Let's have some fun.
Let's say a new city/org was to be built, and you can come up with its concept.What would it represent? What would it look like? What core ideals would it follow? Would it gift players with any special mechanics (such as devotion, necromancy etc.)? What houses would be within it? What would its description be?
I'll start.
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New City: Darkenwood becomes a new forestral haven.
Description: Nestled within the far reaches of the North lies the mysterious and foreboding Darkenwood. Within its shadowy boughs are a group of like-minded individuals drawn to its sacred beauty and mysterious nature. As strange as the forest they reside in, residents preach of a greater aspect of Nature that is the power of Darkenwood, of an evolved strength than the "lesser nature form". Drawing their powers from shadows and darkness these dark believers walk the lands bringing their touch and strange ways to the world and preaching of a stronger natural power. Fighting against the "Natural" and weak ways of Eleusis, they seek to transform all Nature to the ways of the Darkenwood and bring to the world a dark beauty the likes none have seen.
Mechanincs: Druids and Sylvans joining Darkenwood would no longer channel sunlight but instead shadows and moonlight. Their groves will accumulate shadows over time and they would be able to EVOKE SHADOWS rather than sunlight (of course for them only at nighttime). Their ability messages that involve sunlight would be modified with moonlight and shadowy versions.
Core Ideals: To live in unity with the dark forest and slay all non-believers. They have an almost divine outlook upon the spider queen inhabiting the Darkenwood and preach to her daily. They wish to convert all nature to the powers of the dark forest as it once was (events news for more info) and believe beings such as the Eleusians are the barrier standing in their way of such a goal.
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P.S: As you know there is a chance that a new City of Good may be built, if you like design your own version of how that would look and be as well! Attempt to not make it dull and unflavored :P.
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Honourable, knight eternal,
Darkly evil, cruel infernal.
Necromanctic to the core,Dance with death forever more.
Honourable, knight eternal,
Darkly evil, cruel infernal.
Necromanctic to the core,Dance with death forever more.
Geography: The city is built into the cliff walls of the enormous canyon which cuts into mid-eastern Meropis, south of the Daoric Plains. Enormous bridges criss-cross the expanse, traversed by citizens moving through the networks of caverns and open-air regions comprising the city. Winged gliders, pulley-operated lifts, zip-lines for the daring, and tame zelahias also serve as transport. Twin plumes of belching smog are constantly emitted by great chimneys emerging from the flat earth above, venting gases caused by furnaces which perpetually burn in the city's underbelly. Cascades of toxic runoff spill from drainage pipes into the river far below, eventually washing out into the eastern ocean.
Citizens: The city's residents range from alchemists, scientists (mad and other), philosophers, astronomers, and geomancers, to soldiers and seafaring privateers, to farmers tilling the Daoric, lowerclassfolk manning the foundries, and miners.
Miners under the supervision of geomancers plumb the uncharted depths of Meropis for rare ores and gemstones, ever in pursuit of the greatest prize: lodestones. Magnetism is a highly coveted property, but the manufacture of magnets or lodestones eludes the city's geomancers and artificers. Any miner who lucks upon a lodestone deposit will enjoy an instant promotion, among other rich rewards, and many of the city's officials well-to-do came from lowly beginnings. The efforts of miners are hindered by the occasional intrusions of others down below - evil dwarves, goblins, rockworms, mole people, and other things, horrible things, things without names.
Who they hate: The interference of Chaos wreaks havoc on the fine studies of the city's practising philosophers, and one of the city's primary pursuits is always to exert control over reality and rid the multiverse of the intrusive influence of Chaos. Recognising Occultists as unrelenting fanatics, they are committed to killing them all, and wield crystal constructs that - on a good day, if they're working properly and not malfunctioning - can somewhat nullify the powers of Chaos and entities from the Chaos Plane.
Their wanton pollution of the lands is sacrilege to Eleusians. At the same time, agriculture is extremely important in feeding their citizens, and their scientific advances greatly accelerate the growth cycle of their crops (in ways that Eleusians also totally hate).
They have no innate grounds to oppose or be opposed by Mhaldor or Shallam - but to ally with one would of course gain the enmity of the other, for as long as such an alliance lasted.
Things could be interesting with Cyrene because of mining/industry and Phaestus, and with Hashan because of alchemy/astronomy and Twilight/Ourania.
Gods and stuff: The city's patron is Lucretius. They define His realm not as the cerebral science of reason and rational thought, knowledge, and existential conundrums - they are not kawhe-house dwellers idly contemplating who might be a brain in a jar, or whether what you see as blue is what I see as blue. Rather, "Philosophy" is their name for the means by which transcendent understanding and applied reason - with the assistance of scientific constructs - can affect the fabric of the multiverse (at least in small ways). Their leaders in this field are the city's alchemist organisation, and manipulation of the ether is the primary way in which that group exercises Philosophy.
Maybe if Lorielan ever came back from the crystal realm she'd like this city too, which would piss off Shallam. Oh and as long as we're making stuff up, Aeon is also one of their patrons. And Raclawice patrons their pirate guild. Sup.
Houses: 1) alchemist. 2) pirate. 3) mage (geomancer spec).
That's enough for now!
The slightly frustrating thing is that Cyrene already has so much potential to do all of that. Historic conflict with Nature - check. An affinity with Industry - check. Hatred of Chaos - check. Although it does read like a Cyrene/Hashan merger city. Imagine the politics!
What I would like to see well done is a genuinely secret society. Bilderberg with magic. A bit like a player version of the Conclave. It's do-able if you get the right people involved, but also very tricky because one mis-step and you get "CLT Lol, got asked to b in secret society, lemme c+p their newsboards to you for lulz". Done well, it'd be amazeballs tho.
One of the best ages of Achaea was when cities and guilds where popping up left right and center. Everything felt so alive and exciting back then. There's just not the player base to support that happening again though. Which is a shame really.
Honourable, knight eternal,
Darkly evil, cruel infernal.
Necromanctic to the core,Dance with death forever more.
FalseMask Create a piece of incriminating evidence
Veil of Meekness Reduce your might before prying eyes
Child of Shadows Accept the protection of the night
Shaded Gesture Act beneath a cloak of secrecy
Poisoned Pen Infuse your letters with dormant derangement
TrueMask Create a Persona more real than your own
*Night's Cloak Be hidden by night's embrace
*Voice of Horror Afray your foes with a well-chosen word
*Veil of Health Hide your wounds from prying eyes
Adept Ventriloquist Make your voice come from another location
*Shadowed Hallways Speedily traverse the world at night
*Night's Footsteps Step as lightly as the shadows themselves
*Dark Whispers Draw forth their dormant madness
*Voice of Allure Entice your foe with a well-chosen word
*My Foe's Foe Improve your relations with a village
*Lord of Shadows Become one with the night
*Veil of Wounds Appear to be knocking at death's door
*Distracting Gaze Draw your foe's gaze away from your blows
*Shaded Strike Hide your attacks from onlookers
Master Ventriloquist Make your voice come from another adventure
*Sap Resolve Drain the will of your enemies
*Voice of Mastery Instruct your foe with a well-chosen word
*Stage Death Appear dead to the eyes of your foes
*Silent as Shade Interrupt telepathic communications
*Anointed of Shadows Become the incarnation of the night
*Voice of Derision Belittle your foe with a well-chosen word
*Modus Vivendi Damage another's reputation
*Shadowed Chorus Harry your foe with multiple Voices
*Darkest Feast Make a meal of your enemy's madness
*Voice of Reason Remove your maladies with a well-chosen word
*False Friend End the suffering of one burdened with shadows
Honourable, knight eternal,
Darkly evil, cruel infernal.
Necromanctic to the core,Dance with death forever more.
@Sylvance Actually an interesting take. I'm going to try and combine that to help complete a performance-style class I was struggling with. This skillset is a nice complement.
Only one way to find out, etc, etc. It would just be too amazing to pass up on. I wouldn't even care if admin didn't run any events for 6 months while they coded it.