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Messages - Aldrick Tanith

#1
Suggestions /
February 09, 2009, 12:54:05 AM
It is not just for faction HQ's.  It can be for community related projects, business related projects for PC merchants, etc.  The system could also be used to track the clearing of rubble.  It could also be used for building various things, like statues.  All of the core mechanics needed to build this system already exist in the module in one form or another, and while I am not a scripter, I don't imagine that it'd take more than an afternoon of dedicated scripting to put it all together in a form ready for bug testing.

The core spirit of EFUA is / was supposed to be different from EFU.  This suggestion is in the spirit of EFUA's original intent:  to help PC's build things.  It's primary goal is to help DM's and PC's track progress and effort.

Quote from: Howland;101256One more thing. The argument, advanced occasionally since Day One of EFU, that PvP was the only way to accomplish something meaningful in our environment has always bothered me. It has bothered me because I have the perspective of someone who sees all the things that players accomplish and how often no PvP is involved at all. Really, the best way to accomplish things has generally been just whoever can bring more PCs to their side/involve more players - but, there is some truth that at times towards the end days of EFU PvP was more prominent.

One of the very specific changes we wanted to make with EFU:A was focus on this idea that the best rewards would go to those who would build, rather than destroy. As an example, in EFU PCs loved to bomb and burn down buildings. We prided ourselves in being responsive to PC actions, and generally would go to remarkable efforts to ensure that the module was always updated with these piles of rubble and so on, and I think some players got the idea that bombing/burning/destroying was a pretty good thing to do.

Regardless, in EFUA we wanted - and want - to particularly promote the idea that characters that build neat stuff (factions, rituals, ceremonies, whatever) will get extra special attention from us. This is, as before, independent of alignment.

Please understand, this is not a call for more DM messages requesting supervision for crafting-related things (we have a thread for that), but rather - doing stuff that is productive and interesting and makes us want to watch you, rather than feeling obligated to.

So yes, that is our intent. "Building" rather than destroying.
#2
Suggestions /
February 08, 2009, 06:19:30 PM
The general idea about submitting the areas is that it saves DM's time.  They do not have to actually build it, and thus the time spent looking at the area that you wish to build is small in comparison.

While I suspect if such a system was implemented that a lot of people would want to build things in the beginning, this would eventually drop off.  Once the first wave of buildings are built it then becomes more economical for players to battle over who controls them rather than build their own.  Most building, I think, would be to expand / redesign existing buildings rather than build entirely new ones.
#3
Suggestions /
February 08, 2009, 05:59:44 PM
How things might work out ICly:

-  Wealthy players can spend their gold on something other than consumables.  As it does require time to construct things, a wealthy merchant might issue 10gp per suitable stone to help build the Ilmatari Shrine.  This allows him to leverage the Ilmatari priest and faithful politically.

-  It encourages cooperation.  Outside of questing and various political things... there is not much to encourage cooperation.  There are endless things to cause conflict, but things that encourage cooperation are lacking.

-  Due to the above, this is an easy way to get new players involved with the server.  It might not be as exciting as questing, but they will at least be roped into working with and for others.

-  This has the potential to cause conflict between nature-lovers and the colony.  The druids are only going to tolerate a certain amount of deforestation.
#4
Suggestions /
February 08, 2009, 12:56:17 PM
That's not the case?  That's surprising.  Then again there are a few IC obstacles from escaping Old Port to the relative freedom of the Colony. >_>
#5
Suggestions /
February 08, 2009, 11:27:03 AM
It seems to me that the bulk of people coming to the Colony would be from Old Port.  Unless the Ziggurat is pulling people to the island constantly, which I don't believe is the case.  I'd say that the Ziggurat has probably pulled 150ish people to the island so far, with roughly 50ish from Sanctuary, and 250ish from Old Port.

Of course, there is also a good argument as to why PC's should not start from Old Port, and that argument is lack of IC knowledge about the location.  A PC wouldn't show up in the Colony, say he's from Old Port, and then not be able to answer who the Count is, for example.

I'm on the fence.  I like the idea of the bulk of people coming from Old Port, though.
#6
Suggestions /
February 08, 2009, 08:57:36 AM
The problem with starting in Old Port is that you need to make the bluff or persuade check (I forget which) on the NPC you spawn next to in order to get citizenship papers.  That should be changed.  

Every PC I've made to test out this starting area has failed to make the check, and thus failed to leave Old Port.
#7
General Discussion /
February 08, 2009, 01:25:15 AM
I'm sensing some bitterness over the collapse of the Society due to IC events. >_>

Just know, ending the Society wasn't my idea, and if I had the power I would have kept it around.  Aldrick did numerous things as Grand Magister to protect the Society (like keeping Ortred in the dark about Tyrell being an escaped slave).  If Aldrick would have had it his way, the Society would have remained alive and active, but it wasn't my decision OOC or IC.

"Yet from the start, I decided it would be a faction with a limited lifespan. It's important to me that such plots end with a bang, while leaving room to continue the plot in a different vein for the future. As the Society faction was extraordinarily time-consuming to maintain, I was afraid that in my absence it would quickly fall downhill and no longer be the faction we know today. As I will be taking the next five months off for school, now was an opportune time to end." -  Sternhund

So yeah, I didn't come at you guys with OOC maliciousness or anything.  You do not know what happened ICly, and it'd be too spoilerish for me to go into all the details, but suffice it to say Aldrick really had little choice in the matter.

---

As to the other points.

1.  Aldrick is indeed cowardly.  He avoids violent conflict when he can.  That is not a mistake or a lack of charisma.  He's just not stupid.  He's going to duel Gaeseric to the death?  Yeah, right.  He's seen him in battle several times.  That is not how Aldrick solves conflicts, I do not think that makes him a bad leader - it makes him a leader that outlives risk takers like Ortred. :p

2.  Aldrick has just over nine days total logged IG since character creation, 251 hours total, that is almost 3 hours logged IG each day.  I do a lot of forum stuff, it's true, but Aldrick is involved in other active factions and has a lot of management.  If you count the hours I spent on forum plus the time I spent IG that could easy come out to 5 hours per day since character creation.  That is an insane amount of time.  You may not have seen me much after the Society collapsed, but that was because the Magister's Guild also lost several of its members making it a largely inactive faction.  On top of that the goverment completely shut down without Ortred.  The other factions I was involved in did not require my presence IG constantly like the guild did.  Thus, I began to better manage my time, logging in only when requested or needed.  I still have a life outside of EfU.

The other points are mostly FIOG.

---

So, yeah.  I'd like to get back to the original intention of the thread. >_>
#8
General Discussion /
February 07, 2009, 11:46:52 PM
As a side note, I should point out that when I created Aldrick I had no real intention of creating the Magister's Guild.  Aldrick's intentions were to covertly take over the Mage's Guild from within and control it vicariously through its leaders.  He never wanted a public face.

However, IC events and actions of others forced him into the role, and when he saw the opportunity put before him he claimed it.  Thus, the Magister's Guild was born.

The original Magister's Guild was just to be a collection of wizards.  A fraternity like the old Mage's Guild.  However, after Aldrick joined the Society and he began to learn things... the Magister's Guild began to take on a purpose.  Internally, there have been several shifts in philosophy and stuff like that.  It's had an identity crisis since day one.

It suffered ICly (and OOCly too for some people) as being viewed as a sub-group within the Society rather than its own separate entity.  This indirectly led to events involving the collapse of the Society. (Although, really, those events were outside of Aldrick's control.  It would have taken place with or without him.)  

With the Society gone, and the government all but inactive as the DM's rework it... it left the Magister's Guild on a limb.  It's two biggest faction supporters were gone, it was forced to rely upon itself, and it could not sustain itself... thus it slowly faded.

This is an attempt to revamp the faction to be more independent.  If it were to remain a single class faction, especially a class that requires other classes to be successful, it would be forever crippled and dependent upon others, never having the ability to rise on its own.  In essence, the guild has been a coat tail faction, riding on the coat tails of the government and then on the Society.
#9
General Discussion /
February 07, 2009, 11:03:35 PM
Here is most likely how it would work, in practice.

You have the obvious core of the guild, the Magister's.  Magister's begin recruitment.  We then begin working out where your PC best fits.  It might be in the groups above, or it might be something completely different!  

They were meant to be examples, idea creators.  I know people look at the Magister's Guild and the first thing they think is Spellguard, and then probably the Society.  The above are ideas that break the mold of what has been done before.

Divine Champion of Azuth?  Cleric of Azuth / Mystra who wishes to see the Magister's Guild take over the island?  Merchant of Waukeen interested in helping see the Magister's guild succeed in the stability they seek to provide, as a stable society can begin to conduct trade.  An assassin / bounty hunter dedicated to hunting down rogue wizards and intimidating them into joining the guild, etc.

Really, the possibilities are huge.  I am just trying to expand the collective mindset.  >_>
#10
General Discussion /
February 07, 2009, 10:48:15 PM
Sorry, I wasn't clear.

They weren't designed to be sections per-say.  More like archetypes of certain types of characters that could fit into the guild.  To generate ideas.

It was me kinda brainstorming.  I am trying to create something that doesn't feel like Spellguard v2 and doesn't feel like Society reborn.  Something that is built around a unifying theme.

I threw the above out there to stimulate the collective minds of folks here.  So people get an idea of what it -could- look like, not what it -will- look like.  (Although, admittedly, if it could look like that I think it would be awesome.  But as a PC faction we just won't have enough people.)
#11
General Discussion /
February 07, 2009, 08:56:12 PM
Professor Death-

I like most of your ideas, and am going to try and include them.  Especially 3, 4, 5 and 6.
#12
General Discussion /
February 07, 2009, 08:41:45 PM
I've come up with some potential character archetypes that could form the "core" foundations of the guild.  

I whacked my brain trying to figure out how to make a wizard central guild:

A)  Not look like a cheap Spellguard clone.
B)  Not look like a rehash of the Society.

I hope these archetypes, which are just broad templates, help make it clear that it is something -different-.  I'd like feedback and opinions on them.  It is not my intention to limit people to what is listed, but rather try and provide a guideline for flavor and ideas.

[SIZE="4"]The Magister's[/SIZE]


"In the end who can really protect the people here?  They are defenseless against the things that lay hidden upon this island.  Do you fear the Nightrisers?  Good, they are nothing compared to what lays deeper within these ruins.  In the end only we can protect you.  It is our duty to learn what others must not, so that we may defend against what others cannot.  Netheril was a powerful empire ruled by wizards, and it will take a wizard to correct the legacy of their folly."

Requirements:  Wizard, Non-Chaotic
Most Likely Deities:  Helm, Azuth or Mystra

The Magister's function as the leaders of the guild, and self-appointed guardians of the colony.  They seek to uncover secret and hidden knowledge.  They say they do this to protect the colony against hidden dangers, dangers that they are reluctant to talk about.  Others say they do this for their own selfish ends, motivated by a desire to build a New Netheril Empire upon the islands.  What is clear, however, is that they seek to attract as many as they can to their cause... whatever cause that might be.

A Magister is a wizard bound by an oath to protect the Colony.  They work openly to study the ruins, uncover lost artifacts and obtain new knowledge.  They rarely share their findings, preferring to keep such knowledge to themselves, or use that knowledge as leverage.  Those who seek knowledge from the guild often are required to give something in exchange, typically an oath of loyalty to their cause.

Magister's Oaths:  "I vow that I shall serve the Magister's Guild to the best of my abilities.  

I vow to protect the secrets and knowledge of the guild.

I vow to defend the civilized people of this colony.  

I vow to learn from the mistakes of Netheril and not repeat them.  

I vow never to use my magic against a citizen of the colony, except against those who threaten it, in the defense of my life, or the life of another member of the guild or colony.

I vow to speak only what I believe to be true.

I vow to conduct myself with dignity as a representative of the Magister's Guild."




[SIZE="4"]The Warden's[/SIZE]

""Valor is the lifeblood of all Warden's, the force that drives us to deeds of honor and glory.  It is the steel in our spines that allows us to face horrors that were born of nightmares made real.  Above all things, a warden must be brave, matching his courage not only against his foes but against the task that faces all wardens:  defending the Magister's from all harm.""

Requirements:  Non-Chaotic, fighter or ranger.
Compatible PrC's:  Knight or Weapon Master
Most Likely Deities:  Helm, Azuth or Mystra

The Wardens are a group of honorable warriors dedicated to the defense of the colony and the Magister's Guild.  They have pledged their loyalty to the Magister's and work to defend them with their lives.  While most follow Azuth or Mystra there is no religious requirement to join.  Some Helmites, swayed by the Guild's open declaration to defend the colony have also been persuaded into joining.

A Warden lives by a code of conduct, outlined below in the oaths, and is charged with defending the Magister's no matter the cost.  Many Wardens seek to become Knights, while others seek to enhance their combat abilities and work to become Weapon Master's.  Others just seek a chance to prove themselves as skilled warriors.  What ever their reasons, their purpose is clear:  no Magister must die on their watch.

Warden's Oaths:  "I vow to serve the Magister's to the best of my ability.

I vow to protect the secrets and knowledge of the guild.

I vow to defend the Magister's no matter the cost or the price to myself.

I vow to defend the civilized people of this colony.

I vow to speak only what I believe to be true.

I vow to conduct myself with dignity as a representative of the Magister's Guild.

I vow to act with courage and valor.

I vow to avoid causing harm to the colony.

I vow to keep my word to the best of my ability in all dealings."




[SIZE="4"]The Fury[/SIZE]

"A violent fire of change and motion, a fury, burns within the blood of many, frozen into stillness as water freezes into ice.  If unleashed haphazardly, the fury is wasted and its vessel is broken.  But if one is clever, careful, and focused of will, the fury's energy can be harnessed and used to transform the things of the world, just as fire hardens a clay vessel or lightning fuses sand into glass.  The Magister's have taught us how to tap into this inner fury, and now we wield it for them."

Requirements:  Sorcerer
Most Likely Deities:  Any

Sorcerer's are a dangerous group of individuals as many are unable to control their powers.  Most wizards view them as little more than savages, yet the Magister's Guild has taken a keen interest in them.  Under the mantra of protecting the colony, the guild has begun to recruit Sorcerer's with active talent.  They study them and work to help them harness and control their power.  There have even been rumors of the Magister's "awakening" latent sorcerous talents in others.

These Sorcerers that serve the Magister's call themselves Furies.  Many seem to develop transmutation or destructive powers.  Whether this is a result of the Magister's doing or simply an oddity, few can say.

Fury's Oaths:  "I vow to serve the Magister's to the best of my ability.

I vow to protect the secrets and knowledge of the guild.

I vow to conduct myself with dignity as a representative of the Magister's Guild."




[SIZE="4"]Magister's Fist[/SIZE]

"Let them attack us with their magic and their blades.  We are like the rock which stretches into the vast sea and which, exposed to the fury of the winds and beaten against the waves, endures all violence.  Yet, we shall not merely endure; we shall prevail for we are both strong of body, mind and spirit."

Requirements:  Lawful, Monk
Most Likely Deities:  Helm, Azuth or Mystra

Much like the Wardens the Magister's Fists are dedicated to protecting the Magister's although that is not their primary task.  They are specially trained to withstand arcane magic and to do battle against wizards.  They are few in number with most worshiping Azuth.  Their mission is to prepare to do battle against the arcane creations of the island, and if necessary their creators as well.  Some whisper that these monks also silently and carefully remove rogue wizards that do not pledge loyalty to the Magister's Guild, and who cause problems for them.

Magister's Fist:  "I vow to serve the Magister's to the best of my ability.

I vow to protect the secrets and knowledge of the guild.

I vow to defend the Magister's no matter the cost or the price to myself.

I vow to defend the civilized people of this colony.

I vow to conduct myself with dignity as a representative of the Magister's Guild."




[SIZE="4"]The Archeologist's[/SIZE]

"Alright, now listen.  At the end of this tunnel there are two trails leading out and to the east.  The leftmost looks easiest, but it isn't:  it is trapped to the nine hells and back.  We have to go the other way instead.  Beyond that there is a guardian of some kind, and a bridge that has been destroyed.  Don't worry, I found a way off to the north, the tunnels look bad but it should be safe enough for us.  Just opposite the bridge is where we need to be.  The artifact cannot be far from there... I can feel it."

Requirements:  Any
Compatible PrC's:   Archaeologist
Most Likely Deities:  Any

Dungeon delvers, artifact hunters, scholars, adventurers, scouts and all other types of individuals pledge loyalty to the Magister's Guild for an endless number of reasons.  Most, however, do so for the ability to explore the ruins with a trusted and experienced group of individuals.  Many wander into the ruins on their own seeking their fortune never to return.  Some claim that unknown horrors created by the ancient Netherese grab them.  Others whisper that the Magister's Guild kills them for attempting to steal their secrets.

There are some specialist individuals who pledge loyalty to the guild and become professional artifact hunters.  They rely upon the expertise of the Magister's Guild to make sense of what they find.

Archeologist's Oaths:  "I vow to serve the Magister's to the best of my ability.

I vow to protect the secrets and knowledge of the guild.

I vow to conduct myself with dignity as a representative of the Magister's Guild."
#13
General Discussion /
February 07, 2009, 01:23:26 PM
Quote from: Listen in Silence;109314I also believe, however, that a faction such as this is sorely lacking in the DM faction list... Perhaps you should consider persuading the DM's into making it a DM faction instead? That'd bring along with it much more stability and a longevity that no pc faction could ever match, despite loose recruitment requirements.

I already tried when we had roughly eight or so wizards as members.  From what I was told the DM's are a bit worn out on wizard only factions, and weren't interested in creating another.  I plead the case that it made perfect sense for such a faction to exist on the island, as it was built by ancient Netherese Wizards and had an active Mythallar... alas... it gained little to no traction.  

I'm hoping that if the faction can get enough PC support, and do enough awesome things that it may eventually become a DM faction much like the guard did.  However, I wouldn't hold my breath.

Amourae-

I like that idea, but it'd be pretty much counter to everything Aldrick has worked toward, so for him it wouldn't be IC.  Although, that doesn't mean a wizard interested in understanding how and why people are on the island, and a way to return home could not join the guild and find support there.
#14
General Discussion /
February 07, 2009, 12:35:15 PM
Some stuff I'm throwing out there:

*  I like the idea of Clerics of Mystra and Azuth holding special places within the guild.  These are two deities that are not often embraced by PC's.  These deities should definitely be able to embrace the guild.  Below is the dogma of these two deities.

Mystra dogma:  Love magic for itself. Do not treat it just as a weapon to reshape the world to your will. True wisdom is knowing when not to use magic. Strive to use magic less as your powers develop, for often the threat or promise of its use outstrips its actual performance. Magic is Art, the Gift of the Lady, and those who wield it are privileged in the extreme. Conduct yourself humbly, not proudly, while being mindful of this. Use the Art deftly and efficiently, not carelessly and recklessly. Seek always to learn and create new magic.

Azuth dogma:  Reason is the best way to approach magic, and magic can be examined and reduced to its component parts through study and meditation. Maintain calm and caution in your spell casting and magic use to avoid making mistakes that even magic cannot undo. Use the Art wisely, and always be mindful of when it is best not to use magic. Teach the wielding of magic and dispense learning throughout Faerûn that the use and knowledge of magic may spread. Live and teach the idea that with magical power comes grave responsibility. Learn every new spell you discover and make a copy for the temple library. Do not hoard your knowledge, and encourage creativity in magic in all ways and at all times.

*  I'd like to divide the guild up into two separate parts.  One part, the leadership, would be wizards.  The second part would be more like the Society:  a collection of individuals who have embraced the philosophy of the guild and have taken the oath.

*  I'd like to have a special place for fighters and fighter multi-classes in the guild.  I am imaging a fighter who takes additional oaths, not to a guild, but to a particular wizard of the guild.  Some type of honor-bond, in which the fighter is bound to protect the wizard even if it means death for himself.  I am imagining it being almost Paladin-like in their oaths.  A great deal of shame should be involved with allowing a wizard to die (any wizard), but an even greater amount of shame is felt when the one you've sworn to protect dies.  Would playing this sort of PC interest anyone?  I could see such PC's working to  obtain the Weapon Master, Knight (especially the Knight) and Divine Champion (of Azuth or Mystra) PrC's.  

*  Maybe some type of special code or oath for wizards.  An ethical code.

*  The Archaeologist should make sense for this guild, and be the primary place such PrC's would want to join.
#15
Suggestions /
February 07, 2009, 11:16:23 AM
Quote from: Listen in Silence;109303Flayer stargazers and wild orcs spawning in the mountains are not set to hostile against eachother... From my knowledge of the internal politics of the savage races, this would be a mistake/bug/oversight?

This also goes for certain wild animals, such as brown bears not attacking orcs. If they could be set to hostile against eachother, the danger lvl of the wild would be scaled down slightly as the realism increases.

I like this suggestion.  Coming across a wild orc battling a flayer and then ganging up on them in the middle of the fight.  That's more fun and realistic than simply walking around, and suddenly you turn a corner and there are two individuals standing there looking at each other, when they realistically would be locked in mortal combat.