Idea for a new faction: Regulators

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tsff22
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Idea for a new faction: Regulators

#1 Post by tsff22 »

I was thinking of the possibility of a new faction, which I call the Regulators.

Like the Ziguranth, they believe that magic is a dangerous threat to Eyal. Unlike the Ziguranth, however, they don't believe in the mass murder of magic users and magic supporters, but instead "merely" wish to control and regulate them, hence the name. Maybe they could be former Ziguranth who left Zigur after witnessing how extreme they were.

Thoughts?

Frumple
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Re: Idea for a new faction: Regulators

#2 Post by Frumple »

What's their major malfunction? Arcane user eugenics/breeding pits/slave pins? Planning a second spellblaze?

tsff22
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Re: Idea for a new faction: Regulators

#3 Post by tsff22 »

Well, the thing is, I was thinking they could be the "moderates" in regards to antimagic.

See, in my opinion, the pro-magic factions you can join are moderate (Angolwen), in that they are peaceful, and an extremist (Rhaloren) faction determined to subjugate all non-magic users. For antimagic, by contrast, there's only Zigur, which is about as extreme as you can get. The Regulators would thus be considered the moderate antimagic faction, in that they still consider magic dangerous, but are willing to tolerate certain mages that prove they can handle the power they have.

Though yeah, I suppose they could have a more shadier side in some of their number conducting...unethical experiments on criminal mages they capture.

Frumple
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Re: Idea for a new faction: Regulators

#4 Post by Frumple »

Well, the "moderate" antimagic faction is basically everyone not pro-magic. The general population is as a whole is mostly distrustful of the arcane in the current Maj'Eyal history. For, y'know, good reason. They're just not, quite, to the baby-torturing point that Ziguranthi are.

5k17
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Re: Idea for a new faction: Regulators

#5 Post by 5k17 »

Since many magic users are, as you said, moderate, and those who aren't are constantly fighting everyone anyway, I wonder why anyone would consider their external regulation necessary.
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bricks
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Re: Idea for a new faction: Regulators

#6 Post by bricks »

The Archmage quest also suggests that Angolwen regulates on the "magic" side of things, which makes more sense to me than non-magic, non-antimagic magic regulators.

"Regulator" as a mage/wilder class would be neat, though, sort of like an Arcane Warden.
Sorry about all the parentheses (sometimes I like to clarify things).

nukularpower
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Re: Idea for a new faction: Regulators

#7 Post by nukularpower »

IMO psionics should be considered magic as far as antimagic and such goes, for what that's worth. It seems silly that they aren't already, given that magical nature of the effects, and the fact that psionics are more OP than magic in this game.

On topic, not sure how much more room there is for another antimagic cult. How about a pro-magic cult first? ;)

darkgod
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Re: Idea for a new faction: Regulators

#8 Post by darkgod »

Psionic is actually perfectly natural. Nature evolved psionics as a response to magic
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nukularpower
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Re: Idea for a new faction: Regulators

#9 Post by nukularpower »

I understand that, from a lore perspective. But it would still all look like magic to the raving masses of mage-haters like the Zigur people. It doesn't seem plausible that they would be saying "Oh, your sword is flying because of MIND power! It's cool, as long as you don't have a mana bar. Carry on!" At least, that's how it seems to me.

Plus, like I said, psionics are OP enough... letting them learn the AM tree seems like overkill, even if it does make sense thematically.

tsff22
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Re: Idea for a new faction: Regulators

#10 Post by tsff22 »

I have to admit, even if my idea doesn't get much support, I do like the earlier proposed idea of an "Arcane Warden" class.

5k17
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Re: Idea for a new faction: Regulators

#11 Post by 5k17 »

nukularpower wrote:But it would still all look like magic to the raving masses of mage-haters like the Zigur people. It doesn't seem plausible that they would be saying "Oh, your sword is flying because of MIND power! It's cool, as long as you don't have a mana bar. Carry on!" At least, that's how it seems to me.
Which means they would also have to regard Wilder powers, which seem equally supernatural, as magic. Given that Antimagic is equilibrium-based, that seems unlikely. I suppose Ziguranth have a way to recognize magic as such, be it knowledge or some sort of "magic sense".
bricks wrote:"Regulator" as a mage/wilder class would be neat, though, sort of like an Arcane Warden.
That would indeed be awesome.
Die early, die often.

nukularpower
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Re: Idea for a new faction: Regulators

#12 Post by nukularpower »

5k17 wrote:Which means they would also have to regard Wilder powers, which seem equally supernatural, as magic. Given that Antimagic is equilibrium-based, that seems unlikely. I suppose Ziguranth have a way to recognize magic as such, be it knowledge or some sort of "magic sense".
True, and indeed, it's pretty rare to see a game with Druids (or their equivalent) not using magic spells. In fact, I think this is the only one that classifies that stuff as not being magic.

5k17
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Re: Idea for a new faction: Regulators

#13 Post by 5k17 »

nukularpower wrote:True, and indeed, it's pretty rare to see a game with Druids (or their equivalent) not using magic spells. In fact, I think this is the only one that classifies that stuff as not being magic.
What about D&D? Both primal magic, which druids use in the 4th edition, and divine magic, which they used before, are clearly distinct from arcane magic. They are called magic, granted, but that's apparently only a matter of terminology.
Die early, die often.

tsff22
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Re: Idea for a new faction: Regulators

#14 Post by tsff22 »

I've begun to think up a quest chain for the proposed Regulators. Even if the faction never actually makes it into TOME, would anyone be interesting to hear my ideas?

Frumple
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Re: Idea for a new faction: Regulators

#15 Post by Frumple »

Interested in seeing the addon, perhaps :wink:

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