Despite how I first came across, I have really enjoyed the influx of new people to the area. And I really look forward to the new S'kra residents. I know the typical S'kra is very wary of outsiders, but I enjoy the culture and the people so much that I don't care.
My initial fear is gone and is overriden completely by the excitement of the text city I love booming so wonderfully.
- Terra
Re: Muspar'i v1.5 on 03/11/2010 01:25 PM CST
Re: Muspar'i Seal/Crest Confusion? on 03/11/2010 02:18 PM CST
Re: Muspar'i Seal/Crest Confusion? on 03/11/2010 05:06 PM CST
Re: Muspar'i Seal/Crest Confusion? on 03/11/2010 05:59 PM CST
Muspar'i Hat-Trick Release on 03/24/2010 11:31 PM CDT
Three new things come to Muspar'i tonight.
First, a new shop on the Street of Stoneworkers may be of interest to certain Moon Mages. The elderly shopkeeper makes a very interesting series of sandstone bowls. You don't have to be a Seer to figure out what they're used for...
Second, the first phase of Shorka's Palace is open to the public... sort of. Citizens of Velaka will be able to access the palace grounds by day and night, while non-citizens will only be able to do so by day, when the gates are open. At night, citizens can either KNOCK on the gates to lead a group through, or OPEN the gates, but the guards will close them again after a few moments. During invasions the gates will neither auto-open nor auto-close, leaving it to Muspar'i's defenders to choose.
Third, there are now two paths branching from the Velaka Trade road that will lead you to Lake Ratamipak, and the saltern shore. Brave adventurers who journey down to the water's edge will find that a curious race called the Isundjen have made it their home, and their little friends the gam chaga are having a field day playing on the shore. The two hunting areas do mingle a little bit, but you'll find that the Isundjen won't venture out of the lake's water, and the gam chaga will avoid any water deeper than their ankles. There's another feature to the relationship between these two baddies that I'll leave you all to discover.
Huge thanks go to GM's Tiesse, Grejuva and Abasha for helping this release run smoothly, and colossal thanks go to the players who turned out for it -- on both sides of the conflict.
Oh, and you know what? I lied. There's a fourth thing. The Hvaral-Muspar'i barge now makes a pit-stop at an oasis in the middle of the desert. Of course, it also goes faster now, too. Even with the pit-stop included, the total trip takes roughly half as long as it did before.
~ GMBasilisc ~
"The S'kra Mur, being S'kra Mur, gather each year ceremoniously around the site to taunt his ghost." ~ A Brief History of Alchemy
First, a new shop on the Street of Stoneworkers may be of interest to certain Moon Mages. The elderly shopkeeper makes a very interesting series of sandstone bowls. You don't have to be a Seer to figure out what they're used for...
Second, the first phase of Shorka's Palace is open to the public... sort of. Citizens of Velaka will be able to access the palace grounds by day and night, while non-citizens will only be able to do so by day, when the gates are open. At night, citizens can either KNOCK on the gates to lead a group through, or OPEN the gates, but the guards will close them again after a few moments. During invasions the gates will neither auto-open nor auto-close, leaving it to Muspar'i's defenders to choose.
Third, there are now two paths branching from the Velaka Trade road that will lead you to Lake Ratamipak, and the saltern shore. Brave adventurers who journey down to the water's edge will find that a curious race called the Isundjen have made it their home, and their little friends the gam chaga are having a field day playing on the shore. The two hunting areas do mingle a little bit, but you'll find that the Isundjen won't venture out of the lake's water, and the gam chaga will avoid any water deeper than their ankles. There's another feature to the relationship between these two baddies that I'll leave you all to discover.
Huge thanks go to GM's Tiesse, Grejuva and Abasha for helping this release run smoothly, and colossal thanks go to the players who turned out for it -- on both sides of the conflict.
Oh, and you know what? I lied. There's a fourth thing. The Hvaral-Muspar'i barge now makes a pit-stop at an oasis in the middle of the desert. Of course, it also goes faster now, too. Even with the pit-stop included, the total trip takes roughly half as long as it did before.
~ GMBasilisc ~
"The S'kra Mur, being S'kra Mur, gather each year ceremoniously around the site to taunt his ghost." ~ A Brief History of Alchemy
Re: Muspar'i Hat-Trick Release on 03/27/2010 07:30 PM CDT
This just barely missed the deadline to come out with the other releases last week.
Shasuro's Dyes is now open in Muspar'i -- in all instances -- located on the Street of Alchemists. Shasuro has a plethora of new color options for all of you who aren't satisfied with your bland attire.
~ GMBasilisc ~
"The S'kra Mur, being S'kra Mur, gather each year ceremoniously around the site to taunt his ghost." ~ A Brief History of Alchemy
Shasuro's Dyes is now open in Muspar'i -- in all instances -- located on the Street of Alchemists. Shasuro has a plethora of new color options for all of you who aren't satisfied with your bland attire.
~ GMBasilisc ~
"The S'kra Mur, being S'kra Mur, gather each year ceremoniously around the site to taunt his ghost." ~ A Brief History of Alchemy
Re: Muspar'i Hat-Trick Release on 03/27/2010 07:43 PM CDT
Shasuro smiles.
You ask, "So what kind of items do you dye if I might ask?"
You ask, "Metal or fabric?"
Shasuro says, "I'm very proud of my alchemical skills. I will dye almost anything. I try to avoid magic, though."
AVAILABLE DYES
1 - vibrant cyan 26 - murky carmine
2 - cloudy glaucous 27 - burnt sangria
3 - murky cerulean 28 - dull burgundy
4 - Musparan blue 29 - chestnut brown
5 - dark sapphire 30 - deep mustard
6 - ultramarine 31 - asparagus green
7 - Xibar-blue 32 - foggy viridian
8 - pale periwinkle 33 - drab olive
9 - pale lavender 34 - gloomy myrtle
10 - dusky lilac 35 - muted teal
11 - light iris 36 - sapling green
12 - bright indigo 37 - cool aquamarine
13 - deep amethyst 38 - vivid emerald
14 - dark bysantium 39 - sallow honeydew
15 - murky eggplant 40 - misty jade
16 - lurid fuchsia 41 - mossy celadon
17 - light mauve 42 - pale isabelline
18 - dull puce 43 - magnolia white
19 - bright pink 44 - ghostly white
20 - bright cardinal 45 - Grazhir-white
21 - vermilion red 46 - pale cinereous
22 - deep amaranth 47 - murky bistre
23 - vivid cerise 48 - purple taupe
24 - brilliant ruby 49 - shadowy arsenic
25 - Yavash-red 50 - Katamba-black
Hold the item you want dyed in your right hand and ORDER the number
of the color you want. All dye jobs cost 1500 Lirums.
If you decide you don't want something dyed after ordering, you may
REFUSE and the order will be cancelled.
- Terra
You ask, "So what kind of items do you dye if I might ask?"
You ask, "Metal or fabric?"
Shasuro says, "I'm very proud of my alchemical skills. I will dye almost anything. I try to avoid magic, though."
AVAILABLE DYES
1 - vibrant cyan 26 - murky carmine
2 - cloudy glaucous 27 - burnt sangria
3 - murky cerulean 28 - dull burgundy
4 - Musparan blue 29 - chestnut brown
5 - dark sapphire 30 - deep mustard
6 - ultramarine 31 - asparagus green
7 - Xibar-blue 32 - foggy viridian
8 - pale periwinkle 33 - drab olive
9 - pale lavender 34 - gloomy myrtle
10 - dusky lilac 35 - muted teal
11 - light iris 36 - sapling green
12 - bright indigo 37 - cool aquamarine
13 - deep amethyst 38 - vivid emerald
14 - dark bysantium 39 - sallow honeydew
15 - murky eggplant 40 - misty jade
16 - lurid fuchsia 41 - mossy celadon
17 - light mauve 42 - pale isabelline
18 - dull puce 43 - magnolia white
19 - bright pink 44 - ghostly white
20 - bright cardinal 45 - Grazhir-white
21 - vermilion red 46 - pale cinereous
22 - deep amaranth 47 - murky bistre
23 - vivid cerise 48 - purple taupe
24 - brilliant ruby 49 - shadowy arsenic
25 - Yavash-red 50 - Katamba-black
Hold the item you want dyed in your right hand and ORDER the number
of the color you want. All dye jobs cost 1500 Lirums.
If you decide you don't want something dyed after ordering, you may
REFUSE and the order will be cancelled.
- Terra
Re: Muspar'i Hat-Trick Release on 03/27/2010 08:02 PM CDT
Re: Muspar'i Hat-Trick Release on 03/27/2010 08:29 PM CDT
Re: Muspar'i Hat-Trick Release on 03/28/2010 11:46 AM CDT
Re: Muspar'i Hat-Trick Release on 03/29/2010 10:13 AM CDT
Re: Muspar'i Hat-Trick Release on 03/29/2010 10:24 AM CDT
Re: Muspar'i Hat-Trick Release on 03/31/2010 03:54 AM CDT
Re: Muspar'i Hat-Trick Release on 03/31/2010 12:09 PM CDT
Re: Muspar'i Hat-Trick Release on 03/31/2010 12:13 PM CDT
<<A museum like Raven's Court with appraisal/scholarship trainable art.
Actually, I could see a having several of the intersections or streets with statues in the center which could serve a similar purpose. Maybe have a recall history tied to each as well, with maybe a perceive history for one or two.
-Evran
* Prophet Hotoke Fuku-Nyorai snuck out of the shadow he was hiding in.
Actually, I could see a having several of the intersections or streets with statues in the center which could serve a similar purpose. Maybe have a recall history tied to each as well, with maybe a perceive history for one or two.
-Evran
* Prophet Hotoke Fuku-Nyorai snuck out of the shadow he was hiding in.
Re: Muspar'i Hat-Trick Release on 03/31/2010 12:55 PM CDT
they gave u a bridge to climb and a whole lake to swim in, what more could u want?
and i hope the palace does have cool study'able stuff.
oh yeah would the salinity of the salt lake effect electricty any? i remember they did a mythbusters or something...
and is there anything to do with the salt? margaritas? or is that stealing property? i figured the foreman would give me money for it...
_____________________________________
Tekemi exclaims, "It's practically a smorgasbord out here!"
Tekemi says to Tokomi, "You're the prime rib, of course."
and i hope the palace does have cool study'able stuff.
oh yeah would the salinity of the salt lake effect electricty any? i remember they did a mythbusters or something...
and is there anything to do with the salt? margaritas? or is that stealing property? i figured the foreman would give me money for it...
_____________________________________
Tekemi exclaims, "It's practically a smorgasbord out here!"
Tekemi says to Tokomi, "You're the prime rib, of course."
Re: Muspar'i on 04/19/2010 11:32 AM CDT
Ok here's a couple of things.
- New hunting, we now have in order of difficulty: Sand Spiders, Tightwads/Moneygrubbers, Westies, Slavers, Zombie Nomads, Gam Chagas and Isundjen conjurer.
- Faster barge route, including a stop over at an Oasis where you can switch barges if you want, much faster ride.
- New shops including a sandstone bowl divination shop, a dyer that works on cloth and metal, a NPC healer, a locksmith.
- New housing in 3 areas, one is S'kra only, one is upper class on the Street of Proprieters and one is on the Velakan trade route (also very nice).
- Palace road is now open, you must be a citizen to enter at night or be travelling with one.
- Many events taking place in Muspar'i lately. The most recent involves the Sand Elf Necromancer Lhars and the gam chaga's he created.
Er my internet's being wierd so I need to sign off, hopefully someone can pick up where I left off. Thanks!
- Terra
- New hunting, we now have in order of difficulty: Sand Spiders, Tightwads/Moneygrubbers, Westies, Slavers, Zombie Nomads, Gam Chagas and Isundjen conjurer.
- Faster barge route, including a stop over at an Oasis where you can switch barges if you want, much faster ride.
- New shops including a sandstone bowl divination shop, a dyer that works on cloth and metal, a NPC healer, a locksmith.
- New housing in 3 areas, one is S'kra only, one is upper class on the Street of Proprieters and one is on the Velakan trade route (also very nice).
- Palace road is now open, you must be a citizen to enter at night or be travelling with one.
- Many events taking place in Muspar'i lately. The most recent involves the Sand Elf Necromancer Lhars and the gam chaga's he created.
Er my internet's being wierd so I need to sign off, hopefully someone can pick up where I left off. Thanks!
- Terra
Re: Muspar'i on 04/19/2010 12:40 PM CDT
Re: Muspar'i on 04/19/2010 10:50 PM CDT
Re: Muspar'i on 04/19/2010 10:59 PM CDT
Re: Muspar'i on 04/20/2010 09:22 AM CDT
<<Or up the spawn rate of conjurers/camgas >>
This is only the second time I've seen a request to up the conjurer gen rate. Anyone else care to chime in? Are most people relatively satisfied with their current rate, or are people not hunting them because there aren't enough of them?
~ GMBasilisc ~
"The S'kra Mur, being S'kra Mur, gather each year ceremoniously around the site to taunt his ghost." ~ A Brief History of Alchemy
This is only the second time I've seen a request to up the conjurer gen rate. Anyone else care to chime in? Are most people relatively satisfied with their current rate, or are people not hunting them because there aren't enough of them?
~ GMBasilisc ~
"The S'kra Mur, being S'kra Mur, gather each year ceremoniously around the site to taunt his ghost." ~ A Brief History of Alchemy
Re: Muspar'i on 04/20/2010 09:48 AM CDT
Re: Muspar'i on 04/20/2010 02:08 PM CDT
>>Some neat releases, and probably people running around saying nothing but "Shade and Water" to each other.
Nice. But there is none of that nonsense going on up in Muspar'i right now. Trust me, I'd be really unhappy if there was.
>>Anyone else care to chime in? Are most people relatively satisfied with their current rate, or are people not hunting them because there aren't enough of them?
I think the trick is, the deeper you go into the area, the more conjurers you get. But I also hunt with Call of the Siren until I get a nice room full. If I had time, I'll try hunting without it. But I think if you know how to work the area (gam chaga's in the shallow part and conjurers as the water gets deeper) then you're all set. But as I said, my results could be skewed.
- Terra
Nice. But there is none of that nonsense going on up in Muspar'i right now. Trust me, I'd be really unhappy if there was.
>>Anyone else care to chime in? Are most people relatively satisfied with their current rate, or are people not hunting them because there aren't enough of them?
I think the trick is, the deeper you go into the area, the more conjurers you get. But I also hunt with Call of the Siren until I get a nice room full. If I had time, I'll try hunting without it. But I think if you know how to work the area (gam chaga's in the shallow part and conjurers as the water gets deeper) then you're all set. But as I said, my results could be skewed.
- Terra
Re: Muspar'i on 04/20/2010 05:41 PM CDT
Re: Muspar'i on 04/22/2010 05:17 PM CDT
Muspar'i question on 05/28/2010 09:41 AM CDT
Re: Muspar'i question on 05/28/2010 10:19 AM CDT
One of the releases was an NPC empath. You can find it
http://www.elanthipedia.com/wiki/RanikMap47 labeled under hospital.
Nikpack
The gods are jerks. No, really.-Armifer
I don't think we ever take the training wheels off as players or gamemasters.-Inauri
http://www.elanthipedia.com/wiki/RanikMap47 labeled under hospital.
Nikpack
The gods are jerks. No, really.-Armifer
I don't think we ever take the training wheels off as players or gamemasters.-Inauri
traveling to Muspar'i on 12/02/2010 11:08 PM CST
i would like to travel to Muspar'i and wanted to check here first to see if there is anything i need to know before i set out.
the reason i am asking is because i recently traveled to Shard only to be turned away by the guard at the gate. i then traveled to Boar Clan but got stuck crossing a river because i wasn't good enough at swimming. so this time i thought i'd ask first for advice first.
Phangr
the reason i am asking is because i recently traveled to Shard only to be turned away by the guard at the gate. i then traveled to Boar Clan but got stuck crossing a river because i wasn't good enough at swimming. so this time i thought i'd ask first for advice first.
Phangr
Re: traveling to Muspar'i on 12/02/2010 11:35 PM CST
Re: traveling to Muspar'i on 12/03/2010 12:39 AM CST
Re: traveling to Muspar'i on 12/03/2010 01:52 AM CST
it would be good if you downloaded kraelyst's travel script, it does a check to see if you need the passport.
You've seen life through distorted eyes;You know you had to learn;The execution of your mind;You really had to turn;,the book is read,The end begins to show,The truth is out, the lies are old, But you don't want to know - Black Sabbath
You've seen life through distorted eyes;You know you had to learn;The execution of your mind;You really had to turn;,the book is read,The end begins to show,The truth is out, the lies are old, But you don't want to know - Black Sabbath
Re: traveling to Muspar'i on 12/03/2010 04:56 PM CST
>>i would like to travel to Muspar'i and wanted to check here first to see if there is anything i need to know before i set out.
You need the passport that was mentioned. The location you can find them in is located on this map:
http://www.elanthipedia.com/wiki/RanikMap42
Other than that, I would check maps for lands you'll be traveling through. There are some areas with creatures on the way to Muspar'i, so in some parts you may need to travel quickly.
You need the passport that was mentioned. The location you can find them in is located on this map:
http://www.elanthipedia.com/wiki/RanikMap42
Other than that, I would check maps for lands you'll be traveling through. There are some areas with creatures on the way to Muspar'i, so in some parts you may need to travel quickly.
Re: traveling to Muspar'i on 12/09/2010 03:15 PM CST
The barge ride to Muspar'i is long, so make sure to bring something to keep you amused. Also, don't go down the trail; That leads to a desert that is home to a few very unpleasant critters.
Sometimes the key to happiness is not assuming it is locked in the first place- Ziggy
A journey of a thousand SMILES begins with a single step- Ziggy
Sometimes the key to happiness is not assuming it is locked in the first place- Ziggy
A journey of a thousand SMILES begins with a single step- Ziggy
Re: traveling to Muspar'i on 12/09/2010 06:17 PM CST
Re: traveling to Muspar'i on 12/13/2010 12:47 AM CST
>>The ride time has been reduced significantly. I would say the barge rides from Haven to Lang and Haven to Throne are longer. At least it feels that way to me.
It's about a 10 minute ride, with a 2 minute stopover at the oasis. Way shorter than it used to be. I've been here a few weeks and I'm loving the place, and big thanks to Terra for her hospitality.
It's about a 10 minute ride, with a 2 minute stopover at the oasis. Way shorter than it used to be. I've been here a few weeks and I'm loving the place, and big thanks to Terra for her hospitality.
the Muspar'i wiki and you on 12/24/2010 12:29 PM CST
due to family issues beyond my control, on December 29 I'm putting my Simu account on hold and have no idea when I'll be back to work on the Muspar'i wiki. While Im pretty sure I'd have internet where Im going (Dutch Harbor Alaska...NOT the fishing boats. I have family that actually lives there) I wont have any time for playing. So, you people that live out here in this city and know it backwards and forwards, Work on the wiki. Get it up to date. It needs a bit of TLC from people to be a really great page.
I hope to be back within a couple of months, but no promises.
Robert player of Bydl
"Don Drysdale would consider an intentional walk a waste of three pitches. If he wants to put you on base, he can hit you with one pitch." – Mike Shannon
"Even if the voices are not real they have some pretty good ideas" - Anonymous
I hope to be back within a couple of months, but no promises.
Robert player of Bydl
"Don Drysdale would consider an intentional walk a waste of three pitches. If he wants to put you on base, he can hit you with one pitch." – Mike Shannon
"Even if the voices are not real they have some pretty good ideas" - Anonymous
Re: the Muspar'i wiki and you on 12/24/2010 04:55 PM CST
Sorry to see ya go. Come back soon!
"Your suffering amuses me" -GM Raesh
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Blunts for Sale:
http://www.elanthipedia.com/wiki/User:Caraamon#Wares
"Your suffering amuses me" -GM Raesh
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Blunts for Sale:
http://www.elanthipedia.com/wiki/User:Caraamon#Wares
Muspar'i and Outcasts on 01/12/2011 01:45 PM CST
Ok I know that Muspar'i and the Outcasts are not the same king. It is my understanding that the Outcasts have a domain OUTSIDE of the city walls. Within the city is ruled by King Arhhdan.
I want to do more things to associate Muspar'i has it's own territory, not by something the Outcasts are a part of. Even King Raenilar met INSIDE the city gates with his Outcasts the other day on the street of cloth weavers. Here are some things I would like to see and some things I am willing to help along with.
1. More Muspar'i only events that do not specifically involve the Outcasts unless by invitation.
2. Outcast meetings taking place only outside of the city walls from this point forward, unless granted access by King Arhhdan or Ithida.
3. More interaction with the Muspar'i nobility.
4. More Muspar'i RP in general, something I am slowly working on.
Now I know the Muspar'i GM's have done a LOT in terms of making it a more livable place. I never even thought I would see so much incredible development in my time playing DR, but I have and for that you have all the praise in the world. I also understand Muspar'i is run a certain way. It's not like some of the other cities who have Courts and things like that.
Anyway just hoping to see some more people up there to RP with. Alexii left, Lomelinde is an Outcast (Although easily one of my favorite people to RP with in the game) and a smattering of other people, a quarter of which are Jappal's wives.
- Terra
I want to do more things to associate Muspar'i has it's own territory, not by something the Outcasts are a part of. Even King Raenilar met INSIDE the city gates with his Outcasts the other day on the street of cloth weavers. Here are some things I would like to see and some things I am willing to help along with.
1. More Muspar'i only events that do not specifically involve the Outcasts unless by invitation.
2. Outcast meetings taking place only outside of the city walls from this point forward, unless granted access by King Arhhdan or Ithida.
3. More interaction with the Muspar'i nobility.
4. More Muspar'i RP in general, something I am slowly working on.
Now I know the Muspar'i GM's have done a LOT in terms of making it a more livable place. I never even thought I would see so much incredible development in my time playing DR, but I have and for that you have all the praise in the world. I also understand Muspar'i is run a certain way. It's not like some of the other cities who have Courts and things like that.
Anyway just hoping to see some more people up there to RP with. Alexii left, Lomelinde is an Outcast (Although easily one of my favorite people to RP with in the game) and a smattering of other people, a quarter of which are Jappal's wives.
- Terra
Re: Muspar'i and Outcasts on 01/12/2011 08:31 PM CST