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Rah Xhana Zahkram

The Isle of Shattered Dreams, in the old tongue of the Sano. Few remember this small island, deep in the northern seas, beyond where most sailors dare to travel, where the skin freezes and burns, where no life could live upon the surface. In this cold, desolate land, is Rah Xhana Zahkram, Isle of Shattered Dreams, though few have ever seen the shores of this hallowed island, and fewer still have set foot upon it.

Seven years ago, the strange, yet brilliant sage, Devon of Cilad (Pronounced DEV-on of KEY-led), funded an expedition to find the lost island. It is said that the man was a descendent of the Sano; some said he merely was looking for a quiet place to vanish from the public eye, others that he was on a hunt for some powerful artifact. Whatever the truth was, not a single member of the crew that took him will dare speak of, not even in the deepest of shadows when they are alone.

What made that expedition so strange, so different from every other soul that has gone looking for the isle, is anyone's guess. But it is the only expedition to have ever returned from the forbidding northern sea. Much less, every man under Captain Markham returned, alive, not a single one of them harmed in any physical way. The only one, who did not return with them, was the sage himself. No one would say what became of the man.

Now, seven years later, Captain Markham has returned to port. After his fateful trip with the sage he had sworn off sailing, sworn off ever even living within sight of the shore. Now he is back, driven, almost as though he has no choice in the matter. He seems more of his old self, than he has in the last seven years. His face is cheerful again, the shadows on his face banished. Those of his crew on that trip have returned as well, much in the same manner Captain Markham has. They gathered in Gambino, pooling their money, and buying a small trade ship, The Northern Moon.

Throughout the cities and towns within a day?s sailing of Barton strange flyers have been appearing on signposts, buildings, mailboxes. Each of them says?

New Land, New Opportunities.
Marvels the like of which you have never seen.
Inquire in the Gambino shipyards, Dock 124, The Northern Moon.
Ask for Captain Markham.

And that is all, all of it in plain, simple text, no images, no trinkets or other tools to entice viewers. But nonetheless, there is something strange about it. Mostly, that no one seems to be able to see these flyers. Well, not nobody, but only certain people. There is seemingly no pattern, race, creed, sex, age, personality, nothing known of seems to connect these people. But they are the only ones that can see them, the only ones that can pick up these messages.

Once they do, always they find themselves seeing signs, an island, in the distance, the sun rising over it, images of creatures, strange creatures, colors and shapes unidentifiable. Always for just a moment, just long enough to catch that there was something there, and then, it?s gone. No one else sees it, no one else, not even those with the ability to see into the minds of others, can spot the strange signs.

After a week of these signs, soon, those last two lines, Inquire in the Gambino shipyards, Dock 124, The Northern Moon. Ask for Captain Markham appears every moment that you close your eyes. In your dreams, when you blink, it is always there, compelling.

Sooner or later, even the strongest of mind will crack, seeking out this Captain Markham no matter what the trouble. Few remember the man now, few remember that fateful voyage, but none can forget the name.

Sooner or later, they will look up, see their feet have carried them to Dock 124, before a small, single mast sailing ship, the aft having painted on it in simple gold lettering "The Northern Moon", just beneath a crescent moon.

A man walks up to you, a happy man, a simple man, dressed in thick, wool clothes, a wide brimmed hat covering his head. He tips his hat, and bows to you, uttering those words that reverberate in your soul, "Captain Markham of The Northern Moon, at your service," and with that, something clicks in your mind. The signs are gone; the letters when you close your eyes are gone. No longer do you feel compelled by anything, other than perhaps a feeling of curiosity, now that you are here.

Stay, test your mettle, and see what was causing these strange events, what this smiling, cheerful, innocent looking captain and ship could have to do. Or not, the choice is yours. Always can you cut and run, should you get scared, should you fear the darkness ahead. But for those bold, that brave the confusion, the darkness, untold rewards await.

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*Above image by Spork Ninja. Not an official Shop Artist.
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The link for the "The Northern Voyage" RP thread. To earn an invite to the guild, you must RP the voyage to the Isle of Shattered Dreams. It is your test to see if I approve of your role playing. Only those that complete this RP to the satisfaction of either Arcturus Highwind or Owle Isohos can be members of the guild, and have the right to buy partners. Use the character that you wish to be an owner in this role play. You may use any powers, skills, items that you wish to take.

The Northern Voyage.

The Guild: Rah Xhana Zahkram, Isle of Shattered Dreams. Only those that have passed "The Northern Voyage" RP event are allowed within the guild. Once there, I highly suggest reading the OOC threads, "The Laws", "Research Notes", "Commerce and Economy", "The Skilled Trainer", and "Recent Developments". Once you have read through those, start your role playing on "Southern Beach". From there, you may go where you want on the Isle. Please remember the map. Do not go from "Southern Beach" to say "The Settlement" without passing through interlaying terrain.

The Guild: Rah Xhana Zahkram, Isle of Shattered Dreams
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Flat Sales: First flat sale is in the planning stage.
Date: TBA
Price: 5,000. Will also accept donation letters.

Inert Souls for sale:

Gladius
Rune: "Love"
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Stag
Rune: "Self"
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Coin
Rune: "Piety"
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All-seeing Eye
Rune: "Fear"
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Quill
Rune: "Trust"
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Auction: None planned as of yet.
Date: TBA
Price: TBA

Custom Slot: Open
Custom Price: 20,000 gold, or equivelent in donator's items and letters. We reserve the right not to accept items we do not want.
Custom Form:
Owner:
Soul name:
Inert shape:
Soul's Dimension: (Explain what the pocket dimension the soul was created in consists of.)
Rune: (Choose one word, for which a rune shall be carved into the inert shape of.)
Base Personality: (The basic personality that the soul is born with. I am looking for short descriptions like "Open" or "Shy" or "Boastful" for example.)
Species: (Choose one of the species discovered already as listed in "Research Notes". While it is not guaranteed that is what it will end up, it massively increases the odds of it evolving to that state.)
Note that nothing is certain, such as appearance, skills, items, even species. I do not want customs to be automatic "whatever the hell I want so I do not have to really RP it". Also, this is why the price for customs is relatively low. Regardless, we shall still only do at most, one custom a month, and only if my artist is willing.

Special rules for Sales: You can only enter to win one soul per flat sale. If you win a partner, you cannot win another soul for at least 2 months. You may however, own as many as you want and can take care of.
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Here is something I want to try. Not sure how successful it would be however. This is a very experimental idea, from what I've seen of breedables shops. I do hope it can be sucessful.

As a special custom option, you can have an artist on Gaia, create a partner, just for you. You can get a custom partner by a guest artist, for the low, low price of whatever the artist of your choice asks for, plus a mere 10% mark up. The price is "Artist's demand+10%=Total price".

Before you get all locked and loaded, and ship money off to the Sage, do the following. PM me a copy of the Custom form, and the name of an artist on Gaia. I will inquire with the artist and show them the form, and see if they are interested, and for how much. Then, you may trade me the appropriate price, remembering to include our 10% markup.

Oh, and please, do not abuse this service. I want to do it so the souls will have a wide variety of styles, and so that everyone can at least have the chance to get something they want. If I sense someone is scamming to get a lot of partners through this program, I will end the program. One strike and you are out.

That said, the Guest Customs do not follow the "Max of one per month" rule that normal customs do.

Customs currently in the works:
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The images are all of Experiment 001, the Sage's first attempt at understanding these creatures.

Inert Stage:

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When your partner is in their inert stage, they will be old enough to leave their pocket dimensions, and live upon the isle with you.
Inert souls are incased within an object that fuctions as an 'egg', protecting the soul from the world and the elements while it grows within. What the vessel is can vary, everything from a fruit, to a statue, to even a raincloud could serve as a vessel for the souls.
While in their inert stages, souls are very easy to care for. They don't need to be fed, they don't need to be cared for at all really. They will continue to absorb in their surroundings and grow, until, eventually they grow too big for their 'egg' and break out of it, emerging in the world, in their very own, living, breathing, pooping, crying body.

Hatchling stage:

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Description by Arc forthcoming. I'm working on the other stages, and will get them up as soon as I finish the images for them.
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Q: How long does it take for the partners to grow?

As for what RP standards you have to complete before I tell the Blob to evolve and change you partner, it really depends. If you are more, focused, it will tend to have faster growths. However, regardless of how much you RP, and how focused it is, I'm putting a cap of at least a month. Your partner must spend at least a month in its current form before changing. This month limit implies role playing everyday. So obviously if you are less active, it will take longer.

Once Arc tells me you've completed the RP requirements, I'll draw your partner's next stage as soon as I can. This might mean your partner is evolved the next day, or it could mean that your partner is evolved the next month. However long it takes, don't pester me or Arc about it; I'm most likely buried in real life problems to the extent I can't even check my PMs, and Arc can't do anything to change it.

Q: Do you accept pet trades?
I'm willing to give customs for pet trades. But I will only accept trades from the listed shops, right here. So far this is "Elysians" from FF:CoG, "Sin'aeis" by Amakusa Ryu, "MetaSynth" by Kalindara, and "Xanolonians" by Spork Ninja. More might be added later.

Q: Will you link to my shop if I link to yours?
No, I'm cruel like that. If you link me, thank you. But it doesn't mean I'm obligated to link to you. I will only link to shops I think are interesting and/or well done. If you link me, and supply a link back, I will check it out.

Q: What about breeding? Can partners breed?
Breeding? Who told you about that? I'll plug that leak, get me all the president's men... So yeah, they will breed, the manner and when they can breed, will be revealed later...

Q: What if I fail my first RP test, can I try again?
Yes, but not until after the next voyage. I'm not going to constantly run that event for every person that wants to join up. I will only run the test when I have a small group, at least two or three, gathered together, waiting. This is to help spare what little is left of my sanity. If for over a week, or some other time determined by me we have no people requesting a voyage other than you, then pack up and I'll run it solo.
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White List: None so far.
Grey List: None. Upon breaking rules repeatedly, you will be placed here. When on the grey list you are forbidden to role play, or buy partners in the guild. Proper repenting can take you off the list. How do you repent? That is something you will have to discover for yourself. I am a big fan of repenting being a personal and meaningful thing.
Black List: I would like this to be empty... sadly it is not...
Sajhiri - for being hazardous to Owle Isohos' health
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A list of current owners and their pets.
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Banners that link to the shop, along with code for them, plus links out to any other shops we deem worthy.

Links to the shop:

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This was quickly made out of art I already had. I'm working on drawing a better one.

Update from the Good One: Used TinyURL so someone could actually fit that in their signature. As the Blob should have thought of. 3nodding

Our Affiliates

"Check them out and die."
"Isn't that supposed to be check them out or die?"
"Not in this thread."


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Updates...

Post Claim Event: Post 1001. Winner "Midnight_Medea". Collect prize at the end of voyage.

Christmas Event was bust. Not a single entry. Which I expected. Oh well. Felt I had to put something out there. It was poorly planned. Hopefully next big event will rock.
Hmm. Good advice, original written by Rich Burlew. Figured I'd post it, so others may learn without it having to become a problem first. Originally ment for D&D, but the points stand for all RPGs.

Making the Tough Decisions


Since this series was originally conceived as a series for DMs, I was thinking "Texture for Players" would be a one-article subject. But as I got into it, I started to see more and more ways that a little extra thought about your character can improve the game. So I'm going to start here with a few thoughts about making decisions. Really, that's 90% of what a player does in a roleplaying game; he or she makes decisions. But too often, players fall into the mistaken belief that certain decisions are not really theirs to make, or are foregone conclusions. Nothing could be further from the truth. Here are two ways in which you can always choose for your character to act differently, which will add an extra level of realism and fun to your game.

Throw Caution to the Wind: One of the most common problems I see is when a player thinks of "roleplaying" as what you do during a diplomacy scene, completely separated from what you do during combat. Bzzz! Wrong answer. Everything you do, when talking or when swinging your sword, is roleplaying. A well-developed character will have a fighting style that extends beyond his selection of feats, and will have a consistent and believable response to any obstacle they encounter. If you turn off your character's personality just because the dice come out, you are missing out on a whole range of roleplaying possibilities that would add depth to your character.

A good place to start when thinking about your character's combat roleplaying style is to consider what your character thinks of as an "acceptable loss." Does your character balk at the thought of being wounded, running to the cleric whenever he's hit, or does he stand in melee long after he probably should have withdrawn? Is his focus on staying alive at all costs, or defeating the enemy no matter what? This could partly be determined by alignment, but a particularly stubborn character might fight to the bitter end despite being Neutral.

Another choice concerns how willing he is to use renewable (or nonrenewable) resources, such as spells, potions, scrolls, wand charges, rage uses, etc. He may have a cavalier attitude, feeling the party will always be able to rest or restock, or he might never use any resource if he can win a fight without it. A barbarian, for example, might rage as soon as he sees a tough band of foes, or he might wait until he is wounded and could use the extra hit points. The choice reflects his personality: if he saves his rage, he might be a cautious pessimist who knows that things always get worse, but if he rages right away, he may be saying that he is confident that the heroes will win quickly. If he's a spellcaster, does he liberally burn a spell every round, even in an easy battle, or does he miserly save his spells for desperate situations? A sorcerer who revels in his magic and flaunts it at every opportunity probably falls into the former category, while a greedy wizard who covets all magical knowledge might be the latter.

What these issues boil down to is how cautious the character is. Caution is at once very important and entirely overrated. It is important for players to be interested in the imaginary world and be invested in their characters' lives. But at the same time, too often players let caution overwhelm them, spending hours carefully proceeding in a calculated manner that may well belay their characters' stated personalities. The key, then, is to forget about succeeding. Your goal as a player in a roleplaying game is not to succeed; your goal is to have fun. An entertaining defeat is better than a boring victory, so let go of the need to always take the most effective route every time, and try taking the route your character would, even at great cost to that character.

Obviously, that's hard to do. There's a natural desire to do well, and really, your character does want to succeed every time. The key is to separate in your mind what your character thinks from what you think. That's how you add texture, by giving your character views on how to proceed in battle that are different than your views. Your character will take every advantage that he or she perceives, but you, as the player, have the benefit of determining what sort of advantages are within your character's perception.

Some examples might help. I recently finished a year-long campaign playing a samurai. On the very first adventure, the child the samurai was supposed to guard was kidnapped, and as one might expect, Isawa Shojo was willing to sacrifice anything to get him back. Now, the DM had set up this long series of tunnels that were trapped repeatedly. I ran right into the first trap, because we didn't know any better. Once we knew the tunnel was trapped, the prevailing opinion was to slow down and have the party rogue search for traps. At this point, though, I made a decision that would more or less define my character's reaction to danger: I kept running down the hall, knowing that there were more traps. As a player, I knew this was probably a Bad Idea, but I decided that my honorable samurai felt that getting hit with the trap was acceptable when weighed against the need to hurry. He reasoned that even if the traps killed him, he would have sprung the traps and allowed his allies to get to the end safely. By having him react without caution, I was able to show that he was a man who was willing to sacrifice his life for his duty. As the campaign continued, Isawa often ran headfirst into danger, not because he was foolish, but because he was willing to die if it meant success for his team.

A caveat, however: if you decide to play a character who takes risks or acts rashly, you should let yourself get talked out of it from time to time by the more level-headed characters. Isawa, for example, often suggested wildly inappropriate courses of action, which the far more cautious paladin Adhemar would convince me to not enact. Throwing caution to the wind is fun once in a while, but if done during every encounter, it gets annoying to the other players.

Decide to React Differently: Have you ever had a party break down into fighting over the actions of one of their members? Has a character ever threatened repeatedly to leave the party? Often, intraparty fighting boils down to one player declaring, "That's how my character would react." Heck, often you'll be the one saying it; it's a common reaction when alignments or codes of ethics clash.

However, it also creates a logjam where neither side wants to back down. The key to resolving this problem is to decide to react differently. You are not your character, and your character is not a separate entity with reactions that you cannot control. I can't tell you how many times I've heard a player state that their character's actions are not under their control. Every decision your character makes is your decision first. It is possible and even preferable for you to craft a personality that is consistent but also accommodating of the characters the other players wish to play.

When you think about a situation, ask yourself, "Is this the only way my character can react to this?" Chances are, the answer is, "No." Try to refine your character so that you can deal with situations that conflict with your alignment/ethos without resorting to ultimatums, threats, etc. This will often mean thinking in terms of compromise and concession to your fellow players, or at the very least an agreement to disagree.

Here's another example: In a campaign I DM'd, the party's bard lifted a magical sword behind the back of the party's Lawful Good monk. The monk had basically decided that the bodies of several fallen knights would be buried without looting, and rather than argue, the bard just grabbed the sword. The bad news was, the sword was cursed; it was the blade that had belonged to a ghost that roamed the castle, and whenever the bard drew it, the ghost materialized and attacked him (and only him). Eventually, the bard 'fessed up that he had stolen the sword. The monk (and the monk's player) became furious, and declared that he could no longer travel with the bard. Either the bard had to leave, or he would. It became a huge argument between characters and players, and it was entirely unnecessary. The monk did not have to react with an ultimatum; the monk did not even have to be angry, no matter what his alignment was. The bard had already suffered the misfortune of having his Charisma drained by the ghost repeatedly; the monk could have chosen (for example) to lecture the bard on how his theft had brought him nothing but misery. He chose to create player conflict when it was just as easy to not.

Personally, I blame the paladin for this. The original paladin class created the precedent for one player thinking he has the right to dictate the morality of other players. That drives me nuts. Ever since, players who select a Lawful Good character automatically assume it is up to them to police the rest of the party, and too often, the rest of the party lets them. As far as I'm concerned, no player has the right to tell another player how to act. Lawful Good is not the "right" way to be, and it is unacceptable to push your character's ideals on other players whether they want them or not.

Another useful application of this concept involves accepting story hooks your DM gives to you. Try to never just say, "My character isn't interested in that adventure." A lot of people mistake this for good roleplaying, because you are asserting your character's personality. Wrong. Good roleplaying should never bring the game to a screeching halt. One of your jobs as a player is to come up with a reason why your character would be interested in a plot. After all, your personality is entirely in your hands, not the DM's. Come up with a reason why the adventure (or the reward) might appeal to you, no matter how esoteric or roundabout the reasoning.

If the paladin is to blame for the last problem, this one belongs to the druid. Druids have such a specific set of principles that players often mistake them for being a free pass to demand that each adventure revolve around their goals. Raiding a dungeon for gold doesn't appeal to the druid mindset, so what are you to do if you play one and are presented with that goal? You improvise. Maybe the gold will enable you to purchase magic items that will let you protect the wilderness. Maybe the ruins contain unnatural monsters that need to be killed regardless of the treasure. Maybe, just maybe, the other PCs are your friends and you are willing to help them just because. Too often that last part is forgotten; I don't think anyone reading this has never spent the night doing something they'd rather not because a friend asked.

So if you're really paying attention, you may be thinking, "Hey, don't those two points contradict one another? First he says to separate what your character thinks from what you think, but then he says your character doesn't have its own reactions." Well, no. Separate your character's thoughts from your own thoughts, but don't forget who is in control of both personalities. The division between your personality and that of your character only goes so far as it helps the game; once it begins becoming a disruption, a player has a responsibility to alter his or her character's decisions in the interest of the group. In the end, your relationships with the people you are sitting in someone's living room with are more important than your character's internal consistency.
Oh, yeah... finally got the Halloween event set up, along with the Northern Voyage thread. Still working on a few more surprises for Halloween. ninja

Prizes for the OOC event are subject to change however. The "Grand Prize" is not, don't worry about that. The sketches might be dropped based on the Art Blob's schedule however.

I will probably improve prizes for the runner ups if that happens though.
Also announcing...

Ending November 1st, Midnight PST, I'll be holding an Avatar Costume Contest. Dress up your avatar, post what character/concept you're supposed to be, and have fun.

First prize is a Halloween Special Partner, upon completion of the Northern Voyage Event.

Trick or Treat. ninja
Ah, just signing off now. Later anyone that shows up. I'll be here all day tomorrow.

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