Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Zerminar12

#1
Introductions and Group Management / League of Clans
March 28, 2022, 10:47:41 PM
Long have the nonhuman peoples lived in the shadow of the Peerage. Ostracized and oppressed, forced to live in filth-filled slums or toil in the fields. Some become apathetic to their lot in life. Others focus on improving their own conditions while ignoring their kin's plight. But there are those who remember the days of Ticker Square and the Dwarven realm of 94. This is not how things need to be nor how they should be. We should rebuild what was lost, reclaim what we deserve, and prove that we are no lesser than any gallant knight of the Houses. But we cannot accomplish such feats alone. We must stand together, or fall apart.

The League is a pan-nonhuman organization that intends to improve the conditions of the different marginalized peoples and eventually build a new home free from human influence. We do not have any issue with membership in other player factions as long as League members do not act against the interest of the demihumans of the Ward. We are willing to cooperate with Ticker-oriented factions. We also encourage the formation of specific nonhuman factions that can then join the larger alliance of the League. Current members of the League include the Sons of Iron (Dwarves) and the Redfang tribe (Orcs).

QuoteAlignment: Non-evil
Class: Any (No Necromancers)
Race: Nonhuman and Nonmonstrous
#2
Introductions and Group Management / Redfang Tribe
January 09, 2022, 03:08:18 AM
Orcs, like humans, are a tribalistic society. They band into groups and communities lead by the strongest or rarely wisest leader among their lot. The Redfangs are a small tribe of  orcs lead by the Redfang family. Their extensive interactions with human settlements, particularly those of the 99th and 98th Rings, has not only diluted their blood but their orcish culture. While they admire combat, they know when to temper bloodlust with common sense. Furthermore, they worship a strange Small God with striking similarities to the Lord Departed. They are halfbreeds banding together as an extended family to try and find their way in the world. Once landless wanderers like many other tribes, they now seek to start anew as an acknowledged and respected part of society. Dwelling among the other non-humans of Little Ticker, they now seek to mend what has been broken and unite their people in brotherhood.

The Highest Chief, the patron Small God of the tribe, is the alleged father of all races. He goes by many titles and wears many crowns. To the humans he is nobility incarnate. Glory, prestige, and duty made manifest. To the orcs: he is strength, endurance, and fraternity. In this way, he embodies the greatest attributes and values of each race. The Chief is the ruler of heaven and all that dwells beneath it. The Redfang tribe aim to embody his might while their chiefs have sought to imitate his wisdom. However, the core value shared by all followers of the Chief of Heaven is duty. The strong exist solely to protect the weak.


The goals of the Redfang Tribe are as follows:

  • Help improve the safety and prosperity of Little Ticker
  • Unite the non-human races in solidarity
  • Found a peaceful settlement of nonhumans
  • Spread the faith of the Highest Chief

Quote
Recommended Race: Half-Orcs,
Recommended Class: Any (No necromancers),
Recommended Alignment: Non-evil,
Converting to the religion is appreciated but not a requirement.

If you're interested, my Discord handle is Cap'N Cortez. Feel free to DM me.
#3
Since time immemorial, the people of the Rings have gone uneducated and ignorant. Long ago there was once a great temple, a bastion of learning and lore long since lost, or so the legends say. This great temple-library, the Logeion, was  the heart of the faith of the Divine Alphabet until it was burned by a superstitious mob. Who knows what  great advances were lost within those flames? Regardless of whether you believe these tales are historical account or metaphorical fiction, the impression they impart remains the same. Knowledge, the tool by which we better ourselves and the quality of our lives, is a precious treasure that ignorance can easily consume. Thus, in order to rid the City of ignorance, knowledge must be preserved and spread for the betterment of all.



For this purpose, the harborman Ramon Jibralta, a faithful of the Divine Alphabet and crewman of the late great Admiral Byron, has decided to found a new institute in Ring 97 to foster learning and literacy. This "Little Logeion" will not be as grandiose as its namesake but its purpose shall equal the original's in importance.  All are welcome to join the quest to gather and spread lore both mundane and magical. Scholars, authors, and educators are welcome to join the faculty but so are bailiffs and enforcers to protect this new Logeion from the tragedy that faced the first.

Quote
Alignment: Any (Non-evil preferred but not required)
Races: Any
Class: Any (No necromancers, non-changelings preferred)
#4
For some context, I've played EFU for 5 or 6 years and have never been in a "high-conflict" faction. I've been in a few ringrunning groups in Chapter 5. In Chapter 4 I was a member of the Scribes, joined a few petty gangs that dissolved almost immediately, and one time I was the only guy in one of the cults during the Cult War. I had just started playing so that went nowhere because I couldn't figure out how to leave the faction HQ. To summarize: I don't do much PvP or even much political RP. I've mostly been involved in campfire or other casual RP scenarios.

I've recently decided to try my hand at the faction game by starting my own religious faction. You may have seen one of the two forum posts I made about the concept in question. I have a hundred different questions about creating and managing a faction but I figure I shouldn't bother you all with them. The answers to my questions will likely be found by digging deep into ye old archived posts of the forums. However, there is one pressing question that I feel is somewhat subjective and I'd like to hear the opinions of the people currently involved in EFU.

When should I really start pushing my plots, schemes, and plans? When and how should I begin? Getting started has been the most intimidating part for me because the ideology I'm pushing might give a lot of characters a motivation to kill me. I'm ok with the idea of PvP and permadeath. However, I'd like to have a fair chance. Put up a good fight. However, I'm wondering how long I should grind for gold, levels, and equipment before finally making noise. Should I have just started pushing my thing when I got to level 5? Earlier than that? Or should I wait until I'm level 7 with a decent supply of potions. I don't know. So I'd genuinely be grateful for advice on when and how I should get my idea off the ground.
#5


QuoteFor King, For Court, For City

We live in strange times. While once, His Majesty was beloved and praised throughout the 99th, our King has been abandoned. The Peerage, those disloyal petty lords, now pay lip service to a new master. But they are not content to betray His Highness or oppress the non-human denizens of our fair City. Nay, the Peers have gone too far. They now seek to enforce their strange blood-letting cult and spit upon the Small Gods. This disrespect for our City's ancient traditions is too much, even for them.

While the Small Gods each have wildly varying values and rites, we must show unity now. All of the gods have a role within this City, just as every citizen has their part to play. The King, a mysterious figure since time immemorial, is clearly the supreme leader of the City in matters both divine and secular. And the Small Gods, his Divine Court. The time has come for the priests and priestesses of the City's pantheon to come together and stand against Peerage tyranny.

This faction is an attempt at creating an organized inter-faith alliance against the Lord and Lady state church. It seeks to not only combine strength of arms but to blend together the theologies of each member religion to form a united mythology/pantheon. The primary purpose of this Small God alliance is to preserve the religious freedoms of the commonfolk and stand against Peer/Count oppression.

This faction will likely be high conflict due to willfully defying the social norms of the last organized Ward. It will also be RP-heavy with a focus on theological debate, proselytization, and the formation of new social codes. This faction will also be engaged in lots of ringrunning. Since His Majesty is divine, it only makes sense that the ultimate pilgrimage is to reach the 1st ring: the home of his Holy Court.

This faction will be based out of the Ponds to avoid Peer oppression but will still attempt to bring order and civilization. Changelings are to be mistrusted and banditry prohibited. In the long-term this faction will seek to either reform the Peerage or if they prove obstinate to tolerance, build a new society in the Ponds. Both clergy and laity of local faiths are welcome to join the cause.

Clerics will obviously have a prominent role in the development of this group's codes and beliefs; however, non-clerics are always welcome so long as they are religious or seek conversion. You must be a loyalist of the King to take part in this faction, that goes without saying.
#6
I've been away from EfU for a very long time. I last played when Ticker *existed*. Hell, before Tchamorrar outed his scaly hide. So as you might expect, I'm a bit behind on a lot of more recent lore. What I have picked up on is that everyone (who I have met) seems to hate our once beloved ruler now. It doesn't help that I've been mostly spending time in the Peerage. To cut to the point, this post is an attempt to gauge interest in a loyalist faction.

This particular concept is a bit more strange than just "We love the King!". It is by no means an original idea, but the gist is that it would be a King-worshipping cult. Despite blatantly revering the King as a god, there would be room for clerics and laymen of other Small Gods. The other native deities of the City (excluding the Lord and Lady ofc) would be recognized as loyal members of the "King's Divine Court". Phanax would of course be his steward, counting his coin and pocketing a few for his loyal service. Old Grandfather his Spymaster, keeping a watchful gaze over dissidents from the shadows. And so on and so forth.

Despite my relative inexperience with the newer details of the setting, I hope that this faction/cult can interestingly relate to the major modern metaplots of EFU5: the Count's anti-King agenda and the establishment of a "ruling religion". I don't merely want to hear from people who'd like to join this prospective multi-faith alliance, but also from the wider player base. Do you think the theological premise is weak? That a multi-faith coalition is unrealistic? And most importantly of all: do you think this faction will be fun not only to play in but to interact with from the outside?

While I'm personally excited about this concept, I want to create something that will contribute to the wider political climate and player enjoyment more than anything. So please leave your opinions here. Thank you for your time and attention.
#7
General Discussion / What defines a Guildmaster?
September 26, 2019, 09:01:01 AM
The obvious answer being "a master of a guild" but I'm unsure that's quite the case. There appears to be a certain set of NPCs: Tchamorrar, Uld, Webber, and a few others who bear the title "guildmaster". These individuals wield greater political power than others. My question is whether the title of guildmaster is granted or earned. Are the leaders of certain companies referred to as guildmasters (namely the guilds who founded the Square) or does the leader of any significantly powerful and wealthy organization count as a guildmaster?

I'm asking this question because of the way Strongholds work in Ticker Square. Only Merchant Guild members can claim Strongholds yet they are understood to not truly own that land but rather to be renting it. In return for getting to rent that land, they must fulfill the orders of guildmasters. This leads me to conclude that even if a Merchant Guild member possesses a building from which to operate their business, runs a successful and powerful enterprise, and exerts large amounts of influence: they still are not necessarily a "guildmaster".

In conclusion, what separates the leader of a particularly powerful merchant company with some form of guildhall from a full-fledged guildmaster? I'd like to make it abundantly clear that I'm not asking for any information that isn't common knowledge among the populace of Ticker Square. I'm just asking for clarification because I'm an oblivious fool who's probably missed some publicly available info that clearly explains the political situation of the Square.
#8
I've been out of the loop of EFU for a while. I came back briefly after the unveiling of chapter 5 but found myself without the time to really dive in. Now I'm back and I'm sad to find that I've missed out on a ton of characters, plotlines, and sweet sweet EFU political intrigue. Thus I'd love to hear about everyone's journeys. Whether it be an interesting character you had over the past few months or a prominent PC who was/is making big waves on the server. Feel free to also talk about any interesting seams, events, and various other topics of interest as long as you be careful not to attract the attention of the curse  ;).
#9
One thing about Ch 5 that really piqued my interest was the concept of creating clerics of new faiths/ideologies presumably from the character's place of origin. As titillating as this sounded to me, I'm no fool: it'd be stupid to rush in and try this without gathering some information and preparing myself. The forum post that detailed this option https://www.efupw.com/forums/index.php?topic=691380.msg701808#msg701808 said to consult a DM if in doubt. What would be the best means to contact a DM? The #ask-efu-dms channel or creating a forum post?

Secondly, what kind of information should I have prepared for my religion concept? Obviously dogma, but what about organization, rites, holidays and so forth? I'm a big fan of world-building, lore, and other juicy tidbits of information and thus would love to really flesh out a new deity/doctrine. On the other hand, is it possible to go too far and if so what should be the scope of a religion's detail? I understand that writing a novel's worth of information would make it harder on DMs/players who wanted to quickly get an understanding of what a religion is about.

I would also like to know what are the acceptable parameters of such a new faith. Is it acceptable to deify certain preexisting CoR entities or concepts? Both the King and the Architects come to mind. Given that there is no "preexisting citizen" start yet, I'd imagine such a religious concept wouldn't be plausible. Additionally, what is the opinion on overlapping domains? One of the biggest issues I had with FR's vast pantheon is the amount of redundancy among the gods. Is having a "redundant" god acceptable granted that it takes  a new perspective on its domain?

Finally, what is the general metric for an interesting deity/religion? Is something that will generate conflict and change better than a dogma that will conform to the server's current status quo or is anything tonally consistent and well-developed accepted? I apologize that this post has ballooned out into a massive rant. :-[ I probably should've simply stuck to asking where to contact the DMs about this instead of asking for a thesis on what constitutes acceptable theology.   Nevertheless, I am eager to hear the responses from any DMs or knowledgeable players willing to educate me. Thank you for your time!  :D
#10
So I stumbled across the custom 5th level spell Baleful Polymorph and read the description. It permanently turns people into chickens. Given that the soonest one would get this spell is as a 9th level wizard I have numerous questions. Has anyone ever achieved this power? If so, or even if not, how potent is the permanent chickening? I understand that it has no duration but could a greenhorn cleric pop a remove curse spell and undo your hard earned chicken-based wrath? I understand that the power to instantaneously induce a severe case of "chicken pox" in any unwitting player character is immensely powerful but it also seems a bit wrong that a low level cleric could simply wave away the majesty that is permanent chicken oriented polymorph. Furthermore, if Baleful Polymorph was hard or gods forbid impossible to undo what would be the ramifications of the entire server being turned into chickens? I apologize if this is all incredibly stupid but this spell's effect was just so incredible and awe-inspiring that I had to inquire into the glorious possibility that the entire server's population (of players) could be reduced to nothing more than squawking avians. Anyways, this post has rambled on longer than such a casual and ludicrous inquiry has any right to be. The idea of an incredibly powerful 9th level wizard turning all who dared defied him into poultry stew was just such an absurd concept that I had to articulate my musings on such a strange spell.
#11
Recently I've been itching to play a martial class. I'm a big fan of EFU and the illustrious way it beautifies sorcerers. The sorcerous perks are by far some of the most compelling and interesting non-application character concepts one could devise. Not to say that other classes don't have plenty of appeal, in fact this post is all about fighters, but a Bone Warden or Ooze Savant has a lot of thematic and mechanical potential for creating a great villain PC in my humble opinion. So recently I got a craving to play a big musclebound half-orc fighter. Something mechanically competent, simple, and all around the antithesis of the conjuror sorcerer that I usually play. So I scrolled through the fighter perks and came across houndmaster. The concept immediately seduced me, like a silk skinned elven maiden of immense grace and poetic beauty I found myself enchanted. Eloquent words aside I embarked on becoming the greatest dog trainer there ever was. I thought that I would be mighty warrior accompanied by a bestial yet loyal companion. Ultimately I settled on an incredibly intimidating and brutish character, a bit of a jerk but every story needs a good antagonist. So I get in game and summon my dog only to find myself confronted by the biggest soppiest lovable puppy you've ever seen. The poor thing wasn't even as tall as my kneecaps! I know that the Houndmaster's hound starts weak and small and gradually grows stronger and larger but I was confronted by the biggest RP confliction of my history playing EFU. On one hand I tried to be a threatening savage, on the other my right hand man was a big-eyed terrier. So here is my question to my fellow players and the benevolent gods (hopefully they don't die on us) that are the DMs. What is the mechanism by which my puppy can become a full grown howling, snarling, mutt. I know many of you will be driven to tears by my cruel desire to see my innocent child of a dog be turned into a mangy mongrel but it must be done for my half-orc to save face. I am not asking for specific mechanics or mathematical formula but a simple tip on how to level him would be eternally appreciated. For instance, does he level up when he kills monsters as in Nethack or simply with time? Does he get a share of my EXP secretly or does he grow stronger as I gain levels? Any advice on How to Train Your Puppy TM would be much appreciated.
​*I apologize for any overly cheesy jokes included in the above post, I swear I am not a memey player I simply wanted to inject some comedy in my post. Also sorry about the off-topic ramblings on sorcerers.
​-Many Thanks, Z12
#12
I've recently been trying to get back into EFU and one of my favorite classes to play has always been the sorcerer. I find that the numerous backgrounds allowed by EFU really helps make the sorcerer a more desirable option than in vanilla. As such I've been re-reading all of the backgrounds and after coming across Scion would appreciate a little bit of explanation. By looking at the Scion it appears they have some kind of unique heritage that empowers them yet what can qualify for this and how I'd go about creating a Scion concept has always puzzled me. The flavor text hints that a Scion is an arcanist who researchs the power of their past and descendants. Overall the general concept of the Scion escapes me. It seems like they are genealogical scholars who study their ancestral lines but aside from that I'm unsure as to how I'd go about RP-ing as a Scion. Would I want to go prowling the ruins in Lower or perhaps sifting through the libraries of Upper? Who would I affiliate with and why? Any help with this conundrum would be appreciated. Perhaps I am overthinking it but I simply can't grasp how a Scion character would behave in EFU. For convenient reference here is the flavor text of Scion: Most bloodborn arcanists realize their origin and fates greater than the ordinary, though a select few of them ever seek to research and harness the power of their past and descendants. Whether that of an ancient race, relation to the draconic, or an ancestry even more obscure, the Scion's body is greatly empowered in many ways in line with what his bloodline and predecessors would sanction. These many peculiar benefits assist him as he uncovers the secrets of the past, and what a Scion's destiny holds henceforth.
#13
General Discussion / In Regards to False Gods
June 11, 2017, 08:58:00 AM
It has admittedly been a long time since I've played EFU, partially due to some recent lag issues but even when I was active I was never quite certain on the server policy on fake religions and false deities. While of course you couldn't field a cleric of such a "god" I would imagine the cultist sorcerer background would make for quite a nice fit. So my question is essentially can I fill my deity field with the name of a made up god. I am asking this because I've really wanted to start up some kind of crazy cult group concept. If it is frowned upon I completely understand, I simply want to know so that I don't commit any taboos/rule violations.
#14
General Discussion / On being booted
October 01, 2016, 12:51:12 AM
Sorry if I've posted this to the wrong section of the forum, but recently I've been booted by the server. I did do some alterations (optional haks and stuff) and am not sure if this caused the problem. I uninstalled NVN and the EFU launcher then reinstalled both a couple times and it hasn't improved my situation. I've been able to get into character selection and select a character but as soon as I press play either I see the loading screen for less than a minute and it crashes or I direct connect and get booted. If this isn't a technical issue and I'm being deliberately banned from the server I'd like to know what behavior of mine caused it and how I could rectify it so as to return a better and active member of the community. If it simply is a tech issue or something of a non-deliberate nature than I'd like assistance in fixing this. It says I'm being booted but I've been told that could just be hak issues. Thank you for any quick and effective responses, I enjoy EFU quite a bit so I'd like to ramify the problem as soon as possible.
#15
General Discussion / With Regards to the Cult War
September 26, 2016, 07:21:09 PM
I think that anyone who regularly partakes in server activity or checks the forums news/rumors section will now that as of recently Lower Sanctuary has been destroyed (not entirely but vastly) by a giant ooze (courtesy of the slime cult). Directly following this destruction the slime cult continued to gain dominance and my knowledge of the matter is that this might end the cult war with the ooze cultists as victors. Now if I have already been misinformed please feel free to correct me as improving my knowledge base of the setting is my primary goal (both IC and OOC on the forums). So now to the main question I intend to ask: what is the current state of the Ibrandulites and Ascendants? Obviously they'd be weaker than they were prior but have they been nearly destroyed, what does this imply for the cult war, have the slime cult won Lower or will new cults rise as is hinted on the factions forum page? I'm asking this as I was planning on playing an Ibrandulite for my next character concept but I want to know whether the Ibrandulites will survive that long. Obviously this is a massive blow to them and IG it would make sense if now of all times they and the Ascendants fell to the Ooze cultists but is that just it? I think it'd be too boring (for this server's standards anway) if the slime cultists just won the war and just continued forth without any competition. Of course advancing the story IS the whole point but I think it'd be interesting for a new cult or perhaps an alliance between the two weaker factions. This is all based on knowledge which is at least partially correct so if I am lacking understanding of something please inform me. Thank you for any responses or opinions on the events of the Cult War, I'd love to hear what any other players/DMs are thinking about recent events.
#16
General Discussion / Faction Membership/Loyalty
September 25, 2016, 09:02:21 AM
I have recently become more involved with factions and as a result have begun asking more questions regarding them. My most recent pondering is whether or not you should have complete loyalty to a faction. This might be an obvious question with an obvious question. Despite that I am genuinely puzzled, what is the general consensus regarding betraying of one's faction (via either going rogue or betraying them to another faction), loyalty or partial loyalty to multiple factions and double agency as a means of not only serving but advancing in a faction. Are these things encouraged for characters for whom it'd make sense, restricted, discouraged, or need some applications/ DM involvement. I suspect the latter but I wanted to ask for future reference. For those who know what faction I'm currently in don't worry, this is for a future character ;).
#17
General Discussion / The formation of Player Factions
September 23, 2016, 10:01:08 PM
To any experienced player or DM, I was curious about the various player factions that seem to have interesting lore and goals that supplement to the options one has with the standard factions. It got me thinking how one would go about creating such a faction. Do they spontaneously form from a group of adventurers or like minded individuals who get together IC or can one send an application to create their own faction and recruit others into? I understand that existing, active, and generally outstanding PC factions can get their own HQs, NPCs, and so forth. I know that the Custodians of Letters have even taken a prestigious place within Sanctuary's House of Knowledge. What I'm asking is what are the origins (if there are multiple) of player factions and what parameters must they follow?