Mage's Guild
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Mage's Guild
Given that there is a faction for the magically maligned, why not create an opposing faction?
It always struck me as odd that somebody can play a character, throw themselves in with the mages right off the bat by handing in an arcane artefact, check out the shops, and then walk over to Zigur and join anti-magic. Why not make it so that doing the Angolwen unlock quest gets you into a faction? You join the mage's guild and maybe get access to a generic spell tree for your trouble, but in doing so you're forever locked from anti-magic on that character. (and betraying escorts)
From an IC standpoint it would just make a lot more sense!
It always struck me as odd that somebody can play a character, throw themselves in with the mages right off the bat by handing in an arcane artefact, check out the shops, and then walk over to Zigur and join anti-magic. Why not make it so that doing the Angolwen unlock quest gets you into a faction? You join the mage's guild and maybe get access to a generic spell tree for your trouble, but in doing so you're forever locked from anti-magic on that character. (and betraying escorts)
From an IC standpoint it would just make a lot more sense!
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- Yeek
- Posts: 10
- Joined: Sun Dec 23, 2012 3:38 pm
Re: Mage's Guild
I'd say that this calls for a rewrite of the ending of that quest.
Instead of immediately revealing the portal, the mage says he wishes he could thank you properly (while giving you the ring), then comes to a realization and offers to introduce you to "someone important". He warns you that he'll have to blindfold you for the trip, but says that it's perfectly safe.
If you accept, you're teleported into Angolwen, next to one of the major NPCs, who listens to the apprentice's account and is annoyed at him for taking such a risk, but offers to teach you the secrets of Angolwen if you swear an oath not to betray them to their enemies.
If you accept again, you're taught the cantrip that activates the teleport circle (practically, this just reveals it on the map), which is also enough for Zigur to consider you a mage and attack you on sight. You're then free to explore the city as usual.
If you decline, you're again blindfolded and dumped back out to the world map.
There could also be a further quest that happens if you've given an artifact to the apprentice but not joined Angolwen, and then speak to the leader of Zigur. You can reveal that Angolwen exists to get a natural beacon to carry into Angolwen and activate, betraying them to Zigur. When you have the apprentice take you into Angolwen again, you can either activate the beacon or show it to the NPC without activating it. Either way binds you permanently to the appropriate faction, and could have other major consequences.
Instead of immediately revealing the portal, the mage says he wishes he could thank you properly (while giving you the ring), then comes to a realization and offers to introduce you to "someone important". He warns you that he'll have to blindfold you for the trip, but says that it's perfectly safe.
If you accept, you're teleported into Angolwen, next to one of the major NPCs, who listens to the apprentice's account and is annoyed at him for taking such a risk, but offers to teach you the secrets of Angolwen if you swear an oath not to betray them to their enemies.
If you accept again, you're taught the cantrip that activates the teleport circle (practically, this just reveals it on the map), which is also enough for Zigur to consider you a mage and attack you on sight. You're then free to explore the city as usual.
If you decline, you're again blindfolded and dumped back out to the world map.
There could also be a further quest that happens if you've given an artifact to the apprentice but not joined Angolwen, and then speak to the leader of Zigur. You can reveal that Angolwen exists to get a natural beacon to carry into Angolwen and activate, betraying them to Zigur. When you have the apprentice take you into Angolwen again, you can either activate the beacon or show it to the NPC without activating it. Either way binds you permanently to the appropriate faction, and could have other major consequences.
Re: Mage's Guild
What about vim users? Paradox users? Hate users? I want a guild for my evil guys! 

Re: Mage's Guild
I imagine the mages are in a position where they aren't able to refuse applicants. you know, the whole holed up in the mountains being pursued by roving bands of mage-hunters thing and all.
edit: maybe get an achievement if you never join either the Ziguranth or the Mage's Guild?
edit: maybe get an achievement if you never join either the Ziguranth or the Mage's Guild?
Re: Mage's Guild
It'd be interesting to get some more minor perks than AM.
Maybe not something massively complex, but something more simple, like getting access to some basic non-standard spells(Strike? Elemental Bolt? Water Jet?) that you could pay cash to get levels of, and/or a potion that would basically bar you from AM equipment/rack up Equi naturally, but grant you Mana regeneration and some other small bonuses(On hit elemental damage? Magical armor? Maybe even a neat choice, sorta like a suped up Alchemist potion?).
Some little arcane-related bonuses could add more character to Angolwen, without necessarily being unbalanced. Besides, I want more reasons to build Magic on a Bulwark.
Maybe not something massively complex, but something more simple, like getting access to some basic non-standard spells(Strike? Elemental Bolt? Water Jet?) that you could pay cash to get levels of, and/or a potion that would basically bar you from AM equipment/rack up Equi naturally, but grant you Mana regeneration and some other small bonuses(On hit elemental damage? Magical armor? Maybe even a neat choice, sorta like a suped up Alchemist potion?).
Some little arcane-related bonuses could add more character to Angolwen, without necessarily being unbalanced. Besides, I want more reasons to build Magic on a Bulwark.

Re: Mage's Guild
But there is an opposite to the Ziguranth already, and you can side with them.
They are the Rhaloren.
They are the Rhaloren.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Mage's Guild
They're only available for spellcasters, though. What if I'm a berserker who isn't opposed to the mage's guild?HousePet wrote:But there is an opposite to the Ziguranth already, and you can side with them.
They are the Rhaloren.
Re: Mage's Guild
Symmetry (except for LOS .. :> ) is not always good design; it leads to an artificial feel.
I'm nto against giving ways for melee to learn some magic, not at al, but not in a way taht is just symmetric of zigur
I'm nto against giving ways for melee to learn some magic, not at al, but not in a way taht is just symmetric of zigur
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Mage's Guild
Melee chars can currently learn magic via escort quests. RNG willing. (Or RNG unwilling, if you force matters.)
Re: Mage's Guild
I think Anti-Antimagic is sufficient.
Sorry about all the parentheses (sometimes I like to clarify things).
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- Uruivellas
- Posts: 717
- Joined: Mon Jul 16, 2012 6:03 pm
Re: Mage's Guild
Trouble is... (rot13) Gur ncceragvpr vf nyernql bar bs gur znwbe ACPf. Vs lbh unir rabhtu Phaavat, lbh pna erpbtavmr gur Nepuzntr Gneryvba jura lbh gnyx gb uvz va Natbyjra.FunnyMan3595 wrote:If you accept, you're teleported into Angolwen, next to one of the major NPCs, who listens to the apprentice's account and is annoyed at him for taking such a risk, but offers to teach you the secrets of Angolwen if you swear an oath not to betray them to their enemies.
But in general, I like the idea of finding Angolwen to feel like a bigger deal (not to say it should be harder, just more important]\). Something along those lines could be nice, even if the specifics would have to differ.
Re: Mage's Guild
In the end, all of this moreso stems from how to make all the towns more important, interesting and lively as they've only gained little bits along the way while so many zones, classes, powers, items, prodigies that tie into plot decisions, etc have been duly wrought.
Perhaps then the idea of class specific guilds would make even more sense---as that more directly correlates to the notions of guilds outright? Assassin Lord could become a black market of sorts and The Rest of the Story with the Ransom with Last Hope, Stone Wardens could have a secret passage in the stonewall of town to a secret conclave, and so on.
Perhaps then the idea of class specific guilds would make even more sense---as that more directly correlates to the notions of guilds outright? Assassin Lord could become a black market of sorts and The Rest of the Story with the Ransom with Last Hope, Stone Wardens could have a secret passage in the stonewall of town to a secret conclave, and so on.