EFUPW Forums

Main Forums => General Discussion => Introductions and Group Management => Topic started by: Haer Dalis 83 on October 07, 2013, 09:57:06 PM

Title: Join the Spellguard Auxiliary
Post by: Haer Dalis 83 on October 07, 2013, 09:57:06 PM
"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:
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]
Title:
Post by: Zango_Unchained on October 08, 2013, 01:25:57 AM
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.
Title:
Post by: The Marauder on October 08, 2013, 07:47:57 AM
I second to that. What little time I spent in it was fun as hells.
Title:
Post by: Random_White_Guy on November 23, 2013, 02:14:18 PM
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.
Title:
Post by: The Machinist on March 21, 2014, 02:47:02 PM
*bump*
Title:
Post by: The Machinist on March 28, 2014, 08:37:39 AM
bump
Title:
Post by: The Machinist on April 19, 2014, 07:39:31 AM
Bump
Title:
Post by: The Machinist on May 16, 2014, 12:01:09 PM
Now is an ace of time to join.
Title:
Post by: The Machinist on May 16, 2014, 12:10:20 PM
Bump
Title:
Post by: The Samophlange on May 16, 2014, 03:46:24 PM
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.
Title:
Post by: The Machinist on June 23, 2014, 09:25:58 AM
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.
Title:
Post by: Verk on June 23, 2014, 09:32:40 AM
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
Title:
Post by: SatelliteMind on June 23, 2014, 08:47:30 PM
Just curious what are the opportunities for advancement within the Spellguard Auxillary?
Title:
Post by: Random_White_Guy on June 23, 2014, 08:53:15 PM
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.
Title:
Post by: SatelliteMind on June 23, 2014, 10:10:04 PM
Can this Auxillary be used as a way into the official ranks of the Spellguard itself or no?
Title:
Post by: The Machinist on June 23, 2014, 10:32:10 PM
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!
Title:
Post by: The Machinist on June 23, 2014, 10:33:23 PM
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.
Title:
Post by: The Machinist on June 28, 2014, 10:03:54 AM
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.
Title:
Post by: SatelliteMind on June 29, 2014, 08:28:18 PM
Its only for mages though, damn :(
Title:
Post by: The Machinist on June 29, 2014, 10:20:35 PM
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.
Title:
Post by: Random_White_Guy on July 11, 2014, 01:50:25 PM
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!


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.
Title:
Post by: Random_White_Guy on July 13, 2014, 07:27:49 PM
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.
Title:
Post by: Verk on August 23, 2014, 07:01:08 AM
Recent events means now is a good time to join the Auxiliary for shenanigans
Title:
Post by: Howlando on August 23, 2014, 10:21:13 AM
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.
Title:
Post by: Gear Head on September 14, 2014, 06:15:02 PM
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)
Title:
Post by: Random_White_Guy on September 14, 2014, 06:48:34 PM
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!
Title:
Post by: cmenden on September 14, 2014, 07:57:50 PM
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)
Title:
Post by: Blue41 on November 13, 2014, 11:28:23 PM
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!
Title:
Post by: Gear Head on December 10, 2014, 09:23:56 PM
(http://i.imgur.com/GAo3G2W.jpg)



Do you want to build an animatron?

Join the Spellguard Auxiliary!
Title:
Post by: Gear Head on December 15, 2014, 05:47:38 PM
RwG is rolling up an Auxiliary PC, you should too!
Title:
Post by: Random_White_Guy on December 15, 2014, 05:56:35 PM
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.
Title:
Post by: Verk on March 28, 2015, 04:22:06 PM
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.
Title:
Post by: SatelliteMind on May 02, 2015, 10:42:19 PM
These guys still alive and kicking?
Title:
Post by: Verk on May 02, 2015, 10:47:41 PM
Yes, The Auxillary is still an Association you can join
Title:
Post by: SatelliteMind on May 02, 2015, 10:52:02 PM
Thanks, great to know