Gulig Thiblan is descended from a long line of dwarven priests, from
a village prone to combat and conflict. Raised as a child in the local
religious orphanage, it was apparent even from an early age that he
was favored by the heavens. Rumors spread quickly about Gulig, who was
known to have a special touch, able to cure simple maladies. These
curative were not rare, but to Gulig's ability to perform crude healing
methods without any training certainly was. As a consequence, Gulig was
sought out often to be a leader, eventually adapting to the role and
wearing the authoratative voice.
Gulig's childhood was wrought with confusion, spending many hours
pondering the contradictions of his own village. Despite being from a
village of healers, fighters, and other warriors of Light, there was
constant conflict and turmoil in the methods of instilling the Light's
virtues. Often, the discussions, if one can call them that, caused more
turmoil and suffering than taking the passive approach. As warriors
constantly came and went, often battered and bruised, Gulig could only
imagine the condition of those they were fighting against, and the
innocent bystanders caught in the chaos.
Gulig even reached a resolution to his turmoil - senseless, chaotic
violence, even in the name of establishing future peace, is incompatible
with the compassion and well being of all. Instead, enforcing order and
peace is the only acceptable method to ensure the well being of all. A
society where all are allowed to exist as they are, whether in harmony
or in tension, so long as there is peace - a sanctity for all those who
seek it.
Description:
A short, stocky bearded dwarf stands remarkably tall nearby, measuring a full five feet in height. He wears a dirty, scruffy beard that looks as if it hasn't been shaven for a few months. Leftover remnents of his various travels can be seen poking through - some dead leaves, a group of crawling insects, and even a small twig here and there. It does not seem to bother him as his focus is directed elsewhere. At what, that's the question, isn't it? He doesn't not seem nervous or restless, as he folds his gloved hands calmly in front of himself. Interesting gloves, dark brown, maybe black, and made of finely worked leather. Indicating perhaps a distinct social caste? He has a tendency to bow his head and pray quitely towards the heavens. Occasionally, unbelievably, a beacon of light descends upon him, indicating his favor with the gods.
So, I'll take credit for this char. It was good to be back. Good times.
Got a command to change hometowns, because drows didn't like valour. I figured this was IC hazing or just pulling my leg. Drows think Valour is a lawless city (go figure). Drow doesn't want me residing in Valour. As a player, I couldn't figure out whether it was an actual requirement or not and wasn't able to get an answer. Like you said, "Lawful from Valour. Don't see that every day." It caused me more grief dealing with the game/process and I wasn't enjoying it. I absolutely did not enjoy having to deal with not being able to figure out whether it was a legitimate requirement or the equivalent of a rookie carrying pads, and not receiving any answers. It was probably mostly me just not having the patience or desire to deal.
Lots of good changes by the staff. Lots of cool little secrets are being built into the game. I'm surprised the background wasn't posted.
For you guys, here's a fully functional spell training script for zMud 7.21. You have to define your "@spellsuccess", "@spellfailure1", "@spellfailure2", and "@lostconcentration" variables, customize your "feedself" and "drinkwater" aliases, and update the prompt setting to parse for your specific data. Remember that autoscripting on life support is against the rules, so pay attention if you use it.
[reply to kento]
Got a command to change hometowns, because drows didn't like valour. I figured this was IC hazing or just pulling my leg. Drows think Valour is a lawless city (go figure). Drow doesn't want me residing in Valour. As a player, I couldn't figure out whether it was an actual requirement or not and wasn't able to get an answer. Like you said, "Lawful from Valour. Don't see that every day." It caused me more grief dealing with the game/process and I wasn't enjoying it. I absolutely did not enjoy having to deal with not being able to figure out whether it was a legitimate requirement or the equivalent of a rookie carrying pads, and not receiving any answers. It was probably mostly me just not having the patience or desire to deal.
Lots of good changes by the staff. Lots of cool little secrets are being built into the game. I'm surprised the background wasn't posted.
For you guys, here's a fully functional spell training script for zMud 7.21. You have to define your "@spellsuccess", "@spellfailure1", "@spellfailure2", and "@lostconcentration" variables, customize your "feedself" and "drinkwater" aliases, and update the prompt setting to parse for your specific data. Remember that autoscripting on life support is against the rules, so pay attention if you use it.
[code:1:46ad3ae0cb]
#class {spelltraining} "disable"
#alias {feedself} {crfo;g 1.;eat 1.}
#alias {drinkwater} {if (@barrelempty == "1") {crsp;drink;fill @barrel} {#3 drink @barrel}}
#alias {settrainingspell} {#var trainingspell %1}
#alias {settrainingtarget} {#var trainingtarget %1}
#alias {setsleepingbag} {#var @sleepingbag %1}
#alias {casttrainingspell} {
#if (@hungry == "1") {feedself} {
#if (@thirsty == "1") {drinkwaterl} {
#if (@hungry == "0" & @thirsty == "0") {
#add spellcounter 1
#if (%mod (@spellcounter,5) == "0") {who;where pk}
co '@trainingspell' @trainingtarget
}
}
}
}
#trigger {You are hungry.} {#var hungry 1;#if (@sleeping == "1") {wake;g @sleepingbag;casttrainingspell} {casttrainingspell}}
#trigger {You are full.} {#var hungry 0;#if (@sleeping == "1") {drop @sleepingbag;sleep @sleepingbag} {casttrainingspell}}
#trigger {You are thirsty.} {#var thirsty 1;#if (@sleeping == "1") {wake;g @sleepingbag;casttrainingspell} {casttrainingspell}}
#trigger {Your thirst is quenched.} {#var thirsty 0;#if (@sleeping == "1") {drop @sleepingbag;sleep @sleepingbag} {casttrainingspell}}
#trigger {You go to sleep*} {#var sleeping 1}
#trigger {You wake and stand up.} {#var sleeping 0}
#trigger {It is already empty.} {#var barrelempty 1}
#trigger {You fill a barrel with water*} {#var barrelempty 0}
#trigger {@spellsuccess} {
casttrainingspell
}
#trigger {@spellfailure1} {
casttrainingspell
}
#trigger {@spellfailure2} {
casttrainingspell
}
#trigger {@lostconcentration} {
#if (@hungry == "1") {feedself} {
#if (@thirsty == "1") {drinkwater} {casttrainingspell}
}
}
#trigger {You don't have enough mana.} {
drop @sleepingbag
sleep @sleepingbag
#ala {10} {#CR;where;who pk} spelltrainingtimer
}
#trigger {~<&hp/&maxhp &mana/&maxmana &{mv}mv &{tnl}tnl ~$&{gld}~>} {#if (@sleeping = "1") {#if (@mana >= (@maxmana*0.9)) {
#t- spelltrainingtimer
wake
g @sleepingbag
where
casttrainingspell
} {#echo "[UPDATE] Not rested yet."}}}
#class 0[/code:1:46ad3ae0cb]
[reply to Clifton]