Legends of Belariath

Stepping Out in Belariath

Races, Professions, Alignments

A Quick IRC Guide to the World of The Lonely Inn

[Caveat Newbie: Bear in mind this document is a constant work-in-progress and those with more experience are free to add their experiences or tips if they so wish at any time. Keep in mind that I have not claimed to have mastered the TLI experience nor do I ever plan to, despite my time here. I am offering insight that will help the newer players get a quicker start and not be too prone to common errors. And I sure as hell ain't a master in cybering or IRC roleplay in general either, but experience is the best teacher in this situation. Read and be enlightened. You were warned.]

Collected from the Journal of Dekard Morgannus Drakewing:

What is our purpose in life?

I've been asking myself that for a few years now, ever since I was cast out and left to fend for my own in Nanthalion. At first, I thought control. That was the soldier in me that refused to die. I had controlled many, ran with them into battle and cut down our foes. Then, as customary, we'd go into the enemy village, finding the women and children cowering under the floorboards. It degenerated into a flurry of rape and torture. Control was all. Let the enemy know you can do anything you want with them, and there was not a damn thing you can do with it.

Then Angel came...then Lupine...then my Victoria. The steady line of soulmates cracked through my armor, making me shed my rough exterior, revealing the frightened, whipped child within. The scar on my chest was no longer the flint axe a troll wielded to carve into my chest. It became the truth, the hot branding iron which crossed along my body for my treachery as I watched those that I truly loved die before me...betrayed...

I was bitter, needing only a warm drink and a pair of arms to hold me, kiss me, protect me from the world. My people came back for me...my friends undid the betrayal of one I used to call friend. It was then I truly learned I can depend on people...making up my mind that no one would suffer what I had suffered.

I took this when I worked with the slavers. The subordinates say I was too gentle. No...maybe I was too gentle but I was teaching the slaves in my own way. They had no one to turn to. I taught them to please their masters, to find them companions that would protect them as they would their mates. No more control...just help.

I still help others when they need to, fight those who have insatiable lusts for power and greed that will only lead to more sorrow. No, I am no hero...my soul is too tainted for that. But I know who I love, who I protect, who I care about enough to die for.

My purpose? I still have not found it yet, but if the years have taught me something, it is to never go into anything due to flawed instinct.

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Stepping Out in Belariath

A Quick IRC Guide to the World of The Lonely Inn

Compiled By Morgannus Drakewing, Diplomatic Envoy of the Saraphan Empire

So you got your character laid out. Good. You've entered the inn and managed to stay out of trouble for a bit. That's good too. You might have caught the eye of some of the more attractive opposite sex. That's good as well. At this moment, you're probably sitting there, drink in your hand, thinking "NOW what?" Well, fellow traveler, now is the time to personalize your character's style and finesse. The best way to do this is to focus upon the race and class make-up.

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Race:

"Underneath the centuries of culture and history and the racial limitations, everyone on Belariath is alike in the fact in that they are fucking insane."

-Anonymous Dwarf

This was covered earlier, true. It bears repeating, though, that choosing your race and profession at the start of the game will determine how other characters will receive or treat you. Some races can get along well with each other (Drak Sen/Sylvan Elf, Pixie/Shekya, Troll/Centaur). Others are more volatile, balanced by centuries of species hatred and jealousy (Barbarian/High Human, Catperson/Wolven, Dwarf/anyone bigger than them). Still others are mortal enemies (Chirot/Torian, Dark Elf/High Elf, Dark Elf/Sylvan Elf, Goblin/everyone else). Even when just starting out, you'll have a few characters who will have nothing to do with you. As I am a High Human from the Saraphan, I never do too well with the barbarians and the dark elves. Eventually, after a time, your character can learn to look beyond the racial barriers and find good friends among the supposed "enemies". However, some races find it hard to give up on their xenophobia.

Speaking of xenophobia, each race has a specific way of acting. A stereotype, if you will. Bear in mind that this does not mean that all of the players in that specific race will adhere to these normal ways all the time. Sometimes, traumatic incidents give them different ways of looking at things. Here's a little of what you can expect:

Humans: As they are notably shorter-lived than their fellow older races, they tend to live life to the fullest. This leads to them to be callous in dealings with older well-established nations. Fickle, rash, and technically not one who you'd implicitly put your trust into. Also, they tend to be selfish and reckless in romantic situations. And the first person who says "Hey, that sounds like Morgan right there" will get it in the neck. I mean it.

For our Barbarian brethren, the same above applies, except add that they're short-tempered, brash, and prone to break things. A miniature ogre, if you will. The females, of course, are more dangerous than the male, and if you manage to get one into bed, keep all sharp objects away from the two of you while you're mating.

Elves: Don't let the long-lived and wise status fool you. Most of the pointy ears got special little quirks that make them unpredictable.

Sylvan Elves are the tree-hugging hippies of the group, a little bit more obsessed with the outside than they should. They're also good hunters, like animals, and have an inherant fear of civilization. However, when they get adapted, watch out.

High Elves are the snooty ones. No low upbringing for them. Even the lowest caste of High Elf gives them a sense of swelling pride, and they act accordingly, going out of their way to insult "lower" races. There's also a rumor that the virgin High Elves are the best in bed, but that's not true. Deflowering them can be a pain, as they tend to be totally clueless about sex until you walk them through. Then, after a few times, they improve, and can really get carried away.

Dark Elves (formerly Drow) are inherently dangerous. The ones that emerge from the Underdark are arrogant as hell and have to be shown their place early and often by their surface-dwelling kindred often to prevent getting themselves killed. If you'll note the write-up on the website, there are several houses which a Dark Elf can belong to. The better-known the house, the more sneaky and arrogant they become. The females are especially the dangerous ones, and if not forced to submit early can garner a bevy of slaves.

Tathren: No matter the name or type of Tathren used, be it Fae, Swan Maiden, Nymph, or Merfolk, it will be pretty obvious on what their quirks would be. Naive, wide-eyed, and easily captured and trained to be love slaves when needed. The nymphs and faes are unintentionally cute, possess a yearning for simple things, and are invariably preyed on by the more unsavory characters in the inn. The Pixies are just smaller versions who flit around causing mischief until someone catches them in the net and gives them a real intense handjob.

Bigger Crowd (Trolls/Ogres/Minotaurs): They're big. Real big, and sometimes a bit clumsy and awkward to boot, with them being in a smaller world and all. They're pretty good at breaking stuff and have cast-iron stomachs. The Ogres and Trolls are especially damn ugly, dumb as rocks, and wouldn't know tact if it bit them in the ass. Sometimes, they're known for eating babies. But don't vouch me on that.

The Minotaurs are better behaved, quite industrious, and have a healthy interest in weaponry and armory. You might find a few at the weapons shops working at the anvil. They're good for menial tasks and can be pretty submissive enough to take as bodyguards. Of course, it'll be hard for anyone other than another Mino or an Ogre to fully satiate their lust, but that doesn't stop them from experimenting.

The Mysterious Races (The Tribe, Shekya, Drak Sen): They are as their names suggest. Mysterious, and quite introverted around people that are not of their own clan or tribe. It may pay to look over the website if you wish to give these rarely-used races a try. There's always a rich tradition behind them. Perhaps you can help flesh out the history by creating a bard character?

Wolven: If you have a more anthropomorphic RP experience, you should give this race a try. As their wolf counterparts, Wolvens can have short tempers, boastful demeaners, voracious appetites, and an absolutely feral attitude when in battle or in lovemaking. If you wish for an exotic change of pace in your amourous adventures, why not seek out a Wolven? They can keep you up all night if needs be.

The Kitsune (fox) subrace is something I'm not really qualified to talk on, as I haven't seen many around since Shara Kitsune left. *sniff* Anyway, feel free to be a bit yiffy if you choose this character. In fact, if you have a Kitsune female, come around over to the red dragoon on the couch. He needs something warm and furry...*ahem* As there is now a rather curious and peeved kitty slave of mine looking over my shoulder, I'll start talking about...

Catpeople: One thing you can say. There are a hell of a lot of them around. The females are always in bountiful supply and just love to tease the males with their feline wiles. They're good hunters and even better loveslaves, always willing to be submissive to anything that gains their trust. They also tend to have bouts of suspicion or jealousy at times and just HATE to be ignored or pushed aside. Believe me. I own a few of them. They're quite a handful after I go out of town for a few days.

The "Winged" Crowd (Torian, Chirot, Magi, Sithian): When it comes to the busy nights, you'll find that there'll be a crowd of wings of all shapes and sizes battling around with each other, and the feathers can really be a nuisance if a few fly along your nose while you try to sleep on the couch. The Torians have a racial pride that is a close second to that of the Dark Elf, and wing color can determine how they can treat the normal commoners. I've also noted that most of my Torian friends are a bit more susceptable to radical mood swings. The males like to pick fights, and the females...well, they're just damn unpredictable. And those Chirots aren't much better. Only thing different about them is their bat-like wings and their tendencies to plot against their hated Torian counterparts, which often backfire and gets them into more trouble. Must be a real nasty jealousy.

The Magi are studious, more content sitting around reading or practicing magic. They can get boring in long stretches of time, and seem like they never get any fun. Maybe that's why Arnoch seemed to get weird so fast. He must have gotten bored to death watching them congregate at Unigo. The Sithians are a bit more lively. Course, only the females have wings, but I put them under here because they do share a little bit of the Magis' thirst for magic learning. Oh, and their bottom halves are snakes and they like hissing a lot. A bit unnerving if you ask me.

Dwarves/Halflings: Don't see too many around, but the ones I've seen were male. They're studious, hard drinking, and always trying to outdo others. Dwarves in particular are spiteful of many races and feel more comfortable raising hell than sitting down with a nice pint with a sensible, stunted Dwarfen woman. They make good drinking buddies though. The halfling counterparts are usually industrious to the point of exhaustion, spurning combat in favor of jobs with more importance like cooking or playing music.

Goblins: Nobody likes a goblin. All scaly and quite squeaky, and always trying to hurt and steal. What people don't realize is that a few goblins aren't that troublesome. They may seem downright dignified, if it wasn't for their pidgin dialect and high-pitched screaming. As a result, no one plays a goblin unless it was for three reasons:

1. To raise hell.

2. To engineer comedy.

3. To get it out of their system.

If in doubt on how your character would act in certain situations, think about your race. Read the race histories provided, and ask others of your same race about tips if truly desperate. But be warned. Each race has their black sheep who learn to triumph over their own breed and have a totally uncharacteristic personality, like, say, our illustrious Magi scholar Mozenwrathe or our methodical, wily, and extremely cuddly catgirl/elf slave Sabina. Anything can go after you've firmly established a place in the inn.

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I've often asked myself: how did I end up being called a "Dark Paladin" anyway?

I am technically still a Dragoon in the Order of Syune, as my father was before me. My mother left at an early age, leaving my father to teach me the rights of battle and the arts of the sword and the lance. I enlisted early, worked my way up in the ranks, remembering the advice my father had taught me. "Never give up your humanity" he would always say before I left the house, and I guess that always sticks with me.

I didn't learn about my true profession until after the day he died. I had made my peace with him. I am glad for that. I had told him I loved him, and he did the same for me. He left me his journal, his notes, detailing the family's history with the dragons in the north, in the Kardiak mountains.

I went up there, with one of their clan that had been banished for a long time...Zetvya. I helped in the ritual and restored her into a dragon form. I spent the next few months conversing with the roost, told of the oral traditions, and enshrined.

Yet I am still a "dark" paladin, due to the crimes in the service to a corrupt duke who taught me to kill and ravage, then expect me not to think better of it. It will be a while now before I shed the dark rainments and become a true servant of Syune. Perhaps it is better for me...perhaps...

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Profession:

"Give a man a fish, he will eat for a day. Teach a man magic, and he'll smell fishy for the rest of his life."

-Zan Roderick, elf thief and notorious magic-hater

As said before in Chapter One, you must have a good idea on what you want your character to accomplish or work as before you go about creating them. Choose wrong and you'll find yourself unhappy, leaving you no option than to either withdraw them or have them killed off in a variety of amusing ways. Keep in mind that this isn't a normal RP channel. You've got the brawlers, the lechers, the slaves, and other arrays of unsavory or chivalrous beings sitting around for a time away from their jobs or from their quests. Which class would you fit into?

The Knights and Warriors: Word of advice. If in doubt on what to make your character, go with the physical classes like fighter, ranger, or knight. Sure, they sound boring, but it saves you problems in the long run. Their reasons for being at the inn are simple. They usually wander in on journeys or quests and find the ambiance intoxicating. They stay, have a few beers, and talk with the other patrons. The more physical classes, such as the barbarians, are hard drinkers and skeptical of big town refinements, so it's okay to act awkward at first. Usually these warriors had careers in the military, and can boast of their accomplishments or block off the horrors of war altogether, sharing snippets with trusted confidantes.

When you play a fighter, you don't have to worry too much about codes of honor that prevent you from doing certain actions (unless they are, of course, well-grounded beliefs based on your race's religion.) Others, like Rangers, Knights, and Clerics, don't have that much luxury and are tied either by chivalry or specific oaths. Keep in mind which actions could bring about disgrace, and try to avoid or avert your eyes to them.

The Magic Users and Scholars: Considering that the famed Unigo School of Magic is in close proximity to The Lonely Inn, there will be quite a few patrons who take the Higher Arts seriously. The mages, healers, and shamans would not want to attract too much attention to themselves and can someimes be seen studying or discussing magical theory with other similar minds during boring stretches in the inn. Whenever someone gets injured, a healer can usually be within a short distance. If not, one can be dispatched from the Healer's Guild.

When playing a mage, you will obviously shun physical combat and would use your arcane art if necessary to serve or to defend, as dictated by your teachings and upbringing. A good advantage to being a magic user is that you can make contacts with some of the most powerful people in the inn, known better as "The God Group". If you're naturally shy and reserved in real life, you might be better suited to start out with a mage or healer. You'll get more contact that way.

The Poets, the Entertainers, and the Gamblers: There are, of course, some patrons who have come to the inn to receive inspiration or a quick buck. There are the bards, those who compose ballades of noble deeds and of faraway lands, weaving a pageantry of song and words that can bring the inn to a revered silence and bring others to reminisce. There are also the dancers, weaving their interpretation of life through movement, making hearts flutter and heads go light. These entertainer classes are appreciated by all except the close-minded, and they can get opportunities to get powerful patrons and adoring, lovestruck fans.

You the exhibitionist? Then a bard or dancer is the way to go. The Guild of Signet and Song will welcome any free spirits who wish to brighten up a dreary world. Be advised that dancing and singing aren't the only types of entertainment you can get involved in. If you're an enterprising female, perhaps selling out your body for a few mehrial can help with the customer relations, if you know what I mean.

The Troublemakers: Ah...so you just want to cut to the chase and be evil, huh? Here's some tips for when you're starting out. First of all, never show your intentions too early. If the wrong person catches wind, you stand the chance of not surviving the night. Try to meet up with someone who knows the ropes on being evil. Be prepared to suck up to the person and take the occasional beatings (or rapes if you want an evil lady). Then, after a while, you'll get some good contacts, get levelled up, and start your bullying.

Being evil is fun, but it's dangerous too. Careful who you try to pick on, because when your back is turned, you might get a well-placed dagger into it. Some weaker characters have stong benefactors who do not look kindly upon their friends being abused. Also, place high emphasis on who you trust. It's best to assume there is no such thing as honor among thieves unless shown otherwise.

Speaking of thieves, they should be played by people with a knack for mischief. Be careful here too, though. Get caught by an unsympathetic character and your next stop will be either the gallows (if you're male) or the kennels (if you're female). But the risks are part of the fun. The more charismatic you are, the better your chances to have someone watch your back and try to "reform" you. The best RP experiences in TLI have always revolved around thieves and their quests for riches.

The Slaves: As before, a caveat before beginning. Slavery is a thing taken deadly serious in TLI. There are seperate rules set aside for slaves for a reason. Those who wish to start out as slaves or who wish to be enslaved later MUST read. Slaves do not get off easy, and beatings and sexual torture are not uncommon in their lifetime. If your character is uncomfortable about this, venturing into The Lonely Inn for the first time will be traumatic and staying there may only cause you to gain more grief. Of course, there are some characters who have never heard of slavery before they come here. Talk about a rude awakening.

Okay...you read the rules and you still want to be a slave. Very well, traveler, I'll give you advice on it. If you want to start out as an inn slave, start an OOC discussion with one of the ops or (even better) Sabina. Let them fill you in on what you might need to know or need to do. Ask for tips. You might want to get an MB account and post your intentions on becoming a slave on the board. Then proceed as normal on TLI. Remember to act subservient, call people "Sir" or "Miss", and grovel a lot. The Ops like that. Then, when you get your master, think of them as your savior, your redeemer, your god as it will. Insist on doing anything and EVERYTHING for them. Of course, if your character is collared unwillingly (but with OOC permission as cases may show), feel free to act livid until punished and taught otherwise.

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Is it better to be loved or feared?

Hell if I know. I like the love part. It's a feeling of benevolence, to spend a couple of hours doing nothing but resting against each other, looking into a loved one's eyes, kissing and snuggling a little. You share much, both through words and through body. Every time a man and a woman mate, they impart a bit of their essence into each other, adding their hopes and fears, melding into one, getting a stunning moment of clarity and peace. Perhaps that's why people are such sexual maniacs here. They like to get as much experience and life into themselves as possible.

The fear...well, I've never been feared. Truly feared, anyway. I'm more content in earning respect, not fear. Fear does nothing other than freeze one's soul, paralysing them into submission. What good is that? People need to submit by their own volition, to their own means. If they do something for you just for the sole reason that they fear your wrath will serve nothing.

I prefer trust over fear, closeness over demand, intimacy over plain sex. Does that make me good in other people's eyes? Indeed to some. Does it make me a coward? No...but it makes me better understand what the purpose of this life is around me... *******************

Alignment

"Good. Bad. I'm the one with the sword."

-Celesia of Warenne

Once inside the Inn, you'll find many subplots and storylines floating about. Some involve catching bounties or settling feuds. Others might be planning heists or kidnappings. A few might crop up that could change the fate of the Inn or some of its inhabitants forever. When the moment of truth comes and when the deal goes down, where will you stand?

It's not entirely necessary for you to decide on your alignment right off when you first step into the inn or even at all, but as you make choices in the inn with people, it might help to determine your future courses of action. It not only shapes your decisions, it shapes your destiny. It all boils down to three archetypes. You can be clad in the black of Evil, you can be clad in the shining white of Good, or you may stay in the gray areas, the natural Neutral wild card.

Good: The advantages of being good is obvious. Everyone likes a pure damsel or a knight in shining armor. Noble, kind, and selfless, you always want to help others and keep the world safe from those who wish to corrupt it for selfish gain. The disadvantages are also obvious. It's boring, a bit too easy to run, and there's always a few evil spirits ready and willing to take you down a few pegs.

Neutral: Everyone starts out as uncertain. Even after a time, a patron can choose not to get involved be it to indifference or to personal creed. Some professions, such as healers and bards, are better off staying neutral to prevent compromising their positions. This is perhaps the safest alignment one can choose, but the temptations from either side grow stronger every day.

Evil: Every fantasy must have their villains. These dark souls choose the darker path for power and wisdom or sell their souls in the pursuit of insatiable desires. Some evil ones stay low and snipe at the unsuspecting, while others exude dark and corrupt auras. For some reason, patrons with Dark Elf or Goblin blood have evil reputations that preceed them. Most of the time they give in to the dark desires, not so much driven by ambition as they are from instinct. This makes them all the more dangerous.

Variables (Lawful, Stable, Unstable, Chaotic): As there are shades of black and white, also there are shades of good and evil. These shades are usually represented by certain prefixes which shows the determination or disposition of the character.

A "lawful" good or evil character always acts as predicted towards his good or bad tendencies, always keeping a steady holding to his religion and mores. There's no such thing as a dependable neutral, as that would mean that the patron is extremely indecisive towards the good and the evil. It's not logical.

A "stable" character believes in equilibrium. They are careful and shrewd, using reasoning and subterfuge if needs be to keep their interests intact. They are not that rigid, and can sometimes do uncharacteristically good or bad deeds. They can also have stable relationships and can be relied upon in a pinch for fellow allies.

An "unstable" character has intense inner struggles that can affect their decisions. They aren't necessarily insane. They're just still figuring out their purpose in life, dealing with their past and preparing a future. Couples with uncertain affiliations can help each other and makes for good RP romance.

A "chaotic" character is just that. They are absolutely unpredictable, helping a beggar one moment, raping the beggar's wife the next. There is no method to the madness, and only a radical change of events can get them to consider their focus in the big picture.

Alignments are volatile and can change over the course of weeks or even days. To figure out your character's alignment, weigh the choices and the actions you have made. Remember your backstory and think of what drove you to come to the Inn. Consider your contacts and their actions. If your acts are evil and/or contacts have tendencies to cause evil, then it's a safe bet to say that you're evil as well.

Still confused a bit, traveler? That's why I noted it was optional. But if you REALLY want to use this, let me give you a little delving into the past:

Arnoch Bretail's story is one of tragedy after tragedy. Starting off as a healer from the North searching for a business, he learned through RP events that his hometown had been destroyed by trolls aided by the Drow Noble House of Tor-Nocturne. As events passed, his apprenticeship to the cleric known as Arix Link helped Arnoch win the notice of some of the older patrons, especially Story, a human raised in the way of the Drow. Surprisingly, he had also won a small amout of tolerance from the fearsome barbarian known as K2. But the road still brought along hardship, as Arnoch was forced to violate his healer's oath and kill the mage knights Firasha and Watestic on the field of battle. A cascade of events followed, including a close confrontation with Shaka and brushes with Drow assassins.

During this time, he fell in love with the catgirl Wander, and despite her being pledged to a man called Ashe, he sought to win her. His efforts looked to be in vain until one night, when the two had a dream where their souls mated. The next day, the two went to Arnoch's camp in the forest and revealed their love for each other. Events finally freed Wander from her engagement, and their love was consummated, resulting in their three children, Gerard, Eilia, and Crimson`Omnech.

After Link succumbed to his wounds, Arnoch was forced to to reconsider his life's work. A chance visit to Unigo and a small discussion with Rincewind changed his life, deciding that the study of magic would bring him peace. Working in close proximity with the unintentionally attractive Kytara Sung did strain his relationship with his mate, and long hours at the magic school only seemed to draw the former healer away from the outside world.

Then, the spirit of Firasha took a hold of Arnoch, preying upon his inner despair forcing him out of Unigo and into the woods. There, he assisted a Drow nobleman who was beset by an angered goblin horde. This nobleman, Filraen Melarnae, took the possessed mage under his wing, making him a bondsman to the house of Melarnae. With the spirit of Firasha burning deep inside him, Arnoch was forced to carry out a twisted revenge against his former friend Morgan Drakewing.

Finally, after Morgan's friends gathered to help him, Firasha was exorcized from Arnoch's body before the mage could lead an assault from Unigo. Weakened and tired, the mage went into hiding in the forest, scared to return to the town he had once called home, afraid of the crimes he had comitted, afraid even to return to the one he truly loves.

Weighing this information, Arnoch barely squeezes into an "unstable neutral" alignment due to his actions and his demeanor. He had succumbed to madness, controlled by a shadow of a past that led him to evil. Now, he is blinded, weak, and still haunted. Only time will tell if he will ever return to the healer the Inn once knew.

It can usually take as much as three weeks to get an idea on your alignment, and it can change rapidly afterwards once your backstory fleshes out. Play a character that you can work around. Watch the interactions between different people about the inn and play how you would normally act in real life. If you wish to be evil, let your imagination run wild. Going slightly crazy once in a while doesn't hurt either. In fact, it may be funny or dramatic at a crucial juncture. Above all, remember to react and interact. Consider the realm of Belariath a stage, and you are an actor in one of the largest ongoing plays around. Just remember, when you interact with people, they will also interact with you. Do some wrong...and it will be hard to regain their trust. Do not be discouraged. Everyone has their bad days. Be perseverant and soon, you'll be the one people talk about and want to emulate.

After all, that's want you want to end up doing, isn't it?

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Use these words wisely, traveler. I have only been here for a short time myself, but comparing experience leads to better understanding as well. If you actually took time reading through this, my thanks to you. If you wish to add some more advice, you may find me upon the red couch in front of the hearth, eyes looking around, looking for a soul to speak with. I will await you, and make you feel more at home. Take care.

Deckard Morgannus Drakewing