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Herald Rework

Hello Playerbase,

I will begin by acknowledging that this idea is probably low on the list of priorities. There is a lot going on in the game, any many changes and reworks I am excited about.

But, you will all have to forgive my impassioned plea for a closer look at a cabal which, I think, goes largely unnoticed.

Since I've piddled around in the last weeks, I have seen a refreshing increase in roleplay. I hear a lot of belly-aching about it, but I have found that initiating roleplay in the right way, at the right time, has been more than rewarding. I find it disheartening, however, that the one cabal dedicated to the upkeep and continuation of this fantasy land is seen as a joke.

I can't blame you. The Herald cabal is, in my view, outdated and underutalized. Below I will outline a few ideas I've been kicking around for how we can breathe some life back in to it. I have bled Herald green for seven years, I just want to see it get back some of its old glory.

First, I think they should retain most if not all of their old abilities. Writing notes, scribing tomes, etc. With some tweeks.

No rares/limited rares: As far as I remember, Heralds are considered a group that one should only PK if there is a very good reason. Pair this with their own rule of no attacking for a good reason, and you have a cabal that's decidedly peaceful. Rares are nice and shiny, but Heralds don't need them. Consider instead increasing the number of those special items Heralds can use that other cabals can't, and/or reworking the gear they can purchase from their cabal shop owners.

PK Immunity: I think its largely abused. Instead, make it a higher ranked skill with a higher CP cost. In my opinion, it should only be used in those situations where there is important RP events underway and killing off the herald would be counter-intuitive to the story progression. A Herald should think twice before burning their hard-earned CP to hide behind their royal escort.

Fix the Library: I have, over the course of a couple characters, attempted to fix the way the library is laid out. It's an eye-sore, and many books are misplaced. I was told once that the coding was difficult or impossible. If it's a matter of the time put in, I would gladly donate however much time is needed to personally go through it line by line to make people more interested in reading what previous Heralds have taken so much time to put to 'paper.'

Player Responsibility: This is more directed to the people who are/have been/will be Heralds. There is so much potential with a little organization. Writing contests, contests on history of obscure historic knowledge, things like "Whose the Aabahran's most intelligent" stuff. This can be augmented by immortal rewards, but it would take a player to initiate.

And now for the meat; Subcabals.

Wordsmiths: Heralds who know the power of the written word. They are the ones behind the scenes, watching and recording, dispensing powerful knowledge at their discretion.

Librarian (V):

-Storybooks: These Heralds are masters at writing, and have learned to put power behind what they put to paper. They can create books on request, specialty works for the readers of the land. (It can be a creatable book that can be read and have text. Great RP tools, with titles the Librarian sets. Maybe some small bonuses. Owner-only, or destroyed on death?)

Archivist (T):

-Tattoo: With extensive knowledge of the written word, Archavists can tattoo their target with words of power (a certain list of buffs, working sort of like the tattoo guy in Miruvhor)

Academecian (E):

-Herald: A non-attackable mob in each of the major cities that relates modern events. The messages can be set by the Academecian

Historian (L):

-Eyes and Ears: Through their extensive network of informants and supporters, high ranking Heralds can follow a target and record their actions. (Works like immortal snoop. Can be set on the Herald mob, which can, for instance, be set in the central commons where a good deal of RP happens. Perhaps also on characters who grant permission (barring qclasses, and cancels if they enter another cabal)

Narrator: These Heralds excel in relating tales. They are the wanderers and field researchers of the Great Library.

Dilattante (V):

-Ventriloquate:A skill similar. Works for mobs only, perhaps.

-Adventure Sense: Through their long years traveling the lands, Heralds can almost smell a nearby story (Works like 6th sense. Can snese nearby RP mobs or gods. Gods would have to wizinvis, cloak, or tell the herald to piss off if they don't want them around)

Fabulist (T):

-Long Ears: Heralds spend a great deal of time in taverns and crowded places, ever in search of a story. As such, they have developed a keen sense of hearing (Can hear through rooms, maybe listen through doors)

-Set up Game: Temporary poker tables or something like that? Of course, the games would have to be coded in.

-Yarnspinning: Narrators are capable of telling incredibly inspiring tales to their fellows, uplifting spirits (Rather like bard songs)

Racontuer (E)

-Living Story: So much the storytellers are they that high ranked Narrators can almost seem to be someone else in the course of their stories (perhaps they can temporarily 'change' themselves in to a creature they set, or spawn one with a low hour-count like a pet. Cannot attack)

-Fame/Defame: Reputable Narrators can use their street-sense and popularity to elevate their target to levels of fame, or tear them down completely (Bonuses/Penalties like buying stuff in stores, people call out their name in cities, etc.)

Rhapsodist (L)

-Global Echo: Through a network of patsies and fellows, the highest ranking Narrators can instantly relate news to the land (Messages only, no emotes)

-Current Leader power, which shall not be discussed.

Some of these may be far-fetched, but abuse would certainly be punished, and the good bits are reserved for the highest ranked - those who are trusted. Some may be pure fancy, but their only ideas.

Please share your opinions, any discussion is better than the utter disregard the Heralds face today.

Thank you for your time in reading, if you've gotten this far

You want a good Herald rework? Remove Herald completely

Make all "herald specific" items non rare first. Some very nice Ideas here though. I myself have always thought that if the Heralds had a Subcabal it should profoundly entertainment based, and this comes as close as any other Ideas I have read. I might suggest that yarn spinning have more than an inspirational affect, it might horrify listeners and cause vivid nightmares, if told by an evil Herald. Also, Since you gave them ventriloquate, perhaps recounter could simply "create" a "blob" that takes on the "description" given by the Herald. If the Herald leaves the room the blob crumbles. Nice Ideas Indeed.

It might be nice if a Herald could choose to give up the skill that offers "immunity" in favor of a skill that offers other kinds of protection. An example being, instead of PK immunity, being granted immunity from the negative effects of all other "cabal" skills. I do not mind fighting for my life with a Herald, but should a Herald forced to defend himself be subjected to not only characters who are better dressed, and better played, but also have pseudo-godlike skills? NO. Just a thought.

Great Ideas Red! I really like fame/defame, I can think of many times this would be fun and useful.

These changes would definitely entice people to play heralds. I think RP would increase all over the game, kudos to you.

I like some of your ideas a lot, perhaps we will use some of this in the Herald revamp.

well done -red-

I would actually roll a herald if some of these changes hit

I would actually roll a herald if some of these changes hit

I second that!

Awesome ideas man!

Greetings,

These are some really good ideas for the Heralds. I really like the one about setting up games. These could really help RP take off.

Wow.

I have no idea what happened with the multiple posts. LOL.

Okay for double posts, but 6...?!

I like some of your ideas a lot' date=' perhaps we will use some of this in the Herald revamp.[/quote']

It's nice to see some damn recognition. Kudos staff.

Kudos to Red!

I am just popping on the forums from time to time anymore but it has always seemed to me that most people simply whine without putting much thought into coming up with a solution to their problem. Red has set a good example of how I think more players and posts should be thoughtfully put together.

If you are revamping Heralds, mingle in it the Noble Houses.

I hate being a Librarian or Teacher, but I love the Noble RP.

But it would be great if both were in the same Umbrella organization.

Like Heralds, or new name ... [Realm]

And it splits into:

Librarians and Nobles. (As pretorians and Sigils.)

With different Powers for each.

PK resistence/immunity for Both.

But perhaps Charm Mob for Nobles.

Summon Page/Retainer for Noble.

"Entrance" for Nobles.

"Entrance" - Target loses the ability to leave the room or attack, as he drinks on the charming words of the Noble. (Watchtower effect for the Duration to prevent Assasinations/Blackjacks abuse or something.)

Great way to promote RP as a Noble when someone is attacking you.

As you can force him to reason with you.

As usual Mental Charm save... Perhaps +Level depending on Rank of Noble(Herald).

Thank you -red- for the ideas.

@mya: The reason why nobles are not integrated with Herald is because of the way Royal and Noble was set up with the Justice faction a long time ago. If you read the helpfile on Tribunal, it explains how the nobility system ties in with the council specifically.

But we are not ignorant to change. Keep the ideas coming folks.

I know about the Nobility and the Justice thing.

But Tribunal is incompatible with Nobility. In my view.

So Tribunal is out.

And since Nobility is a RP angle -> Herald.

COUNCIL

In the aftermath of the onslaught upon Val Miran and Miruvhor,

several politicians of Aabahran were driven into hiding. Distraught

for being helpless against the tide of chaos, their desire to restore

order increased until they could endure no more. As these men and

women of the law grew anxious and disgusted by the rampant crime

plaguing the unguarded cities, they decided to band together under

the Tribunal as representatives of the cities. These members of the

Council have dedicated their lives to restoring political control over

the lawful cities of Aabahran. Their primary objectives are to create

and maintain laws as well as to enforce them through passive defensive

means. Escorted by the Tribunal's Blood Guards, they sit within their

watchtowers bringing peace and security to the cities they guard.

See also: TRIBUNAL, ADJUDICATOR


Anyway, I find it horrible for a Noble to belong to the Tribunal. A Noble is a symbol of Feudalism, but Tribunal is not a Feudal System. Is more sort of National Socialism. Harsh rule for the well of all.

You cannot pull privilege from being a Noble in Tribunal, the basis of any Nobility as you are above all other citizens.

You forget that councilors make their own laws.