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gorboth
- Site Admin
- Posts: 2352
- Joined: 03 Mar 2010 20:51
- Location: Some old coffin
Post
by gorboth » 02 Sep 2014 10:54
Update:
- I'm officially back in full swing on this project. About time!
- Completed planning and concept for guild hall area and room layout.
- Created magic-map images of guild layout.
- Began creating skeleton of rooms and exits, getting them working with the magic map.
- Completed much conceptualized imagery for the visual experience of being in the guild.
I was especially happy to finally get the guild's Occupational Emblem looking the way I want it, incorporating the goat-skull which is the celestial symbol of Chemosh:
Code: Select all
..........
.ue@$$$********$$$$Weu.
ue$$*#"" `""*$$No.
u@$*"` "#$$o.
.o$R"O O#$Nu
.@$#`OOO. .OOO"$$u
o$#` |`. .'| "$$u
x$P` . . . . "$o
d$" | `. .' | $$.
@$" . . . . #$L
d$ | `. .' | #$c
d$ .____ . ____. #$L
:$F /_ --`-. .' `. .-'-- _\ $$
$$ | _`. -- \ / -- .'_ | '$N
x$" \ _| \ -- \~~~~~/ -- / |_ / #$:
$$ \ _\ \ __/ ~ \__ / /_ / $$
:$E .----. / _| / + \ |_ \ .----. 9$.
t$' (_.--. `'-. / =) : (= \ .'`' .--._) '$k
@$ .'`-.__/| \ " | " / |\__.-' `. $B
$$ . . `| ` ' |' . . $$
9$ .' | \| |/ | `. $E
?$x . . || || . . x$!
$$ .' | ^_ _^ | `. $$
R$OO. _ . _ . _ . _ . _ . . _ \ | / _ . . _ . _ . _ . _ . _ .OO$F
'$&O | ~ ~ | O@$
#$: . . d$"
$$ | | :$P
'$b . . .$P
`$b | | .$$
"$N . . .$P
'*$c | | u$#
"$N. . . .@$"
#$N. | | .@$#
`#$Nu . . u@$#
"R$o. | | ue$R"
^#$$bu. O .uW$P"`
`"#R$$Wou....OOO...uueW$$*#"
`""#***$$$$$***"""`
Brrrr!! Spoooooooooky ...
G.
Mmmmmm ... pie ...
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Hektor
- Veteran
- Posts: 216
- Joined: 04 Mar 2010 01:25
Post
by Hektor » 02 Sep 2014 13:13
Very excited to see this project come alive again.
Also as a SCoP/EW and EC wannabe I have to say I very much like the symbol and the symbology in conjunction with the various guildsymbols of the three Elemental guilds! More opposition!
Lawful evil - conform or die.
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gorboth
- Site Admin
- Posts: 2352
- Joined: 03 Mar 2010 20:51
- Location: Some old coffin
Post
by gorboth » 16 Sep 2014 00:21
Update:
- Guild area layout, mechanics, and rooms created.
- Polish work still needed on individual rooms.
The guild area has been very fun to work on. It has been a good challenge to try to create a "realistic" swamp that responds and reacts to people and things that try to work in a knee-deep water environment. I'll be grinding through room descriptions for the next few days, trying to get it all done, then back to minion and summoning details.
G.
Mmmmmm ... pie ...
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Manglor
- Rising Hero
- Posts: 322
- Joined: 16 Sep 2013 17:30
- Location: Dieppe, NB, Canada
Post
by Manglor » 02 Oct 2014 13:37
Mortis letting the cat out of the bag?
Code: Select all
Sir Mortis the Good, male human
Myrkhaan the High Acolyte of Chemosh, legend, male human
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gorboth
- Site Admin
- Posts: 2352
- Joined: 03 Mar 2010 20:51
- Location: Some old coffin
Post
by gorboth » 02 Oct 2014 15:46
Heh ... what was that capture from?
G.
Mmmmmm ... pie ...
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Manglor
- Rising Hero
- Posts: 322
- Joined: 16 Sep 2013 17:30
- Location: Dieppe, NB, Canada
Post
by Manglor » 03 Oct 2014 01:44
The 'who f' list! It's still there!

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gorboth
- Site Admin
- Posts: 2352
- Joined: 03 Mar 2010 20:51
- Location: Some old coffin
Post
by gorboth » 07 Oct 2014 21:00
Update:
- Massive and final database overhaul on all races in Genesis.
- Information from database merged correctly with Necromancer Training Archives.
This task was one of the most arduous that I've been facing in this project. The database was actually created using last year's Necro Thanksgiving Event. In fact, the reason I created that event was to create this database! But to actually sift it all for the needed information and get it all correctly categorized and integrated ... oy veh! There are over 300 races that appear on npcs in Genesis! The Necromancers can master all of them. Muahaha!
This is a big check box I can now tick off. Feels great.
G.
Mmmmmm ... pie ...
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Arcon
Post
by Arcon » 07 Oct 2014 21:57
gorboth wrote:Update:
- Massive and final database overhaul on all races in Genesis.
- Information from database merged correctly with Necromancer Training Archives.
This task was one of the most arduous that I've been facing in this project. The database was actually created using last year's Necro Thanksgiving Event. In fact, the reason I created that event was to create this database! But to actually sift it all for the needed information and get it all correctly categorized and integrated ... oy veh! There are over 300 races that appear on npcs in Genesis! The Necromancers can master all of them. Muahaha!
This is a big check box I can now tick off. Feels great.
G.
Are we talking about a possible army of undead yetis? Or maybe a hoard of zombie balrogs?
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gorboth
- Site Admin
- Posts: 2352
- Joined: 03 Mar 2010 20:51
- Location: Some old coffin
Post
by gorboth » 07 Oct 2014 22:14
arcon wrote:Are we talking about a possible army of undead yetis? Or maybe a hoard of zombie balrogs?
Necromancy is the art of the corpselife. If the entity is not immortal or of some demonic plane, it can be crafted to your purpose upon its death. Balrogs are immortal, as would be one of the Maiar. But a Yeti? These are humanoid brutes whose dead flesh could prove most useful, indeed.
G.
Mmmmmm ... pie ...
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Meercat
- Beginner
- Posts: 14
- Joined: 25 Sep 2014 15:45
Post
by Meercat » 07 Oct 2014 23:14
I can picture it now, an adorable army of undead kender. Oops, are these your braaaains? I was just looking at them. *chomp*
http://tworzymyatmosfere.pl/przescieradla-jedwabne-z-gumka/