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Post by broham2 on Oct 23, 2008 10:08:06 GMT -5
Yeah seriously, the mountains would be brutal. Perhaps if we had a small base type structure in the wolves.. like the bandit cave type deal..
Maybe later on we could have the guild "liberate" a mine in the mountains for our clan? Would that be something a DM would want to tackle? It would give the brotherhood a purpose, and at the same time make it possible for low-levels to actually visit the stronghold.
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Post by DM Cephas on Oct 23, 2008 13:43:54 GMT -5
This sounds interesting. I do not like the name though... It should be something related to what you will do... maybe "Dwarven Miners & Crafters" or even "The ... clan" (swaping the"..." for any dwarven name). I think the nature likes such as Silverleaf and the rangers would be neutral to this guild though. Maybe I'll start a dwarf to join this guild. Yeah, I like the dwarf concept but not the name so much. Clan IronForge or something. Man.. I may just have to make a dwarf now. Hmm... that might be fun when I need to take a break from being an Exarch. LOL! I say go for it, man. I'll "weave" my guild to be an ally to the clan (esp since some of the WM's most devoted RP'ers are gonna make dwarves too *grin*)
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Post by broham2 on Oct 23, 2008 16:05:09 GMT -5
Just an idea to throw out there.. perhaps we could have a small guild hall for now.. barracks, training area, feast hall, forge, and war room.. call it "Rockhome" or something like that.
This hall will be the temporary base of operations for a larger campaign to found a new clan in the mountains by retaking an existing, though overrun or otherwise occupied, mine (that is if there is a DM willing to build a mine and run the campaign and it works for the server staff, etc.).
The goals could be simple yet easily definable. Gather enough dwarves to build a new clan from the ground up, locate the previously lost-to-history mine, and retake said mine. As part of those overall goals there would be smaller goals such as taking a share of the weapons/armor market to build the riches of the clan (when crafting is in), assist other factions to build alliances needed to retake the mine, and recruit able bodied dwarves to help build up the clan to sufficient numbers. When we finally recapture the mine, we can come up with a name for it, perhaps one that reflects the actions of the liberators, or in honor of one of the fallen.
We would have plenty or rivals. The Iron Throne and the Merchant’s League would both take issue with new competition in the arms market. Iron Throne would likely react with violence, the Merchant’s League more RP and subterfuge maybe? Any goblin clan or the orcs in the Sharpteeth would hate to see a dwarven hall built. I am sure there would/could be more.
Once the main mine in the mountains is recaptured, we could still maintain Rockhome as a training ground for the newb dwarves, and use it as an outpost to sell our goods to the human-folk. The main mine could have a connection to the Underdark very nearby (once the UD is completed) that would lead to great RP and skirmishes with the UD races that emerge.
I dunno, I think it could really add a lot to the server!
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Post by astralwyvern on Oct 23, 2008 16:59:21 GMT -5
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Post by DEV Jlf2n on Oct 23, 2008 17:29:40 GMT -5
hahahah Astral that was great.
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Post by otomotetsuo on Oct 23, 2008 18:14:07 GMT -5
Very nice, and all truth. -OT
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Post by DEV Jlf2n on Oct 23, 2008 19:23:39 GMT -5
how about...
Clan Steelsmasher
Clan Stoneanvil
Clan Ironkiller
Clan Battlemountain
Clan Stoneslayer
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Post by CartMid on Oct 23, 2008 19:47:01 GMT -5
I think Clan Ironforge up there was great.
;D
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Post by blametherogue on Oct 23, 2008 20:32:11 GMT -5
i think a dwarven guild is a great idea bro. just decide what kind of guild you want, and stay true to the course. if you want a fighter's guild, then accept mostly fighters, fighter/healers. if you become too diversified, you lose the original idea and purpose of the guild. primarily fighter-types isnt a bad idea for a dwarven guild, as dwarves are known for their fighters and clerics. *ponders rolling steinar swifthammer* but i have so many toons already...
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Post by DM Sir Carnifex on Oct 23, 2008 20:48:31 GMT -5
That does it! I'm making a dwarf too. Just what I need - another character! ;D
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Post by CartMid on Oct 23, 2008 21:25:35 GMT -5
That does it! I'm making a dwarf too. Just what I need - another character! ;D Lol! Same problem here... I want to play so many roles that most of my characters keep to the low lvls.
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Post by DeathlessFigure on Oct 24, 2008 8:07:17 GMT -5
Just an idea to throw out there.. perhaps we could have a small guild hall for now.. barracks, training area, feast hall, forge, and war room.. call it "Rockhome" or something like that. This hall will be the temporary base of operations for a larger campaign to found a new clan in the mountains by retaking an existing, though overrun or otherwise occupied, mine (that is if there is a DM willing to build a mine and run the campaign and it works for the server staff, etc.). The goals could be simple yet easily definable. Gather enough dwarves to build a new clan from the ground up, locate the previously lost-to-history mine, and retake said mine. As part of those overall goals there would be smaller goals such as taking a share of the weapons/armor market to build the riches of the clan (when crafting is in), assist other factions to build alliances needed to retake the mine, and recruit able bodied dwarves to help build up the clan to sufficient numbers. When we finally recapture the mine, we can come up with a name for it, perhaps one that reflects the actions of the liberators, or in honor of one of the fallen. We would have plenty or rivals. The Iron Throne and the Merchant’s League would both take issue with new competition in the arms market. Iron Throne would likely react with violence, the Merchant’s League more RP and subterfuge maybe? Any goblin clan or the orcs in the Sharpteeth would hate to see a dwarven hall built. I am sure there would/could be more. Once the main mine in the mountains is recaptured, we could still maintain Rockhome as a training ground for the newb dwarves, and use it as an outpost to sell our goods to the human-folk. The main mine could have a connection to the Underdark very nearby (once the UD is completed) that would lead to great RP and skirmishes with the UD races that emerge. I dunno, I think it could really add a lot to the server! This are really good ideas man . For now before there are any mines to capture we could gather as many dwarfs as we can under one banner and call this moment Brotherhood of the Beard, and once the mine is captured actually start a real Clan there, with a different name. So if a small hall could be created for us just for starters to get things rolling, that would be magificent . Nothing major I think just just some hole in the ground, somewhere between BG and Beregost, as I still would like it to be underground Hall. Call it something like Moradins Forge or something... Make a poll when we are there LOL, nice. Totally true. ;D i think a dwarven guild is a great idea bro. just decide what kind of guild you want, and stay true to the course. if you want a fighter's guild, then accept mostly fighters, fighter/healers. if you become too diversified, you lose the original idea and purpose of the guild. primarily fighter-types isnt a bad idea for a dwarven guild, as dwarves are known for their fighters and clerics. *ponders rolling steinar swifthammer* but i have so many toons already... I totally agree on this with you man . This is exaclty why I would want to at least limit the classes which would be allowed to join.
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Post by broham2 on Oct 24, 2008 9:05:32 GMT -5
Moradin's Forge.. I like that a lot. The location of the hall is a bit tricky.. underground makes obvious sense. Is there a large enough hill in the Wolves area to put a cave entrance into it? Otherwise with the terrain the way it is, the other option would likely be the goblin area outside of Beregost. The goblin area makes great RP sense (goblins and dwarves skirmishing!), but it may make it difficult for the low levels to get there at first.
As far as magic, I don't think I'd worry about the 'fairness' of limiting the number of mages joining the guild. I think a dwarven mage or two (combat focused evokers maybe?) would be a nice oddity, but a whole squad of bubble-buffed dwarves would just be silly to me. There has to be some limits set up.
As far as my dwarf, ol Dorgin was out a bit last night, makin quite the impression on the locals, ha ha!
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Post by DM Sir Carnifex on Dec 2, 2008 2:26:27 GMT -5
I think this needs a bump to get it going again. I really, really, need an excuse to make my next character. ;D
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Post by driderman on Dec 2, 2008 5:31:52 GMT -5
I just read about your server here, one of the DMs at Forgotten Realms Cormyr suggested it as a good NWN2 PW so I'll probably be checking it out as much as my busy schedule permits me. This dwarven "guild" thing sounds like it could be fun, I might definitely be interested. Concerning dwarven wizards, it shouldn't really be a problem as long as they're DWARVES first and foremost and wizards second. I'm thinking though, as dwarven clans are defined by family ties, would this be some sort of "exiles clan", for all of those who got kicked out or decided to leave the mountainhomes primarily?
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