Chartered Company: The Viridian Circle


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Goblin Squad Member

Can everyone who is truly interested in pursing the goals and objectives of the Viridian Circle please send me a PM. I have ideas of how we can crowdforge our dastardly plans away from prying eyes. Whatever you do, keep it a secret.


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Forencith wrote:

I might have totally misunderstood, but I think Kobold Cleaver was trying to be funny...saying he will have to redesign his character because you will not let him focus on picking flowers.

Or maybe the social dance going on here is just too complex for me...

You can only join the dance if you're naked. And a kobold.

*Sways hips*

Liberty's Edge Goblin Squad Member

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BrotherZael wrote:
paxy

Could you possibly quit that $#!+?

I have explained that the prefix is not my name, but a guild tag.

Ravening wrote:
Fauna and flora do it the right way while most settlements do it the wrong way. It’s perfectly clear cut if you think about it!

They do it the way that is conducive to their own survival, just like people do. Ants pile sand, beavers dam rivers, humans build towns. The more social an animal is, the more likely it is to work together to build stuff. Whether it's an axe or a beaver or a termite doing the biting, animals do their thing and trees fall. Yes, it's perfectly clear cut if you think about it.

Ravening wrote:
Can everyone who is truly interested in pursing the goals and objectives of the Viridian Circle please send me a PM. I have ideas of how we can crowdforge our dastardly plans away from prying eyes. Whatever you do, keep it a secret.

Have fun trying to ferret out the moles!

Goblin Squad Member

Pax Keovar wrote:
BrotherZael wrote:
paxy

Could you possibly quit that $#!+?

I have explained that the prefix is not my name, but a guild tag.

heheh I knew before you explained ^^ the original time was just cause I somehow forgot to type the rest. All these others were just because it is fun :D but i'll stop now since you insist so much

Goblin Squad Member

On a serious note: the viridian circle doesn't have a problem with towns or any of that. it is the needless abuse of the natural resources that follows that gets us riled up

Goblin Squad Member

Pax Keovar wrote:
Have fun trying to ferret out the moles!

These are 'beauty marks', tyvm. </sniff>

Goblin Squad Member

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Pax Keovar wrote:


Ravening wrote:
Fauna and flora do it the right way while most settlements do it the wrong way. It’s perfectly clear cut if you think about it!

They do it the way that is conducive to their own survival, just like people do. Ants pile sand, beavers dam rivers, humans build towns. The more social an animal is, the more likely it is to work together to build stuff. Whether it's an axe or a beaver or a termite doing the biting, animals do their thing and trees fall. Yes, it's perfectly clear cut if you think about it.

I'm truly shocked that after reading posts in this thread that you entertain the vain hope of having a constructive adult conversation with me in relation to the merits of settlements and how they're almost exactly live ants.

As Brother Zael said we target naughty settlements, harvesters and individuals. Also since this is a game, this is our way of 'maximizing human interaction', which means if you're bad (which is purely subjective from our point of view) you become our content we become yours, or more likely we use others to do our dirty work for us :)

Pax Keovar wrote:
Have fun trying to ferret out the moles!

Since my character spends a lot of time in various animal forms, it isn't unsual for him to eat ferret's and moles for breakfast.

Being wrote:
Pax Keovar wrote:
Have fun trying to ferret out the moles!
These are 'beauty marks', tyvm. </sniff>

Indeed what fun would there be if the occasional ferret or mole didn't rear there tasty head.


For the record, I can say that, should a mole rear its ugly head, my main goal for a while will be destroying (or at least annoying) whatever party/settlement they belong to. ;D

Goblin Squad Member

As it should be xD

Goblin Squad Member

I prefer to feed them mis-information and sit back and watch the fun. It's also fun to give out a 'key' bit of info and watch where it goes. That way we can track the source.

Goblin Squad Member

It is sometimes said that moles are blind to consequences, deaf to warnings, but can smell impending doom. That is folktale and only somewhat true. ;)

Goblin Squad Member

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Kobold Cleaver wrote:
For the record, I can say that, should a mole rear its ugly head, my main goal for a while will be destroying (or at least annoying) whatever party/settlement they belong to. ;D
Ravening wrote:
I prefer to feed them mis-information and sit back and watch the fun. It's also fun to give out a 'key' bit of info and watch where it goes. That way we can track the source.

My own utterly diabolical plan is to simply enjoy playing the game with them exactly as I would if they weren't moles or spies...

Goblin Squad Member

Nihimon wrote:
Kobold Cleaver wrote:
For the record, I can say that, should a mole rear its ugly head, my main goal for a while will be destroying (or at least annoying) whatever party/settlement they belong to. ;D
Ravening wrote:
I prefer to feed them mis-information and sit back and watch the fun. It's also fun to give out a 'key' bit of info and watch where it goes. That way we can track the source.
My own utterly diabolical plan is to simply enjoy playing the game with them exactly as I would if they weren't moles or spies...

That's just too evil.

Goblin Squad Member

BRILLIANT

Goblin Squad Member

Ravening wrote:
As you probably know the Viridian Order is a neutral aligned group that is concerned with protecting and preserving the balance of nature. On a personal level I view myself as a role player first and foremost, so I wholeheartedly agree with the founding principles of TEO. While member of the Viridian Circle may work with bandits and may even SAD harvesters that strip-mine we will be doing it for purely IG reasons that tie in with our character concepts. So this is my attempt to extend an olive branch to the TEO, who'll we'll mostly likely be supportive of, unless your settlement is abusive towards nature and the natural world.

If you would Sir, could you better define the bolded part, especially your definition of "strip mining"? There are some people, affiliated or not, that might like to know what you consider the limits.

I would add that some may be taking lumber so that lower vegetation might have a chance in certain areas.

Thank you in advance if you can. :)

Goblin Squad Member

hmm, i thought i read something about the topic,but all i could find was this

Strip Mining:

In addition to simply grabbing what you can from an unguarded node, it is also possible to bleed an outpost dry by rapidly harvesting all its crops, furiously butchering all its livestock, or recklessly mining all its ore. Such a process is extremely harmful to the outpost but allows you to walk away with a much greater bounty. If—after slaying all the guards and gaining access to the outpost bank—you can hold onto that outpost for ten minutes, you can begin strip mining. The resource production intervals for that outpost are reduced from an hour to ten minutes, producing goods based on the highest appropriate cultivation skill of a raider within the outpost area. Although this rapidly produces a large amount of goods, it also deals 10% of the outpost's maximum hit points in damage to that outpost with each interval, eventually destroying the structure.

Strip mining is both an effective way for a raiding group to ensure a good haul and a powerful tool for the disruption of settlement's supply chains. Upkeep requires a steady stream of resources; even a small setback could have a significant impact on a settlement with no reserves or back up. This makes raiding a great way to starve out a settlement ahead of warfare, hamper their ongoing military operations, or even artificially raise prices for an upkeep resource in a particular area.

not as helpful as i thought.
Although i think that such a behaviour wouldn´t get anyone any love from the circle;)

Goblin Squad Member

Gedichtewicht wrote:

hmm, i thought i read something about the topic,but all i could find was this

** spoiler omitted **

not as helpful as i thought.
Although i think that such a behaviour wouldn´t get anyone any love from the circle;)

I suppose my work order for 10 billion herb infused toothpicks is over the top for a one hex area? :)

Goblin Squad Member

Bringslite wrote:

I suppose my work order for 10 billion herb infused toothpicks is over the top for a one hex area? :)

lets just say, if you step on any flowers while doing your work you might want to look out for angry kobolds ;)


FLOWERS
THOSE WERE FOR PICKING
NOT FOR STEPPING

Goblin Squad Member

see what i mean?

Goblin Squad Member

Understood!

Goblin Squad Member

Stay
away
from
the
garden

especially the tulips

Those freaking hard enough to raise out here as is...

Goblin Squad Member

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It certainly sounds along the lines that Malaficia would follow, so I'd be interested in a loose coalition along those lines.


Nihimon wrote:
Kobold Cleaver wrote:
For the record, I can say that, should a mole rear its ugly head, my main goal for a while will be destroying (or at least annoying) whatever party/settlement they belong to. ;D
My own utterly diabolical plan is to simply enjoy playing the game with them exactly as I would if they weren't moles or spies...

Isn't that what I said?

Goblin Squad Member

Sadurian wrote:
It certainly sounds along the lines that Malaficia would follow, so I'd be interested in a loose coalition along those lines.

Welcome then, sister Malaficia :)

Goblin Squad Member

Bringslite wrote:
Ravening wrote:
As you probably know the Viridian Order is a neutral aligned group that is concerned with protecting and preserving the balance of nature. On a personal level I view myself as a role player first and foremost, so I wholeheartedly agree with the founding principles of TEO. While member of the Viridian Circle may work with bandits and may even SAD harvesters that strip-mine we will be doing it for purely IG reasons that tie in with our character concepts. So this is my attempt to extend an olive branch to the TEO, who'll we'll mostly likely be supportive of, unless your settlement is abusive towards nature and the natural world.

If you would Sir, could you better define the bolded part, especially your definition of "strip mining"? There are some people, affiliated or not, that might like to know what you consider the limits.

I would add that some may be taking lumber so that lower vegetation might have a chance in certain areas.

Thank you in advance if you can. :)

Well said Gedichtewicht. That is what I remembered (more of less ) of strip-mining. Having said that I thought it would be possible for any harvester (not just raiders) to strip-mine a resource. So if strip-mining is limited to raiders (which I hope it won't be) then you're better be 'ethical' raiders. Otherwise strip-mining another settlement is a sure fire way to get our attention.

The Viridian Circle would equally choose to target settlements where necromancy was a practice. There may be other factors that affect our decision making process. We probably won't know for sure until we're actually in game. Hopefully this clears things up for you.

Sadurian wrote:
It certainly sounds along the lines that Malaficia would follow, so I'd be interested in a loose coalition along those lines.

Malaficia your druid/witch character idea would be won't welcome to join this diverse band of odd balls. So far we have a CN character (mine) and a NE Kobold. So with a name like Malaficia you should fit right in. :)

Goblin Squad Member

She's CN to the core....

Goblin Squad Member

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Sadurian wrote:
She's CN to the core....

Me too. And so is my character :)

Goblin Squad Member

Ravening wrote:


I thought it would be possible for any harvester (not just raiders) to strip-mine a resource.

Same here.

Ravening wrote:


Malaficia your druid/witch character idea would be won't welcome to join this diverse band of odd balls. So far we have a CN character (mine) and a NE Kobold. So with a name like Malaficia you should fit right in. :)

O_o what about the NG dwarf? you know?

the ginger one with the axe?

Goblin Squad Member

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Somebody mention ginger dwarves?

Goblin Squad Member

Kobold Cleaver wrote:
Isn't that what I said?

If it is, sir, then you're even stranger and more wonderful than I'd imagined :)

Goblin Squad Member

I would enjoy the company of singing, drinking, axe-swinging dwarves of the ginger variety.

Goblin Squad Member

Alk Caskenflagon wrote:
Somebody mention ginger dwarves?

O_O a brother from another mother.

Nice tae meit ye!

Goblin Squad Member

BrotherZael wrote:
I would enjoy the company of singing, drinking, axe-swinging dwarves of the ginger variety.

Sorry, this one's a LG wizardly-dwarf an' not likely to be swingin' an axe. When I do use a weap'n it's to be my bow or my shortsword.

Goblin Squad Member

Oh, well it may not be exactly the same but that is still perfectly fine

Goblin Squad Member

while I bump my friend this... bump

Goblin Squad Member

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One of the stated goals of the Viridian Circle is to target settlements (and individuals) which have expanded and harvested resources in a reckless manner. So that got me thinking, how will we identify settlements, chartered companies and individuals who act in this manner?

Settlement Buildings
There should be a wealth of information that is collected that pertains to a settlement. If there was a mechanic called ‘Growth Rate’, then this could provide the ruling body of the settlement with a figure to display how rapidly a settlement is growing. This would enable them to see if they are growing in an efficient and cost effective manner. This could be a measure of the current skill level of characters assigned to various buildings, as well as the number of projects on the go (and the average skill rating of the contributors), the amount of resources being gathered and allocated to settlement projects and perhaps a measure of the amount of wastage on settlement projects.

In regards to wastage the lead on a project could choose how they want to manage a building project. For instance if a particular kind of training facility is required to be built quickly, then the lead could decide to make a reduction in the quality of the overall project and increase the amount of wastage. Both of these choices would affect the amount of raw resources required for the project, the time it would take to build the structure and the minimum required skill level to contribute to the project. These kinds of choices should also affect the on-going cost of maintenance, development index rating and the end appearance of the structure.

While it might be cheaper and quicker to build structures quickly at reduced quality. This would have an overall effect on the ambience of the overall settlement, as well as effect on-going maintenance costs. So civic pride might come into play, as well as some characters might not want to go to the ‘shabby rundown’ settlement of Brighthaven.

It should also be possible via relevant skill checks and having a look around a settlement to get a feel if a settlement is growing at a reckless manner (by viewing the growth rate and other stats) and what level of wastage has been used to construct the buildings. All of the above would not only assist the Viridian Circle in deeming who to target, but make each settlement unique and feel alive.

Settlement Resource Gathering & Strip-Mining
I’ve mentioned above that there should be a wealth of information available to community leaders of a settlement. This should include the efficiency of their resource gathering efforts. We’ve heard it mentioned that raiders will be able strip-mine resources of rival settlements. I propose that strip-mining be an option not only for raiders, but also for settlement harvesting operations as well as individual harvesters.

This make sense and allows everyone to make a meaningful choice when it comes to harvesting. Do I want to harvest this resource to maximise the quality of the material being harvested or do I want to accept a reduction in the overall quality of the resource so I can do it quickly. This kind of decision making is as applicable to a small harvesting group in the dangerous wilderness, trying to quickly mine a rare but expensive resource. To Settlements (or others) who are at war (or feuding) to quickly harvest resources so they can churn out some needed armour or weapons.

On a side note I think it would be fantastic if harvesters could harvest materials that have a higher quality rating at the expense of increasing the time taken and reducing the yield from the harvested node. For instance a Dwarven harvester who is harvesting an average quality iron deposit might decide to only take the best of the bunch of the iron ore, thus reducing his yield but in return getting good quality iron ore. At the refining phase a refiner could pay less for average quality iron ore (and get more of it) and then refine it to produce a higher quality, or buy the good quality iron ore as it saves them time. They could keep it at this level of quality or refine it to excellent quality iron ore losing some in the process.

Not only does this add another layer to harvesting (and as a consequence refining and crafting) but it also enables the Viridian Circle to target those that are harvesting recklessly. Obviously the last point is the most important ;-p

I would imagine that the way in which you harvest should have a visual effect of the resource node, and also be detectable via appropriate skills checks. So if you stumble across a shonky looking resource node that has been recklessly ripped apart, you know the harvesters have been naughty. Conversely a well-constructed resource harvesting camp would leave the resource node in pristine order. For the above to have any meaning we would need to be able to determine who has been harvesting a particular resource node as well as use skills to get an insight into a settlements resource gathering efforts.

Goblin Squad Member

The below is copied from the Crowdforging True Neutral as a an active alignment for reference purposes and for discussion.

Gedichtewicht wrote:


Nature´s Warrior[pvp-flag]
you are a protector of nature, you roam the lands looking for strip-miners using destructive exploitation, and bring nature´s wrath upon the defilers.
To do so you get the commune with natureability which lets you scan your current hex for destructive exploitation

Stripminer[pvp-flag]
you are out for the fast money, while flying this flag you can use destructive exploitation.
your harvesting speed is increased by x%, but because of your reclessness you
-also loose x% of the maximum amount of ressources you could have harvested otherwise.
or
-reduce the respawn rate of that ressource within the hex.

the Nature´s warrior flag emowers it´s user to hunt down stripminers only! using it to star attackin other eople, even flying other pvp-flags should include consequences.

both flags open you up for pvp from other parties.

---------

To expand on the sinner rating and ways to use it.
- some religions could employ inquisitors hunting down heretics(=high sinner rating) ;)

Goblin Squad Member

@Ravening, Devs, and Concerned parties

Basically a super-in-depth Development index tab and an in-game method of determining. I also agree with this idea.

In terms of building/construction:

You should be able to speed up/lower cost per-good of a project but in return get more upkeep cost or lower use rates. I think this is already planned. If not... why have different construction material tiers anyway?

In terms of harvesting:

Strip-mining needs to be an option for more than just raiders. if the system is built and in place there is no reason companies can't have miners do the same thing, or even do it better (less damage to building/larger yields). Ravening brings up excellent examples of when this might be applicable. And I'll drop/reiterate a few more:

1) War-time/Pre: Settlement A) might need to churn out a large amount of weapons for their batch of new recruits/NPCs to battle an approaching army.

2) Economic Conflict A: Company A) might be lagging behind in profits and need a quick 100k to pay off debts. decision time...

3) Economic Conflict B: Company A) and Company B) are mining the same resource. Who gets the most resources will prevail.

4) Economic Conflict C: A) and B) companies are at it again, same resource but separate locations. Who will get their supply to the market first and thus secure more sales?

5) Economic Conflict D: A) company is mining a resource and they know that B) company (whom they are feuding with) is on the way en masse to take the mine for their own purposes... The solution? take all you can and destroy as much remaining so that B) company is just wasting their effort to come out here. Standard scorched earth tactics.

Goblin Squad Member

I've created a thread to discuss my proposals for Settlement Buildings, Resource Gathering & Strip-Mining.

Brother Zael, can you please copy your most excellent addendum to the new thread.

Thanks

Goblin Squad Member

Welcome Brother Ravening.

Goblin Squad Member

while I am here. bump.

Goblin Squad Member

All defenders of nature are welcome in Taur-im-Duinath, especially those named after the color of our queen's crown. Know that even coming from far away, your call for retribution against nature defilers will be heard in our Haven.

I'm glad to have found another organisation with goals similar to ours in regards to the defence of nature. We may be able to aggregate a significant strength to mount interesting nature-themed PvP if you, The Vigilant and us are acting in concert.

As regards the practicality of our invitation to our settlement, any Druid aligned NG or CN could be part of it, and since we'll very likely have a CN charteredsponsored company there will also be room for TN Druids. NE and LN druids would be out of luck alas due to the game mechanics as I understand them but in any case and whatever the organisation you choose during the EE, let's keep in touch.

Goblin Squad Member

Thanks for your kind words Nolondil, i´ll make sure to pass them on to my brothers and sisters:)


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I remain loyal, of course, to the Circle. ;)

Goblin Squad Member

OMFG KC I FORGOT ABOUT GRICKIN O.O

*ahem* right anyway.

Dear Leafrunner,

I am certain we will get along quite well, the odd scuffle aside. I assure you with full confidence both the TVC and my own are more than willing to spread open arms, limbs, branches, and whatever else to our pointy-eared compatriots. As we, alas, lack in numbers if not zeal and aptitude, I am certain you will delight in being able to help us patrol the land.

Always Watchful,

Brother Letholdus Zael

Goblin Squad Member

*looks down at Grickin*
... (perception check against illusion)
*cough*
... (religion/nature knowledge check against Druid lore)
*cough*
...
I assure you my friend you are the first Kobold gifted with the bound of Nature I meet or I have heard of, but I am young by my people standards, and I spent not much than a century outside of Kyonin so I hope you will accept my apologies for losing my countenance. You are nethertheless welcome in our Haven as are all Druids, and this invitation is not to challenge your allegiance to your Circle. I know your shrines are the woods, the lakes and all places gifted by Nature, but in our halls we hope you will find knowledge and rest to help you in your duties to Nature. Taur-im-Duinath do not requires pledges from those who have already pledged their life to the defence of Nature.

Nobody expects Grickin !

Thanks all for your kind replies, and looking forward to cross you ingame. A practical question though: given that Druids won't be implemented in the EE (or not until the end) do you intend to play clerics instead ? Also any idea of what kind of shrine / religious building GW would implement that would provide some nature-themed spells or training we could use until we have Druids ? I did not find information on this topic on GW's blog, but I have probably missed some staff posts on this forum.


Ravening wrote:

I’m putting out feelers for who would be interested in a Druidic / ‘defenders of the natural world’ type chartered company (not sure if this is the correct terminology).

Chartered Company
Name: The Viridian Circle
Alignment: Neutral
Members Alignments: N, NG, NE, CN
Ideology:

  • Protectors of the natural world
  • Enemies of aberrations & undead
  • Keepers of the Balance

Less of a settlement and more of a group of like minded characters who share information and support. I could see the Viridian Circle with operatives throughout the River Kingdoms, who provide information on settlements, groups and organizations that act recklessly (particularly if it affects the natural world), or expands to rapidly. I could see operatives doing some of the following activities

  • Attacking aberrations/undead escalation cycles
  • Destroying Aberrations
  • Destroying Undead and those who create/use them
  • Advancing escalation cycles that threaten settlements that are expanding too quickly or acting recklessly
  • Setting up a Sanctuary (for wild animals, fey creatures etc.) and policing its borders

In structure operatives would act fairly autonomously. Each Settlement would have an Archdruid that observes it and the surrounding area, Archdruid’s would form a council of peers and from among them would be selected a Grand Druid. The Grand Druid would be chosen in a similar manner as outlined in the Green Faith Acolyte prestige class. Archdruids would co-ordinate the activities of the operatives in the area and police the activities of individual members.

"You shall have my cooperation when I am not aiding those that I am allied to. I look forward to accompanying you in the smiting of the things that should not be."

"I am Amaziah Hadithi, call on me when you need to bring the sun with you and I shall bring the light of the Dawnflower to chase away the shadows to aid your cause. I may not be a druid, but I hope to be of some use as plants need the sun to grow, and the sun needs plants to find use in its healing growing light"

"May the sun shine down upon us all"

Goblin Squad Member

As said elsewhere, I am not actually primarily focused on the TVC.

I plan on playing a Fighter or Ranger multiclassed into Diplomat or Bard.

As for buildings, we (Gedichtewicht, Ravening, and I) have been pushing for them but Idk where it has gone much beyond a "we are working on stuff and things, and it sounds cool"

basically everything about druids and monks has yet to be worked on to my knowledge. well worked on to the point they will say anything to us.

Goblin Squad Member

Bumping for now, I'll transfer the pertinent material over.

For the meantime: TVC is still opening it's arms to recruits, whether they wish to join officially or unofficially. Please pm of your interest and I will file away your paperwork as proper.

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