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  1. - Top - End - #451
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    NecromancerGirl

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    I can see the trope as based on projection of young adults seeing their parents age?

    Of course, I'm just the age to see my parents' generation stay in place for longer than any generation before, having eaten the slack created by increasing longevity and health
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  2. - Top - End - #452
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    PirateCaptain

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    It'd really create a whole social mentality that is quite different to ours, I think. You'd still have the young generations coming up with their new ideas etc, but the ones that came before them aren't lacking in enthusiasm, and their view has been shaped by the world they "developed" in (like from 400 years ago lol).

    I dunno. I just think in an age of firearms (where hand-eye coordination and reflexes are king over brute force), a race like elves would be OP. But that's just me.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

  3. - Top - End - #453
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    Devil

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    Deep Time is the tropey name for a timeline with suspiciously few events. "Here's my fantasy setting, between ten thousand years ago and now there have been three wars." Deep Time applies to long lived races a lot of the time because, when you get down to it, all people in a fantasy setting still need to be relatable humans. If you want to write a story about what happens to a mind when it has an extrodinary long line to percolate, that's cool - but at the point at which they become unrelatable they're not useful as characters for much beyond plot or antagonists. So I don't mind the old "I'm a 10000 year old elven mage, comparable to a 26 year old human mage in all respects" thing that happens alot. I'm here for the stories, not the fidelity of neurological advancement and decay!

    I'll update tomorrow!

  4. - Top - End - #454
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    PirateCaptain

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    The Milton Friedman within me bristles at having to be "Honored" rather than just "Friendly", with a people before you can buy land from them lol.


    Yes, Marion was going to offer to buy the land. How? Borrow from the goblins.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

  5. - Top - End - #455
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    WindStruck's Avatar

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    I'm sure you can buy a house or some other plot of land within Theramore easily enough!

    But getting the, uh, "queen" to literally drain the swamps in a rushed and/or risky endeavor and then naming you as the baroness of this new municipality, whilst also overlooking your previous attachments and possible risks, probably does require a status of a little more than "Friendly". Perhaps even "Revered"?
    Avatar by linklele!

  6. - Top - End - #456
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    PirateCaptain

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    Oh pish and tish! Proudmoore wouldn't have had to do anything except collect the money for the land and then sit back on her rump collecting even more money!

    Think about it!
    Spoiler: Galaxybrain visions
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    There's recently been a big, civilisation re-shaping war in the Eastern Kingdoms. You've got thousands of refugees across Azeroth looking for a new home. Then, you suddenly have a vast stretch of Dustwallow Marsh within the protective border of Theramore that needs men to help drain the swamp (which Marion can mastermind because she's an engineer), turning it from swamp to wetlands to farmlands which the Azerothian refugee's, most of whom in this day-and-age would have heralded from farmer stock, can ply to turn into a productive barony. The smart ones among them/their children can attend the schools she sets up, while more are attracted by being able to work the land for very little in taxes. ("Is a man not entitled to the sweat of his brow?" - best catch-phrase for immigration ever!)

    As the years go by, the land is toiled, more babies get popped out, you've got a bustling barony! This new area produces agricultural and engineering products it exports across Kalimdor and Azeroth for $$, while of the low taxes 60% goes to Marions barony coffers for administration/defense supplementation/infrastructure and 40% goes to Lady Proudmoore, who by now is sitting on her widening-arse enjoying the good life from both the successful Barony and the trade tarrifs her port city gets to charge for helping export it all!

    It's a beautiful, blossoming, symbiotic relationship .




    But this is just me running off of Marions "Restore her name and fief" quirk! I'm not looking to derail the game or take attention away from the group at large, mind you . I know this can be obnoxiously attention-grabbing and self-centred from a gaming point of view, but it is a character quirk that she wants to restore her name and lands, so this is a side-avenue of the main game (which involves everyones character).
    Last edited by BananaPhone; 2021-12-31 at 06:25 AM.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

  7. - Top - End - #457
    Ettin in the Playground
     
    Devil

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    I hear you BananaPhone! And I’m not blackballing the ambition! It’s just early for it. Hang around for a while, do some deeds, and you’ll get your chance at a throne. Trust the longer plan!

  8. - Top - End - #458
    Barbarian in the Playground
     
    RedKnightGirl

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    Guild name: "Guardians, Contrivers & Greyangels" ?

    A more distant second to me is "Guilded Synergy".

    I couldn't think of much else that encapsulated +everything+ we were and could want to be, while also hinting at the collection of different skills and jobs we'll probably do.
    Last edited by JoyWonderLove; 2021-12-31 at 10:54 AM.

  9. - Top - End - #459
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    DruidGuy

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    I like the "Grey Angels" in the guild name. Sort of implies a neutral and impartial protector.

    I'm getting pretty invested in Tarien. I can see the desperation and guilt he has. Are we perhaps going to see a new demon hunter in the near future?

  10. - Top - End - #460
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    RedKnightGirl

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    That is the best part, Plaids, yeah. "The Grey Angels", then?

    MrAbdiel, on a side note, if I take Herbalism and Alchemy...can I make apple ciders and drinks like that? It would be Complication appropriate (Happy Hour, Every Hour).
    Last edited by JoyWonderLove; 2021-12-31 at 05:30 PM.

  11. - Top - End - #461
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    Devil

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    If you take Cooking as your trade skill, I'll let you make drinks. Heck, if you have Cooking AND the Artificer advantage, I'll let you use your cooking skill to make cocktails or foods that provide benefits like potions, so long as they're roughly in theme with "RPG food buffs" - bonuses to constitution, courage, physical things. An Echo Isles Ice Tea that gives you mild regeneration from some exotic troll beverages, but also makes you drunk as heck. No exploding donut grenades, etc!

    Herbalism is more for gathering magically-relevant plants and things. For cooling, that's mostly purchased from farmers, or foraged with a survival skill I think.
    Last edited by MrAbdiel; 2021-12-31 at 11:03 PM.

  12. - Top - End - #462
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    Devil

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    Quote Originally Posted by Plaids View Post
    I'm getting pretty invested in Tarien. I can see the desperation and guilt he has. Are we perhaps going to see a new demon hunter in the near future?
    He is not prepared. ;)

  13. - Top - End - #463
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    RedKnightGirl

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    Quote Originally Posted by MrAbdiel View Post
    If you take Cooking as your trade skill, I'll let you make drinks. Heck, if you have Cooking AND the Artificer advantage, I'll let you use your cooking skill to make cocktails or foods that provide benefits like potions, so long as they're roughly in theme with "RPG food buffs" - bonuses to constitution, courage, physical things. An Echo Isles Ice Tea that gives you mild regeneration from some exotic troll beverages, but also makes you drunk as heck. No exploding donut grenades, etc!

    Herbalism is more for gathering magically-relevant plants and things. For cooling, that's mostly purchased from farmers, or foraged with a survival skill I think.
    Now this is great. Buying from farmers and making cocktails is exactly ideal. Meals are a nice side bonus. I'll max cooking and finangal up Artificer again. Perfect suggestion.
    Last edited by JoyWonderLove; 2022-01-01 at 06:49 AM.

  14. - Top - End - #464
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    Devil

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    Okay, so:

    We're using the installation rules, admittedly loosely, to make the guild hall. Don't lose too much sleep over it - I'm giving you a pool of points to spend on it as a group, rather than requiring people to cough up points, so I'm gonna feel more at liberty to fidget with the rules if they don't suit.

    Ratchet is a coastal town located in a U-shaped valley on the west coast of the barrens, south of Durotar, North of Dustwallow Marsh. Most of the Barrens coast on at this location is a brown-red stone cliffs that drops about a hundred yards to rocky waters. Ratchet is built into a natural half-basin inside the U-shape in that cliffline, that slopes from the top of the cliff down to the water. The goblins have done some work years ago when the area was settled to make the road from the barrens an navigable slope rather than a rocky climb, and leveled out some of the rocky shelfs within the valley. The whole township is build on these rock foundations and retaining walls, with a single long central road that leads from the Barrens road down to the docks, which at any time are loading or unlocking between zero and five trade vessels. It was constructed by Chief Gazlowe's army of goblin engineers - mostly veterans of the second war who managed to survive the 'suicide sapper' phase of their use by that military entity. Springing up with the funds payed for the construction of Orgrimmar, Ratchet immediately attracted smugglers and crime; a character trait of the town only mostly purged after a years long campaign by Gazlowe. Still around the town, framed inside homes and pinned up in businesses, you find faded paper posters featuring a silhouette of a goblin, left hand shaking a muscled orc's hand and right shaking a gauntleted human footman's hand. In an illustrated scrollwork banner above the trio fly the words "Goin' Legit!".

    Major locations of note include:

    Jazzik's General Goods (General goods and custom importer.)
    Plate-n-Chain (Blacksmith and armor and weapon repair.)
    Ironzar's Imported Weaponry (Weapons, black powder, and engineering supply.)
    Broken Keel Tavern (Largest and most lively tavern.)
    First Bank of Ratchet (Savings, Loan, and secure discrete storage.)
    Ratchet Docks (Sea transport; regular shipments to and from Booty Bay.)
    Fyodor's Skyline (Zepplin Transport to certain Kalimdor Interior locations, mostly larger horde settlements.)
    Bragok's Wings (Stables and chartered flights by Gryphon or Wyvern.)

    The town has about 500 permanent residents and another 200 less permanent - crew waiting to be hired on, mercenaries waiting for caravans to escort, merchants on a stopover. The demographics of the permanent residents are 55% Goblin, 10% Orc, 5% Darkspear Troll, 8% Human, 8% Dwarf, 6% Tauren, 4% Night Elves, 3% Gnome, and 1% "Other" including Blood Elves, Ogres, Forsaken Undead, one hardworking Murloc named 'Shlep'.


    The property given from Jaina into the ownership of the Opal Collocation is a short little tower at the top of the southern curve of cliff overlooking the down below. Once a den of Burning Blade warlocks who were run out of town by some of Jaina's Theramore Marines, Gazlowe gifted the property to the leader of those troops hoping to encourage him to move to Ratchet and take up a lucrative mercenary life. He, in turn, gifted the property to Jaina herself as a way of discharging any such fear of temptability.

    The tower is three levels. It is a Medium sized building - a smallish magetower, or a small vertical warehouse, depending on one's cynicism. In has several empty rooms on each floor; enough that all 6 characters can have a small room to themself (bed, and perhaps another two or three pieces of furniture.) This is Living Space for the PC's, but not for any NPCs you pick up, who will have to pitch tents in the yard, or else rent rooms in town and walk up to the guild hall each day until you build to accommodate them. There's a secret escape tunnel that leads from a hatch in the lowest floor , down a hundred yards of rope ladder, and then west about two hundred yards through a lightless passage to a secret dock in a sea cave at the base of the cliff just south of ratchet proper. There's a crummy little wooden jetty there, enough to cast a fishing line from on relaxing evenings, and the cave has a high enough ceiling that a small sailship with a collapsable mast could row out to sea.

    Aside from that, the deal you're getting gives you enough clout to have 3 BP worth of additional alterations done to the building. Obviously applicable ones are fair game (training room, infirmary, etc). Anachronistic ones I can be persuaded toward if you have an idea how it could work (Communication centre as a room dedicated to homing pigeons, racks of two-way magical communication stones, crackly gnomish radio, or what have you, for example.) Some just don't work, either at all or for now (Secret can't apply because this is a known installation. Dimensional Portal can't apply because creating a Dark Portal requires the massacre of thousands of Draenei and a demon-born madness. Teleport Lock can't apply yet because you'd need to be a little more in with the Kirin Tor for them to approve and set up a teleport circle in your guild hall.) Anything not on the list that makes sense can obviously be negotiated!

    I'm going to give you a list of ten NPC's you can take onto your staff. You can presently employ four of them. List pending!

  15. - Top - End - #465
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    DruidGuy

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    @Mr. Abdiel: I can't wait to see what guild options will be available. Are you by chance familiar with the WOW "Stronghold" game mechanic? This guild hall looks similar to that gameplay mechanic.

    @JoyWonderLove: I think "Grey Angels" is a good name. The "Angels" part is evocative while "Grey" is not silly like Periwinkle or too aggressive like "Black" or "Obsidian".

  16. - Top - End - #466
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    Devil

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    Quote Originally Posted by Plaids View Post
    @Mr. Abdiel: I can't wait to see what guild options will be available. Are you by chance familiar with the WOW "Stronghold" game mechanic? This guild hall looks similar to that gameplay mechanic.

    @JoyWonderLove: I think "Grey Angels" is a good name. The "Angels" part is evocative while "Grey" is not silly like Periwinkle or too aggressive like "Black" or "Obsidian".
    I am familiar with all WoW Mechanics! ;) It's a little evocative of that, yeah! That's my hope, anyway. A lot of it's just flavor and it's gonna be pretty abstract, but I hope it'll be fun.

  17. - Top - End - #467
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    WindStruck's Avatar

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    So where would Isaera's sister fit into that? I'd hate to make her rent some room elsewhere.

    Regarding the name, I'm not particularly keen on "Grey Angels" myself... Not that I can offer better alternatives.
    Avatar by linklele!

  18. - Top - End - #468
    Ettin in the Playground
     
    Devil

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    Quote Originally Posted by WindStruck View Post
    So where would Isaera's sister fit into that? I'd hate to make her rent some room elsewhere.

    Regarding the name, I'm not particularly keen on "Grey Angels" myself... Not that I can offer better alternatives.
    She's on the list of potential hires, now! :D You could share your room with her if you wanted; or if you make one of the room purchases additional living space, all your hires can live on site. If you don't hire her to work for you directly, she'll still move with you to Ratchet - she'll just be making her living taking scouting work for the locals, but still remaining in your life and within your reach.

  19. - Top - End - #469
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    Devil

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    Speaking of which, I haven't finished the detail, so don't go making decisions yet; but here's the list as filled out as it is. You have four "Staff Points" to spend at this early juncture. Some of the less compelling choices only cost 0.5 Staff points. Any leftover points will carry over till the next time you get make selections, added to whatever you accrue.

    Spoiler: Potential Guild Staff
    Show

    1. Aleeana Runescribe, Aspiring Farstrider
    Generalized Arcane Magical Talent
    Actively Developing Ranger Skills
    Complication: Young And Restless
    Costs 1 Staff Point

    With hair raven-dark and eyes like the green fires of Fel, the young Blood Elf radiates an air of self-assurance and playfulness that is undeniably magnetic. She has the same aesthetic proportion and symmetry that apparently makes all Runescribe women difficult to ignore or forget.

    “Well, I’m planning on moving up to Ratchet either way; I figure I’m either doing scout work for your little operation, or I’m sabotaging Venture Co. rigs for the Gazlowe,” the elven woman says with a profusion of confidence. “I don’t mind taking requests to go places, if you’re trying to track down some particular expert halfway across the world or if you just want me to keep an eye on the movements of people around the guild hall. Tracking, stalking - even light hunting, though I’m not ready to start shooting at things that can shoot back, just yet. But I’m ready to go places and get results, if you’re ready to finance me.”

    Aleeana doesn’t confess it, but Isaera knows that she’s more than a little reckless and thrillseeking. While this is unlikely to affect her reliability, she brings with herself an inherent possibility of generating problems for herself, as well as solving them for you.

    2. Aglet Glyphtoggle, Magical Autodidact
    High Level Academic Arcane Knowledge
    Significant Additional Disciplines include Demonlogy, Engineering, History
    Complication: Old And Tired
    Costs 1 Staff Point


    He might be tall, by gnome standards (still short to all of you); but he possesses the same larger-than-life personality that comes with so many gnomes, only tapered off a little with the wisdom of age. His hair was probably vibrant blue, once; but now the trimmed, spade-shaped beard and moustache combination are a steel-grey, and the top of his bald head gleams a little as he holds a collapsed pointed wizard’s hat in his lap. Old though he may be, his eyes shine with undiminished intellect through the copper tinted lenses of his spectacles.

    “When Gnomeregan fell, I lost a great deal; and it occurred to me that I’d spent most of my life with my face in books, and my hands set to work on one project or another; but I’d breathed so little fresh air, and seen so few sunrises. I came to Kalimdor because I heard the sunsets over the Barrens savannah are the best in the world. They haven’t disappointed!” He gives a grandfatherly smile, with a twinkle in his eye; but then flusters a little as he had gotten well of the question he was asked. “But, ah, yes; I was an accredited scholar in Gnomeregan, so I can perform arcane research to professional levels, as well as teach theory. Mostly arcane; but, ah… other disciplines as well.

    Aglet is definitely skilled enough to be a source of arcane knowledge for a long time, and even fel magic theory even if Marion’s expertise outstrips his by dint of her dedication to practise - but he’s acquired his knowledges over a long life in which he presently experiences the twilight. Intense periods of reliance on him are likely to tire him out.

    3. Seraphis Starshadow, Secretary and Majordomo
    Exceptional Organizer of Staff, Correspondence, Functional Matters, Translation
    Solid All-Round skillset to compliment expertise.
    Complication: Perfectionist
    Costs 1 Staff Point


    You expect Kaldorei to be tall; but it’s the perfection of her posture that is almost uncanny. Long white hair, lavender skin, and the distinctive facial markings that Kaldorei women adopt according to their own shrouded internal sisterhoods. Her sentinel training gives a distinctly militarized and professional air to all of her actions, even when assured of how informal and relaxed the situation might be designed to be. She has the long legs and amazonian cast that matches the stories of such women-warriors exploding through the trees in Ashenvale, raining steel and savagery on the Warsong invaders; but in long black breeches and white blouse, she seems to prefer to leave that martial history behind. Her common is so crisp and formal it suggests an affinity more common in diplomats than sentinels.

    “As I’m sure you read in my letter, I was the majordomo for the Moonstrike family, managing holdings in Hyjal, Ashenvale and Darkshore, for a hundred and thirty years. The family nearly bankrupted themselves in the recent war, and decided to release me from service. I was… Compelled…” She chooses that word apparently with difficulty, “...To seek for myself an employment of a less sprawling and intense nature. I had come to Theramore expecting there to be a more formalized nobility distilling in the fledgeling kingdom, but I’ve been thwarted by the human spirit, I’m afraid. Everyone in the town is so devoted to ideals, and hopeful for a less class-bound future for the city. No one has designs that require a woman of my skills, just yet; but the idea of working for a new branch of the Opal Collocation seemed promising enough.”

    Seraphis is neat, precise, skilled and useful. In addition to her management talents, she possesses a strong military background that suggests she’ll be no pushover in the event that someone aggresses directly against your holdings. But you detect a soul wound tight as a steel spring; this woman is used to managing large, complex dynastic matters and is just now learning to adapt to the small, slipshod, near-enough type work that a guild operation this small requires.

    4. Felix Dunfield, Fighter of Demons
    Good Lad with a Debt of Gratitude
    Solid physical skillset with no real expertise
    Complication: Trauma
    Costs 0.5 Staff Points


    Felix sits across from you, smiling faintly with adoration. His mop of hair has been trimmed and oiled down for this interview - it strikes you as less becoming than his normal rough-edged, youthful charm. The rings under his eyes suggest he hasn’t slept well since you last saw him, however.

    “I guess I can keep an eye on the place when you’re gone. I can run errands, and I can… Get involved in the town, you know? Learn the gossip. Whatever you need, really.” The youth realizes he is compulsively smoothing the wrinkles in his trousers, and folds his hands behind his back to stop himself. “I’m just… Really grateful for what you did. You don’t have to pay me much, honestly - I just want a chance to return the favor. We all got suspended from the Marines for six months, anyway. I can’t just sit around. I need to be doing something, you know?”

    Felix isn’t the most skilled possible hire, but his loyalty is without question and you’ve seen him charge at demons rather than falter to self preservation - he’d die before he sold you out. But he has nightmares about his experience in the Marsh and his guilt about the friends who didn’t make it; it’s hard to tell how that trauma will impact his performance, affordable as it is.

    5. Nodrick Glitterthumb, Quartermaster and Requisition Expert (Goblin)
    Excellent financial skill
    Ratchet Native with many connections
    Complication: Pacifist
    Costs 1 Staff Point


    6. Sheila Grayfeather, Stablemistress and Beast Trainer (Wildhammer Dwarf)
    Wide range of husbandry skills to accommodate all creatures
    If you have a Stable, can arrange affordable purchases of mounts immediately
    Complication: Almost Incomprehensible
    Costs 1 Staff Point



    7. Nadia Tarnadel, Security Chief and Bodyguard (Human)
    Wide and proven martial skillset means excellent security
    Can provide physical combat training to PCs and other members of staff.
    Complication: Part-Time Misanthrope
    Costs 1 Staff Point

    8. Voxombis Staggerhorn, Housekeeper and Butler (Tauren)
    Cooks, Cleans, Makes Beds, Cuts Firewood, Creates Comfort
    Pleasant demeanor with a wide variety of useful non-combat skills and knowledges
    Complication: Wanted Man
    Costs 0.5 Staff Points


    9. Sister Tylia McBarret, Healer and Priestess (Forsaken Human)
    Excellent medical skill, both with divine magic and conventional physicianship
    Strong Theological, Historical and General knowledge.
    Complication: Dead and Honestly Not Super Thrilled About It
    Costs 1 Staff Point


    10. Schlep, Groundskeeper and Gardener (Murloc)
    Competent Groundskeeper, Gardener, Fish Farmer and Dockkeeper
    Innocuous but popular amphibious ‘mascot’ of Ratchet working class
    Complication: Sharp As A Sack Of Fish
    Costs 0.5 Staff Points



    Strictly speaking, these hires happen simultaneous to the group being introduced to your character, JoyWonderLove; even though we haven't done that meeting scene yet. We'll do some IC connective tissue soon, but feel free to weigh in on the OOC discussion.

  20. - Top - End - #470
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    NecromancerGirl

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    I recommend Aglet, Voxombus, Nodrick, and Schlep.

    That leaves a final hire. OoC, I would recommend Tylia, but that's not something Mor'Lag would do given priests either get their power from the Light, that she mistrusts as the bunch of cowardly hypocrites that brought their war to Draenor. Or the Shadow, which is the Ur-evil so bad it caused Sargeras unmade creation.
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  21. - Top - End - #471
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    RedKnightGirl

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    Quote Originally Posted by WindStruck View Post
    Regarding the name, I'm not particularly keen on "Grey Angels" myself... Not that I can offer better alternatives.
    Part of the issue is that we don't yet seem to stand for anything concrete. If we don't know explicitly what we're trying to accomplish as a guild (yes, we're an immediate offshoot of the Opal, but we haven't tried to outline our unified goal OOC) then most names are equally great.

    Quote Originally Posted by Plaids View Post
    @Mr. Abdiel: I can't wait to see what guild options will be available. Are you by chance familiar with the WOW "Stronghold" game mechanic? This guild hall looks similar to that gameplay mechanic.

    @JoyWonderLove: I think "Grey Angels" is a good name. The "Angels" part is evocative while "Grey" is not silly like Periwinkle or too aggressive like "Black" or "Obsidian".
    Quote Originally Posted by MrAbdiel View Post
    Speaking of which, I haven't finished the detail, so don't go making decisions yet; but here's the list as filled out as it is. You have four "Staff Points" to spend at this early juncture. Some of the less compelling choices only cost 0.5 Staff points. Any leftover points will carry over till the next time you get make selections, added to whatever you accrue.

    Spoiler: Potential Guild Staff
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    1. Aleeana Runescribe, Aspiring Farstrider
    Generalized Arcane Magical Talent
    Actively Developing Ranger Skills
    Complication: Young And Restless
    Costs 1 Staff Point

    With hair raven-dark and eyes like the green fires of Fel, the young Blood Elf radiates an air of self-assurance and playfulness that is undeniably magnetic. She has the same aesthetic proportion and symmetry that apparently makes all Runescribe women difficult to ignore or forget.

    2. Aglet Glyphtoggle, Magical Autodidact
    High Level Academic Arcane Knowledge
    Significant Additional Disciplines include Demonlogy, Engineering, History
    Complication: Old And Tired
    Costs 1 Staff Point


    He might be tall, by gnome standards (still short to all of you); but he possesses the same larger-than-life personality that comes with so many gnomes, only tapered off a little with the wisdom of age. His hair was probably vibrant blue, once; but now the trimmed, spade-shaped beard and moustache combination are a steel-grey, and the top of his bald head gleams a little as he holds a collapsed pointed wizard’s hat in his lap. Old though he may be, his eyes shine with undiminished intellect through the copper tinted lenses of his spectacles.

    “When Gnomeregan fell, I lost a great deal; and it occurred to me that I’d spent most of my life with my face in books, and my hands set to work on one project or another; but I’d breathed so little fresh air, and seen so few sunrises. I came to Kalimdor because I heard the sunsets over the Barrens savannah are the best in the world. They haven’t disappointed!” He gives a grandfatherly smile, with a twinkle in his eye; but then flusters a little as he had gotten well of the question he was asked. “But, ah, yes; I was an accredited scholar in Gnomeregan, so I can perform arcane research to professional levels, as well as teach theory. Mostly arcane; but, ah… other disciplines as well.

    Aglet is definitely skilled enough to be a source of arcane knowledge for a long time, and even fel magic theory even if Marion’s expertise outstrips his by dint of her dedication to practise - but he’s acquired his knowledges over a long life in which he presently experiences the twilight. Intense periods of reliance on him are likely to tire him out.

    3. Seraphis Starshadow, Secretary and Majordomo
    Exceptional Organizer of Staff, Correspondence, Functional Matters, Translation
    Solid All-Round skillset to compliment expertise.
    Complication: Perfectionist
    Costs 1 Staff Point


    You expect Kaldorei to be tall; but it’s the perfection of her posture that is almost uncanny. Long white hair, lavender skin, and the distinctive facial markings that Kaldorei women adopt according to their own shrouded internal sisterhoods. Her sentinel training gives a distinctly militarized and professional air to all of her actions, even when assured of how informal and relaxed the situation might be designed to be. She has the long legs and amazonian cast that matches the stories of such women-warriors exploding through the trees in Ashenvale, raining steel and savagery on the Warsong invaders; but in long black breeches and white blouse, she seems to prefer to leave that martial history behind. Her common is so crisp and formal it suggests an affinity more common in diplomats than sentinels.

    “As I’m sure you read in my letter, I was the majordomo for the Moonstrike family, managing holdings in Hyjal, Ashenvale and Darkshore, for a hundred and thirty years. The family nearly bankrupted themselves in the recent war, and decided to release me from service. I was… Compelled…” She chooses that word apparently with difficulty, “...To seek for myself an employment of a less sprawling and intense nature. I had come to Theramore expecting there to be a more formalized nobility distilling in the fledgeling kingdom, but I’ve been thwarted by the human spirit, I’m afraid. Everyone in the town is so devoted to ideals, and hopeful for a less class-bound future for the city. No one has designs that require a woman of my skills, just yet; but the idea of working for a new branch of the Opal Collocation seemed promising enough.”

    Seraphis is neat, precise, skilled and useful. In addition to her management talents, she possesses a strong military background that suggests she’ll be no pushover in the event that someone aggresses directly against your holdings. But you detect a soul wound tight as a steel spring; this woman is used to managing large, complex dynastic matters and is just now learning to adapt to the small, slipshod, near-enough type work that a guild operation this small requires.

    4. Felix Dunfield, Fighter of Demons
    Good Lad with a Debt of Gratitude
    Solid physical skillset with no real expertise
    Complication: Trauma
    Costs 0.5 Staff Points


    Felix sits across from you, smiling faintly with adoration. His mop of hair has been trimmed and oiled down for this interview - it strikes you as less becoming than his normal rough-edged, youthful charm. The rings under his eyes suggest he hasn’t slept well since you last saw him, however.

    “I guess I can keep an eye on the place when you’re gone. I can run errands, and I can… Get involved in the town, you know? Learn the gossip. Whatever you need, really.” The youth realizes he is compulsively smoothing the wrinkles in his trousers, and folds his hands behind his back to stop himself. “I’m just… Really grateful for what you did. You don’t have to pay me much, honestly - I just want a chance to return the favor. We all got suspended from the Marines for six months, anyway. I can’t just sit around. I need to be doing something, you know?”

    Felix isn’t the most skilled possible hire, but his loyalty is without question and you’ve seen him charge at demons rather than falter to self preservation - he’d die before he sold you out. But he has nightmares about his experience in the Marsh and his guilt about the friends who didn’t make it; it’s hard to tell how that trauma will impact his performance, affordable as it is.

    5. Nodrick Glitterthumb, Quartermaster and Requisition Expert (Goblin)
    Excellent financial skill
    Ratchet Native with many connections
    Complication: Pacifist
    Costs 1 Staff Point


    6. Sheila Grayfeather, Stablemistress and Beast Trainer (Wildhammer Dwarf)
    Wide range of husbandry skills to accommodate all creatures
    If you have a Stable, can arrange affordable purchases of mounts immediately
    Complication: Almost Incomprehensible
    Costs 1 Staff Point



    7. Nadia Tarnadel, Security Chief and Bodyguard (Human)
    Wide and proven martial skillset means excellent security
    Can provide physical combat training to PCs and other members of staff.
    Complication: Part-Time Misanthrope
    Costs 1 Staff Point

    8. Voxombis Staggerhorn, Housekeeper and Butler (Tauren)
    Cooks, Cleans, Makes Beds, Cuts Firewood, Creates Comfort
    Pleasant demeanor with a wide variety of useful non-combat skills and knowledges
    Complication: Wanted Man
    Costs 0.5 Staff Points


    9. Sister Tylia McBarret, Healer and Priestess (Forsaken Human)
    Excellent medical skill, both with divine magic and conventional physicianship
    Strong Theological, Historical and General knowledge.
    Complication: Dead and Honestly Not Super Thrilled About It
    Costs 1 Staff Point


    10. Schlep, Groundskeeper and Gardener (Murloc)
    Competent Groundskeeper, Gardener, Fish Farmer and Dockkeeper
    Innocuous but popular amphibious ‘mascot’ of Ratchet working class
    Complication: Sharp As A Sack Of Fish
    Costs 0.5 Staff Points



    Strictly speaking, these hires happen simultaneous to the group being introduced to your character, JoyWonderLove; even though we haven't done that meeting scene yet. We'll do some IC connective tissue soon, but feel free to weigh in on the OOC discussion.


    Ok, so Base, if we're thinking teamwork, a Laboratory for the three Alchemists is a great call? Maybe get a garden to benefit Plaids' Herbalism? A library would benefit Feathersnow and BananaPhone and Windstruck probably more than others, as they seem to be keen on knowledge. I personally really, really, really want to encourage a Defense System. It's nice to feel safe if this is our new home. If I had to guess what was fair between everyone, I would suggest a library, garden, and defense system specifically.

    But from a Neutral Warlike lens and the "look how quickly Lordaeron imploded; dragons and demons are always s threat" mindset, I'd push first for a Defense Systems as a pure bare minimum. The bay is a great addition, but it could easily be a way to sneak up on us or ambush anyone relaxing. Especially if we take staff like Schlep or Nordik to get in good with the locals. Expect me to later on push for Weapons and Combat Simulator in the future and in that order.


    Staff wise,

    Tylia, Seraphis, Alget and Aleera are choices I hope are fair to everyone. In the spirit of fairness, those are where I'm leaning atm.

    9. Sister Tylia McBarret is my top pick. The epitome of a Grey Angel. She benefits everyone by being a doctor. In a self interest note, she could teach holy magic to those of us that want that. She has a ton of knowledge for the magic users. Win win for all?

    3. Seraphis does too much and provides long term growth
    on top of we can keep her. Plus she's exactly the translator Plaids wanted! She's a great call overall for the guild. Another win win?

    2 or 5. Alget or Nordik are both boring but incredibly practical picks for other characters imo. A local like Nordik could easily help us smooth ties significantly, and he covers Quartermaster and financial concerns nicely. I personally could live without Nordik just fine, but he dovetails nicely with BananaPhone's social aspirations and possibly Plaids' diplomacy. Correct me if I'm wrong please.

    I'm quite open to Aleget over Nordik as that helps Feathersnow/MorLag in her aspirations to learn Warlock stuff. It also goes nicely with BananaPhone again. As I think about it, Alget is probably the fairer choice for them.

    Highly Questionable fourth mentions:

    7. or 1. Nadia or Aleera. Yes, look, I know. Nadia's complication is... really not great. At all. But she's the closest thing to solid security on offer. With Seraphis and Nadia and hopefully a base Defense System, combat wise, we're absolutely solid for defense, and we're still decent socially (thanks to Seraphis mostly, sure, but still).

    But Aleera's a very big deal to Windstruck, and there's room for discussion with a would be Farstrider and the Argent Dawn. There's a slight social win win there, and it's not terrible to have a scout on staff, even combat wise. Let alone a hunter. I'm guessing most people would sooner take Aleera's complication over Nadia's, and it's very easy to see why.

    Special mentions:

    4 & 10. Felix and Schlep are both adorable and I want them. They also cost half a point each! But I prefer them as next round picks. Besides, we can build up our reputation without Schlep or Nordik giving us a boost.

    Hard-Soft veto: Just say no to #8. It slightly depends on what his crime was, but I promise, anything above say....stealing to feed his starving family? I'll probably try to get the authorities on Staggerthorn at some point.
    Last edited by JoyWonderLove; 2022-01-02 at 08:41 AM.

  22. - Top - End - #472
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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    P.s., if the guild name is a sticking point, you can go with a default stand in for now (Opal Collocation, 5th Kalimdor Chapter) and settle on a cooler name later if one comes up.

  23. - Top - End - #473
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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    I really love all the potential cast! The fact that there's a whole description and and interview quote from the first four is also so charming...

    Complication: Part-Time Misanthrope


    Complication: Almost Incomprehensible
    I think I'd pay good money to see this interview.

    Okay, but seriously. My picks would be 1, 2, 4, 5, 9 , 10.

    I know, it's a lot... Actually I wouldn't mind just having Aleeana share a room with Isaera but off doing her own thing. Seems like we could bring her officially into the fold later..

    Actually, if we don't count Aleeana as using a staff point, and since Felix and Schlep only cost 0.5, we can squeak by with it!

    Now at first I thought having the murloc along may not be a great idea, but the fact that we have a lot of alchemists... If we get a proper alchemy lab, a library, and a garden, we can get a lot of value out of our professions, and keeping the mascot around.
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  24. - Top - End - #474
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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    Posting tomorrow.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

  25. - Top - End - #475
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    RedKnightGirl

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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    Quote Originally Posted by WindStruck View Post
    I really love all the potential cast! The fact that there's a whole description and and interview quote from the first four is also so charming...


    lol 100% with you and agree.

    Quote Originally Posted by WindStruck View Post
    Now at first I thought having the murloc along may not be a great idea, but the fact that we have a lot of alchemists... If we get a proper alchemy lab, a library, and a garden, we can get a lot of value out of our professions, and keeping the mascot around.

    My big worry here is, what happens when we're away? Or we're all distracted? If the town has 500 solid civilians, and 200 constantly moving none locals, that's a lot of mercenaries and random travellers that do not care about the local community, or us, even a bit. If we're away (& story wise, it will happen) and left the loveable but simple-minded mascot to tend things, alongside a lot of expensive equipment, and the lightest possible guard (Felix is loyal and capable, but asking a traumatized guy to protect a lab & garden & library is a very big gamble when an old guy and healer are his back up), what are the chances we won't get robbed? Or the unguarded bay won't get exploited by the wrong people? Or the previous Warlocks pissed at Jaina won't decide it's a great time for petty revenge? We could easily have half our things stolen/broken and our people/the mascot injured or worse (which would go over very poorly with the locals; Schlep would be hurt on our watch). It's not sleek or overly interesting to invest in defense systems, but it is really sensible. Especially for when we're away.

    Am I overlooking something important when I suggest defenses over a lab (for now)?
    Last edited by JoyWonderLove; 2022-01-02 at 11:38 AM.

  26. - Top - End - #476
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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    Well, uh.. I dunno.. aren't those Ratchet town guards level 70 elites or something..?

    But in all seriousness, we could probably trust Felix with a key to the place and just keep it locked up most times. If there's some kind of incident when we're all away, he'll just have to run and get the proper authorities rather than run head first into danger.

    But then again, the fact that he charged an infernal.. eh.

    Not really much we can do honestly. "Defense systems" sounds nice on paper, but they still won't do much without a proper security team, regardless.
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    Quote Originally Posted by WindStruck View Post
    Well, uh.. I dunno.. aren't those Ratchet town guards level 70 elites or something..?
    I wouldn't know; us level 4s aren't allowed in certain zones. ;_;

    Quote Originally Posted by WindStruck View Post
    But in all seriousness, we could probably trust Felix with a key to the place and just keep it locked up most times. If there's some kind of incident when we're all away, he'll just have to run and get the proper authorities rather than run head first into danger.

    But then again, the fact that he charged an infernal.. eh.

    Not really much we can do honestly. "Defense systems" sounds nice on paper, but they still won't do much without a proper security team, regardless.
    I trust Felix to lock doors, sure, and it's obvious he's loyal. Those aren't in question. But I absolutely don't trust the Traumatized guy to handle base defense nearly singlehandedly if he's the only able-bodied person around (with a healer, a beloved but silly mascot, and an old guy for help) protecting expensive equipment against potential smugglers, warlocks or some number of the already confirmed 200+ randoms that are always passing through Rachet. It's an unnecessary gamble that MrAbdiel will always low ball us.

    I double checked; the defense system works just fine without Personell? Although I agree it would be perfect to get some later to pad everything out.

    It's partially why I suggested Sera Moonshadow (on top of everything else she does) and Defense Systems together. It's not great, but we at least have a preliminary deterrent before we start expanding. Just enough defense in our infancy to make the aforementioned problematic types second guess the issue and leave us in peace.

    If you still feel relaxed on the issue after these comments, it's fair to say you are basically just braver than I am on this. One of those things. The others would have to play tie breaker then.
    Last edited by JoyWonderLove; 2022-01-02 at 12:27 PM.

  28. - Top - End - #478
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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    What expensive equipment are we talking about??? We are pretty much just starting out in some abandoned tower no one wanted. We have literally nothing worth stealing, or that is worth anyone's time.

    In any case, did you forget the fact that the guild is being sponsored by a bunch of rich philanthropists? Not only does theft and vandalism seem very unlikely, but it's just not a big deal.

    Honestly, and I do not mean this harshly, but I think you have all the priorities backwards. We don't need extra security before we expand. It's rather the opposite. Once we do expand, and we have assets, wealth, and a number of personnel that are pretty much incapable of defending themselves, and/or we even make a name for ourselves and get a target on our backs, then and only then, would I think it's a good idea to start using up resources on extra security.
    Last edited by WindStruck; 2022-01-02 at 12:41 PM.
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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    Quote Originally Posted by WindStruck View Post
    What expensive equipment are we talking about??? We are pretty much just starting out in some abandoned tower no one wanted. We have literally nothing worth stealing, or that is worth anyone's time.
    The library, alchemist laboratory, and garden full of magical herbs (& other goodies) I thought you primarily wanted, unless I've totally misread you? Which is possible. Assuming we're on the same page, those three assets would have to be very tempting if left largely un(der)guarded by the groups I already mentioned (smugglers, warlocks, 200+ randoms). I personally do not feel comfortable leaving that to Felix and local authority hands when we're inevitably away (this is all presuming your choice of staff and installation get implemented).

    Quote Originally Posted by WindStruck View Post

    In any case, did you forget the fact that the guild is being sponsored by a bunch of rich philanthropists? Not only does theft and vandalism seem very unlikely, but it's just not a big deal.
    Yes, rich philanthropists back this project, but why would they not badly question backing -us- if we allow said potential library, laboratory and garden to go un(der)guarded and probably stolen from? These would be our very first investments, so it would be a bad look even before we get into staff getting hurt. Again, imo, an unnecessary gamble. But now I feel like I'm going in loops.

    Quote Originally Posted by WindStruck View Post
    Honestly, and I do not mean this harshly, but I think you have all the priorities backwards. We don't need extra security before we expand. It's rather the opposite. Once we do expand, and we have assets, wealth, and a number of personnel that are pretty much incapable of defending themselves, and/or we even make a name for ourselves and get a target on our backs, then and only then, would I think it's a good idea to start using up resources on extra security.
    It's all fun on that point, Windstruck; your approach is surprisingly adventurous. I basically remain worried that it's too unsafe to use all base points only on profession investments, essentially. I don't see this as right or wrong so much as "how much risk are we willing to tolerate in our infancy?" That's going to be very different between different people (can you tell? ).

    If I understand you right, you're content to invest exclusively (to start) in an installation that only enables the use of professional skills to generate a lot of utility, wealth and improvements for us and the Opal mission. This strikes me as high risk, high reward, essentially. Not good or bad.

    Again, if I'm not misinterpreting you, you also do not believe there's any real worthwhile risk to really speak of in leaving those potential expensive assets you prefer (library, laboratory, garden) protected (when we're away) beyond just Felix, local authorities, and a solid lock and key. If what I've written here is right, then, yeah; it's mostly a difference in risk tolerance. I'm concerned; you're relaxed. This is perfectly fine, but ultimately goes into the realm of needing the other players to be tiebreakers. Or maybe they have totally different views than either of us. Hopefully I actually am reading your position correctly, and a worthwhile middle ground is found for all.
    Last edited by JoyWonderLove; 2022-01-02 at 01:34 PM.

  30. - Top - End - #480
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    Default Re: World of Warcraft - Interbellum (OOC Thread)

    Just keep in mind that we're in a trading town where imports and exports is a really big industry. There's a bank with lots of shiny stuff to steal. Probably a dozen or so merchant warehouses, tinkerer labs, and the like, all also likely targets. And lets not forget the cargo of all the ships themselves, and the valuables 200 or some odd travelers may carelessly leave around in their rooms. We wouldn't be the only targets, and it just doesn't make any sense for anything to happen, unless it's by DM fiat.

    Yeah, afraid we'll just have to disagree, because the way I see it, it is low risk, high reward. And hey, at least maybe we'll have a plot hook to follow up on?
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