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Gameplay | Topic subject | Idea for Cabals | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=54453 |
54453, Idea for Cabals
Posted by Tarleton on Wed 31-Dec-69 07:00 PM
Several cabals are redundant and wars are too split along strict, black-and-white lines. That leaves very little up to mortal leaders in terms of cabal politics. My ideas would guarantee a few wars, but also give everyone a lot of room to make alliances or name enemies.
My suggestion is slightly radical, but doable and probably fairly easy from a coding point of view. And I realize the chance of any of this actually being implemented is about .0000001%, but hear me out:
- Battle stays as-is. - Fortress becomes smaller and more elite. No more scribes. - Scarab/Scion merge into a smaller, elite cabal. - Outlander stays as-is. - Empire/Tribunal merge. - Nexus becomes Master (or something Master-like) - Herald focuses more on adventuring, exploring and helping new players. See my well-received ideas for Herald here (I'll repost them in a reply to this message, too): http://forums.carrionfields.com/dc/dcboard.php?az=show_mesg&forum=6&topic_id=29481&mesg_id=29482&page=
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The Empire-Trib hybrid splits into two paths: Conquerors and Protectors.
Conquerors would essentially be what Imperials are now. Protectors would essentially be what Tribs are now. The conquering arm would lean heavily toward evil, while the protecting arm would enforce laws in the area.
Would still not be allowed to attack criminals inside protected cities, under penalty of being wanted, hunted by their own cabalmates and possibly Anathematized - similar to how soldiers can't arrest people.
There would be five leader positions: Justiciar, Vindicator, High Priest, War Master and Emperor. Vindicator and War Master would skew evil, Justiciar and High Priest would skew good. The High Priest could be any Empowerment class. The War Master could be any class. The Emperor could be anyone who can garner enough votes.
Like in Empire, members must be promoted in order to access all of their abilities (though they begin with a basic set).
If you ever thought there wasn't enough tension and intrigue between Empire sects, this setup should fix that problem.
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Scarab/Scion combo would basically be the most evil of the evil (did somebody say SHADOW?). Small but powerful population. I have no idea how these two would merge, but it seems redundant to have both.
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Nexus would become a neo-Master cabal that places a much greater emphasis on Magic and divination. Any alignment can join, but the greatest number of slots would be reserved for neutrals.
Instead of maintaining the "balance," their actions would also be guided by Omens divined using a power. The Omens are mysterious, celestial signs as old as the Elder Gods, and the neo-Masters believe that obeying them are key to unlocking the secrets of the universe.
In practice, the Omens could basically direct them to help the underdogs, similar, but not identical to Balance. But let's say there's a REALLY powerful A-P or Lich around, or some really stacked paladin. The Omens could be coded to get them to go after players with a huge number of PKs.
Sample, totally made-up echoes:
call 'divination' You gaze at the stars and analyze the celestial bodies. The constellation of the Hunter shines brightly, and the constellation of the Light is dim. You sense that the universe desires the Death of a powerful being of darkness. (In practice, you'd probably know who that is). You sense that the universe desires the return of a radiant crystal orb to its home.
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54543, My .02 ideas
Posted by Moligant on Wed 31-Dec-69 07:00 PM
1. Split up Outlander
1A.
Scarab/Reavers/Saraba - Philosophically I don't see a hard line between the various ideals these three espouse. All three share in the aspect of Destruction and believe in self-suffiency and the power of Will...throw in ending civilization (civilization can be seen as a breeder of the 'fog') and get rid of obviously conjurers and necromancers. Very offensive obviously, likely to attack anyone but a particular hatred for the folks of 1B and the Marans of number 2.
1B.
Wardens/Heralds/Acolytes - Combine an emphasis on the growth of Thar-Eris and the collection and dissemation of Knowledge (less emphasis on the evils of civilization but not exactly holding hands). Mostly for exploring and everything else listed in your thread. Very peace-oriented and defensive. This would be the 'Help Newbies' Cabal. The PR wing of CF in-game. Just change things from 'Bar-centric' to 'grove-centric'.
1C.
Harbingers/Nexuns - Much less emphasis on Magic and more emphasis on maintaining a balance between good/evil and order/chaos. Unfriendly with all orderly cabals (Empire/Maran - more on this in moment) but for the sake of balance will focus their enmity based first and foremost on what serves balance and Thar-Eris. When things are balanced are free to go after whoever they want. Having nexun powers would really help give meat to the harbinger bone. Can be both defensive/offensive depending on the needs of balance.
2.
Marans - Small elite orderly cabal dedicated to bringing the fight to evils. No more Acolytes as mentioned above, though obviously they would likely travel together alot while out exploring. Very offensive towards all evils but draws the line at bringing chaos within Protected and Treaty Cities (more on this in a few).
3. Split up the Tribunals by City/Cabal Affiliation
3A.
Empire CONTROLS Hamsah Mu'Tazz, Arkham, and Seantryn Modan but by treaty with the Maran adheres to the laws within Treaty cities (cities controlled by Maran)
Maran PROTECTS the cities of Galadon, Voralia, and (I'd add Tir Talath to make things even) and abstains from breaking the laws within Treaty Cities (cities controlled by Empire).
New more appropriate positions would have to be created to replace the provost/vanquisher/justiciar within each cabal. Perhaps within Empire cabal rank would serve as the means of determing which city you are assigned to and Provincials would be Elites and higher positions chosen by the Emporer. Sect Leaders/Emporer would have the ability to reassign based on need/desire.
4. Scions become more 'chaotic mage elite' and rids itself of all non-mages - the go-to cabal for all evil chaotic mages leaving battle and reavers for chaotic melee types. Very offensive to everyone as it strikes their fancy.
5. Battle stays as is.
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54568, I quite like these
Posted by incognito on Wed 31-Dec-69 07:00 PM
My main thing is that Cabals should never be allowed to link up to achieve advantage in a pk fight.
If the linked cabals are still weaker for a given fight, then maybe.
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54497, RE: Idea for Cabals
Posted by Ekaerok on Wed 31-Dec-69 07:00 PM
Not sure the trib/empire idea really meshes (as fun as it would make cabal dynamics), but some interesting ideas for nexus and herald.
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54474, Anything that consolidates cabals and
Posted by Dallevian on Wed 31-Dec-69 07:00 PM
leads to more even raiding at hero ranks and ability to retrieve at middle ranks is a good thing. Current dynamics are very watered down and the power shifts way too easily because of the smaller numbers.
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54455, As always I love this idea.
Posted by Tesline on Wed 31-Dec-69 07:00 PM
Also we can just get rid of Scion.
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54454, Repost of HERALD ideas
Posted by Tarleton on Wed 31-Dec-69 07:00 PM
I always had a soft spot for Heralds. But just sitting around in the Inn and chatting with one or two people and pouring drinks can't be as fun now as it was in past, and busier, times.
Someone had suggested semi-recently that Heralds need to be "refocused." I agree.
Heralds should be entertainers, sure, but also gatherers of knowledge. They should be the journalists, historians and famed explorers of Thera.
I propose a power or two that would be very useful in exploring, but not in PK:
- Campfire (level 35): Heralds can create a campfire in many places that's perfect for taletelling, keeping warm and relaxing. The fire increases regeneration rates and raises morale for everyone in the room who rests or sleeps and has not fought a player recently. It is drastically more effective in explore areas, where adventurers are especially far from home and have a greater appreciation for the comfort. It also allows the Herald to use the storytelling power in the room.
- Wisdom of Ages (level 40): As the keepers of Thera's biggest library, the Celestial Lyceum, Heralds often know more than even they think they do. By translating magical utterances and watching movements, Heralds can recognize spells and communes non-adventurers are casting or communing in their presence. This sometimes allows the Herald to avoid them, if they are the target. Also, using their vast knowledge, Heralds and their groupmates who have not recently fought a player will use lore and magical items to much greater effect, especially in explore areas.
- Epic Feats (level 51): Adventurers often take pride in achieving great feats. To achieve one in the presence of a Herald, however, could put one's name in the history books. This added thrill allows the party to resist creatures' fear, mental and paralysis affects and causes wounded adventurers in the Herald's group to fight on even harder against creatures of great power.
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54480, PLEASE FOR THE LOVE OF HERALDS, DO THIS. (nt)
Posted by Bubthegreat on Wed 31-Dec-69 07:00 PM
nt
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