Unknown2010-12-14 10:46:00
Hullo, Lusternians. Achaean player here, looking to play in Lusternia. So...hi!
I've been going over, doing some research before I jump in and I must say - the concepts of the game are very nice, combining magitech, ancient conspiracies, eldritch horrors and steampunk into one tantalizing fantasy soufflé. The skill system is interesting and diverse, though the rather large amount of skills that seem very important does present a rather looming challenge for me, considering that I have never bought OOC credits in my entire life(yay bardics/artisanals). That, and I'd like to re-experience the Guild days that I used to be in back before Achaea switched to the House system.
I'm looking to play in this realm, but I'm quite torn between Ninjakari(monks with chain weapons? Sign me up!), Sentinels(Tiiime Knights, from what I'm looking at here), Aeromancers and Institute(both looking like scholarly badasses). My Achaean character is someone from the House of Templars - basically the equivalent of the Paladins guild here(no, not the Templars of Gaudigach Would be hilarious to see what would happen if those two night-and-day orgs met).
Anyway, pleased to meet you all and I hope we get along.
I've been going over, doing some research before I jump in and I must say - the concepts of the game are very nice, combining magitech, ancient conspiracies, eldritch horrors and steampunk into one tantalizing fantasy soufflé. The skill system is interesting and diverse, though the rather large amount of skills that seem very important does present a rather looming challenge for me, considering that I have never bought OOC credits in my entire life(yay bardics/artisanals). That, and I'd like to re-experience the Guild days that I used to be in back before Achaea switched to the House system.
I'm looking to play in this realm, but I'm quite torn between Ninjakari(monks with chain weapons? Sign me up!), Sentinels(Tiiime Knights, from what I'm looking at here), Aeromancers and Institute(both looking like scholarly badasses). My Achaean character is someone from the House of Templars - basically the equivalent of the Paladins guild here(no, not the Templars of Gaudigach Would be hilarious to see what would happen if those two night-and-day orgs met).
Anyway, pleased to meet you all and I hope we get along.
Llesvelt2010-12-14 10:50:50
Pleased to meet you!
Welcome to the game, hope you have a lot of fun!
If you sign up as a Temporal Conscript of the Sentinel's Company of Temporal Anomalies in the Collective of Hallifax I will be your Oberst. That is, Guildmaster. The Company theme is based on a good mix of the Swiss Guard, KGB/Stasi and then the whole Time Cop thing.
Of course, I do hope you join us, always fun with novices, but you should just pick whatever you think will be the most fun to play
Welcome to the game, hope you have a lot of fun!
If you sign up as a Temporal Conscript of the Sentinel's Company of Temporal Anomalies in the Collective of Hallifax I will be your Oberst. That is, Guildmaster. The Company theme is based on a good mix of the Swiss Guard, KGB/Stasi and then the whole Time Cop thing.
Of course, I do hope you join us, always fun with novices, but you should just pick whatever you think will be the most fun to play
Unknown2010-12-14 11:03:11
QUOTE (Llesvelt @ Dec 14 2010, 06:50 PM) <{POST_SNAPBACK}>
Pleased to meet you!
Welcome to the game, hope you have a lot of fun!
If you sign up as a Temporal Conscript of the Sentinel's Company of Temporal Anomalies in the Collective of Hallifax I will be your Oberst. That is, Guildmaster. The Company theme is based on a good mix of the Swiss Guard, KGB/Stasi and then the whole Time Cop thing.
Of course, I do hope you join us, always fun with novices, but you should just pick whatever you think will be the most fun to play
Welcome to the game, hope you have a lot of fun!
If you sign up as a Temporal Conscript of the Sentinel's Company of Temporal Anomalies in the Collective of Hallifax I will be your Oberst. That is, Guildmaster. The Company theme is based on a good mix of the Swiss Guard, KGB/Stasi and then the whole Time Cop thing.
Of course, I do hope you join us, always fun with novices, but you should just pick whatever you think will be the most fun to play
I think that's the problem - They all look fun to play.
Unknown2010-12-14 11:15:50
Hello! Welcome to Lusternia, it'll suck you in and grab you by its tentacles! You can never leave!
Well, can't really help out with those guilds you mentioned (except to say that Templars in Gaudiguch aren't necessarily the hedonistic, wine-soaked drunken brawlers you have in mind), so I'll just say hello and hope you have fun!
Well, can't really help out with those guilds you mentioned (except to say that Templars in Gaudiguch aren't necessarily the hedonistic, wine-soaked drunken brawlers you have in mind), so I'll just say hello and hope you have fun!
Sylandra2010-12-14 11:18:04
Welcome to Lusternia!
The guilds you've mentioned are all quite lovely from what I've heard, but from being an Aero since my character's creation and watching the Institute guild come to life, felt like I'd give you some distinctions between the two guilds. RPwise, the Institute goes for more of a science and laboratory feel, and do "graduate programs" with such titles as Doctor and Professor given to their members. You get the idea. They also have very fancy toys such as scalpels and wands, and have some control over aeonics - aging and time and such - which is always interesting. It is also healer-oriented. I can't say much about that from a firsthand standpoint, but the guild is popular, and I haven't heard many complaints really.
Aeromancers are mages, and I know that in comparison to the Institute we get a lot of flak for not having obvious in-your-face identities, but the Aeros are by no means a bad guild. Focused on the flexibility of thought, the guild has schools of philosophy that its members can study if they so choose (and my character does, and enjoys it), and is also currently the most artistic of the guilds offered in the city of Hallifax. For now, it is in charge of the stage (which is why my character is there, mostly) and some of its artists have utilized air in dances and music, while some scientists have used aeromancy for scientific research. Unlike other mage guilds, the Aeromancers do not hold their elemental lords in high regard but rather find them annoying and only useful from a cold, logical standpoint. ("Oh, Vasha, why do you have to keep being killed, stay alive so that we get power from you. Goodness these elemental lords are a bother!" as opposed to "Lady Vasha, oh no! How could they do such a thing to our esteemed Wind Lords?! We must enact our revenge!" Or something. ) It's a smaller guild than the Institute, but I think it's been a rather good group lately, and rather varied, as it has artists, scholars, and combatants alike. It's also kind of refreshing, when compared to the Sentinels and the Institute, to have a guild based on something flexible rather than rigid in its structure. But you didn't hear that from me.
Combatwise, both seem to have good skillsets, as well. I rather enjoy being a telekinetic mage, heh.
But feel free to alt around and poke at guilds, see what you like, what catches your interest. When you find one you like, stick with it.
The guilds you've mentioned are all quite lovely from what I've heard, but from being an Aero since my character's creation and watching the Institute guild come to life, felt like I'd give you some distinctions between the two guilds. RPwise, the Institute goes for more of a science and laboratory feel, and do "graduate programs" with such titles as Doctor and Professor given to their members. You get the idea. They also have very fancy toys such as scalpels and wands, and have some control over aeonics - aging and time and such - which is always interesting. It is also healer-oriented. I can't say much about that from a firsthand standpoint, but the guild is popular, and I haven't heard many complaints really.
Aeromancers are mages, and I know that in comparison to the Institute we get a lot of flak for not having obvious in-your-face identities, but the Aeros are by no means a bad guild. Focused on the flexibility of thought, the guild has schools of philosophy that its members can study if they so choose (and my character does, and enjoys it), and is also currently the most artistic of the guilds offered in the city of Hallifax. For now, it is in charge of the stage (which is why my character is there, mostly) and some of its artists have utilized air in dances and music, while some scientists have used aeromancy for scientific research. Unlike other mage guilds, the Aeromancers do not hold their elemental lords in high regard but rather find them annoying and only useful from a cold, logical standpoint. ("Oh, Vasha, why do you have to keep being killed, stay alive so that we get power from you. Goodness these elemental lords are a bother!" as opposed to "Lady Vasha, oh no! How could they do such a thing to our esteemed Wind Lords?! We must enact our revenge!" Or something. ) It's a smaller guild than the Institute, but I think it's been a rather good group lately, and rather varied, as it has artists, scholars, and combatants alike. It's also kind of refreshing, when compared to the Sentinels and the Institute, to have a guild based on something flexible rather than rigid in its structure. But you didn't hear that from me.
Combatwise, both seem to have good skillsets, as well. I rather enjoy being a telekinetic mage, heh.
But feel free to alt around and poke at guilds, see what you like, what catches your interest. When you find one you like, stick with it.
Unknown2010-12-14 11:21:30
QUOTE (Caerulo @ Dec 14 2010, 07:15 PM) <{POST_SNAPBACK}>
except to say that Templars in Gaudiguch aren't necessarily the hedonistic, wine-soaked drunken brawlers you have in mind
Nah, not exactly what I had in mind about Gaudiguch Templars. If I were to draw an Achaean parallel, I'd say that Gaudiguch Templars would be akin to Occultists(with Chivalry thrown in), and if you've read Achaean history, the Devotion-wielding Paladins of the Templars are very much opposed to Occultic magics.
Esano2010-12-14 11:42:51
QUOTE (Synbios @ Dec 14 2010, 09:46 PM) <{POST_SNAPBACK}>
The skill system is interesting and diverse, though the rather large amount of skills that seem very important does present a rather looming challenge for me, considering that I have never bought OOC credits in my entire life(yay bardics/artisanals). That, and I'd like to re-experience the Guild days that I used to be in back before Achaea switched to the House system.
The bardics/artisanals are done every month, so you can make a ridiculous number of credits if you participate frequently (see: Lendren).
Unknown2010-12-14 11:49:05
QUOTE (Esano @ Dec 14 2010, 07:42 PM) <{POST_SNAPBACK}>
The bardics/artisanals are done every month, so you can make a ridiculous number of credits if you participate frequently (see: Lendren).
Interestingly, if I can get hooked enough on the lore of Lusternia, I might find myself doing four pieces of work a month(for Achaea and Lusternia. )
Unknown2010-12-14 11:57:54
QUOTE (Synbios @ Dec 14 2010, 07:21 PM) <{POST_SNAPBACK}>
Nah, not exactly what I had in mind about Gaudiguch Templars. If I were to draw an Achaean parallel, I'd say that Gaudiguch Templars would be akin to Occultists(with Chivalry thrown in), and if you've read Achaean history, the Devotion-wielding Paladins of the Templars are very much opposed to Occultic magics.
Oh, whoops, sorry for making assumptions. Heh, I didn't play Achaea much except to make a Druid and pretend that I owned a piece of the land, and then promptly quit. ( Groves)
Oh, and about Lusternian lore? Read the Histories on the website. You'll get hooked instantly.
Lendren2010-12-14 11:59:21
QUOTE (Synbios @ Dec 14 2010, 06:49 AM) <{POST_SNAPBACK}>
Interestingly, if I can get hooked enough on the lore of Lusternia, I might find myself doing four pieces of work a month(for Achaea and Lusternia. )
One caveat: you can enter both bardic and artisanal in Lusternia in the same month, but you can only win one or the other, not both.
Also (though it isn't clearly stated in the help files): you can enter on multiple alts in the same month, but you can only win on one. However, the point system that accrues for repeated wins does not consider alts.
Ileein2010-12-14 12:03:30
Hallo, Synbios! Good to see you here, though you don't know who I am yet. That's fine.
I happen to be the Guild Administrator of the Institute, and thus the person basically in charge of the guild; most of what it has, I constructed from the ground up (with a refreshingly copious amount of help), which has been an interesting experience. It does focus more heavily on scholarship than pretty much any other guild-- for reference, there really isn't a "combat path," per se, though Prav is an excellent teacher and we're probably going to be setting something up to the side. Science in Lusternia is centered around knowing what's come before and being able to BS something plausible and interesting that fits in with it. It's really more like creative writing than science, on an OOC level.
That said, flavor-wise, I think the Institute is incredibly well-developed, and it has some really good players. Basically, it's a guild composed entirely of scientists who work with crystal and time, despite the fact that it's a guardian guild (which tend to be very spiritual). It's that idiosyncrasy that I like about it.
When it comes down to it, though, the best advice I can give is just to jump in and see what's up. You can always switch later or start a new character if you're not happy-- though don't get too much into that habit! I used to do that constantly and could never get a character going.
I happen to be the Guild Administrator of the Institute, and thus the person basically in charge of the guild; most of what it has, I constructed from the ground up (with a refreshingly copious amount of help), which has been an interesting experience. It does focus more heavily on scholarship than pretty much any other guild-- for reference, there really isn't a "combat path," per se, though Prav is an excellent teacher and we're probably going to be setting something up to the side. Science in Lusternia is centered around knowing what's come before and being able to BS something plausible and interesting that fits in with it. It's really more like creative writing than science, on an OOC level.
That said, flavor-wise, I think the Institute is incredibly well-developed, and it has some really good players. Basically, it's a guild composed entirely of scientists who work with crystal and time, despite the fact that it's a guardian guild (which tend to be very spiritual). It's that idiosyncrasy that I like about it.
When it comes down to it, though, the best advice I can give is just to jump in and see what's up. You can always switch later or start a new character if you're not happy-- though don't get too much into that habit! I used to do that constantly and could never get a character going.
Unknown2010-12-14 12:25:58
QUOTE (Ileein @ Dec 14 2010, 08:03 PM) <{POST_SNAPBACK}>
Hallo, Synbios! Good to see you here, though you don't know who I am yet. That's fine.
I happen to be the Guild Administrator of the Institute, and thus the person basically in charge of the guild; most of what it has, I constructed from the ground up (with a refreshingly copious amount of help), which has been an interesting experience. It does focus more heavily on scholarship than pretty much any other guild-- for reference, there really isn't a "combat path," per se, though Prav is an excellent teacher and we're probably going to be setting something up to the side. Science in Lusternia is centered around knowing what's come before and being able to BS something plausible and interesting that fits in with it. It's really more like creative writing than science, on an OOC level.
That said, flavor-wise, I think the Institute is incredibly well-developed, and it has some really good players. Basically, it's a guild composed entirely of scientists who work with crystal and time, despite the fact that it's a guardian guild (which tend to be very spiritual). It's that idiosyncrasy that I like about it.
When it comes down to it, though, the best advice I can give is just to jump in and see what's up. You can always switch later or start a new character if you're not happy-- though don't get too much into that habit! I used to do that constantly and could never get a character going.
I happen to be the Guild Administrator of the Institute, and thus the person basically in charge of the guild; most of what it has, I constructed from the ground up (with a refreshingly copious amount of help), which has been an interesting experience. It does focus more heavily on scholarship than pretty much any other guild-- for reference, there really isn't a "combat path," per se, though Prav is an excellent teacher and we're probably going to be setting something up to the side. Science in Lusternia is centered around knowing what's come before and being able to BS something plausible and interesting that fits in with it. It's really more like creative writing than science, on an OOC level.
That said, flavor-wise, I think the Institute is incredibly well-developed, and it has some really good players. Basically, it's a guild composed entirely of scientists who work with crystal and time, despite the fact that it's a guardian guild (which tend to be very spiritual). It's that idiosyncrasy that I like about it.
When it comes down to it, though, the best advice I can give is just to jump in and see what's up. You can always switch later or start a new character if you're not happy-- though don't get too much into that habit! I used to do that constantly and could never get a character going.
Well, I'll tackle the RP-ness of the Institute ingame, but for now - how do they fare in combat itself?
QUOTE (Lendren @ Dec 14 2010, 07:59 PM) <{POST_SNAPBACK}>
One caveat: you can enter both bardic and artisanal in Lusternia in the same month, but you can only win one or the other, not both.
Also (though it isn't clearly stated in the help files): you can enter on multiple alts in the same month, but you can only win on one. However, the point system that accrues for repeated wins does not consider alts.
Also (though it isn't clearly stated in the help files): you can enter on multiple alts in the same month, but you can only win on one. However, the point system that accrues for repeated wins does not consider alts.
That's fine with me.
Unknown2010-12-14 12:30:23
Addendum: I might consider Aeromancers or the Institute. In Achaea, my class was a Templar House blademaster(new class in there, specializing in draw-slash attacks), so I want to shift to a different viewpoint - to be more of a magic-focused character instead.
Unknown2010-12-14 13:16:14
Speaking of which, how good are humans in this setting?
Ileein2010-12-14 13:28:30
Humans are excellent at pretty much anything and can rival each org's spec race (that is, the org's native and most populous race, which gets bonuses when in that org's guilds-- for Hallifax, Lucidian or Trill). Researchers are an extremely powerful class at the moment, and are commonly seen as ohh pea in the hands of a capable combatant.
Arel2010-12-14 13:48:51
QUOTE (Synbios @ Dec 14 2010, 05:46 AM) <{POST_SNAPBACK}>
Hullo, Lusternians. Achaean player here, looking to play in Lusternia. So...hi!
Hello! I hope you enjoy Lusternia! I switched over from Achaea when Lusternia first opened and I've loved it ever since!
QUOTE (Ileein @ Dec 14 2010, 07:03 AM) <{POST_SNAPBACK}>
I happen to be the Guild Administrator of the Institute, and thus the person basically in charge of the guild;
Ah, it seems I have let you have too much of a free hand and you will soon grow to challenge my power. It shall be balefire for you, Ileein.
Jayden2010-12-14 14:17:44
Welcom to Lusternia!
Here is the over simplified guide to the Lusternian axis of conflict!
THE ONE TRUE EVIL = Soulless Gods - The only evil that exists in Lusternia
Serenwilde (Natural) vs Glomdoring (Wyrd)
New Celest (Light) vs Magnagora (Taint)
Hallifax (Logic) vs Gaudiguch (Chaos)
Eep late for work
Here is the over simplified guide to the Lusternian axis of conflict!
THE ONE TRUE EVIL = Soulless Gods - The only evil that exists in Lusternia
Serenwilde (Natural) vs Glomdoring (Wyrd)
New Celest (Light) vs Magnagora (Taint)
Hallifax (Logic) vs Gaudiguch (Chaos)
Eep late for work
Llesvelt2010-12-14 14:21:04
There are many very interesting ways to see conflict between organizations in the game, while the above is not incorrect it is a pretty rough simplification indeed. The deeper you delve into the philosophical differences between each faction the more awesome it gets, I find.
Ixion2010-12-14 14:46:31
If you want to shy away from warrior type combat, try either a psionic mage or a guardian/wiccan. They're both rather linear in terms of combat.
Also you should spend some time thinking what type of RP/org you'd join- having fun is really more important than anything else.
Also you should spend some time thinking what type of RP/org you'd join- having fun is really more important than anything else.
Unknown2010-12-14 15:29:40
QUOTE (Ixion @ Dec 14 2010, 10:46 PM) <{POST_SNAPBACK}>
If you want to shy away from warrior type combat, try either a psionic mage or a guardian/wiccan. They're both rather linear in terms of combat.
Also you should spend some time thinking what type of RP/org you'd join- having fun is really more important than anything else.
Also you should spend some time thinking what type of RP/org you'd join- having fun is really more important than anything else.
Already done that. Hallifax seems to be a very interesting place so far.