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non-evil Dunedain guild please!

Posted: 29 Nov 2017 05:01
by Alteor
So when I joined I was sure I wanted to be human.

There was, ignoring the krynn guilds, Travellers, that are kinda meh, seemly have no lore, and no interesting RP tied to them, Thanar, that are rather cool, but evil only, Khalakhor, that is rather interesting, but I didn't wanted to RP celt (because I don't understand celtic culture, too far different from my native culture), and Dunedain.

So I decided to go dunedain route, hoping that I would RP some cool Gondorian/Arnorian dude.

So, first Dunedain I met was Diri, that is Priestess of Thakisis. She helped me quite a bit, and let me join the guild... still, she was evil.

Second Dunedain I met, was Faery, that was mass murdering good elves.

pattern like that went on for a while.

While trying to choose a house, the library was messy, and seemly mostly evil...

I joined Belecthor, and took it over.

So to help people join, I decided to write a book about all houses, so I did some intense research, talked to the active other dunedain and so on...

So the current list of Dunedain houses:

Agarwaen: belongs to MM
Amandil: has tons of good players inside, many I see names in other houses books... I was told they accept good aligned players with no other guild to go to.
Aranarth: requeriments same as Thanar (need to be human supremacist and evil)
Belecthor: before I took over belonged to MM
Beor: leader is Chade
Borlad: seemly belongs to evil pirates, also are not Dunedain in first place (they are Easterlings, and look opposite of Dunedain, being short and dark skinned)
Hador: requeriments same as Thanar + loyalty to Melkor
Haladin: currently inactive. In lore they are Edain, but are considered ancestors of Haradrim, Dunlendings and Black Numenoreans
Hallacar: evil (dunno guild of leader)
Hurin: inactive
Thalion: belongs to MM
Umarth: leader is Diri, priestess of Thakisis

----

So, Dunedain guild has 12 houses, ignoring my own, that I took over from evil players, but most members are still evil, there is 2 good houses (Beor and Amandil).

So, can we get a new guild for us then? I want to RP being neutral, or good-leaning human with deep lore and whatnot, and have a guild hall safe from Morgul Mages and whatnot, where they can't loot my stuff when I DC, or spawn-camp, or delete books in the library.

Re: non-evil Dunedain guild please!

Posted: 29 Nov 2017 08:23
by Arman
Got an idea for a human racial guild?

They are pretty easy to code.. it usually comes down to lore really. Throw some ideas at us wizards :)

Re: non-evil Dunedain guild please!

Posted: 29 Nov 2017 13:22
by Drazson
Arman wrote:Got an idea for a human racial guild?
Something based on Chinese cultures! It's quite vague because they are so numerous, I wouldn't dare specify and I don't know much.

- Agriculture (herbalism?)
- Strong family ties and traditions regarding elders (flavour?)
- Art/literature/philosophy (languages, reading)
- Stuff like yoga but also martial like Kung Fu (unarmed combat/defence/parry)
- Relations with many other cultures. They mostly vasalized peoples around them for SOME time but oh well (trading, helps with languages)
- They got rekt at some point by the Japanese and probably other times too so maybe they did their bit of sneaking and stealthing around while under occupation. Ninjas are still Japanese right? (sneak, stealth).

Re: non-evil Dunedain guild please!

Posted: 29 Nov 2017 15:13
by Alteor
Well, I liked the idea of RPing Dunedain

So a Dunedain guild =D

Same as current one, but with some features stolen from Krynn and other guilds...

1. Being in Minas Tirith, so people can sleep there. (currently no way to do that).

2. Some storage, even if just a footlocker.

3. shop and food shop

4. Horse (there isn't any in Minas Tirith or Pelargir, it is needed to go all the way to Bree to fetch one)

5. have the shops sell thematic items for RP, for example clothes, crests, weapons and armour that don't need to be amazing, but are useable and follow the theme.

6. A meeting room, where people can just sit and chat and do some special emotes.

7. Like Krynn, let Dunedain control a bit their environment, close and open some gates and doors, Dunedain-only areas, and so on. Maybe some of the previous features can be done this way (for example Vingaard Keep and Knights Spur have tons of features, and if non-knights and non-nobility can use them depends on knights and nobility letting people use them or not)

Re: non-evil Dunedain guild please!

Posted: 29 Nov 2017 19:49
by Dhez
Arman wrote:Got an idea for a human racial guild?

They are pretty easy to code.. it usually comes down to lore really. Throw some ideas at us wizards :)
A sybarite racial guild. We're willing and able to help with structure, titles, locations, lore, playtesting, room descriptions, and basically anything you might need short of implementing it ourselves due to obvious reasons.

Re: non-evil Dunedain guild please!

Posted: 29 Nov 2017 20:04
by Drazson
Dhez wrote:A sybarite racial guild. We're willing and able to help with structure, titles, locations, lore, playtesting, room descriptions, and basically anything you might need short of implementing it ourselves due to obvious reasons.
I find your idea interesting but that logic soon leads to "pet" racial guilds for many occupational ones instead of adding variety for many. Maybe my judgement is off but it's the first thing that came to mind when I read your suggestion.

Re: non-evil Dunedain guild please!

Posted: 29 Nov 2017 20:21
by Dhez
Drazson wrote:
Dhez wrote:A sybarite racial guild. We're willing and able to help with structure, titles, locations, lore, playtesting, room descriptions, and basically anything you might need short of implementing it ourselves due to obvious reasons.
I find your idea interesting but that logic soon leads to "pet" racial guilds for many occupational ones instead of adding variety for many. Maybe my judgement is off but it's the first thing that came to mind when I read your suggestion.
The original idea of Avenir was to include much more than just one guild around which all revolves. The lore is immensely rich. You could perfectly well roleplay being a sybarite without having to be in the Union, same as you can be a dancer, a mummer, and such.

We have Dunedain (Middle Earth), Khalakhor Clans, Thanar (Kalad), and Krynnish humans. Why not add one more to the flavour? If they're easy to code and all it does is add some cosmetic value, it shouldn't hurt anyone.

The only reason we'd offer to help with the lore is because we are trained to know it. If the original creators of Avenir want to do it themselves, then that'd be just as good if not better. We're just offering an alternative to the approach of "here's an idea, go implement it", since we can't expect everyone to understand a domain's lore which isn't found in fantasy books.

Re: non-evil Dunedain guild please!

Posted: 09 Dec 2017 03:40
by Luma
Sorry to get off topic, but I wanted to make a suggestion for an elven racial guild. I know we already have a few of these, but I wanted to suggest one as a part of Mirkwood. It would be neutral aligned because as seen in the Hobbit, they have a good-aligned bent, but seem to be mainly focused on protecting their land and remaining out of exterior conflicts.

Hidden guild due to being in Mirkwood and limited access gates (no dwarves because they are racist.) Skills such as sneaking, bows, herbalism, and maybe a bit of night vision for good measure. It's a full city, so shop, bank, dining hall, and racks.


An alternative idea would be an Elves of Middle-Earth guild that includes Noldor, Mirkwood, and Lothlorien as separate branches or houses each with their own skills, and primary guild houses.

Re: non-evil Dunedain guild please!

Posted: 10 Dec 2017 00:07
by gold bezie
i like the alternative idea of luma. But.... lets face it whole ME needs a good recode so i dont see a wizard dare trying to create anything new there