"Permanent General Orders:
Auxiliary shall strive to locate and report capable men worthy of taking part in the Auxiliary Program.
Auxiliary shall obtain and deliver fuel for Shield maintenance to the Refinery.
Auxiliary shall manage the proliferation of licensing throughout Sanctuary. See an Agent or Captain to procure licenses to offer. Thoroughly interview prospective licensees, and ensure they will offer some benefit before they are granted a license of any sort.
Auxiliary shall endeavour to prevent, stop, or else punish anyone or anything tampering with the Dunwarren Machine. Includes illegal salvage and unauthorised animatron assembly or engineering operations.
Auxiliary shall endevour to monitor any venture into the Machine. Those who enter the Machine without the approval or accompaniment of the Spellguard should be duly punished. Baublium and animatron parts should be confiscated where possible.
Auxiliary shall encourage all citizens to follow their example, and assistthe Spellguard in maintaining the safety of Sanctuary through the Shield.
When not assigned to projects, Auxiliary are expected to use their initiative to occupy themselves with productive activities of self-improvement and service to Sanctuary"
[COLOR="Red"]As you can see, as a member of the Spellguard Auxiliary, you will rarely find yourself with nothing to do. So the question is, why should you join? Well, do you find yourself with little time to invest, and are therefore being left behind because you have no time to make IG friends? Do you find yourself struggling with creating interest in your goals, having only a few hours a week to spare? Have you been playing for long but never managed to touch the "core" of efu? Do you feel everything happens around you without you noticing and your efforts are always frustrated? If the answer to one of these questions is yes, then probably you should give the Auxiliary a chance.
As a member of the Auxiliary, aside from free rests and a minor shop, you will get:
- Allies on the spot. It does not matter if you can log only once a week. If there are other Auxiliaries logged in, it will come natural to interact with them, and have something in common. No matter how frequently you can log, your character will have roots, and feel part of the server.
- An interesting mechanic in fixing machine malfunctions. You usually end up logging in and just running through a few quest because you do not know what else to do? Now you can gather groups with an important aim, show them one of the most important aspects of our setting, make a name for yourself. (And meanwhile, you will also get paid)
- A forum. Do you find yourself clueless about what is going on? You would love to have an insight into what is happening on efu but you do not know how? Read the forum, and there you go. Even if you can't be in game, you will most likely know what happens.
- Spellguard bosses. You have time to invest, but you do not know how to use it? You do not know how to get the attention of a DM? You have great ideas in mind but you do not know how to translate them in game and frustration leads you to drift to just common questing? The Auxiliary report directly to the Spellguard. If you want to get involved in the server happenings, and I mean the DEEPEST happenings, all you have to do is speak with an Agent PC and ask him what to d. I can guarantee you will find yourself with so much to do you wuold wish you could just take a break and sit in Freedom Square for a few minutes. Working for those who are in a commanding position is the best way to get involved in the life of the server.
And I am sure I have forgotten a lot of stuff, that other Auxiliaries can add. Ah, right, joining is very simple, it does not even require an application![/COLOR]
The Auxiliary is a fun faction, and as one of the first to dedicate alot of time into it. I can say it was worth it. Just keep in mind that the Spellguard are not a "Goodly" group, but more of a lawful group.
Its a fun faction and I recommend it.
I second to that. What little time I spent in it was fun as hells.
Bumplestiltskin.
From the experimental works of the Engineers in advanced papyrustechnics to the psuedo-militaristic workings of the School of War, the Spellguard Auxiliary are an Association in every sense of the word. Like the Aberdenn and Caermyn before them, unlike other elements they are a faction that is predominately operated from a PC ran basis.
The extent of what you get out of them is what you put into them and application-worthy positions of "Captain" given greater responsibilities of the faction is a possibility. If you ever had an interest in the machine, are interested in some highly-lawful RP of an overt or covert military nature, then the Aux Populi may be for you.
From genocide of the chosen, to the mechanized steampunk activities of the machine, and recent street-fights with dissident forces there is never a dull moment.
*bump*
bump
Bump
Now is an ace of time to join.
Bump
Now is a great time to make a new Auxiliary. With two active Agents around there are a ton of chances for interaction between the Spellguard and its Auxiliaries. There aren't as many actual Auxiliary around right now, either, so now is a fantastic time to sign up with some big goals in mind to get a lot of attention!
The Auxiliary are an association, so they do not get quite the level of attention as other larger factions. That said, it is a great platform to launch in-character goals from, and you can find yourself with a huge support network in the form of the Agents and other assets of Sanctuary. They are a very polarizing group, and signing on will immediately mean some IC rivals and enemies to help promote enjoyable conflict on the server.
Make an Auxiliary! Be the boot of the Spellguard, forever stomping on the faces of its enemies.
I'd suggest anyone that wants to know more about the Machine and Sanctuary join this group.
There are some nice perks, best found out about IG and you will get straight into the middle of the action.
Whole range of concepts will work from peaceable engineers, to honorable soldiers to assassins and bounty hunters and loads more.
Entry is by recommendation IG, but not difficult.
My character Azriah is heavily recruiting IG so anyone interested should come to his sendings.
I'll second that is a great way to get involved in some of the servers big happenings
Just curious what are the opportunities for advancement within the Spellguard Auxillary?
Each school (SChool of War and School of Engineering) has promotable positions for Captain ranking status. It basically makes you the favored go-to-man of the Agents for all matters and gives you command over your respective school in the pursuit of your area of expertise.
Can this Auxillary be used as a way into the official ranks of the Spellguard itself or no?
Been a bit of an update RWG:
[SIZE="6"]School of War[/SIZE]QuoteInfantryman - You start as this, this covers everything from raw recruits to veterans
QuoteSpecialists - The most loyal and "best" of the Infantrymen get promoted to Specialist. FOIG what "perks" you get. This requires an application.
QuoteCaptain - The very best of the Specialists get promoted to Captain. This is extremely tough to get now. Would have to have delivered amazing boons to the Spellguard over a long period. This requires an application.
[SIZE="6"]School of Engineering[/SIZE]QuoteTechnician - This covers raw recruits to those fairly experienced
QuoteEngineer - Shown some real talent, built some seriously cool stuff, discovered some deep dark secrets of the Machine. Application required.
QuoteChief Engineer - Best of the best Engineers make it to this. Knowledge of the Machine would be vast and detailed. Same as Captain, extremely challenging to attain. This requires an application.
More details can be found IG if you join up!
Regarding your question... helping out with Auxiliary matters as a Mage who is an "Aspirant" is in my experience an excellent place to start showing your are serious about joining the Spellguard.
As if by magic... a new "rank" has been released, which gives a chance for Aspirant mages to show their worth and perhaps earn their rank of Agent.
[SIZE="6"]Auxiliary Consul[/SIZE]QuoteThe position of rank is beneath Specialist and Engineer but above Technician and Infantryman
To facilitate affairs, the Auxiliary Consul will have access to the barracks of both schools and command over the lowers rank in absence of Agent or a ranking Specialist or Engineer.
The Auxiliary-Consul is charged with handling orchestration of Auxiliary Recruitment so the School of War and Engineering may focus on their workings.
Auxiliary may make recommendations to him if an individual is worthy of service. The final say however remains in the hands of the Reformed Order of the Spellguard and its Agents
There is already one at present (not sure if we can have more than one at a time) but if people have future ideas for Agents, there is a chance to weave this stepping stone into a concept.
Its only for mages though, damn :(
Unsure quite what you mean.... normal Auxiliary can pretty much do all the things the Consul can.
The Consul role just gives an opportunity for a Mage PC to prove themselves loyal / helpful etc. for gaining entry to the Spellguard.
Here's a list of viable concepts. A lot of people keep thinking you have to be a Rogue with the Engineering perk to be in the School of Engineering. False!
Any individual devoted to the Red Knight can find place in the School of War as the Quartermaster is a tried and true Priest of the Red Knight. Get your faith on
A Ranger with FE: Constructs who specializes in the hunting and capture of the most rare and dangerous animatrons for salvage or re-education
A Pipe-Organ and Music Box repairman of a bard who after the world's end has taken to tinkering with the largest machine in the world in the School of Engineering
A Rogue with the Apothecary perk amongst the School of Engineering working as a researcher
A monastic sort seeking "Harmony with the Machine" as the intense order, clockwork, and reliance of constructs is beyond the capabilities of humanity
A Rogue with the Archaeologist perk in the School of Engineering determined to scour and ferret out the secrets of the Machine ala Steampunk Indiana Jones
A Bounty Hunter who works as a covert operative in pursuit of wet-work and potential assassination of Sanctuary's foes in the School of War
A Rogue with the Merchant Perk who sets up an illegal salvage operation selling machine parts, Baublium, and more as a Front for investigations into such workers in the School of Engineering
A Fighter with the Drill Sergeant Perk to Whip the new infantrymen into proper shape.
A Fighter with the Vigilante perk bringing questionable justice upon the In-Between as part of the Embargo of Lower Sanctuary
A Non-Combat Rogue with the Diplomat and Politician perk as a member of the School of Engineering operating like Auxiliary Dobbins as a Public Relations, Human Resources, or similar office dealing with public affairs
A rogue with the Investigator and Detective Perk fashioned as a Scrapper-Hunter scouring the machines for would be trouble makers
A Ranger with FE: Shapechanger to lead the Pacification Campaign as the Auxiliary's own Jarik Blake
A bard with the Loremaster Perk seeking to uncover the rich lore and history of the Machine as it has stood for ages
A bard with the Troubador perk seeking to research the substance and use the odd liquid that the Fey are so addicted to in order to find himself a most beautiful Fey Bride
Just a few rough ideas off the top of my head for someone to flesh out more of. There's a lot of style and variety that can go into the Auxiliary and there is no shortage of involvement in affairs.
An Auxiliary can be anything from a Red-Shirt for the Spellguard to a researcher to a warrior and beyond. There's ways to play them with the public, with crime, with magic, and more.
The School of War is great for the traditional style EFU PC but there's no shortage of potential for Non-Combat focused individuals in the School of Engineering.
Contrary to popular belief not all of them require EFUSS Engineering though it does have its uses in day to day affairs.
The Auxiliary have been imbued with new powers. If you've ever wanted to play an Auxiliary now is the time!
Details (http://www.efupw.com/forums/showthread.php?p=397824&posted=1#post397824) can be found here.
Recent events means now is a good time to join the Auxiliary for shenanigans
Consistently played Spellguard-enthusiasts do a lot for the server, and I've been building content to try make it more fun. It's a good way to go if you're looking for a long-term PC or struggling for a way to get involved. Feel free to get in touch with me if you have any questions or ideas.
There's a new Agent in town, so now is the ideal time to hop on board and play an Auxiliary. Upper becomes much more vital and full of conflict with active Spellguard and Auxiliary, and there's many plots to hop on board with. So...
(http://i.imgur.com/bXmgKfS.jpg)
The enigmatic powers granted to the Auxiliary lend to a huge amount of potential for jurisdictional conflict and the recent conflict with the Sanctuary Watch has lent a lot of fun to Uppers at time stale dynamic.
Everything from Elite Commandos to Mechanics to Patriotic Jackbooted Thugs offer a lot of awesome support to one of the most intense factions in EFU. The more Auxiliary there are the more fun it is to play an Agent which at time can be an overwhelming charge.
Enlist today!
Join me!
I don't have much to add above and beyond what everyone's already said here, but I can tell you that it's a solid faction for people that want to get involved in ever-present plots/conflict/intrigue.
There's also room for Covert Assets for anyone that wants to work for Queen and Country.
(The Queen is Gwendolen, obviously)
Noticing a distinct lack of pictures in this thread so I thought I'd jazz it up with a couple shots of my last week(!) in the In-Between.
(http://i.imgur.com/K7CtOgK.jpg)
(http://i.imgur.com/CbjOJfa.jpg)
The list of concepts provided by RwG provide a great number of ways for first-timers to get themselves involved with the Spellguard Auxiliary, and there's always room for more. We have solid support in the form of fantastic Spellguard Agent PC's at the moment, and a nice cord of Auxiliary to march in line with. While the Auxiliary tends to be dumbed down to faceless Stormtrooper thug (big ups if you go that route) who exists to take orders, there's room for all kinds of concepts with their own goals to pursue. While not all of them are immediately apparent to the public, being involved with the Auxiliary gives you access to a number of interesting plotlines to pursue simply through membership.
Embrace your inner Spelltyrant/Patriot and join the elite Spellguard Auxiliary today!
(http://i.imgur.com/GAo3G2W.jpg)
Do you want to build an animatron?
Join the Spellguard Auxiliary!
RwG is rolling up an Auxiliary PC, you should too!
Quote from: Gear Head;418603RwG is rolling up an Auxiliary PC, you should too!
No I'm not. Don't start this into a trend where people say I'm joining a faction to encourage others lol. My name is toxic enough as it is.
Bumping this.
The Auxiliary supports a lot of concepts from simple bodyguards to mad scientists. There's plenty of room for promotions within that come with perks.
These guys still alive and kicking?
Yes, The Auxillary is still an Association you can join
Thanks, great to know