What are factions?
Factions are a multifaceted project I've been working on for sometime now in an attempt to bring further roleplay developments to Aetolia that will reflect on guild organizations, city organizations, and the players themselves in a myriad of outlets. These factions are organizations run by NPCs to give further life to Aetolia, ranging from the proud Research Society of Delve to the dour Earthcallers that hail from the Pillars of the Earth.
What do factions do for cities and guilds?
Factions for cities and guilds shall first and foremost, give players a chance to explore roleplay options and ideals that coincide with their organizations' own. Furthermore, it will add quests (specific to your guild and city) and storylines for players to follow in one-shot events!
What about factions unaffiliated with a city or guild?
Factions in the world of Aetolia are going to have a strong presence amongst a variety of players. I shall give several examples to touch on these points:
In the far reaches of the Ironspine Highlands of Albedos, a clan of wyrm-hunters have taken up residence. Following the wyrms across the taiga throughout the year, they battle these mighty beasts to prove their worth amongst their kin and gain trophies (also meat for curing, hides for protection, and bones for their weaponry). This clan leads a simple life, spending their days hunting, nights drinking, and are forever on the trail of the greatest Ironspine wyrms. If a player were to ally with them, they would gain access to special attributes that helps them with the hunting of dragonkin, gear and clothing to assist in the cold climes of the taiga, and, finally, the ability to break and tame a wyrm of their own to use as a mount.
In the depths of the Bonro of Albedos, an ancient cult; a fraternal order of assassins, awaits the return of their Goddess. Bearing the sigil of the red asp, they are the knives in the desert and keep a constant vigil over their territory. If the players were to ally with this clan, they would have the ability to cut off the ears of their player targets after a successful kill or be sent on missions to assassinate those who have wronged the cult. This cult shall definitely resonate with PKers (or even the hardiest of RPers!).
In the highest reaches of D--wait a second, I can't talk about this! Rest assured, folks, we've got a lot coming out for Sapience as well.
There are roughly 55 factions currently planned on that are outside of the realm of guild and city based factions and there will be many more to come as more and more areas across both Sapience and Albedos are released.
What if I find myself at odds with another faction? It seems like these factions would have rivals!
Rivalries and, indeed, all-out wars may occur between factions with clearcut rivalries. It shall be fairly obvious to players when they ally with the faction the gravity of this choice, because they will find themselves under fire. Choices matter for these factions and they will depend on you during these trying times.
How will we learn about factions?
Guild-based and city-based factions shall be all encountered from the start as you join your city. For factions that exist beyond the interests of guild and city? Discovery. Players will only unlock a faction by meeting with certain NPCs, doing certain questlines, or participating in events as they unveil across the world. The newly announced boars and crocodiles are not the only shapeshifters that walk the lands now, so discovery is key.
How will we gain favour with these factions?
As a veteran of a certain MMO, I know too well the grind involved for the sake of unlocking titles to show off your insanity or prove you're a hero of some sort to some space squids and elves in a city. I did it! However, I feel that might do little to interest our playerbase at this time. Questlines, events, and weekly quests will allow you to explore these factions and gain their trust.
Comments
Will the factions solely be limited to Albedos, or will they start popping up around Sapience first/as well?
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(The Front Line): Daskalos says, "<-- artifacts."
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(The Front Line): Daskalos says, "<-- artifacts."
That's correct. In allying with a particular faction as an organization--let's say, for example, the Sentinels have two factions allied with their guild: the Rangers and the Edgewalkers (note: these aren't names, I just needed something to throw down to illustrate my point). The guild decides, for now, they wish to throw their support behind the Rangers because the Edgewalkers aren't jiving with the current guild ethos or direction. Players in the guild can support either faction, independent of the guild, but the guild itself has their own tiers and quests to unlock/achieve/discover/whathaveyou.
Will other faction-like areas in Sapience be customized with this new system (of the 55 mentioned) or are we moving along with the new ones? My question specifically revolves around Djeir's two factions, which already sort of had this gimick in a way.
Niuri, the Ultraist says, "Severn does like it on Me too, I have heard."
Niuri, the Ultraist says, "Best keep it before anyone else sees it!"
Niuri removes a maid outfit.