Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sat Dec 01, 2007 8:38 am 
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Joined: Wed Jun 15, 2005 1:27 pm
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Just getting done with moving so I'll be back soon :)

On topic:

I love this idea, but I have to agree - tribunal leaders would get shafted, and the dark side basically gets boned.

Ideas (to be taken individually):
Tribunals:
-Tribunal leaders get a skill similar to the mercs rally cry that stacks with said ability.
-Tribunal leaders get to command 'special' NPCs. This would work even BETTER if all of the cities guards were, as Achernar put it, 'congruent'. The special NPC could be similar to recruiting a local hero to your cause.

Dark side:
- Roving mercenary camp (tribunal)
- New cabal - Fenwalkers - Similar to Druids but more of an evil, swamp base. Would recruit evil scouts, druids, necromancers, priests, sorcerors, warlocks, fighters. Perhaps these druids see undeath as just a reanimation of inanimate matter once the life has left it, similar to a warlock animating an elemental? (Probably won't fly but it's a thought)
- New NEUTRAL cabal - Seafarers - Mainly warlocks and sorcs, this cabal would be located out to sea somewhere and have nifty ocean based powers. (Neutral as in not tied to any particular kingdom merely by it's physical location - perhaps the cabal HQ could have exits onto oceans at BOTH ends of the continent and exist in a sort of 'extra dimensional pocket'?)
- Deep cabal and tribunal (already been heavily discussed and with the limited pbase i doubt it'd survive long, but who knows - maybe it's the promo we're looking for?)

My 2 cents

edit: PS - In response to Achernar's earlier comment about how to fix CRS and give the cabal HQ's the old flair they had, why not tack on the current CRS boring HQ to the old HQ's and make people wander their way through the cabal's depths to get to the 'secret store room of the cabal's most ancient relic'?


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PostPosted: Sat Dec 01, 2007 11:24 am 
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I think that if we want to give SK more appeal, we need a good deal more mystery. I remember when I barely had any idea what the adepts were except for when Calith got pissy and rained on my training party. The harlequins were a complete mystery, and I hadn't even heard of the druids outtside of the help files. When you know who's who, what's what, etc., it sort of takes a little of the mystique out of the game. Almost sad, really.


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PostPosted: Sat Dec 01, 2007 12:05 pm 
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Joined: Tue Aug 07, 2007 2:34 am
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The Mighty Fluffball wrote:
I think that if we want to give SK more appeal, we need a good deal more mystery. I remember when I barely had any idea what the adepts were except for when Calith got pissy and rained on my training party. The harlequins were a complete mystery, and I hadn't even heard of the druids outtside of the help files. When you know who's who, what's what, etc., it sort of takes a little of the mystique out of the game. Almost sad, really.


I really agree with this but at the same time disagree.

I love the fact Dulrik has made cabals more accessible to the common person, but I hate the fact that it's made it a huge ooc thing now.

I guess you can't have one without the other.


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