Player Joinable Factions - Printable Version +- Thay - Realm of the Red Wizards (https://thaypw.com) +-- Forum: Meta (https://thaypw.com/forumdisplay.php?fid=3) +--- Forum: Server Features (https://thaypw.com/forumdisplay.php?fid=8) +---- Forum: [Archived - Server Features] (https://thaypw.com/forumdisplay.php?fid=61) +---- Thread: Player Joinable Factions (/showthread.php?tid=57) |
RE: Player Joinable Factions - Wids - 06-15-2014 Yeah. I can see it now. "The orc Gorbag Hathkull is late for his first romantic rendezvous! Lead him to Thasselen without getting him killed, find a gnome named Beebee Bibblydonger, introduce the two and watch the sparks fly!" Funny stuff, right? :D RE: Player Joinable Factions - Bela - 06-15-2014 (06-15-2014, 02:43 AM)Wids Wrote: Yeah. I can see it now. "The orc Gorbag Hathkull is late for his first romantic rendezvous! Lead him to Thasselen without getting him killed, find a gnome named Beebee Bibblydonger, introduce the two and watch the sparks fly!" Funny stuff, right? :D RE: Player Joinable Factions - Balanor - 08-06-2014 While this has quietly been up since the end of May, I do want to bring attention to the second post of this thread, back on page 1. It details the process that you (the players and community of the Thay PW) can take to create a permanent faction in the Thay PW. However there are a few points of that post I *especially* want to emphasize at this time as well. In particular, please note and keep the the bolded text in mind if you decide you want to pursue creation of a faction! (10-12-2009, 01:26 AM)Thayan Wrote: I want to stress that if you have an existing PC who will be involved with a faction you want to see made permanent, please work with the DMs using in-game tools first to make it a reality and build a foundation for it, first. Once a proper foundation using in-game tools and action has been laid, or if you would like to create a permanent faction for the Thay PW to expand the variety of what's available, the following steps are something I'll willing to give a trial run at this point to give the community the option to create permanent factions in Thay. This may not remain permanent if it turns out not to be working as intended, so we’ll see how things go. The *entire* point of this opportunity is to give you (the players/community/staff) control over creating an official and permanent faction of Thay, while requiring from me the *absolute minimum* amount of work, time, and effort to add the faction to the gameworld. As stated, this is currently in the trial run phase. But, nevertheless, I wanted to make it known for people that may be interested in trying it out. If it turns out to be more work for me than anticipated due to various reasons, or that the system simply isn't working for either you or me, this option may not stick around for long. The first experiences with it will determine whether this remains, gets revised, or gets the axe. RE: Player Joinable Factions - MilesBeyond - 08-07-2014 Apologies if these are stupid questions, but there's a couple things I've been wondering that I haven't been able to find any information on. First, are similar factions in different cities independent? For example, there's several temples of Kossuth and Cyric floating around, is each temple it's own unique faction? Where a player is limited to joining as a member of one temple per city? Or is someone who joins the temple of Kossuth in Bezantur also a member of the temple of Kossuth in Tyraturos? Similar questions for the Thieves' Guilds - there's one in Bezantur, Eltabbar, and now apparently in Tyraturos - are these all separate factions? Or some sort of overarching Thayan Thieves' Guild? I suppose we may as well answer it for the legions as well - I'm 99% sure that each legion is its own faction, but if someone else is wondering (or if I'm wrong) it's good to have it in here. Second, are there options for expanding an existing faction? For example, let's imagine that Alek Kelter decided to toss out everything about his character, suddenly become a serial killer, and manage to become an officer in the Tower of Swift Death. Could he then go on to say "Hey, we should expand our reach" and found a chapter of the guild in Moszabbar? (This example is obviously ridiculous and is something that would never actually happen, but the general idea is what I want to know - how open are the DMs to NPC factions being expanded by players?) RE: Player Joinable Factions - Sundraoi - 08-07-2014 (08-07-2014, 08:48 PM)MilesBeyond Wrote: First, are similar factions in different cities independent? For example, there's several temples of Kossuth and Cyric floating around, is each temple it's own unique faction? Where a player is limited to joining as a member of one temple per city? Or is someone who joins the temple of Kossuth in Bezantur also a member of the temple of Kossuth in Tyraturos?Yes. ALL temples and guilds are separate from their similar faction in a different city. This includes the thieves guilds and assassins guilds found in other cities. The only faction that may operate out of multiple cites are the legions. They operate out of their tharch which may have more than one city/town within it's borders. In those cases, they have access to legion barracks in all cities/towns of their tharch. Quote:Second, are there options for expanding an existing faction? For example, let's imagine that Alek Kelter decided to toss out everything about his character, suddenly become a serial killer, and manage to become an officer in the Tower of Swift Death. Could he then go on to say "Hey, we should expand our reach" and found a chapter of the guild in Moszabbar?Well, unless he's a priest of Bhaal (possibly Cyric by now?) he won't make it to the higher ranks within that guild as it's a temple. I get your point though. Yes, you can work on expanding their reach. To do that it would work the same as creating your own player owned faction which you can read about in this thread. RE: Player Joinable Factions - DarkRanger - 08-07-2014 (08-07-2014, 08:48 PM)MilesBeyond Wrote: Apologies if these are stupid questions, but there's a couple things I've been wondering that I haven't been able to find any information on. RE: Player Joinable Factions - TheSupremeForce - 09-21-2014 (08-07-2014, 09:01 PM)Sundraoi Wrote:(08-07-2014, 08:48 PM)MilesBeyond Wrote: First, are similar factions in different cities independent? For example, there's several temples of Kossuth and Cyric floating around, is each temple it's own unique faction? Where a player is limited to joining as a member of one temple per city? Or is someone who joins the temple of Kossuth in Bezantur also a member of the temple of Kossuth in Tyraturos?Yes. ALL temples and guilds are separate from their similar faction in a different city. This includes the thieves guilds and assassins guilds found in other cities. For clarity, this isn't true, correct? The Tower of Swift Death is technically a Guild, not a Temple, so it wouldn't require one to be a priest in order to advance up the ranks, or am I off here? RE: Player Joinable Factions - Balanor - 09-22-2014 Correct. Since it's considered an assassins guild any who are allowed to join can rise to the higher level ranks. RE: Player Joinable Factions - Bertram Anders - 12-23-2014 Not sure if this is the best place to ask this, but what source book states that Azuth and Mystra are banned in Thay? RE: Player Joinable Factions - Balanor - 12-23-2014 Spellbound: Quote:The only deities whose worship is banned are Azuth (patron of wizards) and Mystra, goddess of magic and patron of the hated Harpers. The Red Wizards jealously guard the secrets of magic and hate any being, mortal or immortal, who seeks to spread knowledge of sorcery to others. Despite this, Mystra’s worshipers maintain a few small, secret enclaves. |