12-20-2019, 07:10 PM
(This post was last modified: 01-22-2020, 04:10 AM by DreamWeaver.)
Hello Midgard players,
I wanted to break the ice and start talking about different factions. I know that Davin is working on "the game mechanics" for the game, but we the players really can't talk about that very much. We simply are not doing the coding for the game mechanics, but what we can talk about are the factions and dig into details about them. So first here is the last list of the factions that have been in the last couple of versions of the game:
The faction I would like to talk about in this thread is: Faction #16 - The Cult of the Dark One.
Now this had been a Non-Player (NPC) faction but a lot is known about it and was in the process of being worked on to open up as a Player based faction. So lets talk about them.
The Cult of the Dark One or Cult as it was normally know was based in Kalmar and Southern Midgard continents. The Cult #0 actually was the Founder #0 for Faction #32 The Cymru (player faction)and eventually stepped down with a new #0 standing in to take up that spot. Much was learned about the Cult and the faction was being flushed out to be played in the different versions of the game.
The Cult of the Dark One is basically a version of one of the Old Gods, specifically Moorlock. Now a lot of the work on this faction happened in Midgard USA version, but was changed slightly in the next version because the next version did not include either #10 The Serkeanar Religion or #32 The Cymru. A new faction #32 was stood up and put into play ,The Seekers (based in Kalmar and Southern Midgard). Through that interaction again more was learned and worked on through declared #17 Heretic clans that were trying to bring the Cult faction live. Being that we are in another new restart of this game, that is being redesigned it is our intent to help design this faction to eventually become a live player faction in the game. So below are our collective thoughts about the design of this faction, of what it might become in this version of the game. I know the GM Davin wants to start with the core factions, but this discussion can help to set those other factional discussions in motion.
I should also point out in the past under all the versions of Midgard, the standard to stand up a new faction was to have either a declared #19 Independent or #17 Heretic clan with a note to the GM that they were intending to declare for that new faction when it became live. Now you need to have (10) or more Players, and (20) or more Clans that are going to declare to the new faction. They also must play in that status for (12) turns/cycles consecutively, once that is reached then the faction comes live. Before the clans do the declare and intend to start for the new faction, a lot of Special Actions has to happen to design the faction and find a #0 Senior founder NPC.
So with that said lets talk about this faction...
Faction #16 - The Cult of the Dark One:
One of the Old Gods...Moorlock, The God of Bringer of Forbidden Knowledge.
Druidical in Nature with close ties to natural setting, they also one with nature and skilled in Concealment/Ambush in nature. They focus on Bow weapon types and excel of raged stealth attacks from concealed locations to get a jump on their targets. City ownership is not really that import, having more Cult shrines is more import. Basically helping the people and spreading the teachings of the Dark One is more key. So they tend to be super Secretive, hidden in nature, not always understood, strike from the Shadows and from Ambush. They do care about helping the health of the people and their Medical knowledge is the key.
The factional perk is that they can Successfully Conceal themselves in nature with relates to giving them the ability to Ambush/Surprise someone. They are a foot based factional
Religious faction building: Shrines (Stonehenge like) -stone circles on a small hill with a stone alter, with a underground stone grottoes.
Shrines within a city bring a equal split in both Cult and Independent Influence to the city it is built for. Shrines increase a cities Health and act like a better Hospital for a city. Also since the Cult are archers, they increase the number of Bow Weapons; LM, MM types on a cities market. They also add HM to a cities market the numbers are based on the number of Cult Shrines a city has. Also the Cult shrines add to the % of LM and MM on the market added to the market depending on the number of armories in the city.
The factional skills are:
PRE - Preach
REC - Recruitment
HRB - Herbalism
APT - Apothecary
SCT - Scouting
STW - Streetwise
A new startup clan skill set up might be: (Standard is 10 skill levels in skills some assigned (8) and other picked(2) by the player):
LDR: PRE-1, REC-1, HRB-1, APT-1, STW-1, SPY-1
F1: STW-1
F2: STW-1
F3: STW-1, SCT-1
I wanted to break the ice and start talking about different factions. I know that Davin is working on "the game mechanics" for the game, but we the players really can't talk about that very much. We simply are not doing the coding for the game mechanics, but what we can talk about are the factions and dig into details about them. So first here is the last list of the factions that have been in the last couple of versions of the game:
The faction I would like to talk about in this thread is: Faction #16 - The Cult of the Dark One.
Now this had been a Non-Player (NPC) faction but a lot is known about it and was in the process of being worked on to open up as a Player based faction. So lets talk about them.
The Cult of the Dark One or Cult as it was normally know was based in Kalmar and Southern Midgard continents. The Cult #0 actually was the Founder #0 for Faction #32 The Cymru (player faction)and eventually stepped down with a new #0 standing in to take up that spot. Much was learned about the Cult and the faction was being flushed out to be played in the different versions of the game.
The Cult of the Dark One is basically a version of one of the Old Gods, specifically Moorlock. Now a lot of the work on this faction happened in Midgard USA version, but was changed slightly in the next version because the next version did not include either #10 The Serkeanar Religion or #32 The Cymru. A new faction #32 was stood up and put into play ,The Seekers (based in Kalmar and Southern Midgard). Through that interaction again more was learned and worked on through declared #17 Heretic clans that were trying to bring the Cult faction live. Being that we are in another new restart of this game, that is being redesigned it is our intent to help design this faction to eventually become a live player faction in the game. So below are our collective thoughts about the design of this faction, of what it might become in this version of the game. I know the GM Davin wants to start with the core factions, but this discussion can help to set those other factional discussions in motion.
I should also point out in the past under all the versions of Midgard, the standard to stand up a new faction was to have either a declared #19 Independent or #17 Heretic clan with a note to the GM that they were intending to declare for that new faction when it became live. Now you need to have (10) or more Players, and (20) or more Clans that are going to declare to the new faction. They also must play in that status for (12) turns/cycles consecutively, once that is reached then the faction comes live. Before the clans do the declare and intend to start for the new faction, a lot of Special Actions has to happen to design the faction and find a #0 Senior founder NPC.
So with that said lets talk about this faction...
Faction #16 - The Cult of the Dark One:
One of the Old Gods...Moorlock, The God of Bringer of Forbidden Knowledge.
Druidical in Nature with close ties to natural setting, they also one with nature and skilled in Concealment/Ambush in nature. They focus on Bow weapon types and excel of raged stealth attacks from concealed locations to get a jump on their targets. City ownership is not really that import, having more Cult shrines is more import. Basically helping the people and spreading the teachings of the Dark One is more key. So they tend to be super Secretive, hidden in nature, not always understood, strike from the Shadows and from Ambush. They do care about helping the health of the people and their Medical knowledge is the key.
The factional perk is that they can Successfully Conceal themselves in nature with relates to giving them the ability to Ambush/Surprise someone. They are a foot based factional
Religious faction building: Shrines (Stonehenge like) -stone circles on a small hill with a stone alter, with a underground stone grottoes.
Shrines within a city bring a equal split in both Cult and Independent Influence to the city it is built for. Shrines increase a cities Health and act like a better Hospital for a city. Also since the Cult are archers, they increase the number of Bow Weapons; LM, MM types on a cities market. They also add HM to a cities market the numbers are based on the number of Cult Shrines a city has. Also the Cult shrines add to the % of LM and MM on the market added to the market depending on the number of armories in the city.
The factional skills are:
PRE - Preach
REC - Recruitment
HRB - Herbalism
APT - Apothecary
SCT - Scouting
STW - Streetwise
A new startup clan skill set up might be: (Standard is 10 skill levels in skills some assigned (8) and other picked(2) by the player):
LDR: PRE-1, REC-1, HRB-1, APT-1, STW-1, SPY-1
F1: STW-1
F2: STW-1
F3: STW-1, SCT-1
Brother to Brother, for one and all. United we stand, and divided others will fall. Hear my call, and take up your arms with me as we bring Justice to all.
Father Morpheus's theme music
Father Morpheus's theme music