Event Teaser - from the
Turbine Site,
May 12, 2006
Maegris sat at his desk, scribbling notes and observations in a giant book.
All around him, his study was in disarray. Open books and sheaves of paper
were strewn over every flat surface, and the mage's fingers were stained
with ink. His forehead, too, was smudged with ink, from his habit of
kneading his temples when frustrated. Sighing, he reached for his tankard
and took a long swallow, grimacing at the bitterness of the brew. He
blinked, trying to clear his head. Arcane runes and diagrams swam before his
eyes. He knew he was on the verge of exhaustion, but there was little time
left, and he had much to do still...
There was a knock at the heavy oaken door of his study. He looked up and
called, "Enter." A soldier dressed in black and gold armor slowly pushed
open the door and stepped inside. The soldier went down to one knee and
awaited Maegris' word.
"Speak," Maegris said, his tone betraying his impatience for the soldier's
formality.
"Pontifex, my Archon sends me to bring you word, the summoning chamber is
prepared. We have pacified and secured the surrounding area to your
specifications."
"And the chamber itself? Has it been warded?"
The soldier inclined his head again. "As you ordered, Pontifex. The wards
have been tested twice, and we are confident that it has been properly
screened from all outside attention."
Maegris nodded in satisfaction. "That is well done. I want you to keep
testing the wards. Pheraion is a crafty devil, have him try to defeat the
wards from his own location. We must be absolutely certain that there will
be no interference, from the Shadow Hunters or from... our new-made
friends."
"It shall be so, Pontifex. Is there anything else you require?"
Maegris' eyes slid briefly to the tankard on his table. "Yes. Another flagon
of ale. The Tusker Spit Ale. And a flagon of the Hunter's Stock Amber."
"Yes, Pontifex." The soldier stood, bowed quickly, pivoted smartly on his
heel, and strode out of the room. The door closed behind him, and Maegris
bent over his notes again.
A few minutes later, there was another knock on his door. Without turning
around, Maegris called, "Come in. Just find some flat space to set down the
flagons, and begone."
The door swung open behind him, but he heard no footsteps to indicate that
someone had entered the room. Irritated, Maegris swung around, ready to
scold or hex the person disturbing him.
The youngest of his assistants, robed in black, stood in the doorway. He
clutched a sealed scroll case in his hand. Maegris noted the color pattern
of the tube, and his eyes widened.
"Is that what I think it is, Angbarin?"
The younger mage nodded hesitantly. "I have not opened it, Pontifex, but
yes, the courier brought this from... ah, from..."
Maegris snapped his fingers. "All right man, I can see where it came from.
It is well you did not open it." He held out his hand. "Give it to me, and
go. Make sure the flagons I requested get here, soon. I suspect I shall need
them more than ever now."
Angbarin shuffled forward, deposited the scroll case in Maegris'
outstretched hand, bowed deeply, and almost ran out the door.
Maegris set the scroll case on the table in front of him, smudging the ink
on the diagram he'd been creating. He looked at it with almost superstitious
dread. His mind was racing. All the long preparation, all the searching, the
research that had been equal parts tedium, frustration, and soul-threatening
danger...
"I never thought they would actually..." Then, taking a deep steadying
breath, he broke the seal and removed the cap from one end.
He pulled out a thin stack of papers, written in a precise hand, with
skillfully rendered diagrams. Leafing through the papers, he almost forgot
to breathe. It looked proper, all in order. All the information he needed to
finish... A third knock on his door brought him back to his senses. "Enter,"
he croaked.
Angbarin was there again, with a pair of heavy flagons on a platter. He
quickly found a place to set down the flagons, on top of a pile of books
that Maegris hadn't touched in a few days. Then he turned towards his
Pontifex, an unspoken question in his eyes.
Maegris nodded, and the assistant smiled.
"It's what we've been waiting for, isn't it, Pontifex?"
"It is. Be careful what you wish for, Angbarin. It just may come true..."
The young mage was confused. "Pontifex?"
Maegris shook his head. "Never mind. I've just been up too long. We have
what we need. Call your brothers. Make them begin their preparations.
Assemble them in the chamber. We must move quickly. We are so close..."
He could tell that his assistant still had something to say. "Out with it,
Angbarin."
"Pontifex... Were we not supposed to send a message of our own, in response?
The agreement..."
Maegris waved his hand. "I remember the agreement." He looked at a sealed
scroll case in his own bookshelf. He'd prepared its contents in advance,
even though he'd never truly believed that his counterpart would fulfill the
other end of the bargain. It contained nothing more than a location and
instructions on how to get there. He looked at the elegantly inscribed
papers on his desk, and the scroll case on his bookshelf. He thought of his
counterpart, and sneered.
"Yes, we had an agreement. We should respond."
Angbarin saw the scroll case on the bookshelf and took a step in that
direction.
"No," Maegris said. "Not that. I'll write a new letter to be delivered to
our friend. I shall have to inform them that our old agreement has been
voided, since we learned of his past deceptions. But he will not go wanting.
He'll get what he deserves from the Heart-Render himself. He shall be
unhappy, I imagine, but he must learn to live with disappointment. As have
we all." He smiled a treacherous smile. Angbarin's own smile was much more
hesitant. A fearful, nervous smile.
"As you say, Pontifex. You know best, I am sure."
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Rollout Article - from the
Turbine Site,
May 17, 2006
The messenger scrabbled over rock and scrub, breathing hard. Each
handhold and foothold was accompanied by a cascade of pebbles, clattering
down the slope beneath. He cursed at all the noise he was making. He knew he
was being pursued, and while his dark clothing would help conceal him in the
light of a moonless night, all the noise meant that he may as well be
calling out, "Here! Here I am!" to his pursuers.
He had been running since the morning, when dawn's first light revealed the
spire over the Caul. He had run to his field commander, who had then
dispatched him to the mainland to deliver a message to the chapterhouse.
From the chapterhouse, with only a brief rest to recover his strength, he
had been sent through a portal into this wilderness, to deliver more
messages. It seemed that the entire Ordina had mobilized all across Dereth.
He knew he was one of many messengers crisscrossing the known world,
scurrying from the Caul to the Direlands to the frigid wastes of the
Halaetan Islands. He counted his blessings – his task was to deliver
messages and supplies to Ordina mages and scholars in isolated outposts. At
least he'd not been the one sent to trade messages with those disturbing
cultists, the ones who worshipped death and darkness with madness in their
eyes. He also knew that the Ordina was not the only organization thrown into
a flurry of activity. Even the unaligned were re-ordering their houses,
checking loyalties, mustering for the battles to come...
Grimacing, he pulled himself onto a relatively flat outcropping of rock on
the face of the slope. He allowed himself a brief rest, scanning the terrain
below his perch to see if he could spot any sign of pursuit. He had been
blessed with a hunter's sharp eyes, and the Ordina had helped him further
develop his skills. He noted a stir in the low trees, a few hundred yards
from the bottom of the slope. As he suspected, his pursuers were gaining on
him as he struggled up the ridge. He only hoped that his decision to
sacrifice stealth for speed would pay off once he topped the crest.
He drew from his pack a bottle of honey-colored potion. He flicked the cap
off with his thumb and gulped the bottle down, feeling the tingle in his
arms and legs as the potion burned away his fatigue. He set the bottle down
on the ledge and re-started his ascent. The crest of the ridge was not too
far above him now. He'd get back on even ground and then vanish into the
trees before whoever was chasing him could see where he went.
He was just a few handholds away from the top when he heard a whoosh and
moist, meaty thunk just underneath him. Pain followed immediately after the
sound – a hot explosion of agony in his left leg. He spared a glance down
over his shoulder, and saw an arrow sticking out from the back of his thigh.
He almost cried out in fear and rage. Gritting his teeth, he pulled himself
up the last few handholds, over the crest of the ridge and into the cover of
some scrubby bushes. Trying to distance himself from the pain, he picked up
a loose twig from the brush surrounding him. He bit down on the twig, then
snapped the arrow shaft, leaving most of it still buried in his thigh. He
bit through the twig and almost passed out from the pain, but somehow
managed to roll to a crouching position.
The wound changed his thinking. How could he hope to evade this pursuit with
a wounded leg, trailing blood at each step? More than that, he was tired of
running. He'd joined the Ordina to fight, not to run. He decided to find a
suitable spot, and prepare an ambush. He would become the hunter again,
rather than the prey.
He moved towards the trees to the west with a lopsided loping stride,
ignoring the ripping pain in each stride. He took cover in a dense copse of
evergreens, sheltered on the north and west by large boulders. To the east,
in the direction his pursuers would come from, were long stretches of mostly
open ground. He'd have some natural cover and a clear shot at his enemies
from here, including a view of the ridge crest he'd just come over.
He sat as comfortably as he could, strung his bow and scanned the horizon,
ready to give back some of what he'd gotten. He was a good archer and an
accomplished hunter, and it made him feel stronger just to have the weapon
in his hand. "Come out, dogs, I have a surprise for you," he whispered.
There was a twitch in the bushes that he'd just come out of, a couple of
hundred yards to the east. In a heartbeat, he loosed an arrow. Another
movement, to the southeast. He loosed another arrow. There was a third
movement, between the first two. He shot again, and he started to wonder
just how many people were after him. He saw no evidence that he'd hit
anything with his shots, and frustration and fear threatened to overtake him
again.
He drew another arrow from his quiver, nocked it, and waited. "Come on come
on come on," he muttered impatiently.
There was a crash behind him. Before he could spin to confront the threat,
something heavy landed on his back, pinning him down, and a strong arm
wrapped around his neck from the left side. He felt hot breath on the back
of his head. He heard someone whisper, "An impatient scout is a dead scout."
From the darkness to his right, a purple blade flashed brightly, then darted
towards him with the speed of a striking snake.
Dev Notes - from the
Turbine Site,
May 17, 2006
New content and Functionality
- New and improved allegiance commands and controls have been added to
the game. You can read more about these changes
here.
- A new tier of the Runed weapons has been added to the game. This
tier of weapons is geared towards characters in the level 120 range.
- Rumors of more movement by the Essences of Magic have been passing
through the Taverns of Dereth.
- A Shadow Spire has appeared on the landscape. What could it mean and
why has it appeared now?
Miscellaneous Changes and Improvements
- Some areas were still spawning snowmen even though we are well into
the warmer weather now. This has been resolved, and the snowmen have
gone away for a while.
- The Princely Runed wand was not casting its spell properly. When a
player tried to use this item they got an error saying the item can't be
used. This has been fixed and the baton should work properly
- Some creatures were not dropping their trophy items upon death, such
as the Sword of Lost Light. This problem has been resolved and everyone
should be dropping the items they are supposed to upon death.
- There was an issue with attempting to dye the shield of Power,
Purple. Even though a player would get the success message the shield
would appear whit when wielded. This has been fixed.
- There were some inconsistencies in the way the @help Allegiance
command worked. Those issues have been resolved and entering that
command should bring you to the correct help files.
- Some typos on the Dark Monolith quest have been fixed.
- There was a bug that caused some new characters to loose their
clothing items on their first death. This was not intended. We do not
strip our new players naked the first time they die. That's just rude!
- The scribe's Quill was supposed to cast Major Item tinkering, not
Major Magic Item Tinkering. This has been fixed and the item now casts
the proper spell.
- The Olthoi Sentinel was not dropping its abdomen piece at the
correct rate. The rate has now been adjusted and the piece should now be
dropping at the correct rate.
May Letter to the Players - from the
Turbine Site,
May 12, 2006
May 2006 Letter to the Players
Hi there and welcome to the May 2006 edition of the Letter to the Players.
It has been a tumultuous time in Dereth this month as Count Dardante has
been seen around Dereth with his experiment, Commander Jared Kurth. These
sightings have caused many to choose sides it what appears to be an
impending epic war between King Varicci and Queen Elysa. Which side are you
on?
In the midst of this great conflict an old but familiar sight has arisen
from the ashes, yet no one is quite sure where this Spire came from or why
it is here? Does it mean that a dark evil is rising? Has the great conflict
between kingdoms awoken something sinister? Or is there something else
happening here? Have the magic's that Count Dardante continues to toy with
finally made some force greater than him aware of what he is doing? There
are alot of questions that need to be answered.
As we settle in to the summer season, what is in store for Dereth? With a
great conflict on the horizon is Dereth about to be thrown into something it
is not ready for? Will the brave warriors of this land once again step up
and save the day, or does this mark the beginning of the end for Dereth as
we know it?
Let's find out what is new in Dereth this month!
New Content and Functionality
This month we are introducing the allegiance changes that have been proposed
for some time now. These changes include more allegiance officers with more
control, including being able to name the different ranks of officers.
Monarchs and officers will also have the ability to name the allegiance and
the ability to lock the allegiance, so that monarchs and officers can have
more control over who gets into an allegiance. Here is a more detailed
explanation of the new and improved allegiance system.
Allegiance Names
The first aspect of the improvements we will cover today is the ability to
give your allegiance its own unique name. The monarch of the allegiance or
an officer with the appropriate permissions may set the name of the
allegiance once every 24 hours using the command @allegiance name set . The
name of the allegiance may be changed once every 24 hours, by a person with
the appropriate permissions, which we will cover more in the allegiance
officers section of this report. Allegiance names may be 40 characters long
and may consist only of characters that can be used in character names: that
is, alphabetic characters, spaces, and normal punctuation only (' and -).
Allegiance Officers
For some time now players have been asking us for more structure and control
over what goes on in allegiances. These requests include giving allegiance
officers more abilities and a better system then what had been in place.
Well, ask and you shall receive! Below I will list the officer ranks and the
powers that go along with them.
Level 1: Speaker
Allegiance chat kick.
Allegiance chat gag.
Allegiance broadcast.
Set/clear the MOTD.
Level 2: Seneschal
Promote/demote members under own rank
(i.e. can promote/demote speakers).
Allegiance boot.
Allegiance ban.
Access allegiance info.
Lock/unlock the allegiance.
Level 3: Castellan
Promote/demote members to any rank, including other Castellans.
Change officer titles.
Set/clear the allegiance name.
Set allegiance bind stone.
Change mansion allegiance access/storage permissions.
Bypass allegiance lock with own vassals.
Bypass allegiance lock by approving particular vassals.
The monarch and officers with appropriate permissions can appoint officers
or remove officers as described in the table above. In other words:
3 The monarch can appoint or remove any officer of any level.
3 Castellan (level 3) officers can appoint or remove any officer of any
level.
3 Seneschal (level 2) officers can appoint or remove Speakers.
3 Speaker (level 1) officers cannot appoint or remove anyone at this time.
Any member of the allegiance may become an officer. An allegiance may have a
maximum of 12 officers at once (not counting the monarch, who is not
considered an officer), but those 12 officers may have any level of
permission. For instance, there may be 12 speakers, or 6 speakers and 6
seneschals, or what have you.
In addition, at any time a member of the allegiance can find out who the
officers of that allegiance are by typing in the command @allegiance officer
or @allegiance officer list.
Either command will display a list of allegiance member names in no
particular order followed by their officer title.
Custom Officer Titles
In order to help customize allegiances, the monarch and officers with
appropriate permissions can rename the officer levels in whatever fashion
they desire – so long as those names meet the following two criteria:
3 The new title must be no longer than 20 characters.
3 The new title must consist alphabetic characters and normal punctuation
(namely ' and -) only.
3 The new title must not be profane, as determined by the chat language
filter.
Note that officer titles may contain spaces and capital letters. If an
allegiance has not set a custom name for an officer level, the default title
is used.
Allegiance Chat Gag
As you may have noticed, there are some abilities listed above that were not
available before. One of these is the allegiance chat gag. The monarch or
any officer of Speaker level or above may temporarily prevent any allegiance
member from participating in allegiance chat by entering a command. By
default, this gag will last 5 minutes and then wear off. An officer or the
monarch may explicitly end this gag early, if they so choose. Note that
officers may gag each other or even the monarch, but that a gagged officer
can always just turn around and ungag himself immediately.
Allegiance Lock
Another ability that was once not available is the ability to lock an
allegiance. The monarch of the allegiance or an officer with the appropriate
permissions may lock or unlock the allegiance. In addition, any member of
the allegiance can see the current state by entering in a command.
Allegiances are unlocked by default, to match existing behavior. When the
allegiance is unlocked, new players may swear into the allegiance in the
normal fashion. When the allegiance is locked, however, only the monarch and
officers with the appropriate permissions may accept offers of allegiance.
If a player swears allegiance to a monarch or Castellan-level officer in a
locked allegiance, the action proceeds as normal. But if a player attempts
to swear allegiance to a lower-level officer or non-officer in a locked
allegiance, then the swear attempt will fail.
Higher tier weapons
This month will bring in the next tier of the Runed weapons that are found
around Dereth. These weapons will have the same cast on strike abilities as
the previous tier, but they are intended for characters around level 120.
This of course means the damage these weapons do is increased from the last
set that was released in the April event. These new weapons will appear in
chests that are found in areas geared towards the same level range as the
weapons.
In Concept
These are game changes that we are thinking about for upcoming events. We
cannot guarantee when or even if these changes will be added to the game, as
scheduling and priorities can change. These changes are in addition to the
new quests, dungeons, and items we will be adding to the game. With each
monthly event we will be discussing an in concept topic, in order to give
you as much information about the item that we can.
Equipment Sets
Equipment sets are just what they sound like. A set of equipment that when
equipped will cast certain spells on the wearer. So if a player equips two
pieces of a set he gets certain spells cast on him, but when he equips more
items in the set, the spells are increased. If the person wears the whole
set, they will then receive a bonus spell or effect that is cast only when
the person is wearing a complete set.
As we get closer to implementing these features, we will be giving a more
detailed description of what these equipment sets will involve.
So there are just some of the things we have in store for Asheron's Call in
May and beyond. Please remember that along with everything listed here,
there are several new quests and exciting things going into the game for the
May event.