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Aluvians
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Event Teaser - From
the
Turbine Site
“There’s trouble,” Antius said,
leading Hendac into the room.
“When is there not?” Elysa responded, motioning to a set of chairs and
flashing him a meager smile. She had been looking out her window, running
her fingers over the scar in the center of her chest. Even though it had
healed it burned still. Often she thought that the burning was all in her
mind, knowing that out there somewhere, someone had wanted her dead. She put
the thought from her mind and turned toward the table and chairs where
Antius and Hendac now waited.
“What is it?” she asked, sitting in a chair beside Antius.
Hendac pushed a small leather scrollcase toward the High Queen. She reached
across and took the case up. It was too large to be made by Isparians and
the leather was tanned to be softer. It bore a resemblance to the hunting
bags carried by the Tonk of Marae Lassel. Elysa recalled seeing the bags
only recently; hunters from Marae Lassel had asked to hunt on Dereth and
issue challenges to the Ispar tribe. They had set up a few camps across
Osteth, and even near Ayan Baqur.
She undid the clasp, a stone buckle. The buckle was heavy and shaped
squarely, Lugian-made. Lord Kresovus had expressed some anger over the
continued slaughter of his warriors by some Isparians, but there had been
fewer skirmishes in recent weeks and the matter seemed to be at rest. The
only other group that could have made this was the renegade force that had
splintered away from the Virindi.
“Renegades,” she read the first few lines. “They mean to join with these new
creatures?”
“Apparently,” Antius said. Beside him Hendac bobbed his head, the furrow of
his brow displaying his displeasure. “There’s more.”
Elysa finished reading and Hendac produced a folded scrap of parchment from
within the folds of his leathers. He rose and walked to Elysa’s other side
and placed the parchment on the table. He pointed two fingers to his eyes
and then tapped the parchment. Elysa knew what he meant.
“How did they build this?” Elysa asked as she stared at the drawing. It was
done in Hendac’s hand and showed a fortress of some kind. It was set against
the side of a plateau with two mammoth stone sentinels towering on the
forward edges of the flat land above.
“It’s unclear, but Hendac has assured me that the structures appear to be
identical to those at Candeth Keep. We visited the keep and found that one
of the guards had gone missing recently. A Lugian, Okret.” Antius paused.
“He’d been stationed there since the work was first started on the outpost.
His departure, and the discovery of this fortress – well, they seem to be
more than coincidence.”
Elysa nodded.
“The Blackmire Swamp is being overrun by the Burun, Elysa. This new race has
already driven most of the Mosswarts from there. I’ve no love for the
Mosswarts, but they’re being slaughtered.” He paused. “That missive is from
the fort in the Direlands. Muldaveus and Niarltah want to join forces with
this new race, and if they do who knows which race they’ll displace next.”
“I know, Antius. We need to stop them. I’ll speak with Kresovus.” She paused
and folded the parchment before handing it back to Hendac. “Perhaps he’ll be
willing to send agents of his own into the Renegade camp.” It sickened her
to say those words. She had prided herself on being honest and forthright
throughout her life, now she was resorting to deceit. “We’ll do what we can
to keep the Renegades and Burun apart.”
Elysa stood and walked back to her window, rubbing the wound on her chest.
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Roll Out Article -
From
the
Turbine Site
The sound of breaking bones and tearing
flesh filled the small cavern. Okret had volunteered for this assignment
because he knew that Muldaveus and Niarltah would look favorably on him
should he perform the task well. As he stood in the entrance of this fetid
cave, he began to think this had been an error in judgment. Cautiously he
hoisted the great stone chest onto his shoulder and proceeded deeper into
the grotto. Wails filled his ears and grew louder, serving as a beacon and
guiding him deeper into the living cave.
The ground was moist, spongy and covered in a thin film of yellow slime. The
place reeked of the swamp and something even fouler than decay. He paused to
look at the peculiar sight of a phyntos wasp firmly stuck onto a small pike.
He placed the stone chest on the ground and knelt to study the craft of the
pike.
A set of yellow eyes blinked in the darkness of a nearby tunnel. The burun
hunkered low, revealing two other sets of eyes. They moved just into the
light of the wide cavern where Okret knelt and gnashed their rows of jagged
teeth. In unison, the three let out a growl and screech like nothing Okret
had ever heard.
Many of this month’s changes have already been described in detail in the
Letter to the Players. There are a few other topics that we’d like to
discuss in detail.
Defender and Lure Blade
We recently discovered a bug with the spells Defender I, III and V; and Lure
Blade I, III and V. The amount of the bonus or penalty that these spells
granted did not match the amount listed in the spells’ descriptions.
To resolve this issue, we made the numbers match and we always used the
greater value. For example, if the description listed a greater change than
the spell actually granted, the spell was changed. If the spell caused a
change greater than the listed description, the description was changed.
The table below shows the spells with their new values.
|
Defender / Lure Blade I
|
± 3%
|
|
Defender / Lure Blade III
|
± 7.5%
|
|
Defender / Lure Blade V
|
± 13%
|
Imbue Underlays
There is now a visible difference between
imbued and unimbued weapons. Imbued weapons have a colored background, with
the color representing the specific type of imbue.
The following chart shows the different colors for imbues:

Unopened Corpse Keys
From the Configure Keyboard option, you can now bind keys to two new
commands: Closest Unopened Corpse and Next Unopened Corpse. These keys
target unopened corpses in a manner similar to that used by the Next Monster
and Closest Monster commands.
These new commands will not only select the unopened corpse, they will also
attempt to open the corpse, just as if you’d double-clicked it. This will
make your character walk to the corpse if you are not within usable distance
of it.
Please note that these new keyboard commands do not currently track whether
or not you have permission to open the corpse or whether or not the corpse
is currently being looted by another player. For example, if you hit the key
bound to Next Unopened Corpse and you may not loot the corpse for some
reason, the game will behave just as if you had double-clicked on the
corpse. You will walk over to the corpse, if necessary, and then receive an
error message in the upper left-hand corner of your screen.
Configurable Timestamping
There is a new option in the Character Options panel: Display Timestamps.
The option is followed by some symbols and text in green.
When this option is checked, the text in green will be displayed before each
new entry in your chat box. The symbols represent various replacement
filters so you can customize the timestamp display.
For more information on configuring this option, as well as examples, visit
the Timestamp Options page in Asheron’s Handbook.
Stackable Gems
The following types of Portal Gems are now stackable to a maximum of 25:
Town Portal Gems, Archmage Portal Gems, and Tusker Island Portal Gems.
Some players use these gems – particularly the Archmage Portal Gems – as
death items, so it’s important to note how stackable items work with the
death system. When you die, a stack is considered to be one item for the
purposes of death items. However if that stack is selected, only one item
off the stack will drop.
For example, let’s say you can currently cover all of your items with five
Portal Gems. After the event, if you do not stack these gems there will be
no change. However, if you combine the five gems into a single stack, you
would drop one gem and four other items on death.
Developer's Notes -
From
the
Turbine Site
New Functionality and Content
- We’ve added a number of new
allegiance tools
such as allegiance officers and allegiance account bans.
- We’ve introduced part four of our
ongoing
treasure revisions.
- The
ranged attack slider
now has a 40% penalty at maximum speed.
- The
Palenqual’s Living Weapons
quest has been revised.
- We’ve revised the following features of
a number of
towns:
Lifestone locations, portal drop locations, Meeting Hall locations, the
spells sold by Scriveners, and mundane items sold by vendors.
-
Allegiance bindstones
can be found in towns, but are not yet active.
Miscellaneous Changes and Improvements
- Artwork for the sixth character slot has
been added.
- The paperdoll in the Inventory Panel has
two new slots for your character’s pants and shirt.
- The icons of
imbued weapons
now have unique backgrounds.
- The durations of most
negative spells
have been changed.
- The
Heal and Revitalize spells
have been improved.
-
The Defender and Lure Blade
spells have been tweaked to resolve a discrepancy between their effects
and their descriptions.
- Two new commands can be mapped to keys:
Closest Unopened Corpse and Next Unopened
Corpse.
- Several types of Portal Gems are now
stackable.
- The Spring Cleaner title is now granted
by Arcanum agents instead of Town Criers.
If you have any of these tokens and wish to
receive the title, do not hand it to a Town Crier!
The Crier will keep the token and you will not receive the title.
- You can now map Toggle Crafting
Confirmation to a key.
- Crafting chance of success no longer
displays if there is no skill check involved.
- The Target Next/Closest Monster command
will no longer select PK/L players who are in your fellowship.
- We’ve added a new option to the
Character Options panel:
Display Timestamp.
- Your trade window will no longer
automatically close if your trading partner recalls away or walks out of
range.
- The /r command is no longer
case-sensitive.
- You can now use @allegiance broadcast
[text] instead of @allegiance, [text] for allegiance
broadcast messages.
- Two bugs with emotes have been fixed –
you can now use < > instead of * * for emotes, and colons display
properly in emotes again.
- Items that can be dyed or tinkered with
Ivory now explicitly state this when they are examined.
- We’ve resolved an issue that could cause
Zone ticket timeout errors when trying to log in to the game.
- Always Drop on Death items would not
drop on death for characters under level 10. This has been fixed.
- We’ve fixed a bug that could cause a
character’s number of deaths to display incorrectly if that character
had never died.
- Bowyers will now buy back wrapped
fletching supplies.
- Some landscape spawns that were too near
settlements or on the sides of mountains have been moved.
- Some landscape locations that were
inescapable have been fixed.
- All of the melee and missile weapons
from the
Ixir Zi and Liazk Itzi temple quests
have been improved, with the exception of the Lance of the Bloodletter.
- Many other quest weapons have been
improved to increase their average damage over time.
- The Slithis hallways in the Liazk Itzi
temple are now more difficult to run through.
- Fadsahil no longer advises characters
that are under level 40 to start the Liazk Itzi quest.
- The Ward of Rebirth spells no longer
surpass Indomitability.
- The range on Infected Blood, Infirmed
Mana, and Enervation has been increased.
- Ulgrim’s robe no longer covers your
feet. If you are wearing one when you first log in to the game after
this event, you will need to take it off and put it back on.
- The value and burden of the Realaidain
Raiment has been reduced.
It is no longer possible to perch on the kilns in the Knorr Forge.
- Some graphics and physics issues with
lava pits and statues in the Tusker Holding and Tusker Abode have been
resolved.
Minor Details
- The non-magic Buadren is now giveable
and hookable. Its description has also been clarified.
- The updated Sleeves of Inexhaustibility
can now be dyed.
- Thimrin Woodsetter’s maximum buy value
has been increased to one million pyreals.
- A few lines of text still referred back
to the Fire Shreth Hide as being a Fire Auroch Hide. These have been
fixed.
- Players can no longer identify some
Burun-wielded weapons.
- The Ancient Armored Bracer is now
correctly called the Ancient Armored Bracers.
- A small typo in the Liazk Itzi temple
guardian speech has been corrected, as have some typos in tells sent by
the Sarcophagus.
- The name of the Inferior Scythe Aegis
spell now displays correctly.
- The titles of the beggars in Dryreach
are now spelled correctly.
- Typos in the Fishing Master speech and
Fishing Note have been corrected.
May
Letter to the Players -
From the
Turbine Site
Welcome to the May Letter to the Players!
Last month in Dereth, the Burun continued to pour through the newly-opened
portal in the Blackmire Swamp. They’ve begun to set up camps, driving out
several of the other inhabitants. In addition, another Falatacot temple was
discovered in the A’mun Desert beneath the stone structure previously
inhabited by Archmage Fadsahil al-Tashbi.
Despite the new threat, Spring in Dereth continues. Young creatures romp
across the landscape. The Lugians of Linvak Tukal have made improvements to
their home to make it more welcome for travelers. New forms of armor have
been found along with weapons bearing new enhancements.
Yet the question remains: With Burun now entering Dereth from two locations,
what can be done about them?
Coming Soon
(These are items that we plan to implement in the May event. Many of
these items were mentioned in the April Letter to the Players In Development
section and the In Development Follow-Up.)
Allegiance Improvements
Allegiances will be getting a number of new tools in May. Most of these are
intended to make it easier to manage an allegiance.
- @allegiance boot –account [character]:
This command will boot all characters on the same account from an
allegiance. The player running this command will be informed of the
number of characters booted, but not their names.
- @allegiance ban add/remove
[character]: This command will add or remove an allegiance account
ban. When a monarch or allegiance officer places an allegiance account
ban on a character, that character and any other characters on the same
account will not be permitted to swear into the allegiance. There is a
maximum of 32 allegiance account bans at one time.
This command will also boot any character on this account.
Please note that it is still technically possible for a character on a
banned account to enter an allegiance. This can occur if the monarch of
a banned character swears into the allegiance. For example, let’s say
that I am banned from Zyrca’s allegiance. My monarch, Srand, swears to
Zyrca. In this situation I would be in Zyrca’s allegiance until the next
time I log in to the game. The next time I log in, I will be
automatically booted.
- @allegiance ban list: This
command will list all characters that have been banned from the
allegiance.
- @allegiance chat kick [character]
(,[reason]): This command will temporarily remove a character from
the allegiance chat room. If a reason is given, it will be displayed,
otherwise the default reason is “No reason given.”
For example: if Zyrca were my monarch, and she typed @allegiance kick
Ibn, Talks too much, I would be temporarily removed from the
allegiance chat channel and I would receive the following message:
You have been booted from your allegiance chat room. Use "@allegiance
chat on" to rejoin. (Zyrca: Talks too much)
We are currently working on general improvements to chat which, when
implemented, will allow for better controls on the allegiance chat
system. This is intended to provide some of that functionality until the
larger changes go in.
- @allegiance officer add/remove
[character]: This command will add or remove an allegiance officer.
Allegiance officers have the power to run any existing monarch command,
except for the ability to add or remove other officers. This ability was
removed based on player feedback.
Officers will be able to use all of the broadcast and message of the day
commands, @allegiance info, and all of the boot, ban, and kick
commands. They will not have the ability to change allegiance mansion or
villa guest or storage lists. Allegiance officers also will not be able
to boot the monarch.
Please note that it is possible for an officer to boot a character that
is above them in the allegiance tree, either through @allegiance
boot, @allegiance boot –account, or @allegiance ban. If this
occurs, the officer will lose his or her powers as they were granted for
the old allegiance, not the new one.
Allegiances will be able to have two allegiance officers. The allegiance
officer position replaces the existing allegiance speaker position. For
the sake of security, existing allegiance speakers will be removed
during the May event.
Monarchs can also use @allegiance officer clear to remove both
allegiance officers at once.
Any member of an allegiance can use @allegiance officer list (or
just @allegiance officer with no other arguments) to see the list
of their allegiance’s officers.
We’re working on expanded functionality and multiple levels of
allegiance officers; see the In Development section for more
details.
- @house storage add_allegiance:
This gives your entire allegiance access to your house storage. To
remove this access, use @house storage remove_allegiance. Please
note that this is for your own personal house storage. To give full
allegiance access to the storage in an allegiance mansion or villa, this
command must be run by the allegiance monarch.
Allegiance Bindstones
As we mentioned was possible, we were not able to complete the code for
Bindstone functionality in May. After the May event, you will find
Bindstones in towns, but using them will have no effect. This will give
Allegiances the opportunity to plan where they wish to bind when the
Bindstones become active, currently planned for the June event.
We will be providing more information on how Allegiance Bindstones will
work in the June Letter to the Players, but we’d like to take this time
to address two questions that were brought up after the In Development
Follow-Up article was posted.
When determining which towns should receive Bindstones, we made the
decision to give a Bindstone to any town that currently has a Meeting
Hall. These towns are: Al-Arqas, Al-Jalima, Arwic, Baishi, Cragstone,
Eastham, Glenden Wood, Hebian-to, Holtburg, Khayyaban, Lin, Lytlethorpe,
Mayoi, Nanto, Qalaba’r, Rithwic, Sawato, Shoushi, Tou-Tou, Tufa, Uziz,
Yanshi, Yaraq, and Zaikhal.
After reading your feedback on our forums regarding this idea, we have
decided not to place any restrictions on which monarchs may use the
Bindstone. They can be used by an allegiance whether or not the monarch
owns a mansion or villa.
Treasure Changes, Part IV
In the April Letter to the Players, we stated that the Treasure work for
May would be back-end and not visible to players. This is no longer true
– we’ve found ourselves with the opportunity to improve treasure
selection in several places.
Art Items and Casters
We’re moving “art items” (mugs, plates, and the like) and casters into
several loot tables where they previously did not exist. This will
result in both being found in places where you could not find them
before – for example, in May you’ll be able to find casters in the
casino golden chests. This will make casting items – as well as certain
types of salvage – easier to find. You will also be able to find art
items with spells on them, such as a bowl with Alchemy Mastery for
example.
“Mundane” Items
This category covers all the “other” things found in loot – spell
components, mana stones, healing kits, lockpicks, and potions. These
categories of items have not changed much since the early days of
Asheron’s Call, and the treasure revisions have only highlighted this.
To improve the situation, we will be adding new types of mana stones and
potions, and low-level healing kits are being improved and renamed. Then
we’ll be redistributing all mundane items across different levels of
treasure.
Healing kits will also now provide more information regarding their
effects. Healing kits can provide a bonus to your skill check, or a
bonus to the amount you heal, or both. Now you’ll be able to see which
is which just by ID’ing the kit.
Just as an example, here’s how the changes would affect the types of
items you could find in wealth rating 5 treasure, intended for level 80+
characters.
|
Item Type
|
Old Selection
|
New Selection
|
|
Spell Components
|
Pyreal Scarab, Iron Pea, Copper
Pea, Silver Pea
|
Copper Pea, Silver Pea, Gold Pea
|
|
Mana Stones
|
Mana Stone, Greater Mana Stone
|
Greater Mana Stone, two new
types of Mana Stone
|
|
Potions
|
Health Elixir, Mana Elixir,
Stamina Elixir
|
Health Elixir, Mana Elixir,
two new types of Health Potion, two new types of Mana
Potion, three new types of Stamina Potion
|
|
Lockpicks
|
Good Lockpick, Excellent
Lockpick, Superb Lockpick, Peerless Lockpick
|
Excellent Lockpick, Superb
Lockpick, Peerless Lockpick
|
|
Healing Kits
|
Good Healing Kit, Excellent
Healing Kit, Peerless Healing Kit
|
Excellent Healing Kit, Peerless
Healing Kit, Treated Healing Kit
|
In general, we’ve made existing items show up
sooner and created new items to fill the gaps at the high end. You’ll note
that there are no new lockpicks yet – don’t worry, we’re working on some
ideas for interesting high-end lockpicks.
Chests and Fishing Holes
One effect of the treasure changes is that a number of newbie and low-level
chests had their treasure bumped up considerably. This resulted in many
newbie chests generating treasure that no newbie could possibly use. We’ve
adjusted the loot in many of these chests, and will continue tweaking
additional chests in the coming months.
We’ve also adjusted the magical jewelry that could be generated by fishing
holes in rare cases. After the treasure revisions, fishing holes were
generating jewelry that was much better than intended. We’ll be bringing
them back into line in May.
Ranged Attack Changes
We had originally planned two ranged attack changes for May. After extensive
testing, we found that the projectile physics changes did not have the
desired results. That change is being held In Development until we’ve
finished a working solution.
Speed / Accuracy Slider
Currently, the Speed / Accuracy slider for Bow, Crossbow, and Thrown Weapons
allows the player to decide whether to attack more quickly at the expense of
accuracy, or more accurately at the expense of speed. At the far left of the
slider, the attack is fastest but incurs a 50% penalty to the player’s
attack skill. At the far right, the attack is slowest but gives a 50% bonus
to skill.
We will be decreasing the penalty at the far left side of the slider from
50% to only 40%. The entire slider would then scale evenly from -40% to
+50%. This will allow players to fire at maximum speed with a better chance
to hit their target.
This change is primarily intended for PvP combat, but it may be beneficial
in certain PvM situations as well.
Negative Spell Timers
Currently there is a disparity in the length of negative spells across
different levels. Level VI negative spells last for 8 minutes, while level
VII negative spells only last for 4 minutes. In May we will be changing all
negative spells to the following times:
|
Spell Level
|
Current duration of negative
spell (minutes)
|
New duration for negative
spells
|
|
I
|
2:00
|
1:00
|
|
II
|
3:00
|
1:30
|
|
III
|
4:00
|
2:00
|
|
IV
|
5:00
|
2:30
|
|
V
|
6:00
|
3:00
|
|
VI
|
8:00
|
3:30
|
|
VII
|
4:00
|
4:00
|
We had originally considered further decreasing
the length of all negative Creature Enchantment spells. Based on your
feedback, we have decided not to do so. Negative Creature Enchantment spells
will have the timers listed above.
Healing Spells
Currently the Heal Self/Other and Revitalize Self/Other spells are in our
opinion slightly weaker than they should be for their levels. We will be
tweaking them upwards in May.
When we initially proposed these changes in the In Development Follow-Up,
many players expressed their concern that the increase wasn’t significant
enough to make a difference. Based on this feedback we are increasing the
return by a greater amount at some levels than we had previously planned.
The initial and new values are listed in the tables below.
Heal Other / Heal Self – Amount Restored
|
Spell Level
|
Current amount of Health
Restored
|
Current Average Health
Restored
|
New Amount of Health Restored
|
New Average Health Restored
|
|
I
|
8 – 15
|
11.5
|
10 – 25
|
17.5
|
|
II
|
11 – 20
|
15.5
|
15 – 35
|
25
|
|
III
|
16 – 30
|
23
|
20 – 45
|
32.5
|
|
IV
|
26 – 50
|
38
|
30 – 60
|
45
|
|
V
|
38 – 75
|
56.5
|
45 - 90
|
67.5
|
|
VI
|
51 – 100
|
75.5
|
55 – 120
|
87.5
|
|
VII
|
75 – 125
|
100
|
80 – 150
|
115
|
Revitalize Other / Revitalize Self – Amount
Restored
|
Spell Level
|
Current amount of Stamina
Restored
|
Current Average Stamina
Restored
|
New amount of Stamina
Restored
|
New Average Stamina Restored
|
|
I
|
11 – 20
|
15.5
|
15 – 35
|
25
|
|
II
|
16 – 30
|
23
|
20 – 45
|
32.5
|
|
III
|
26 – 50
|
38
|
30 – 60
|
45
|
|
IV
|
38 – 75
|
56.5
|
40 – 80
|
60
|
|
V
|
51 – 100
|
75.5
|
60 – 120
|
90
|
|
VI
|
76 – 150
|
113
|
80 – 160
|
120
|
|
VII
|
100 – 175
|
137.5
|
100 – 200
|
150
|
Please note that these changes are only for
these four spells, not for any other Life Magic spells.
Temple Quest Weapons
Since the introduction of the Ixir Zi and Liazk Itzi Temple quests in March
and April, we’ve received feedback indicating that several of the reward
weapons were underpowered for their intended level.
After going back and rechecking our calculations, we discovered that many of
these weapons were, in fact, not as powerful as we had wanted them to be. Of
the melee and missile weapons, only one – the Lance of the Bloodletter – was
as powerful as we had intended. In May, all other melee and missile weapons
from these two quests, at all levels, will receive improvements.
Ulgrim’s Bathrobe
We received a lot of feedback asking that Ulgrim’s bathrobe no longer cover
your feet. A lot of people – a lot of people – wanted to be able to wear
bunny slippers with their bathrobe.
As of the May event, the bathrobe will leave the feet slot open. We
recommend that folks not wear the bathrobe during the patch. If you do so,
you will have to relog to be able to put any items on your feet.
Content Revisions
As we stated in the April Letter to the Players, in May we will be revising
the Palenqual’s Living Weapons quest. One note in advance – any
already-created Living Weapons will receive an upgrade, but this upgrade
will include a wield requirement of 250 base skill.
We recommend that any character with an existing Living Weapon not be
wielding the weapon during the event if the character does not meet the new
wield requirement. If you do log in wielding a weapon and you do not meet
the requirements, the weapon will be unwielded. It will be moved to your
backpack if you have an open slot, otherwise it will drop on the ground.
Town Revisions
We’ll be making the following changes to towns across Dereth in May:
- The portal drops for many towns will
be moved to more convenient locations, similar to the changes that
have already been made to Shoushi, Yaraq, and Holtburg.
- Many towns will be receiving more
convenient Lifestones.
- Most Meeting Halls have been moved
to more convenient locations.
- Distribution of mundane items – see
Treasure Revisions above – will be based on the level of the town’s
surrounding content. The greater the level of the town’s surrounding
content, the better the items that the vendors will sell.
- Scriveners have been added to
several towns. Also, the scriveners in Uziz and Sawato now sell
level 4 spells instead of level 5 spells, as the surrounding content
is intended for low-level characters.
In Development
(These are the game changes that we are working on for the June
event. None of these items are guaranteed to be added for June, as
scheduling and priorities can change. Your feedback on these topics
is particularly valuable.)
Allegiance Bindstones
In June the Allegiance Bindstones should become active. Please see
the section above on this topic.
Improved Allegiance Officers
The Allegiance Officer feature introduced in May is only the first
part of a larger Allegiance Officer plan. We would like to introduce
the following features in June:
- Three tiers of allegiance
officer levels, not including the monarch.
Allegiances would be allowed to have a total of 12 officers in
addition to the monarch. These officers could be assigned to any
of the three tiers.
- The lowest tier of officer would
be the Speaker. The Speaker could use the allegiance broadcast,
allegiance chat kick, and message of the day commands.
- The second tier of officer is
currently nicknamed the Executor. The Executor would have all
the powers of the Officers introduced in May – all of the
Speaker powers as well as boot, ban, and info. Executors could
appoint and remove Speakers.
- The highest tier of officer is
nicknamed the Right Hand. A Right Hand would have all the powers
of the Executor and the Speaker and could appoint and remove
both Executors and Speakers.
Buffing Improvements – Item
Magic
After accelerating the casting time of Creature and Life buffs,
we’ve begun work on the most frequently requested Buffing
improvement: Item buffs.
Currently, our plans call for the development of new Item Magic
spells which, when cast, will redirect to each piece of armor
that you are wearing. Only Self versions of these spells would
be introduced. These spells also would not redirect to your
clothes.
We will be providing more information on these spells as we
continue development.
PvP Weapon Changes
In June we are looking at rebalancing the Weeping Weapons. We
would also like to introduce an Aegis-like ability that can be
added to loot missile weapons and casters. More details on these
ideas can be found in our
Future of PvP article and we will be presenting more
specific information in the June Letter to the Players or sooner
if possible.
Content Revisions
In June we plan on several major content revisions:
- We plan to revise the
Gaerlan quest. We’d like to simplify some aspects of the
quest, remove many of the existing shortcuts and exploits,
adjust the rewards and if possible add a new tier of reward.
- We will also be making major
revisions to Marae Lassel. We will be targeting the island
for a range of characters from newbie to high, with the
possibility of some extreme quests, and we’ll be changing
the landscape spawns and quests to match. In addition, the
towns on Marae Lassel will be retouched in a manner similar
to the recent revisions to Yaraq, Holtburg, and Shoushi.
In Concept
(These are the game changes that we are thinking about
for July and beyond. We cannot guarantee when – or even if –
any of these changes will be added to the game, as
scheduling and priorities can change. Your feedback on these
topics is particularly valuable.
If not mentioned elsewhere in this Letter, topics listed as
In Concept in prior articles have not changed
status.)
Character Starting Skills
For some time there has been a perceived imbalance in
character racial skills. Currently:
- Sho characters start
with Unarmed Combat trained.
- Aluvian characters start
with Dagger and Assess Person trained.
- Gharu’ndim characters
start with Staff and Item Tinkering trained.
Unless a player plans on
using Dagger or Unarmed Combat, there is a strong
incentive to choose Gharu’ndim – Item Tinkering. Putting
experience into any Tinkering skill allows you to gain
more salvage when using an Ust on an item. The ability
to gain more salvage by putting experience into a free
racial skill is very valuable. Assess Person in
comparison is not very useful, and Sho characters have
no additional racial skill at all.
Our proposed solution to this imbalance is the
introduction of a new skill: Salvaging. This skill would
count as a Tinkering skill for purposes of gaining
salvage from an Ust, but would have no other use.
We could introduce this as free skill for all new
characters regardless of race (similar to Run and Jump).
Alternately, we could give it only to Sho and Aluvian
characters as having it on a Gharu’ndim character would
be redundant.
This concept is still very much in discussion. We will
provide more information and request specific feedback
when it enters development.
Regarding Assess Person, we would like to make both it
and Deception more valuable in the future – look for
more details in a later In Concept article.
Salvaging Improvements
In addition to the skill changes mentioned above, we are
investigating additional improvements to salvaging.
One idea that we are investigating is a “Salvage
Backpack”. This would take up a pack slot in inventory
and could hold a single bag of each type of salvage. For
example you could store a 2 unit bag of Steel and a 50
unit bag of Iron in your Salvage Backpack, or even a
single 100 unit bag of each type of salvage; but you
could not store a 100 unit bag of Steel and an
additional 50 unit bag of Steel.
We are also investigating improvements to the Ust that
would allow it to salvage items of different material
types at the same time. Our goal with this is to make
salvaging less tedious for players.
Both of these ideas are still in very rough draft form,
we’ll be providing more details as we continue
development on them.
Changes to Armor Imbues
We are considering making changes to the way that
the three Armor Imbues work. Currently you can imbue a
piece of armor to grant +1 to your Missile Defense,
Melee Defense, or Magic Defense skill.
We are looking at possibly changing this bonus from +1
skill to a 1% damage reduction. For example, using the
Melee imbue on a piece of armor would cause all melee
damage done to you to be reduced by 1%. This reduction
would stack – if you were wearing three pieces of armor
with this imbue, melee damage done to you would be
reduced by 3%.
Two notes:
- The Magic damage
reduction most likely would not stack with the
Sanguinary Aegis. The Aegis would always override
the armor imbues.
- We would most likely
start with a conservative cap for total damage
reduction, probably 5% or something close to that.
Conclusion
There you have it – our plans for May and beyond. As
always, we value your feedback on these topics.z
Crafting
Changes
-
From the
Turbine Site,
May 18, 2004 Over the
last several months, we have received increasing complaints regarding
crafting money macros. These macros could be seen clapping their hands
outside shops in many towns.
In the April event, we made changes to eliminate the usefulness of two of
the most popular macroed craft items: applesauce and potions. However, new
macros have sprung up in their wake. Recently the number of macroing
characters – and complaints about these macros – has increased dramatically.
In addition, we recently had an incident in which one player’s use of
multiple macroing characters on multiple accounts actually destabilized one
of our game servers.
It has become clear that further action is necessary, particularly as we
prepare to open the new world Verdantine. In the past, we have identified
and fixed macroed tradeskill interactions as they were discovered.
Unfortunately, the cycle of macro – nerf – find new macro could go on for
much longer. Any changes to vendor buy/sell rates could introduce a new
problem.
We have decided after much discussion to solve this issue with a larger
change. Starting with the June event, it will no longer be possible to sell
any crafted items to vendors. This affects all crafted items.
Potions, arrowheads, food – it will no longer be possible to sell any of
these items to vendors. This is true even if the item was not originally
crafted by a player. For example, ordinary arrows can be crafted by players;
therefore no arrows – player-crafted or otherwise – are sellable.
It is important to note that this we made this as a sweeping global change
to ensure that we didn’t miss anything. It is possible that specific cases
will turn up that will require us to make some items sellable again. In
addition, we are continuing to look for alternate solutions to the issue.
While this is a major change, we believe that it will not impact the
majority of our players. Crafted items, for the most part, are created for
use in the field or for trading to other players. Players who craft items
for these purposes should not see any difference.
However, we do see that this can create an obstacle for new tradeskill
characters, particularly those who may not have a patron to supply them at
low levels. These are the type of characters we are likely to see on
Verdantine. If these characters cannot sell the fruits of their labor, it
will be difficult for them to purchase new raw goods for crafting.
To assist these characters, in the June event we will begin introducing new
NPCs similar to the Glenden Wood pacifists. These NPCs will provide pyreal
and experience rewards to characters for handing in specific crafted goods.
These rewards will be on a timer so that they cannot be macroed.
The first of these NPCs will be targeted for new and low-level crafters, but
we are committed to introducing new NPCs for higher-level characters in the
coming months. In addition, we have increased the two lowest-level rewards
on the Glenden Wood pacifists.
The team strongly believes that eliminating these money macros is in the
best interests of the long-term value of the game, particularly for the
opening of Verdantine. We believe that this change is the best way to
eliminate these macros without impacting the majority of our players, but we
want to ensure that new crafters still have opportunities for advancement.
PvP Weapon Changes
-
From the
Turbine Site,
May 19, 2004
In June we
will be making a number of changes to the PvP weapon suites – Weeping
Weapons, Hollow Weapons, Deadly Hollow Weapons, and Phantom Weapons. Our
goals with these changes are the improvement of PvP weapon balance and
diversity. To that end many of the less-powerful weapons are being made more
powerful, and a handful of the most powerful weapons are having their power
decreased.
Here is a summary of the upcoming changes:
Weeping Weapons
All of the melee Weeping Weapons, including the elemental variants, will
have their non-spell attack and defense modifiers removed. The special Item
Enchantment spells on the Weeping Weapons that boost these modifiers by 18%
will remain. The Human Slayer bonus will be decreased 14% on all melee
Weeping Weapons – however, all non-sword Weeping Weapons will now have
higher base damage, allowing these weapon classes to compete better with
sword in terms of PvP damage.
All missile Weeping weapons will have their non-spell defense modifiers
removed, but the special Item Enchantment spell on the Weeping weapons that
boosts the defense modifier by 18% will remain. The base damage modifier for
the Weeping bow has been increased, while the base damage modifiers for both
the atlatl and the crossbow have been decreased. Weeping Bow damage is now
comparable with Weeping Sword; Weeping Atlatl and Crossbow damage now more
closely correlates to that of the Weeping Axe and Mace.
We are looking at decreasing the shield-hollow effects of the Weeping
Weapons. Currently melee and missile Weeping Weapons ignore 100% of the AL
of the target’s shield. We are considering decreasing this to 90% so that
there is now some reason to use a shield when fighting an opponent using
these weapons.
Weeping Wands will have their non-spell Mana Conversion modifiers reduced to
1%. The special Item Enchantment spell on the Weeping Wand that boosts the
Mana Conversion percentage will remain. The Hunter’s Lash spell found on the
Weeping Wand will have a wider damage range of 70-180 (formerly 110 – 180).
The Human Slayer on the Weeping Wand is not being changed.
Hollow Weapons
All melee Hollow weapons will have a 5% attack modifier, and all melee
Deadly Hollows will have an 8% attack modifier. All melee Hollow and Deadly
Hollow weapons are having their damage over time improved considerably.
Also, all “Heavy” (Sword, Axe, Mace, Spear) Hollow melee weapons will now
have a weapon speed of 30, while all “Light” (Staff, Dagger, Unarmed) Hollow
melee weapons will now have a weapon speed of 20.
The Hollow missile weapons are gaining a 6% defense modifier, and the damage
of Chorizite and Deadly Chorizite ammunition is being increased. The damage
modifier of the Hollow Crossbow is being decreased, but the average damage
will go up due to the increased damage on the ammunition.
As both Hollow and Phantom missile weapons use Chorizite ammunition, we
found that this was the best way to balance the damage output of these
weapons. We set the damage on the ammunition and then balanced the weapons
accordingly.
Phantom Weapons
All melee Phantom weapons are gaining a 10% attack modifier. Several weapons
are gaining a speed increase, and the damage on the Mace, Spear, Staff, and
Dagger is being increased. The weapon speed changes for Phantom melee
weapons are identical to those for the Hollow melee weapons (Heavy weapons
use 30 speed, light weapons use 20 speed).
The Phantom missile weapons will have a 10% defense modifier, and have had
their speed adjusted. The damage mod on all three weapons has decreased, but
with the improved Choritize ammunition all three will see increased damage
over time. As was mentioned above, both Hollow and Phantom missile weapons
were balanced around the increased damage on the ammunition.
Conclusion
In general, we have tried to improve all Hollow, Deadly Hollow, and Phantom
weapons so that they will be more useful in today’s PvP combat. Although the
Weeping Sword, Atlatl, and Crossbow will see a slight reduction in damage,
all other Weeping Weapons will have increased damage, making them more
competitive than they were previously. The difference in damage across all
weapon classes in PvP combat will continue to scale from sword (the highest
or most damaging) down to dagger (the lowest or least damaging), but the
differences between these weapons is now greatly reduced.
Looking to the future, we have a lot in store for higher wield-requirement
weapons and casters, as well as new types of imbues. The ability to find and
tinker loot-generated weapons and casters that are comparable to or better
than the Weeping Weapons is in-concept currently.
The Shattered Coil -
From the
Turbine Site,
May 20, 2004
Part One
The Eye of The Sleeping One had opened
in less time than it took to gut a Moar; Morgluuk and Torgluuk had seized
the opportunity for their race. Hundreds of years of servitude and abuse
would be rectified by fulfilling the greatest prophecy of the Burun. They
would cross the vast Pide and destroy the matron saints of the Fiazhat race,
a race that for several millennia ruled the surface of Bur and brought the
burning lands to cover the face of the world.
They had acted swiftly when the coil shattered and the whir of the endless
tunnel hummed to life. Torgluuk, at the prodding of his brother Morgluuk,
called to their clutch, promised them glory beyond the endless tunnel and
incited them to the point of frenzy. Volunteers poured forth from the
youngest of the clutch, some no more than three years from their shells, and
they were sent in large squads into the tunnel.
Since the Eye had opened, most of the clutch had taken to swimming beneath
the waters of the swamp and moving to the mire’s edges, where the Eye would
dry the muck into a soft crust. There they would rest, placing mucor stumps
between their lips and draining the intoxicating juices. Mucor only gained
its potency when the Eye drew across its hood. It was a delicacy enjoyed by
all Burun, and one that had been missing for one hundred and twelve years.
During all that time the Ruuk had been bereft of this taste.
During their years beneath the world’s face, the Kukuur had developed a
method to grow the mucor in underground caverns and achieve the same effect
upon the mushroom that the Eye had on the surface world. Since the Eye had
last closed and wept, they were the only Burun to have access to the tasty
concoction; they were loathe to allow any other Burun to enjoy the taste.
Mucor was the most sacred of the fungus that The Sleeping One had gifted to
the children of Bur, as was evident by the change that happened when placed
in direct view of the Eye. Kukuur elders believed that the strength of the
intoxicant was too great for an ungifted shaman to control, so they
restricted the intake of the mucor’s juice to only the most eld: the six
masters. The Kings of Bur’s clutches.
Of course, mucor was stolen on occasion by wily and unwise Ruuk youths.
Those who were not indoctrinated to the way of The Sleeping One would fall
into spasms that collapsed their lungs and ate their insides clean. Those
who were given over to The Sleeping One’s art would sometimes die in
horrific throes as well, but more often than not they would achieve a
euphoric state that made them nearly insensate.
Cultivated or properly harvested mucor had quite a different effect. Some
remembered the proper ways to cultivate and harvest the potent mushroom;
others relied on the teachings of those with the memories of prior lives to
cut the fungus for them. Torgluuk was one who remembered. The lives he had
lived in the past ran strong within his veins and soul; the gifts of The
Sleeping One had only enhanced those memories and abilities. He had taught
his clutch to harvest correctly many years before, and this auspicious time
was the first that the clutch had opportunity to put his teaching to use.
In the two passings of the Eye since the endless tunnel had opened, there
was only one death from a poorly harvested mucor, though many instances of
euphoria had been recorded. Torgluuk took great pleasure in that fact. It
meant that the teachings of the only noble Kukuur he had known were true. A
mentor, Tkrowerk, had once told him that splitting the mucor along the
center of the shaft before snapping the root clear of the ground and tapping
the top of the hood would drive the spores into the juice, where they would
dissolve into the fluid and bring the euphoria. He had taught this to his
clutch and it turned out Tkrowerk had not lied.
Upon reflection, Torgluuk realized, the events of the past two passings of
the Eye had been Tkrowerk’s legacy. Tkrwoerk had taken Torgluuk under his
tutelage some eighty years prior. He taught him the black rites of soul
shredding, and the ways of the fungus. He taught him the language of the
Fiazhat, explained how the Kukuur kept control of the massive hulks, the
Guruk and how they kept the Ruuk firmly under their control. Tkrowerk was a
Kukuur who saw corruption within the hierarchy of the Kings, he wanted
change and for that insolence he was struck down and soul-shred. His
memories and knowledge lost to Bur, all save that which was passed to
Torgluuk. Often Torgluuk wondered how much of that knowledge had been passed
to him.
In the violet glow cast by the endless tunnel, Torgluuk now sat in
contemplation. No others were present, and he cast his thoughts to Tkrowerk
and the things that he had told him of these days.
All things that are,
are gifts of The Sleeping One.
The bomutur slug that dwells in the stomach of the swamp
that grows into the stinging wasp that dwells in the mire
comes from The Sleeping One, as does the Moar who hunts our kind.
We cannot forget that the Fiazhat, perhaps our greatest enemy,
came from The Sleeping One.
They were our brothers once.
They were turned and twisted by the their foul gods and forgot
to honor The Sleeping One and have no doubt suffered
fates worse than the shredding of the soul.
I know that I shall not be present when the endless tunnels open again.
I know that you shall be, little Torgluuk.
You and your brother shall lead the first war parties through those
gates.
I have seen you there at the opening of the way and the opening of the
Eye.
There will be a time of no weeping, but it will be short-lived.
Betrayal will tear through your clutch and some will call to the Kings.
In their folly they will find death, but you shall have immortality.
You will stand beside giants who rival the strength of the Guruk,
you will walk with beings of cunning near that of the Ruuk.
and you will sup with a race of beings whose avarice is unmatched,
even by the Kukuur.
I have seen one other that will stand beside but its image is unclear.
Its purpose is very clear, to be the Eye for all the worlds.
You, little Torgluuk, will have what no other Ruuk will ever have;
the secrets of the Kukuur.
The knowledge of their corruption, and the strength to recall that at
the beginning of all time we were here to worship The Sleeping One.
Remember, little Torgluuk, revere the Eye and know that it is one of
many.
The Kukuur Kings have heard the whispers of our ancient brethren’s
matrons and have damned us all.
“What choices will I face?”
Torgluuk asked to the air.
“Choices that will bring glory and immortality to our clutch.” Morgluuk
peered at his brother over the rise of the outcropping upon which Torgluuk
sat. As he came into view, Torgluuk saw the mud shell that covered his body.
“Did you draw from the sidelong mucor?” Torgluuk asked.
“No.” Morgluuk leapt into the air and landed in a crouch; the mud shell
cracked and splintered apart in several areas, exposing his deep purple
flesh beneath. “I felt it best to keep my wits about me. My savages are also
partaking only of the properly harvested fungus. We are aware of the Moar
moving closer. Three packs, underburrowers and breathers. Not the same fire
breathers with talons of ice that were coming before. There are a great many
more now. They hear the call of their mothers.” Morgluuk’s tongue shot from
his mouth suddenly and snagged a bomutur wasp from the sky. A mystical
charge sputtered as the wasp was quickly tucked into his gullet. “We need to
call the clutch together. There has been no word from those who crossed the
vast Pide.”
“Yes,” Torgluuk nodded in agreement and tapped the edge of the koruu koruu
fungus. At once a brilliant blue light appeared beneath its hood. Above them
the Eye of The Sleeping One drew toward the horizon; soon night would fall
and darkness would consume the land. “I have already Pined the truth of why
they have not returned.” It was a lie, but Morgluuk was none the wiser. “The
Sleeping One tests us. Any who pass through the endless tunnel will not
return until the gods beyond have been swept clear. Only then can we return
to Bur and claim our rightful place over the Kukuur and Guruk.”
Morgluuk’s mouth twisted into a wide grin and exposed his rows of jagged
teeth. “I am pleased. How soon before we pass into the tunnel, brother.”
“Soon, Morgluuk. First we must make The Sleeping One’s desires clear to the
clutch. Then we must make preparations to alert other clutches. We cannot
stop with this temple alone. Our subterfuge will not last and then the
Kukuur will follow us and try to strip the victory from our talons.” He rose
slowly and stepped to his brother. “Can you and your savages manage more
bomutur for a feast?”
“Do you think we cannot?” Morgluuk challenged. Torgluuk placed a hand on his
brother’s shoulder and squeezed lightly.
“See it done my brother. Tonight we discuss our plans for the conquest of
another world.”
Part Two
The meal had been satisfying.
In the muck, the entirety of the clutch waited for their leaders to stand on
the branch of the muloo tree and speak of what would come next. Ugluur was
among them.
Ugluur was a soothsayer who often led some of the younger chosen of The
Sleeping One in chants, prayers and song. He respected the ways of the
Kukuur and the hierarchy of Bur and had reviled the decisions made by
Morgluuk and Torgluuk since the tunnel had been opened. He knew that
Morgluuk held more sway with the Shaman than a lowly savage ever should. In
the interest of self preservation however, Ugluur had wisely kept his
thoughts silent. There was no reason to earn the ire of the leaders while
zealotry was so rampant amongst the clutch.
He sat in the swamp crouched to his ears. The water was cool and chilled the
heat that coursed over his flesh. Unlike so many others within the clutch he
had decided to not waste his day caked in muck, sucking down the juice of
the mucor fungus. That was the province of the Kukuur and he had seen the
seizures that gripped the fool who had tried to harvest the mucor and
failed. He waited in silence. About him there were other soothsayers and
several warriors that would protect him should he speak his mind. They
thought much as he. He had quelled their tongues and saved them the wrath of
Morgluuk’s savages but this night would decide whether he could help them
longer or if he would need to let them suffer the fate of returning to The
Sleeping One’s mass.
Several moments passed and then Morgluuk made his way to the outcropping.
From there he leapt to a vine and swung into the air, flipping twice and
landing on the branch of the muloo tree without a sound. He crouched there
and spoke.
“We have spent hundreds of years beneath the girth of kings grown fat on the
power that flows so freely through them. They have kept us as the bomutur
wasp keeps its young; beneath the scum of the swamp, away from the seats of
power and legend. We rot here on the outskirts of Bur, while they sup on the
fattest fruits of the yola tree and enjoy the protection that our weapons,
claws and teeth afford them from the Moar. We have suffered for hundreds of
years, brothers; but no more!”
The clutch cheered and croaked in assent, chanting Morgluuk over and again.
Praise was given to The Sleeping One and thanks for the return and opening
of the Eye. There was a palpable rapture washing over the crowd. For a
moment Ugluur felt it too.
“The Sleeping One has called to us and we, The Clutch of Tkoruk Guruul, have
answered!”
Another rousing burst of cheer spread through the crowd. This time Ugluur
could not fight the desire to cheer with his clutchmates and soon he found
himself chanting Morgluuk’s name in unison. Their voices spread through the
night and they knew that if there were Moar stalking them this night they
would think twice before entering the area of Tkoruk Guruul.
Morgluuk raised his arms and hushed the clutch. “Brothers have already
passed into the endless tunnel and we wait still for their answer. My
brother, Torgluuk, has heard the whispers of discontent.” Ugluur glanced
about him quickly, had he been discovered? A chant rose discounting
Morgluuk’s statements and Ugluur joined in emphatically. His head swam and
he realized that there had been something done to the bomutur flesh. “That
discontent will end this night!”
Waves of chanting broke out in unison again. Ugluur sank beneath the surface
of the mire and swallowed a large gulp. What had been done to the bomutur?
Could it be the harvested mucor? Thoughts rang through his head with such
speed that he thought he might scream. The warriors who he once thought
would defend him with their lives now chanted for Torgluuk and Morgluuk with
such vigor that he feared they might turn on him for suggesting they fall
silent. They may yet know that he meant to subvert their claims and bring
word to the Kukuur. He shook his head beneath the surface of the swamp and
blinked twice before surfacing to hear the cheering fall to a dull roar as
Torgluuk walked to edge of the Tkoruk Guruul Temple and raised his arms.
“Clutchmates! We have been gifted with an opportunity to prove ourselves the
greatest of the races of the Burun. We are at the center of prophecy and we
must heed the will of The Sleeping One and recognize that he has cast his
Eye upon this clutch, above all others!” He paused but kept his hands
raised. The gesture signaled that he needed silence. “Brethren have walked
through the endless tunnel and have not returned. This is true. But what we
did not know, we now learn.” The crowd listened with intensity, but Ugluur
was clearing his head. He mumbled spells beneath his breath and forced the
drugged meat from his body.
“The Sleeping One desires the eradication of the false gods who scarred the
surface of Bur and allowed the corrupt Fiazhat to rule the world in our
stead! But this test is one that we cannot fail, or our souls and our bodies
are forever lost beyond the tunnel on the world of the Fiazhat gods, across
the vast Pide.” Silence still. Ugluur felt his body purging the poisoned
meat and felt his faculties returning. “Brethren, this is our task. We must
split our clutch.” Murmurs sprang up here and there, but a quick hiss from
Morgluuk silenced those foolish enough to protest. Ugluur’s mind was nearly
whole again now. “Some will accompany Morgluuk and I to the Clutch of Yurko
Utaal, the rest will pass through the tunnel and establish a home on the
world of the usurpers. There you will await our arrival. We shall join with
the Clutch of Yurko Utaal and make our way back to the tunnel to join you;
then as one we will overthrow the gods who would destroy Bur!”
Torgluuk dropped his hands to his side and the clutch erupted in a frenzy of
cheers, chants and croaking for several moments. Ugluur hopped from the
safety of the swamp into the vines of a nearby toluu tree during the
reverie.
“What of the Kukuur?” Ugluur called. The clutch fell silent. A low growl
could be heard coming from the muloo tree. There, Morgluuk bared his rows of
teeth toward Ugluur. “Will they be told? Or will you have us defy our
masters and purchase the shredding of our souls?” Angry croaks began in the
crowd and Morgluuk crouched to leap toward Ugluur. Torgluuk raised his
hands, and all fell silent. In the darkness, none could see who had called
out this challenge. Ugluur felt his heart beat faster and knew that his
breath had quickened, but he felt vindicated that he had made the stand. If
The Sleeping One saw this as his final moment, so be it.
“The Kukuur have stood atop too many Ruuk corpses; they have made the Ruuk
shoulder their frailty and inability for too long. This,” Torgluuk
gestured to the violet glow of the tunnel, “is a sign of The Sleeping One:
the sign that we, the Ruuk, are his chosen. We will heed this call. The
Kukuur will learn of this in time and may well pursue us through the endless
tunnel.” Torgluuk paused and Ugluur considered his response. As he opened
his mouth Torgluuk began again. “But what will they find?” Torgluuk paused
briefly and then spoke in a deliberately syncopated rhythm “A world in
ruin!” Torgluuk’s hands dropped and the teeming mass of the clutch leapt as
one. Ugluur shifted uncomfortably in the vines, preparing to leap away
quickly. “We will go to the home of the Fiazhat gods, we will bring the
cleansing life with us and we will overrun all that world has to offer!
There will be none who survive! We shall scour that world clean, we shall
boil the entrails of Bur’s enemies and sup on their souls! We will prove
that the Ruuk are the true rulers of Bur and chosen of The Sleeping One!”
Torgluuk’s last statement was so loud that the Kukuur very well may have
heard it thousands of miles away.
Madness overtook the clutch and Ugluur watched in awe and horror. Never in
his days had Ugluur seen such lunacy. Weapons were drawn and slammed against
shields; his clutchmates leapt from the swamp base into the trees and danced
as if possessed. The sound was deafening: a torrent of splashing water, bone
against hide, voices raised in alarming unison, chanting for Torgluuk as if
he were The Sleeping One. The cacophony did not dull; it rose to crescendo
and threatened to wane time and again only to begin crashing like the tides
of the great sea once more.
Ugluur leapt from the safety of the vines away from the Temple of Tkoruk
Guruul. He leapt into a nearby moluu tree and heard the bone sword drawn
behind him. Morgluuk had given chase.
“Where do you mean to go, soothsayer?” Morgluuk’s voice was thick with the
threat of murder.
“I will warn the Kings and they shall come to crush this insurrection. You
are mad with power, you and your brother,” Ugluur spat back. He was not
afraid of Morgluuk, or so he told himself.
“Ha! Your innards will feed the swamp this night and I shall hunt your eggs
and spill their contents. I will make that my makeshift casting of the
soul-shredding,” Morgluuk challenged. He leapt to within two branches of
Ugluur, but Ugluur stood his ground and drew his sickle and shield.
“You will do no such thing.” The voice was Torgluuk’s. In the swamp behind
them, the teeming mass of Burun chanted, screamed and sang to The Sleeping
One and to Torgluuk and Morgluuk. “Ugluur will leave here with his head,
heart, soul and innards intact, my brother.” Morgluuk gnashed his teeth and
clamped his jaw tight. “Go join the others, Morgluuk. I will return
shortly.”
Morgluuk pointed his sword toward Ugluur briefly, then leapt down toward the
maddened crowd.
“Why, Ugluur?” Torgluuk asked.
“You are a shaman, not an elder. Only elders can interpret the will of The
Sleeping One. You overstep yourself!” Ugluur replied.
“I say you have let the King’s poison enter your head so that you do not
think for yourself.”
“Think what you want, zealot. You go against the very order of all there is
and expect that you shall live! You are the biggest fool that the Ruuk have
ever whelped and you shall be the undoing of us all,” Ugluur protested.
“So you say.” Torgluuk crouched and remained very calm.
“I could kill you now and end this madness,” Ugluur threatened.
“You would make me a martyr, damn your soul to nothing and drive that mob
through the tunnel as one. My eggs would hatch with the knowledge of my
lives, but yours… my brother would find them and drink them. You would be
given the pitiful end.” Torgluuk shifted to a more comfortable
position. Ugluur inched closer. “If you so wish to end my existence and
spill my innards to the swamp I will not protest.”
“You’re mad.” Ugluur shook his head in disbelief.
“What you call madness I revere as enlightenment.” Torgluuk moved back to a
crouch. “I have spared your life this night, Ugluur. But I cannot save you.
You are dead even now, though you know it not. I promise you, my brother,
you will know all there is to know about the Kings and your place
before your soul is stretched thin and cast from all there is. That choice
is yours. I would have bled by your side and stood with you in victory
against our enemies on the other side of the tunnel.” Torgluuk shook his
head and Ugluur felt the rage within him giving way to fear. “Go. You will
need this night. I will need to appease Morgluuk by letting him set hunters
on you. They will be weaker, but still able to skin your hide.” Torgluuk
moved along the vine to Ugluur and placed a hand on his shoulder. Ugluur
lowered his sickle as Torgluuk approached. “I am sorry that it was you this
task came to, brother.”
With that, Torgluuk turned and dropped from the vines and into the swamp
below. Morgluuk embraced Torgluuk when he landed and they were swept into
the mass of celebrants dancing in the mire. Ugluur spat down at them in
defiance and sheathed his sickle. He then turned and bounded through the
vines, northward toward King Browerk. |
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