Thursday, September 18, 2014

What You Missed- IC Report on KoEF Questing by Gerard "Gray"

Good eve to you, gents. Crowded tonight. May I sit here with you folk? Thank you, that’s very kind of you. Innkeep! Bread, a bowl of whatever that stew is, and mead to wash it down with. Who am I? Gray Erikkson, sorcerer and healer, master of the Stormseeker, the finest ship ever to grace the waters off the Realms. A tale you say? Hmm, very well, I suppose I have one worth telling. It began with a summons to aid dwarven miners. A stout, surly lot they were. They were having a problem with dracolits. No, draco­LITs. Yes, when they said it, I thought they were saying dracolich as well. I think their thick beards have a tendency to muffle their speech. At any rate, a goodly party of adventurers gathered and we set off with the dwarves to their mine, battling little dragon things en route. As we progressed, we began finding fragments of parchment, which I didn’t pay too much heed to at the time. Janus and Starmaw and Kallen were on it, and often having too many people work a puzzle makes it harder, not easier, so I trusted them to it.
At the mine itself, the fighting was close. No place to be flinging around bolts of lightning, even if I could press my way far enough forward to do so. The fighters went to the front, led by the warriors of Grimloch. They cleared the mine so the rest of us could safely wriggle our way through the tight passages. I was just getting to the last chamber of the mine when we were transported to some other place. No, I’m not quite sure what happened, but I suspect those fragments of parchment I’d paid not much heed to earlier factored rather large. So, suddenly instead of being in a mine with the whole of our party, I found myself on a trail with half of it. The trail led to a village of goblins and trolls. Now, I’ve generally found goblins and trolls to be hostile menaces as well, but these creatures were quite personable. They quickly accepted us as “pink goblins” and inducted us into the Star and Moon tribe. We were invited to compete for positions of honor in an imminent battle-ceremony. I found myself competing for the title of high mage. I acquitted myself well with accuracy with magic missiles, but archery proved my undoing, literally shooting myself in the foot! I suspect some flaw on the part of the goblin-­made bow was the cause. Mestoph took the title, even after having drunk a potion transforming him into a troll! This was a little disconcerting at first, but he was not alone in that regard, and it quickly became the new normal. I even found myself calling him Trollstoph. By now, we’d determined we’d been taken to some other plane of existence. I’m sure Ranger’s expertise would have come in handy here, but he was off doing something else, so we had to muddle through as best we could. So, from the village we proceeded to the great wall, which our goblin elder told us had stood for hundreds of years. Here we engaged in honorable combat with another goblin village, their numbers bolstered by the other half of our party of adventurers. This battle seemed to be some kind of ceremony on the part of these goblins, taken part in with joyous hearts, with the victors raising the vanquished back to life for the post-­combat feast. I imagine my gods would approve of these goblins. Battle was joined. I’d thought we would have a fairly typical bridge battle at the gap in the wall, but with both sides hurling boulders at each other, a shield wall proved impractical, so a looser skirmish line became necessary. We acquitted ourselves well, but the other side was victorious. As promised, we were raised, and brought to the communal tavern for the feast. I have to admit, at least on that plane, goblin cuisine wasn’t too bad, though I imagine I don’t want to dwell too much on what it consists of or how it’s prepared. Sadly for me, I was just beginning to partake when I was again transported to another place, a pitch-­black chamber with a cold stone floor, along with about a half­-dozen other adventurers. There, a voice told the tale of the spirit of luck, who had almost been in the right place at the right time to prevent the adversary from trickling into that plane of existence, but also being the spirit of freedom, she could not bring herself to curtail him. The voice then asked if we were lucky, and tested our luck through the expedient of a simple deck of cards. Each of us had seven chances to guess the next card. I guessed well on the third try, and found myself back in the tavern with another of those pieces of parchment. I was not alone in my experience, and from the pieces of parchment various adventurers brought back, a picture started to emerge of seven spirits or gods of the plane destroyed and absorbed by an intruding spirit. Contradictions in the natures of the native gods prevented them from opposing the intruder effectively, allowing him to pick them off one by one. Seeking guidance on how to proceed, we sought out the Oracle of the Lake. The Oracle told us we could each ask one question, the value of the answer depending on how deeply the questioner was willing to immerse him ­or ­herself into the lake. From this I discovered XT has surprisingly sexy legs, as he stripped his trousers off to go thigh­-deep. Not to be outdone, Starmaw doffed her dress and fully immersed herself, which I found out when I turned around and was almost killed by an imp when I got distracted by her display of mighty bosoms. What? No, I won’t describe her bosoms in detail. What’s wrong with you? Did I mention there were imps? Foul, cackling creatures they were, and they kept pouring out of the woods, but through might of arms and spells we kept them at bay. Our troll­-converted brethren proved their worth, smashing the foul things with thrown boulders, and I found them both susceptible to my combat spells and unable to cross my Circle of Protection. I thus took part in the defense as Janus, Starmaw, and Kallen coordinated obtaining the information we needed to proceed. Learning what we could from the Oracle, we pushed on, battling our way through never­-ending waves of imps as we made our way to a village of surprisingly friendly and helpful kobolds. They aided us in attuning to the natural magic of the plane, and told us how to harvest the essence of slain imps so we might apply that raw magic to defeating the adversary and restoring balance to the plane. As night fell, we set out to harvest essence from the infestation of imps. We flailed ineffectually until we smartened up and moved to a defensible position at the edge of the field. Nonetheless, we managed, filling the vessels and returning to the tavern, wherein waited the kobold shaman to further advise us. From the tavern, we divided into groups and the kobolds led us to a series of arcane contraptions we had to puzzle out the workings of. I’m not ashamed to admit I and my companions took quite some time working out how to use the bizarre devices, finally having to resort to divination magic to understand the apparatus sufficiently to process the raw imp essence into...well, I’m not quite sure what it was – refined essence of one of the defeated gods, perhaps. Whatever it was, it was green, and we took it back to the inn. We were not the first to return, but far from the last, and each party’s refined essence was of a different color. Thus prepared, we marched forth to confront the adversary, attacking him in turns while flinging the essence upon him, in shifts depending on the color he was manifesting and we were as individuals attuned to. So was battle joined, the adversary – it was at this point I mentally dubbed him “the Rainbow King” – sending forth his minions in the vain attempt to overwhelm us. As his minions fell to our swords and spells, the Rainbow King took to the field himself, affording us the opportunity to attack him directly. No one attack was sufficient to fell him, but bit by bit, we wore him down, and as the sum of his many wounds took their toll, he began losing the manifestations of the aspects he’d wrested from the plane’s fallen gods. We collected these as they fell, and wielding the essence we’d collected and refined, we hurled the Rainbow King into defeat.
When the Rainbow King fell, figures appeared, spirit­-potential waiting to be shaped into the new gods of the plane. We set out the half­-sphere aspect manifestations we’d wrested from the usurper god and, to the best of our sometimes-­limited reason, attempted to assign each spirit-potential with a pair of aspects that would not lumber them with the disastrous inability to act their predecessors had possessed.
Eventually, we empowered and named each of the spirit­-manifestations but one, who was empowered but not named. I had the honor of empowering and naming one of them, granting him the aspects of Command and Morality and naming him The Captain, because command and morality should be the qualities of every good ship captain. The new gods ascended to their stations and we were sent back to our own plane, finding ourselves in a peaceful field under a half-moon. We parted and went our separate ways. As I returned to the Stormseeker, I couldn’t help but wonder about the plane we’d left and what we’d wrought. I wonder if fate will give us the chance to someday return to that plane and see how it fared under the gods we’d taken part in creating.

Artist Profile- Doug "Metron" Fisher

What mediums do you work in?
I usually start with pencil, and then go over it with pen and ink, with digital cleanup and finessing afterward in Photoshop, Illustrator and Coreldraw. Occasionally I work in color, and have been trying to do moreso of late. I’ve also worked in paint sometimes, and am trying to do that more often.

Have you had any formal art training? 
 I’ve had very little formal training, back in middle school mostly, with about a semester and a half at Greenfield Community College in the Art: Graphic Design course. Since then everything has been self-taught, going from looking at many comic book artists (such as Jim Lee, Alan Davis and George Perez) and drawing books by Burne Hogarth, and others. I consider most of what I do now to be just self-taught as it didn’t seem like much was really covered back in school.

Where do you find inspiration?
 All over, really. Movies, music, comic books and novels. Mostly fantasy movies and books, but also supernatural and lately some more lovecraftian themes that I want to draw out. Friends provide inspiration as well, like with the photos by Matt Norris. I’ve made drawn versions of several of his photos of Realms folks, and intend to draw more in the future.

Has your art been influenced by Realms? If so, how?


Oh, greatly. Before I started Realms I was mostly drawing superheroes or RPG characters. I played Rifts for a long time, so characters could be all sorts of different eras. Since I started Realms I worked more toward centering on our medieval fantasy characters, and trying to figure out how spells would look when drawn and things of that nature. It’s also pushed my boundaries quite a bit, culminating in the triptych piece that was used on the Omnibuses a few years ago. Where do you share your work? I share much of my work on Facebook but the home for it is on my Deviantart site 

What project/projects that you've created have you been particularly proud of?
I’m very proud to have resurrected the Realms Heraldry project, and to have kept the Realms Map going for ten years. In terms of other drawing projects, I’m very proud to have helped Maryanne Betie with her Drow plot with drawing “Wanted” posters for various Realms characters (which some adventurers ran around the event collecting). Then there was helping Folkestone in making new designs for the Gopher currency! Most recently helping Jason Rosa and Rhiassa make a whole new set of face cards (Dukes) for the QoH tournament decks.

What projects do you hope to complete in the future? 
I’m currently working on a project doing card art for a game that friends are putting together. I hope to get this done and they can get the game published fully. I also hope to get closer to completing the Heraldry Project (though that’s sort of hard to complete as there’s also new stuff. Lastly, I hope to do more fandom-related artwork, such as for Doctor Who, the Walking Dead, Firefly, and other shows I enjoy.

What other Realms artists work do you enjoy? 
Maryanne Betie, Chelsea Stoddard, Janna Pushee, Cassandra Parker, and Sara Clough-Coulter. I always enjoy seeing new artists in the Realms and have been blown away by some of the more recent artists, too!

Wednesday, September 17, 2014

What You Missed KoEF Questing 2014

Photo by Jesse Gifford

Photo by Jesse Gifford

Photo by Jesse Gifford

Photo by Jesse Gifford

Photo by Jesse Gifford

What You Missed- Story-Tellers IX

Part 1 by Trevor "Aris" Attridge

This past weekend featured the ninth installment of the Story-Tellers event; an awesome-Convergences style smorgasbord of plotlines and quests that players can pick from. Three events were run and players were asked to choose two that they would play in and one that they would help run; the ratio of players to helpers was great and consistent over the whole event, which made for a series of exciting, and challenging quests.

The first of this trio of events was called; “Useful vs. Useless”. This event featured little in the way of a concrete plot, but gave players plenty to do, offering many opportunities to interact with various characters found in the tavern and help them towards their (sometimes unseemly) goals. Found within the tavern were also a number of circles containing books, missives or articles that players could enter, but could not leave until they had completed a quiz on the material they found within. These circles sometimes awarded fabulous prizes, giving players something exciting to work towards. Prizes could also be won outside the tavern, where a large fighting pit could be found. In exchange for a coin or promise of a favor, players could enter the pit to be pitted (no pun intended) against a series of terrifying monsters, also for the chance at fabulous prizes!

The section was a great introduction to a long weekend of questing, giving players a chance to stretch both their roleplaying and fighting muscles in a relaxed atmosphere without the threat of world-ending consequences. Those came later.

Part 2 by Mike "Wrath" Doherty

The Critters vs The Hunters, one of the fun quests held at Storytellers 9 and was probably my personal favorite of the three. The quest was a fun journey in which I had the pleasure of helping the village rid itself of a very peculiar creature and discover what had been happening to the local's cattle. From being able to fight my way through monsters (like zombified cows, tentacle beasts, and a giant scarlactic like creature) to evading epic traps in the dead of night (like boulder swinging robots and snap traps that blew of limbs), I found this quest was quite entertaining. We also had other challenges like solving riddles to open chests, helping lost hunters get back to the village and discovering a powerful rune that was required to banish the monstrous creature which kept the whole group entertained and busy. Of course there were times when the PCs needed a push to head in the right direction, mostly because of being distracted by the simple townsfolk. I feel that Michel Venne, the person who was running the quest did a amazing job in incorporating ways to give PCs a direction in which they should focused there attention. All in all I had a great time and I cant wait for the follow up quest or the next Story Tellers

Part 3 by Pete "Meerkat" Brillinger


Mind vs. Mind.

The heroes of the Realms found themselves awake in a strange tavern, wondering how they got there.  Soon they were joined by a child named Jack, who wanted wanted to play with people.  While several of the heroes engaged in competitions such as “Jack Says” and “Death Twister”, others were left to  attend a lecture or meet with people in the woods.  The adventurers not thusly engaged determined that they were actually trapped in the Dreaming, specifically within Jack’s dreams, and some few brave souls managed to find their way to Jack’s sleeping body and provide what comfort they could to the child.  As it turned out, that was to be a great deal of comfort.

Jack’s dreams were dogged by the fear of a seemingly innocuous toy, a fear which manifested in the form of a malevolent Jack-in-the-box.  After having shored up Jack’s courage, the heroes helped fight off Jack’s fears, freeing the child from the bonds of fear.  When the dust settled, the toy lay broken and the heroes affirmed their friendship with the child.  The long nightmare over, each of them returned to the waking world secure in the knowledge the the future looked brighter for young Jack.

***

This was actually a really fun, thinking quest.  The challenges were tough, but not unbeatable, and there was definitely plenty for everyone involved in the quest to do, either by playing games or talking to Jack..  The non-linear nature of the quest meant that players could choose what they would engage with, and while the majority of the encounters were combat light, the final encounter made up for that in spades, albeit in a non-brutal to the PCs way.

Kudos to the plot marshals of this Story-Tellers plot segment for coming up with a challenging and yet fun way to end an evening of questing.  I look forward to seeing what plots will come from them in the future.

Tuesday, September 16, 2014

The View Retrospective

Though the View is no longer produced in a print format, there are still numerous gems contained within the paper pages of the many years of past editions. However, unless one has, or knows someone who has, a collection of past issues, it can be difficult  for many players to gain access to this content - let alone sift through each booklet to find it. To that end, the staff of The View from Valehaven would like to take this opportunity to announce the launch of a new Feature series.  Called "The View Retrospective," the goal of this series is to draw out articles, stories, and guides that are as pertinent today as they were when they were first written. By re-publishing these pieces in our current online format, it is our hope that these pieces can not only continue to serve as a source of knowledge, entertainment, and inspiration to the community as a whole, but will also find a more easily accessible home on The View from Valehaven blog. Additionally, re-publishing of past content through the "Retrospective" series will  serve not only to highlight some excellent  submissions from players that may not be as active in the game anymore, but also showcase their dedication to our Realms community through their writing.- Jennifer DeNardis Rosa

A Little Advice to Newbies
By Christina Clements(Adara Aleilah)
Originally published in The View From Valehaven,
211 Ed, Vol. 4, Issue 2; February 2007

We know, we know, you get bombarded with “good advice" from everyone all the time. And frankly, you are probably sick of it anyway. Well, consider this, I am not yet an oldbie. I'm not going to talk about the good old days. I still remember being a newbie. Hell, most people still think I'm a newbie (ok, I am practically still one). So here is a bit of advice from the likes of me. You decide what you think will be useful.

1) Do not knock off the heads of nations, no matter how much they annoy you, how much cool stuff they have, or even if they aren't paying attention. Really, it is just not the way to make friends. And it's going to make petitioning that much harder later.

2) No one will ever ask you about your incredibly complex back story. Don't take it personally, but no one really cares. We all have back stories, and no one cares about them.

3) At wars, DRINK SOMETHING. No one really wants to sit out with the newbie with heatstroke. Someone will if you need it, but no one really wants to.

4) Moreover, just because our parents aren't there doesn't mean you should eat nothing but snack food all weekend. One cannot live on pretzels alone. Nor marmalade alone, nor goldfish crackers alone. Try eating whole meals.

5) Just because you don't recognize what it is, doesn't necessarily mean you should kill it. Still be prepared to kill it, but if it's not swinging at you, you can always double check with someone (spellcaster)

6) Even if you have a fairly high IQ, you can be a fighter, we promise.

7) Some fighters have fairly high IQs, we promise(please let us know if you find one).

8) If you have too many pouches, people are going to assume you're a spell caster, the best solution, is getting a spell caster to carry around your stuff.

9) You might “like the feel" of the heavy chain mail now, but give it some time, and as your joints will start to protest then switch to something lighter. You're not proving anything by wearing the heavy stuff, except maybe you're stupid.

10) Mundane friends will not think chain mail stain is cool. They also won't think a chain mail tan is cool. In fact, trying to explain how cool these things are is a waste of breath.

11) Become close friends with a healer, trust me on this one.

12) Don't stress to remember everyone's titles. If they've been playing long enough, they have more than anyone ought to remember anyways.

13) Do remember heraldry. Knowing who belongs to who is always a good thing. It also helps to know who to return bodies to. If this gets confusing, you can always just try to match the colors, green with green, red with red etc.

14) Do not join a nation because you think the Heraldry is cool. Also do not join a nation because you need the tabard.

15) Be a man; make your own damned garb. If you are really, really, not going to make your own garb, at least pay whomever is making it well.

16) Do not join this game in an effort to pick up members of the opposite sex. If you're a guy, the numbers are against you to begin with, and if you're a girl, no number of pseudo-cute guys is going to make up for being hit in the head over and over again.

17) Your significant other will not "understand" that you have to skip their birthday/Valentine's day/anniversary/etc for an event. Give up now, occasionally, you're going to have to skip and event for their sake. Come to terms with this... Or dump them.

18) Further, an event does not count as a "date" unless you buy them dinner afterwards.

19) Listen to the oldies tell stories, when you are that old, and you're going to want to tell stories too. You might not care about it now, but sometime, the information might be useful. If it's not, hopefully the oldbie will recognize your face from story session and see you get raised.

20) And solemnly swear that when you're an oldbie, you'll never complain about newbies, because you were a newbie once too. Of course by then, newbies will have no respect for their elders and shall be complete dunderheads, which you obviously never where, so, complaining will be warranted.



Editor's Note- Christina/Adara started playing 8/29/04.  So had been in game about a year and a half when she wrote the above. At this point she has been playing for 10 years and has reached the point of being a bona-fide "oldbie".

WIWtG Free Nations Fall Festival


I love fall. Who doesn't? There is much to do, see, eat.... And it looks like the Free Nations is going to provide a place to really celebrate the season at their event over three days. Wow.

Clear the calendar this weekend, and meet me at this Festival. Friday night is brimming with training for combat beasts and magic slingers alike.  Plus the Order of the List will be around so you can tally up some more points if you want to slip into their top 16. There is still time!

Tournies on Saturday!! Oh, you can't find a sitter for your little ones? Its a common problem these days. NEVER FEAR. The Free Nations is doing a family friendly day (Saturday) of tourneys, games and activities geared to engage us gnarly old types, and our tender youth. Our youngest adventurers (under 12) will have a pile of activities to keep them engaged. And prizes. We all love prizes.

After a day of frolicking, we get to retreat to a Tavern with dinner, drink and music.

Sunday? Breakfast. Yum.

Questing. Thrown by a team who has yet to let us down.

Why do I want to go? Because I want do everything, and its all here!

Monday, September 15, 2014

How To-Leather Masks by Casey "Karmha" Lemay

Karmha Creations is known to make completely customized garb, tabards, gear and masks. Many love the masks I have made for many things like magic items, transformation spells, and even ones that can be attached to helms.

Here is a set by step guide on how I make my masks.

Things you will need:
leather 3-6oz (the thinner it is the more you can mold it)
a good razor blade knife
water
glue
a foam head (makes it a lot easier)
paint
leather tools or a wood burner for detailing
somewhat sturdy paper and pencil.

First I draw out a stencil. I start with a basic mask pattern you can get off google for a masquerade. I only draw out one side and add all my detailing. I always make the eye holes a little bigger for combat. Then either fold or tape another sheet of paper behind the sketch and cut out both halves at once (of course this is only if you want even sides you can always draw two separate sides and combine them).



Trace the stencil out on the leather and cut out your shape.


Get a bucket (I use an old tupperware pie pan I lost the cover to) and fill with water. Dip the whole mask in there. Don’t soak it too much for this step.

Take it out and lay your already drawn up stencil over the leather on the topside (not the fuzzy one) trace it with a dull pencil or and dull point of some kind, just enough to indent the leather and keep the design on it.

Once half the mask is traced just flip it over and trace out the other side. The pencil from your original drawing may rub off on that side but it is ok. You're wetting the mask again for molding so it will come off, and your are painting over it.

If your have leather tools like a tooling knife and stamps you can make the details pop. If not you can use wood burning tools (they cost around $20 at a craft store and can be used on all sorts of stuff).




Once all the details are done (here I used leather tools), add a dollop of Elmer's glue to the water you used before and mix. This may sound odd but it helps the leather hold it’s shape longer. I highly recommend using a foam head like you see here makes the process a lot easier. Before you start line it up on your face to make sure the eye holes are big enough and comfortable. This is the easiest time to fix the problem before moving forward.

Then start molding. Leather is a lot like a sheet of clay that wont rip, so play with it see what you can do to add depth and personality to the mask. If you go over the nose cut breathing holes or as you can see here I made the bottom of the nose one big hole. With the foam head you can use pins to hold it’s shape. Once you're happy I suggest letting it sit over night to dry.



Once your mask is dry you can start painting. I use just regular acrylics and haven’t had any issues so far. Airbrushing is good for mass production. You want to make sure to enhance all the details you spent time putting in with different colors or shading. Once done I spray with a sealant over the paint to prevent chipping.



Last step is to punch holes on the side where it hugs the head best. Use a ribbon, leather lace, or even a strap with buckle to secure it to the head.

Of course you can always just hit up Karmha Creations and something amazing will be created, but here's a how to for all you wanna be crafters. If you ever need any help or tips just let me know I usually tend to wander a bunch.- Casey/Karmha