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Post by Deleted on Aug 7, 2016 4:27:13 GMT
11:21:08 PM Zaimus: what if we have some kinda storyline within each 'guild' that talks about how either it is just getting started or it is undergoing vast restructuring, so basically starting over... that way we won't have to have all the pieces of a fully functional guild feature even really on the surface. 11:21:45 PM Zaimus: That would make sense from the player's character's own perspective, and maybe produce the necessary roleplay to inspire us developers to evolve the guilds. 11:22:49 PM Zaimus: But give just enough nods and winks to the future we can make for each character in our world to have an adventurous / unique life.
This will kind of excuse the lack of quest chains and layers of development needed for the official release. Remembering to produce workable elementary system for beta release here, and kinda talking to myself... Please feel free to chime in on any of these notes as Toldara gets its facelift.
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Post by Deleted on Aug 7, 2016 11:51:13 GMT
Couldn't sleep, so I wrote up the basic lore for the guilds in Toldara as part of an exercise to solidify thoughts on how to present their content into the game and ways to make joining them a bit of fun rather than an arbitrary task to annoy a player. Sure it could be bias, but after reading, and re-reading this write-up, each of the guilds sounds pretty unique and interesting, what do you think? Here is the document, which will also be on Trello. Enoy!! If there are any concerns or changes to make, please let me know before I start to use these as references to the Toldara update. Thank you! :_)
Here you go::
This file is to give basic description and lore to each guild that is accessible to be joined by "Citizens of Toldara". The guilds are 'their own type' of faction, related to a character's professional class, they are organizations which may employ, foster or guide the development of a member.
Example:
0. Short Names, Old Nicknames : "Official Name of the Guild" : Color1, Color2 : Symbol Motto: "Just a saying that has meaning for someone in the guild." HQ: A proper name and location of where it is. First paragraph is about the origin of the guild's headquarters / location.
The second paragraph is about the formation of the current organization (guild) that the faction represents.
The third paragraph is a brief statement about the point of view of a typical member of the group.
The fourth paragraph is a summary of the steps taken by an interested person in joining the guild. (these would be made up of quests, npc conversations and light scripting of events like a brief ritual or something.
1. Wizards, The Union : "Tri-Wizards' Union" : Blue, Silver : Equalateral Triangle Motto: "Out of the three, one." HQ: The Arched Wizards' Tower, Toldara City Even before the human settlement which became Toldara was built, the spot upon which sits the Arched Wizards' Tower has been utilized for its magical properties; it has been a place of refuge and monasticism for legendary magic users throughout the centuries.
When three powerful magi, each a master of a particular element, could not determine who was the strongest they decided to share the power equally, thus forming the Tri-Wizards' Union, many years ago. After a recent major scandal involving an archmage, (he became a necromancer,) they have been carrying out an inquisition against the dark magic arts.
Those who become a wizard, study the works of the great magi to gain mastery in any one element or to seek perfection in a combination of any of the three. Pupils come from many different walks of life, but it's a common case for everyone to have at least one wizard in the family somewhere.
New pupils are brought into The Union after passing a process of application; a mentor is assigned and then the pupil eventually is made an apprentice of magic, and is given assignments from an archmage who works under one of the Tri-Wizards.
2. Wariors, The Legion : "Warrior Legion of Toldara" : Red, Gold : Sword Motto: "Today is a good day to die!" HQ: The Great Coliseum, Toldara City Within the sacred arena of The Great Coliseum, mighty warriors from beyond the known world have assembled to train and compete. As long as they have been fighting in the arena, they have been promoting public health by providing free bathing and access to exercise equipment to keep a healthy body and mind.
Before the uneasy truce began, the Warrior Legion was a military unit funded by the merchants to protect industry and trade, while the nobility would hire them for special missions, often in support of the Templars' Guild and the Toldara City Guard, which was known as the Toldaran Peoples' Army during the war years.
'Every body is each a temple unto itself,' according to the code of a warrior, a tradition passed down since the first human tribes walked the lands. Warriors may be of noble or common blood and believe all are equal upon the field of battle.
When a new recruit joins The Legion, they are assigned a rank and begin training immediately. Not only is the body trained with physical tasks, but the mind is trained with tests of pain and those of the highest potential are trained to lead men into battle. A Warrior is an army of one, and The Legion is an unstoppable force.
3. Dominators : "East Dominators' Society" : Black, Purple : Spiral Motto: "The truth is mine, believe nothing." HQ: The Hall of the Dominators(?), East Commonland The profession itself arose from a dispute amongst the magicians of the old order, when those that would become the first to be called 'dominator'. It was such a bitter dispute that the first dominator (needs a name) is said to have meditated atop a mountain east of Toldara until the mountain and the former magician disappeared. The disciples of the first dominator are said to have built the guild hall on the axis of where the master meditated.
As a rule, dominators have always been more or less independent, only working together when absolutely necessary for profit or power. The decision to form a structured society (guild) has only happened recently in part as a plan to consolidate resources and price-fix the portal and protection market; this is seen by others as a possible attempt to grasp for more power over the city.
It is said that the dominator may be the most powerful class of all -- mentalists capable of incomprehensible magical feats. Whether they are actually able to control time and space, or just able to convince you that they can, that is a secret a dominator will never let you know for sure, but that is not to say they are malevolent people.
Because of the inexplicable nature of the people who can wield these powers, the personalities of dominators is as varied as their social background. Regardless of the ego, a dominator embarks on a lifelong quest to seek truth amidst a sea of illusion.
4. Templars, The Knights : "Templars' Guild of Toldara" : White, Bronze : Shield, Hammer Motto: "For the King of Toldara!" (old saying, now:) "By the Holy Light, Shield & Strength!" HQ: Temple of the Moon Stronghold, Western Mountain Pass When the city was ruled by a human king, the Templar Knights of Toldara were the protectors of the nobility and the judicators among the peasantry. After the founding of the Council of Toldara and the king was deposed, the Templar, still loyal to their King all but left the city in protest. They took up refuge in the lands beyond the Western Commonland.
Since fortifying an ancient shrine to the Goddess of the Moon, The Knights were instrumental in holding off Bargof's troops during a number of advances over the years. After the truce, there has been some dissension and low morale among the templars, resulting in a restructuring of their ranks into a new organization called the "Templars' Guild of Toldara". How loyal they are to the city after their bad-blood is the subject of debate amongst the different factions.
One with a strong sense of duty and honor will excel within the ranks of the Templars' Guild. They have a rigid system of discipline built from years of dignified service to the crown, but it is the trend of the younger generation to let go of the strict traditions and embrace a new path for this historic order to follow.
When a new recruit wishes to join the Templars' Guild, they must prove their worth with a test of skill and then pledge allegiance to the crown. The recruit will study with skillful healers and powerful knights before being assigned a position and rank to take on missions vital for the guild's success and the glory of the King.
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Post by Afara on Aug 7, 2016 19:17:24 GMT
I think it looks good! Should move most of this to one of the wikis I think, maybe the player wiki? Or where should we present stuff like lore?
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Post by Deleted on Aug 8, 2016 1:05:52 GMT
These files are designed for use by builders, but the information could be used and presented in a player wiki if adapted, or maybe even within the game world somehow, (maybe status screen of factions...etc.?) Alright, unless Doulos has an issue with this, shall we go from here with content regarding the guilds? After writing these out, it really makes me want to play each guild, maybe even with different classes, to find some cool combination.
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Post by Deleted on Aug 24, 2016 3:07:28 GMT
The Great Coliseum, I re-added the curtains (doors) around the building, and edited the view lines, to make it work better with the stadium seating. The stadium seating is the 2F layer rooms surrounding the top of the coliseum, providing a great show for people watching warriors fight. [Will need to make the arena room have a "stage" script to the 3 sections of the stadium seating.]
Without the curtains, the 2F floor rooms see down into the arena room, but then also the next room over, which makes it look strange, especially when NPCs are in that room. Maybe if there was some protocol when looking between layers, that the adjacent rooms wouldn't show. Or a room flag which would turn off showing adjacent rooms when looked at from one room over. (I tested NoVisionRadius room flag, but it didn't have this effect.)
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