Valeros

Vearten of the Azure Sea's page

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I am attempting to create several factions, these will (at the moment) only be kept track of out of game and will create a second layer of society. The factions will have specific requirements of different degrees and each are ran differently. There are 4 types of main-factions each with subgroups. Each subgroup is separate from the others within its faction. The factions are as followed:
Fae Courts
Arcane Councils
Holy Order
Royal Courts
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These factions each have their own basic requirements and ideals, and will be lead by player characters. Below I will explain the basics of each faction.
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Fae Courts:
Members: The Fae Courts are for any member of the Fae, these include but are not limited to Elves, Half-Elves, Orcs, and Halflings. Other races that are Druids can also join these courts.
Subgroups: The Fae have 2 courts, the Winter Court and the Summer Court. This post will cover both separately.
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Summer Court: The Summer Court is the ruling body of warmth, the southern winds and the land. The pinnacle of their power comes at the Summer solstice and quickly depletes at the end of the solstice. They are regarded as kindhearted compared to the members of winter but are no less dangerous.
Organization: The Summer Court is lead by 4 ruling members, the 3 queens and the Winter King. These are mother Winter, Winter Queen, and Winter Lady; along with the Winter King who does not wield as much power as the queens. The queens also choose a champion to do their bidding (battle in their name, assassinate, gather information, attend meetings, etc). Under the queens are the Lords and Ladies of the Court, these each hold control over their own Circles. Each circle can contain up to 50 members and 2 Lords/2 Ladies.
Membership: Members must obey the orders given to them by higher standing members.
Members are not allowed to join the Winter Court.
Ideals: The Summer Court are generally kind toward others and don't tend to be evil. There are exceptions and this isn't a rule but a guide to the kind of members to join this court.
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Winter Court: The Winter Court is the ruling body of cold, the northern winds and the sky. The pinnacle of their power comes at the winter solstice and quickly depletes at the end of the solstice. They are regarded as intelligent if not cold and calculating.
Organization: The same as the Summer Court.
Membership: The same as the Summer Court, you cannot join the Summer Court.
Ideals: The Winter Court are generally out to gain power at any cost, they use foul tactics to complete goals and usually show little emotion. There are exceptions and this isn't a rule but a guide to the kind of members to join this court.
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Back Story: The courts of winter and summer recently had a great war that wiped out most of both courts, a truce has been made to stop the bloodshed and both courts work on rebuilding their strength. The seasons are closely tied to the courts, a ritual is performed during each solstice to bring about the next season. If one court should gain an advantage over the other, global temperatures will tilt to that court's side. The ice ages were caused by winter defeating summer in a war a millennium ago.


Hello, my name is Vearten and I'm the proud Guild Master of the Path Forgers. My goal is to quickly and efficiently go out into the wilderness and locate various interests (be it resources, dungeons, escalation groups, bandit hideouts, and more) and bringing that information back to the public. Some information we give out freely, while more valuable info is sold to the highest bidder.

Of course the reason of this game and this guild is player interaction, as my guild moves further into the wilderness we will uncover many things others covet, we can then share that information with the necessary parties and even assist with certain objectives (such as escort, defend, or attack). Eventually I'd like to see the guild grow into multiple guilds working together at different areas of the map gathering information and sharing it with the public.

The guild will operate under Expeditions funded by whoever we're chartered with. The settlement that charters us will help provide food, supplies, weapons, and armor. In return we give the settlement a piece of mind that the surrounding area is surveyed and threats are identified and can then be dealt with immediately instead of waiting for "them" to strike.

Here is how I intend the guild to play out in the beginning of the game.
We start the game chartered to a NPC settlement and work together with a potential settlement to explore the wilderness looking for an acceptable hex for the settlement to plant its roots. Next we will recharter (if possible) with the settlement we assisted. This will give us a powerful backer for our upcoming expeditions.
During the first two weeks the guild will stockpile resources, it will not be until a well organized group is ready to start a settlement that we will start exploring the outward hexes. This will indeed put us behind other groups of expansion but in the long-run I believe this will give us a good leg to stand on once we head out.

The guild will be run by a meritocracy and will be of true neutral alignment. The guild will have basic to Intermediate role-play.

The guild will be split into specialized divisions that will work together to accomplish tasks. These will be the first two divisions:
*Survey Corps - In charge of finding targets of interests and tracking targets.
*Battle Corps - In charge of defending/eliminating the targets that the Survey Corps locate.

More information will be posted on the guild website at http://pathforger.guildlaunch.com/ The Website is currently a work in progress but should have most of the necessary content required for the site to give you the tools to be an effective member of the guild by the end of October of 2013.

Please post any interest and feedback in this thread. I will post when the website is ready to receive applications to join.