
Spending the amount of money necessary to raise a child just to get a single vote for your preferred party does not seem very efficient. You'd do better to spend it on advertizing.

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Posts: 567 | Registered: Friday, October 5 2001 07:00
The Avernum RP, OoC Thread in General
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Member # 95
Profile #216
Update: I'm not dead!

Also, sorry for disappearing for so long. I, too, have a life, but I'll post something soon.

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The BoA Arena: Two collections of ones and zeroes enter. One collection of ones and zeroes leaves.
Posts: 567 | Registered: Friday, October 5 2001 07:00
The Avernum RP, OoC Thread in General
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Member # 95
Profile #91
Sorry if my brief (and unplanned) absence has disrupted anything. I should have a new IC tonight or tomorrow morning.

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The BoA Arena: Two collections of ones and zeroes enter. One collection of ones and zeroes leaves.
Posts: 567 | Registered: Friday, October 5 2001 07:00
The Avernum RP, OoC Thread in General
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Member # 95
Profile #67
quote:
The Church of Divine Lucre has a monastery in that valley also, but no one's playing them.
Don't tempt me, man. :P

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Posts: 567 | Registered: Friday, October 5 2001 07:00
The Avernum RP, Summaries Thread in General
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Member # 95
Profile #4
(blanks to be filled soon)

Faction: The Cult of Grah-Hoth

Ideology:

History: Despite being involved in summoning the demons that helped drive the Rakshasi away, and cult escaped the Time of the Star unscathed. Apart from that, their efforts to revive Grah-Hoth have involved kidnapping, larceny, assault, and one count of impersonating a circus.

Misc. details:

Important Characters:
Xivuth: The cult's charismatic leader, and originator of anything important it does.
Alaran: A human wizard, and one of Xivuth's most trusted followers. She recently kidnapped Sister Nimubs.
Az-Ossath: A slith wizard. His claim to be the World's Strongest Slith has yet to be challenged.
Lenkh: One of Alaran's henchmen in the kidnapping of Nimbus. Currently a fugitive on Krell.
Kuge: Alaran's other henchman. Deceased.

Sphere of Influence: The extreme northwest of Avernum.
Relations with Other Factions
Knights of the Abyss: Hostile, ever since an incident involving the theft of a staff.
The Order of Krell: Currently holding the Order's leader prisoner. This does not bode well for future relations.

Post Summary

#1: Introduction

#2: Nimbus is kidnapped

#3: Lenkh is pursued by the Order; at sea, Alaran and Nimbus are forced to cooperate.

[ Saturday, January 12, 2008 09:46: Message edited by: Sarachim ]

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The BoA Arena: Two collections of ones and zeroes enter. One collection of ones and zeroes leaves.
Posts: 567 | Registered: Friday, October 5 2001 07:00
The Avernum RP, OoC Thread in General
For Carnage, Apply Within
Member # 95
Profile #48
ET: Thanks for the excellent map, but I think you left Sallust's faction off.

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The BoA Arena: Two collections of ones and zeroes enter. One collection of ones and zeroes leaves.
Posts: 567 | Registered: Friday, October 5 2001 07:00
The Avernum RP, IC Thread in General
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Member # 95
Profile #21
Krell, the same night

Lenkh regained consciousness in the same spot where he had fallen. For the first few seconds his mind was a complete blank, and he registered the fact that he had no idea where he was with a kind of detached interest. As he woke up the events of the previous day came back one at a time, and for a brief moment after he remembered being hit and falling he was afraid that he was dead. As his eyes adjusted to the moonlight, however, he recognized the clearing where he'd fallen, and what really happened became clear.

"She left me. Alaran left me behind."

(For the benefit of the uninitiated, the appropriate responce to this kind of situation for a member of the Cult is "such is the will of the Exiled." Lenkh, however, was only patrially indoctrinated.)

"That witch!"

Only a few hundred feet away, the Order's search party was approaching the clearing where Sister Nimbus was known to meditate. They had set out very soon after Nimbus' absence was discovered. When they heard shouting, they covered the remaining distance at a run. The sound gave Lenkh enough warning to get a head start, but not enough for him to vanish before the searchers were hot on his heels.

At Sea, early morning

On the boat, an uneasy truce prevailed. As Sister Nimbus took in a sail under Alaran's watchful eye, she went over the situation in her head for what seemed like the millionth time. Alaran did not know enough about sailing to handle the boat by herself, and Sister Nimbus could see this easily. For her own part, Nimbus could probably have sailed the boat on her own, provided the weather did not turn bad, but did not know what the boat's course and speed had been before Alaran had released her. Even now she could make only a rough guess at their direction based on the position of the sun; the night had been too cloudy for her to observe the stars. Without this knowledge she had no clue of the boat's current location, and thus no guarantee that she would strike land before the boat's limited supply of water gave out.

"And before that," Nimbus reflected to herself, "I'd have to overcome her first." Nimbus' spirits sagged a little at this thought. Alaran was watching her like a hawk, and from what she had seen so far Nimbus guessed that Alaran would be a match for her in a fight. Even if she won she might be too seriously wounded to heal herself. The exchange of spells might sink the boat. No, she concluded, as she had concluded every time before. She would have to wait for land.

Alaran's thoughts were no more optimistic. The plan had been to take the most direct route possible across the sea and trek through the jungle to the spot where her fellow cultists were constructing the portal. With good wind the trip by sea would have been over by now; if this light breeze held it would probably take another day. The hike overland would require two. At no point during either could she afford to fall asleep. If worst came to worst she could abandon the mission and teleport away, but after this incident capturing a second Druid would be much harder. Plus, it would mean abandoning the boat.

"Boats are expensive these days," she mused inwardly. "I'm not sure we can afford another." Amidst these practical considerations a line from the Exile's Creed drifted unbidden into her mind. With joy we lay down our lives for Thee. That settled it. One of her brethren had already died for this damned Nephil, whoever she was, and that sacrifice would not be wasted if she could help it. She had visited the Vantanasian mainland before, and she'd heard that some of the local plants had stimulant properties. With luck, the druid would know which they were.

[ Thursday, January 10, 2008 21:50: Message edited by: Sarachim ]

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The BoA Arena: Two collections of ones and zeroes enter. One collection of ones and zeroes leaves.
Posts: 567 | Registered: Friday, October 5 2001 07:00
The Avernum RP, OoC Thread in General
For Carnage, Apply Within
Member # 95
Profile #42
There is not, but such a faction may not be much fun to play. Your responce to every situation will be basically the same. :P

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The BoA Arena: Two collections of ones and zeroes enter. One collection of ones and zeroes leaves.
Posts: 567 | Registered: Friday, October 5 2001 07:00
The Avernum RP, OoC Thread in General
For Carnage, Apply Within
Member # 95
Profile #37
Ephesos: I would be disappointed if you did. :P

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The BoA Arena: Two collections of ones and zeroes enter. One collection of ones and zeroes leaves.
Posts: 567 | Registered: Friday, October 5 2001 07:00
The Avernum RP, IC Thread in General
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Member # 95
Profile #12
The shore of Krell, mid-morning

The sailboat dropped anchor in a small bay just as the last of the morning fog was burning off. A minute later a rowboat splashed down into the calm water, and three humans climbed in. Alaran the mage sat in the stern and examined a map, lost in thought, while two men each pulled on an oar. Kuge, the taller and thinner of the two, had been an Abyss Knight before joining the cult, and bore a long scar down the right side of his face to prove it. Lenkh, short but muscular, had been the lion tamer in a Solarian circus. The three had come to Krell to capture a druid to sacrifice to their dark god.
Five minutes later the trio reached the beach. Alaran consulted a compass while the other two concealed the boat in the brush. "Ivrel's about fifteen miles from here. If we keep a brisk pace we should arrive about dusk. With luck we'll grab a druid on the outskirts, disappear into the night, and be at sea by sunrise."

* * * * *

The sun was just touching the western horizon when Sister Nimbus' eyes snapped open. She had meditated in this clearing many times in the past few years, and this time something was different. Even though she was distracted by the cares of her new position of leadership, she could sense it easily. The rustling in the bushes was not natural. Someone was coming. Startled, she leapt to her feet and silently cursed herself for coming alone. Some of her colleagues had suggested she be accompanied by guards, but she had decided that it was important to make a show of courage in the wake of Brother Clearwater's death. Now, as she slowly drew a wand from her belt, she wondered if that had been a fatal mistake.
The three humans that stumbled into the clearing a moment later looked as surprised to see her as she was to see them. Two of them were men and were carrying daggers, but they were not drawn. The third appeared to be a mage. For a few tense moments they stared at her but made no move. Were they hostile or not? Nimbus was just starting to lower her wand when the strange woman cried, "Get her!"
Nimbus managed to daze the first man, stopping him in his tracks, but couldn't get off another shot before the second man tackled her. She slashed at his face with her claws, but before she could land a blow his knife was at her throat.
The mage spoke again. "Don't move, druid. We're not going to harm you. Kuge, tie her up."
"What about Lenkh?"
Alaran examined him. "He's out cold. We'll have to leave him."
"Leave him? He could be captured."
"Unless you plan to carry them both, we have no choice."
Kuge started to answer, but checked himself. Minutes later the two of them were marching back toward their boat through the gathering darkness, unaware that they had captured the leader of the Order of Krell.

* * * * *

The Cult of Grah-Hoth That's what outsiders call them, anyway. They tend to have fancier names for themselves, and especially don't like being called a cult.

Location: The extreme northwest of Avernum, where Grah-Hoth's fortress used to be

Leadership: Formally, Grah-Hoth. In his absence, the human wizard Xivuth rules. As Grah-Hoth has been absent since the events of A3, Xivuth's is a position of some importance.

Races: All are welcome. Members are mostly humans and sliths.

Description: Troubled times produce troubled people. Some have lost whole families. Some look at a world in chaos and see the beginning of something much bigger. Some will not feel safe unless they are strong. And stealthily, by whispers and rumors, word of the cult makes its way to their ears.
The cultists believe that Grah-Hoth has spoken to them from his prison in the underworld, that someday he will return, and that when he does he will elevate his faithful over all the other peoples of Ermarian. And for any who helped him to return, well, who knows how great his reward might be?
The cult's ultimate goal is to bring about Grah-Hoth's return to the mortal plane, any way they can. Luckily, such a goal is enormously beyond their abilities, but who knows what trouble they might stir up in trying?

Military: None. The cult numbers only a few hundred, but many of its members are mages or priests. The rest are well-armed and observe few of society's taboos regarding violence.

[ Wednesday, January 09, 2008 21:21: Message edited by: Sarachim ]

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The BoA Arena: Two collections of ones and zeroes enter. One collection of ones and zeroes leaves.
Posts: 567 | Registered: Friday, October 5 2001 07:00
The Avernum RP, OoC Thread in General
For Carnage, Apply Within
Member # 95
Profile #17
A question: Are there fixed points of contact between Avernum, Upper Avernum, and the surface, like in the games? If so, where are they?

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The BoA Arena: Two collections of ones and zeroes enter. One collection of ones and zeroes leaves.
Posts: 567 | Registered: Friday, October 5 2001 07:00
The Avernum RP, IC Thread in General
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Member # 95
Profile #3
Near Grah-Hoth's Fortress, northwestern Avernum

Despite the passage of years, the area still shows the signs of the unpleasantness following the Astar Haakai incident. Several buildings show signs of damage, and others have been left in ruins. Many new ones have sprung up in the meantime, however, and among the new buildings is the largest and nicest in the settlement. "Largest" and "nicest" are relative terms.

Inside is Xivuth, a little older than when we last saw him. His gray hair is thinner, and he looks tired. He is leafing through an old, worn-out book when someone knocks on his door. The woman who enters is much younger, maybe thirty-ish, and has the deep tan of someone who has recently been to the surface.

"Good morning, your worship. I've come with the final report on Az-ossath's project to restore our exiled Master."

"Good morning, Nura. How did it turn out?"

"Not well. The giant spiders escaped."

"Is the summoning circle project making any progress?"

"No luck so far. Hurr Omimrr is taking a break while his fur grows back."

"I see. What about that group working near Erika's Tower?"

"Remember that cavequake last week?"

"What about i -- oh." Xivuth slumps a little in his chair. "What about that giant demon war on the surface? Has anybody looked in on that? Maybe one of those Rakshasi knows something useful."

"Alaran just returned from Vantanas, actually. She says the war ended years ago."

"We missed the boat, then?"

"I'm afraid so, sir."

"Well, we mustn't get discouraged. I've been doing some reading." Xivuth holds up his book so Nura can read the title, Arcus' Meditations on Demonology. "Arcus claims that powerful demons can sometimes be persuaded to do favors for mortals in exchange for a sacrifice."

"A sacrifice? What sort of sacrifice?"

"Well, he doesn't say. But I figure you can't go wrong with human sacrifice."

"That's very wise, your worship! If I may voluntee-"

"You may not. Arcus does say that the sacrifice, whatever it is, must have a great deal of holy power. What we need is a druid."

[ Monday, January 07, 2008 17:59: Message edited by: Sarachim ]

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The BoA Arena: Two collections of ones and zeroes enter. One collection of ones and zeroes leaves.
Posts: 567 | Registered: Friday, October 5 2001 07:00
Rocky's Revival (World of Avernum Factional RP Revival Discussion) in General
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Member # 95
Profile #95
Alexander Charles Kyras, will you get on with it already? :P

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The Empire Always Loses: More fun than a kick in the shins!
Posts: 567 | Registered: Friday, October 5 2001 07:00
Rocky's Revival (World of Avernum Factional RP Revival Discussion) in General
For Carnage, Apply Within
Member # 95
Profile #87
quote:
Originally written by Najosz Thjsza Kjras:

[QB]but it's not like the Vahnatai have any secondary sexual characteristics we've ever been told of [QB]
Since the parties in the various games which Vahnatai appear can always distinguish male and female Vahnatai on sight, it stands to reason they must have some. :P

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The Empire Always Loses: More fun than a kick in the shins!
Posts: 567 | Registered: Friday, October 5 2001 07:00
Rocky's Revival (World of Avernum Factional RP Revival Discussion) in General
For Carnage, Apply Within
Member # 95
Profile #35
Against my better judgement, here goes nothing:

The Cult of Grah-Hoth That's what outsiders call them, anyway. They tend to have fancier names for themselves, and especially don't like being called a cult.

Location: The extreme northwest of Avernum, where Grah-Hoth's fortress used to be

Leadership: Formally, Grah-Hoth. In his absence, the human wizard Xivuth rules. As Grah-Hoth has been absent since the events of A3, Xivuth's is a position of some importance.

Races: All are welcomes. Members are mostly humans and sliths.

Description: Troubled times produce troubled people. Some have lost whole families. Some look at a world in chaos and see the beginning of something much bigger. Some will not feel safe unless they are strong. And stealthily, by whispers and rumors, word of the cult makes its way to their ears.
The cultists believe that Grah-Hoth has spoken to them from his prison in the underworld, that someday he will return, and that when he does he will elevate his faithful over all the other peoples of Ermarian. And for any who helped him to return, well, who knows how great his reward might be?
The cult's ultimate goal is to bring about Grah-Hoth's return to the mortal plane, any way they can. Luckily, such a goal is enormously beyond their abilities, but who knows what trouble they might stir up in trying?

Military: None. The cult numbers only a few hundred, but many of its members are mages or priests. The rest are well-armed and observe few of society's taboos regarding violence.

History: Didn't do much last time. I left off with some of the cult breaking into Bargha disguised as a circus. I'll leave it up to Alec whether to resume that where it left off or assume it resolved itself already.

[ Thursday, December 20, 2007 20:27: Message edited by: Sarachim ]

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The Empire Always Loses: More fun than a kick in the shins!
Posts: 567 | Registered: Friday, October 5 2001 07:00
Rocky's Revival (World of Avernum Factional RP Revival Discussion) in General
For Carnage, Apply Within
Member # 95
Profile #14
If we're kicking forward from the last time, I suggest a brief summary of events so far for the benefit of new joiners or people who dropped out in the middle last time (like me).

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The Empire Always Loses: More fun than a kick in the shins!
Posts: 567 | Registered: Friday, October 5 2001 07:00
Rocky's Revival (World of Avernum Factional RP Revival Discussion) in General
For Carnage, Apply Within
Member # 95
Profile #7
I will join and actually participate this time, because I have no pattern recognition skills.

Are we picking up where we left off, or starting from scratch?

[ Sunday, December 16, 2007 20:05: Message edited by: Sarachim ]

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The Empire Always Loses: More fun than a kick in the shins!
Posts: 567 | Registered: Friday, October 5 2001 07:00
Ending disappointment in Nethergate
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Member # 95
Profile #3
Sorry for resurrecting this, but I feel compelled to point out that there is a bad ending if you fail to destroy the crystal wands as Romans.

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The Empire Always Loses: More fun than a kick in the shins!
Posts: 567 | Registered: Friday, October 5 2001 07:00
Help! Script Cheat Problem in Geneforge Series
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Member # 95
Profile #11
Thuryl is right. I had this same problem once, and after repairing the scripts my creations still moved fast. Absorbing and remaking them fixed it.

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The Empire Always Loses: More fun than a kick in the shins!
Posts: 567 | Registered: Friday, October 5 2001 07:00
Game-dooming mistakes in Exile 1 in The Exile Trilogy
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Member # 95
Profile #10
Actually, if I remember E1 correctly, attacking friendly NPCs is not a problem at all. The only ones who stay dead permanently are the dragons, and they can be restored by the editor. The rest will either grow back or trigger an insta-kill when they die.

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The Empire Always Loses: More fun than a kick in the shins!
Posts: 567 | Registered: Friday, October 5 2001 07:00
It's About Time in General
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Member # 95
Profile #30
t Imban: I've got it. Name the time and place. :P

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The Empire Always Loses: More fun than a kick in the shins!
Posts: 567 | Registered: Friday, October 5 2001 07:00
B Is For Bye Bye in General
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Member # 95
Profile #21
"Collective delusion
Some speculate that the existence of honey bees is actually an instance of collective delusion or mass hysteria, and that CCD occurs when people become increasingly aware of this, erroneously believing that something has happened to the bees[36]."

Hooray for Wikipedia.

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The Empire Always Loses: More fun than a kick in the shins!
Posts: 567 | Registered: Friday, October 5 2001 07:00

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