guilds

by Unknown

Back to Ideas.

Unknown2004-11-02 15:22:35
I think there should be a number of guilds that do not belong to a city, rather, are neutral parties. I also suggest having these nuetral guilds to be more assassin or rogue oriented. for example, we can have an assasin guild based in a mountainous region, or a guild of fighters from the plains, or so on and so forth. I also think, in terms of races, we should have a few insect/arachnid races as well.
Unknown2004-11-02 15:58:15
Fercryinoutloud, guilds in Lusternia are heavily political entities (they ARE the cities, for the most part), you can't just slap a bunch of skills together and call it a guild ready for consumption. Wait until They're done fixing what we've got (which will take 'em a while; check out the assorted "Idiots!" posts on warrior archetype woes or ask your local Envoy about all the stuff they've compiled so far). Not that I wouldn't like to see more.

Edit: capital-T They added out of fear of death.
Unknown2004-11-02 16:57:28
Solution: Go rogue.

If you quit your city/commune, however, you'll have no Power.
Eldrich2004-11-02 17:07:05
More so then a Guild that does not belong to a commune or city. I'd like to see new guilds that work towards finding their perfect city-commune mix, rather then just being stuck there because it makes more sense. Then allowing themselves to get as involved as they like in the specific struggle.

And I generally like all the aspects of this game, however I've got to say that I hate hate hate the fact that Guilds are so much parts of communes and cities.
Hazar2004-11-02 17:10:56
Part of Lusternia is that guilds are part of cities. This is historically accurate, and provides the power necessary to cities for them to be taken seriously. Otherwise it just becomes guild v. guild.
Roark2004-11-02 18:47:49
QUOTE (Hazar @ Nov 2 2004, 01:10 PM)
Part of Lusternia is that guilds are part of cities.  This is historically accurate, and provides the power necessary to cities for them to be taken seriously.  Otherwise it just becomes guild v. guild.

We already have plans for new guilds, though I have no idea when they will be released. As a teaser to make you salivate, I can say that there are planned more guilds, cities, archetypes, skillsets (even for existing guilds), and other misc. feature systems than could be implemented in time for opening. Obviously there are some clues in the history, and it is one reason why the history has good depth: it was written against the planned whole vision for Lusternia rather than the small part we opened with...
Thorgal2004-11-02 18:55:05
-drool-
Flow2004-11-02 19:16:16
Is there any vague timeframe on Gaudiguch/Hallifax? I'm really looking forward to those two.
Daganev2004-11-02 19:21:01
Please please please, Don't lump all IRE games together. Rules in forgotten realms does not apply to Planescape. Just because Disney put out Aladin and Sleeping beuty, does not mean sleaping beuty will one day find a blue genie that makes her laugh in her sleep.

in Lusternia, A guild without a city is like a fish without water. Guilds are factions of a city, they are not societies in themselves.
Unknown2004-11-02 19:32:18
I know that I have poured over aspect of the history multiple times looking for hints of guilds/skills/cities and the like (See my post on Skills from History) and I really can't wait to see Dreamwalking....I'm going wherever that is probably *who knows* As for Gaudiguch/Hallifax....all They have said is "long time"
Unknown2004-11-02 19:57:50
PyromancersAeromancersPyromancersAeromancers. -glee-
Thorgal2004-11-02 20:06:20
QUOTE (daganev @ Nov 2 2004, 09:21 PM)
Please please please, Don't lump all IRE games together.  Rules in forgotten realms does not apply to Planescape.  Just because Disney put out Aladin and Sleeping beuty, does not mean sleaping beuty will one day find a blue genie that makes her laugh in her sleep.

in Lusternia, A guild without a city is like a fish without water. Guilds are factions of a city, they are not societies in themselves.


Hell yes! That's the trademark of Lusternia, it'll ensure interesting, continuous conflict, instead of the whole world turning into a huge, grey place without a single ideal left, drowning in rules.
Silvanus2004-11-02 20:23:32
Gaudigauch - Warrior: Something similar to Tekura, as Dracnari in Skarch have the ability to use tekura types moves
Guardian - Illumanati, I don't have much info on them, all I know is that they are good at hiding themselves and keeping many secrets. I believe they'll have some way to fly, as in the battle, they were on a flying mounts attacking whatever flying mountas Halifax had.
Mages - Pyromancers, everyone knows about that.

Halifax - Warrior: No clue
Guardian: No clue
Mages - Aeromancers, not much information on them, just that instead of a taint wyrm they'll have something similar to it, but can fly.
Thorgal2004-11-02 21:06:24
Hallifax guardians are probably the Dreamwalkers.
Unknown2004-11-02 21:30:09
If they are, I swear on my soul I'll be there....if I have to roam around the world with two skills my entire life.....I have waited for a guild like that forever.
Ihsahn2004-11-03 00:30:47
I imagine Gaudiguch and Hallifax's guardians having reality-warping type skills. Vortex vs Continuum sounds to fit into something like that. But new archetypes...that idea alone will keep me playing for a long while.