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Wilhelm Noble Vizier

Joined: 09 Oct 2007 Posts: 475 Location: El Cerrito, CA
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Posted: Sat Jan 05, 2008 4:48 pm Post subject: Hands of Providence |
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Old HoP Induction Ceremony by Turin Wallace
Found this old doc in one of my back-up cd's. It brought back fond memories for me, and for those who served under the Candle, I hope it does for you as well. For those who were not there, I post this for your enjoyment as well...
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In this age of darkness, chaos and evil rain upon our beloved world. We are shattered peoples, turning against one another in an endless struggle for power. Tyrants rise to oppress those who cannot defend themselves. Our lost brothers and sisters cry out against the All-Father, declaring Him to have abandoned His own beloved children. However, there exist a few children of faith, those who use even what little they have to battle against the oppression and hopelessness that has permeated our Aerynth. These blessed few gather together in groups, swelling like the tide, preparing to wash over the land in a torrent of light. One such group is called the Children of Nagarren, the Order of Saint Lorne, and the Hands of Providence. We of the Hands humbly fight with swords and words, minds and souls, seeking to bind together a broken world, with the blessing of the All Father.
---------- Said for each Penitent following this. -----------
Penitent <<name>>, step forward.
<<Penitent steps forward.>>
/me motions for <<name>> to kneel on the cushion in front of <<him/her>>.
<<Penitent kneels.>>
<<name>>, is it your wish to join with us, the Order of Saint Lorne?
~~Yes.
Do you swear obedience, to love and serve the Children of Nagarren and the rulings of their Inner Council?
~~I do.
Do you swear to uphold the honor of the Order of Saint Lorne, to reflect the goals of the order with your actions?
~~I do.
Do you swear to be loyal to the Hands of Providence, not to share our secrets with any not within our order?
~~I do.
Then, by the power vested in me, <<name>>, I declare you Catechumen. By your humility, you are a Child of Nagarren. By your courage, you are of the Order of Saint Lorne. By your faith, you are a Hand of Providence. Rise, dear one, and join your brothers and sisters.
Last edited by Wilhelm on Sat Jan 05, 2008 4:50 pm; edited 1 time in total |
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Wilhelm Noble Vizier

Joined: 09 Oct 2007 Posts: 475 Location: El Cerrito, CA
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Posted: Sat Jan 05, 2008 4:50 pm Post subject: Vintage Ancorian Announcement |
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Vintage Ancorian Announcement by Archeantus Alyander
Much like Turin, I happened upon something of interest while sifting through old documents. This was the announcement given when Ancora was founded. To those who weren't around during the "SB dayz" it might clue ya in on a few things. To those that were, "good times."
| Quote: | I hereby announce with humble adoration the founding of the City of Ancora. It is my duty to inform the inhabitants of our Sundered world that there is a light in these dark and horrid times. There is hope for those who despair. Long ago, an Order was founded after the War of the Scourge. In those desolate times the world’s people united, Elf, Human, Wizard and Warrior to fight against the vile beings of chaos. It was a young and vibrant human Crusader and his companions, whose loyalty and compassion toward one another which inspired nations to put away their pride and fight as one. His name was Saint Lorne.
I quote from the legend:
Anxious to fulfill the All-Father’s purpose, Lorne left the Abbey to stand against the Hordes of Chaos in the recently-named War of the Scourge. With him went two of his closest friends and trusted confidantes: a wise Mage named Teoryn and a brave Ranger named Jaedda. Elven brethren of the Repentant, each had formed a lasting bond of friendship with Lorne during his years of residence. When Lorne decided to fight against the Chaos hordes, Teoryn and Jaedda joined his crusade.
Leading both Human and Elven troops into battle, the trio soon became renowned for their bravery, courage, and piety. Together they slew score upon score of darkspawn, and tales of their exploits inspired hope and courage within the Grand Alliance. Granted flight by bardic song and energetic tongues, stories and rumors about the three quickly covered the land. Many believed Lorne was blessed with Divine Protection and Guidance. Still others claimed to have seen Lorne in the company of the spirit of Nagarren, his beloved sister. Tavern tales claimed Nagarren gave Lorne and his friends foreknowledge from the spirit world, for undoubtedly the ability of the Three to be in the right place at the right time was nothing short of miraculous.
Innumerable are the acts of courage and faithfulness Lorne, Teoryn, and Jaedda accomplished. Each new story added fresh mortar to the creation of the legend. The trio became symbols of unity, between Elf and Man, Warrior and Wizard, the Old Ways and the New, the All-Father and His people. Their existence strengthened the bonds of the Grand Alliance and soon the days of hatred between Elf and Man seemed to be relegated to the pages of history, doomed to become a distant, faded memory.
Though the darkness finally overtook him, his life and memory lived on. An Order was founded in his name which held the ideals he lived, and an Abbey was built with the name of his beloved fallen sister Nagarren. But like his ultimate demise, so too, the Order was destroyed.
But in these, the darkest of times our world has ever seen, the Order’s ideals are needed once again, and the Nagarren Abbey has been rebuilt. Its walls have been refurbished, and many tempered souls have been guided to its banner once again. The Order of Saint Lorne has been reestablished by the hand of Ariana Trueblood, a young and promising Priestess, who is marked with wisdom far beyond her years. Those who follow her have been known to be filled with compassion and strength, who envision a world of peace, whose eyes and arms are pledged to the All-Father’s cause. Whose Hands are centered in giving, and whose lives hang in devotion to truth. As time has passed there have been others who have joined the Order to help plead its cause. A small band known as the Harbingers of Justice, lead by the humble monk D’Marius whose home had been decimated, has come to live at the Abbey. Another stalwart group, lead by the noble Faramir of Westerbrook has pledged his house, the House of Balaklava to the Order. And finally, a valiant group of Centaurs, who have ridden from the Great Plains, and whose honor and devotion have inspired us once again like in times of old have come. They call themselves the Keepers of the Watch.
Combined, those that live and defend the Nagarren Abbey, and the city of Ancora shine as a beacon, a group of faith. And within its walls, one can find an ancient poem, engraved in stone near the altar of the church,
“Twas a Realm of an era long bygone,
Upon of landscape torn by war and anarchy,
That a small band was forged within the primal seas of lava.
A band tempered of Iron,
Resting within the shelter of Providence,
That would see time as the withering of stone.
A circle, if you will,
Molded of the trappings of,
Faith,
Courage,
Valor,
Honor,
And Justice.
And unyielding circle of friendship that would
Ultimately be the vanguard of truth.
‘Tis upon this foundation which we stand,
Yea, ‘tis The Hands of Providence!
Fervently signed,
Archeantus Alyander |
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Wilhelm Noble Vizier

Joined: 09 Oct 2007 Posts: 475 Location: El Cerrito, CA
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Posted: Sat Jan 05, 2008 5:10 pm Post subject: Duties of the Preservation Sect |
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Duties of the Preservation Sect by Talonmane
Philosophy Statement: The Preservation Sect is by nature interested in the land – all that resides upon it, all that moves across it, and the exploration of it – whether near or far. More importantly, they are interested in how land reconnaissance can be effectively used to support and further the goals of The Hands of Providence. The Sect is also interested in the protection of all Hands members, assets and friendly visitors who move across the Guild’s territories; and the counteraction of those forces unfriendly – whether they are of a hostile guild or environmental/NPC threats. Additionally, they provide exploratory forces and military scouting for the Battle Sect and troops to fight with them as archer, skirmish, and other special regiment types. To this end, the Preservation Sect should strive to become the monitor of all that goes on across the land, and communicate related information to all Guild leaders and members as needed.
Duties include:
Timely and accurate reconnaissance on the following subjects:
-a. Location of resource assets, including monster and treasure harvesting locations, possible Lore sites, and locations and objects of high import, i.e. Rune Gates
-b. Location of potential environmental danger areas or travel paths (NPC threats)
-c. Location and information facts relating to targeted Guild activities - usually involving a quest or something of interest to THoP
-d. Data Profiles of all player entities that reside on our Fragment and eventually beyond; these include Guilds, Cities, Outposts, Hunting Parties, and Troops of all kinds including specific individual Leaders or Specialists – friendly or hostile. This information is to be gathered by hierarchy of importance to the Guild at the moment, and will be done in cooperation with other Sects and members of THoP, particularly the Ambassador and members on special assignment. All entities will be evaluated by the following:
-offensive strength
-defensive toughness
-class makeup
-speed and mobility
-adaptability
-skill and effectiveness (determination)
-leadership
-goals and motivations
-time zone presence
-e. Present disposition of all entities moving across THoP territories and secondly, beyond our territories; this includes the environmental or player threat levels to said entities at a given moment (dangers to both friendlies and enemies, for good or for ill). Of particular difficult assessment will be hostile espionage entities of a possibly stealthed or invisible nature trying to infiltrate our lands
2. Coordinating with Battle Sect forces the defense of THoP assets, both static and mobile. This will include special escort duties for THoP personnel or others during special assignment (escort our Ambassador to a destination or escort a visiting dignitary from the edge of our lands to our City)
3. Providing exploratory and military scouting units to assist the Battle Sect as required
4. Providing special regiment troops to assist the Battle Sect as required (archer, skirmish, flanking, etc.)
Assigning duties to and monitoring the duties of Sect members will be achieved through coordination with the Deacons of Preservation, who will take charge of developing and handing out specific schedules and responsibilities to Sect members. Due to the nature of the Sect's duties, which often might include long periods ‘watching’, no member will be expected to take ‘watch’ assignment for more than one hour each play period, excepting special cases where the survival of the Guild or the disposition of something of vast importance to the Guild may be at stake.
Preservation Sect members will tend to be in one of the following dispositions:
-‘Near Watch’ – in a particular sector of the Guild’s lands. The member will roam this area, responsible for being aware of all entities that move through it and possibly defending friendlies or engaging hostiles; the member will be responsible for ‘ringing the bell’ that informs other members (particularly Battle Sect) of any alert situation and also for keeping Guild officers who are responsible for that sector informed at all times. Near Watch can extend to the perceived boundaries of THoP lands. Members on Near Watch can usually expect swift backup support from other Guild members nearby
-‘Far Watch’ – beyond the perceived boundaries of our lands. The member will roam an assigned territory and take note of all entities that move through it; the member will be responsible for communicating pertinent information to appropriate Guild officers. Members on Far Watch must be capable of extended survival capability and good situational judgment as help is not always near. Stealth in some form is an asset for this duty
-‘Explorer’ – far out into the fragment and beyond, often across hostile territory. The member will travel quickly through assigned regions or possibly hold static position near an objective of interest for possibly long periods of time. Stealth, speed, and the ability to independently survive without being caught or killed are necessary, along with a keen understanding of the Guild’s interests. Survival and Observation are the keywords here, not battle prowess. Only the best and most experienced of the Sect will be chosen for this duty, and only volunteers who understand that an entire play period or even several might be spent on this assignment. Such assignments will often be undertaken in unison with Guild members from other Sects of special talent
-‘Group Member’ – attached to a group of THoP members from other Sects, and possibly including friendlies, for hunting party, escort and general play. This is the most common assignment for any member and is intended to include ‘normal play-time’ activities
-‘Free Time’ – also a common assignment, this is time for the member to be completely on his own, doing whatever he wishes outside of Group guild activity
-‘Battle Support’ – attached to the Battle Sect under their officers for a variety of tasks, such as being a forward element of an assault party or forming in an Archer regiment.
-‘Special Assignment’ – any duty that is of unique nature as tasked by the Priest, Deacons, the IC, or any officer in charge of a specific Special Mission
___________________
This was made prior to the beta admittance of most of today's beta-testing Hands. These duties will soon be detailed and altered to reflect the reality of the game, though they are generally accurate now.
One thing that may certainly be added - to reflect the original duties of this century's Preservation Sect - is our responsibility to be at the forefront of finding the best spot on which to land our city and possible future outposts. Most of the original 'take care of the well-being of the Tree of Life' duties of Preservation we now know are not part of the game (there was a time when it was thought that Druids were needed specifically for this). These things instead are now part of the Logistics Sect and their management of the City resources and upkeep.
If anyone can think of other duties that apply or ways in which we can uphold some of the original Pres duties, please add what you can.
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Wilhelm Noble Vizier

Joined: 09 Oct 2007 Posts: 475 Location: El Cerrito, CA
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Posted: Sat Jan 05, 2008 5:12 pm Post subject: Practical Guide for the SB Beginner |
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Practical Guide for the SB Beginner by Domenico Trueheart
((Credit for this go to superjx who originally posted it))
Ok, I just thought I'd put down a couple things I picked up along the way.
Character Creation
Your first character you make will be messed up and useless. Don't worry, this is normal. Your second one will be too. Just make a new one and don't worry about.
Plan your character out ahead of time. You get exactly 200 ability points as you play, no more. So look at what stats you have, and what you want to raise them to. This will save you a lot of time later from having to decide about picking up a stat rune in game or not. It's also a good way to see if you character is going to be viable for what you want it for. I've found it best to pick two stats to concentrate on, and leave the rest with any extra points.
So, you plan to make an Elf Bladeweaver? Don't count on getting the rune anytime soon. Make sure your character can survive without it. Right now I've seen people willing to buy BW runes for 400k. But no one is selling. As a reference, my lvl 32 character has only made 100k so far in savings. The BW rune drops only once every four hours or so, so if you do the math, that's only 180 a month, assuming someone gets it right away each time. So, not everyone who wants it will get it, at least in the short term.
Newbie Island
Its where you start, and where you should probably stay for the first 25 levels or so. Ants, spiders, and lizards until about lvl 5. Grobolds until about 10. Bandits to 14. Then either go to the bog until 20 or so, or just skip it and go to the Haroun Wildlands through the runegate. You can get to 25 there easy. Once you know where to go and what you're doing, you can average a level an hour on newbie island quite easily. Plus, no one is trying to kill you there.
Always group. And I mean all the time. There's no reason not to, and a lot of reasons why you should. Don't worry about money here, its nothing compared to what you can get on the main land. Just get enough to train skills and you'll be fine.
If you can't figure something out, ask for help. Or even just ask other people for better ways to do something. Chances are someone in your group has played your character class before and knows something you don't. Ask in your group, ask in /info, or ask in both. You'll get an answer to most every question.
Growing Up (Leaving newbie land)
Eventually you'll want to go somewhere new, somewhere exciting, somewhere where people will sneak up on you and kill you in one hit while you're sitting down. But where to go? Well, most people will have three choices. Kingscross, Khar, or, uh, that northern ice town. You can also go to open player cities, but I wouldn't recommend that, unless you're planning to join their guild or you know them. For myself, I like Khar. I got sick of the trees, which is what Kingscross has, and the northern city seemed empty. Khar is in the desert, with a good exp zone just to the south, with creatures from r2 to r4 (Rank 2 to Rank 4, if you didn't get that). So, its a good spot for a lot of levels, close to town, and with decent loot. Oh, and the Bladeweaver rune drops there. Its a busy area.
Ok, so you're there in Khar (or where ever), what next? Scout out the town, find your trainer, the merchants you need, and the bank. Pay attention to the chat channels, you can find out a lot about what's going on from them, among the spam. Usually someone forms a group in the /city channel, with all the details about who they need. Like "Group at ToL looking for healer r3" or "New group forming at south gate r2+ only." If you can't seem to find a group that way, be more direct. Ask in /info or /shout for a group, and be sure to say your rank and class. Ask people that look gathered together if you can join their group. Or even just ask where the nearest hunting zone is and go wander around until you find one. Eventually someone will ask you to join (Sometimes you just get random invites, so its pretty easy to get in).
Simple rules for when you're fighting in a group. Don't be greedy with loot. Be careful with AE spells, they can hurt people now. Don't blame the healer if you die, lag makes healing very very hard. If you die, ask the group healer to summon you, but wait for safe mode to go. Summon has a 5 minute or so recast timer, so don't waste it. If you're the leader of the group, learn how to use the formation command. Also, don't fill the space of someone that crashed for a few minutes. They usually come back. And finally, NEVER loot a group member's grave unless they ask you too. Its considered very poor manners, to say the least (Of course, its only bad if you get caught...). Its just common sense stuff, but some people always forget.
Getting Killed And How to Avoid It
Ok, I lied, you can't avoid getting killed. Its going to happen. Repeatedly. The best defense? Running away. Just plan for it, that's all you can do really. Never carry more then you're willing to lose. Visit the bank regularly. When you die your equipment you're wearing gets damaged, and you have to pay to repair it. This get expensive. Don't wear something you can't afford to fix. Store it in the bank until you've got a bit more money to spend. I always carry a recall scroll just in case I find something really worth keeping, like a mace worth 80k or something. Mages already have the spell, so that can just use that.
Aside from random deaths from mobs, there are always PKs trying to kill you. You're pretty safe as long as you're in a group, but never completely. I keep running into scouts trying to pick me off when the groups in a fight, and sometimes they just sneak in to loot our stuff. The other day I got one hit killed by a thief. He gave me a /tell out of no where.
PK: "Do you have an extra recall scroll on you?"
Me: "Sure, I always carry one. Why? Hmm, I don't see you anywhere near here."
PK: *Backstab me while sitting for 668 and loots my corpse*
It seems he needed to get that scroll, and didn't think of asking for it. Well, I learned my lesson, don't tell people what you're carrying, they may decide to kill you for it. Oh, and check to see who you're talking to with the "w" button. |
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Wilhelm Noble Vizier

Joined: 09 Oct 2007 Posts: 475 Location: El Cerrito, CA
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Posted: Sat Jan 05, 2008 5:17 pm Post subject: Required Lore Knowledge |
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Required Lore Knowledge by Trynian
One of the things we agreed on in the Officer's Meeting is that new Penitents should have at least an understanding of the Lore equivalent to what an actual inhabitant of Aerynth would know -- who the All-Father is, what Shadowbane is, what the Turning was, etc. etc. Thus, we have decided to add some questions to every Test of Knowledge, some basic, some specific to one's Race.
Following is the basic list of questions I have come up with. Keep in mind that the Test is given over e-mail, so they don't have to know these off the top of their heads...but having to look those up with which they are unfamiliar will help them learn. If you think a question doesn't belong, or think one is not there that should be, please post below.
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ALL:
What is Shadowbane?
The most powerful weapon ever created, capable of slaying a God.
Who is the All-Father?
The head of the Aerynthian pantheon.
Who is Braialla?
The All-Father's consort, mother of all and goddess of the earth.
What is the name of the current Age?
The Age of Strife.
What cataclysm began this Age?
The Turning.
What, as far as we know, caused this cataclysm?
Cambruin being killed by Shadowbane and pinned to the World Tree.
What are the two most obvious effects of this cataclysm?
Broke apart the world and closed the doors to heaven and hell.
Who is the arch-enemy of the All-Father?
Morloch, Lord of Chaos
What creatures are most commonly associated with Chaos?
Grobolds, Orcs, and Ogres
What was theAt Grand Alliance?
Elves, Humans, and Giants all allied to fight Chaos during the War of the Scourge.
HUMANS (and Half-Giants, Shades, and Aelfborne raised by Humans):
How did Humans come into existence?
The All-Father shaped them with his hands.
What were the first Humans called?
Titans.
Which Titan now holds the position of Lord of the Dead?
Ardan.
What was the outcome of the first war fought between Elves and Humans?
Humans were stricken with the Blood Curse and enslaved.
What is the name of the war that brought about the death of King Cambruin?
The War of Tears.
Who was it fought between?
Elves and Humans.
Who was Caeric Blackhammer?
Cambruin's highest Champion, who became the First (and last) Paladin.
ELVES (and Aelfborne raised by Elves):
How did Elves come into existence?
They are the children of the All-Father and Braialla.
What were the first Elves called?
Sidhe.
What were they blessed with?
Immortality.
What was their kingdom called?
The Kingdom of Twilight.
What was significant about the Age in which the Sidhe were born?
Time did not yet exist.
What was the first cataclysm to befall the Elves?
The rising of the Dragon.
What race was Shadowbane first given to, and why?
The Elves, to fight the Dragon should it ever rise again.
What kingdom rose up to replace the fallen kingdom of the Sidhe?
The Deathless Empire.
What was the Taming?
The Elves rebelled against the All-Father, raised up avatars of the Beast Lords to fight him, and were defeated.
What are the three races of Elves, and how are they differentiated?
Dar Khelegur are fair and lords of Ice, the Twathedilion are brown-skinned lords of the Woods, and the Gwaridorn are
green-skinned lords of the Sea.
What is the name of the war that brought about the death of King Cambruin?
The War of Tears.
Who was it fought between?
Elves and Humans.
DWARVES:
How did the Dwarves come into existence?
They were fashioned by Thurin the Shaper.
What are they made of?
Stone.
Do they have internal organs?
No.
Do they eat, drink, and/or breathe?
Yes, yes, and yes.
What is the name of the first home of the Dwarves?
Haganduur.
Who forged Shadowbane?
Thurin.
Who was Shadowbane given to after Thurin took it from the Elves?
The Dwarves.
What happened to it?
It was stolen by Beregund Bladeseeker.
Who was the Dwarves first Enemy, and why?
Malog, because they refused to let him lead them to take Shadowbane back from the Elves.
What was the first task that Thurin gave the Dwarves after Time began?
Gathering the Runestones.
Whom did the Dwarves first war with?
The Giants.
What is the Dwarves' current task?
To repair the World.
ARACOIX:
-no Lore yet
CENTAURS:
-can't access the Centaur Lore page to write questions!!!
MINOTAURS:
How did the Minotaurs first come into being?
The Elves created them from Human slaves.
How do more Minotaurs come into being?
Minotaurs mate with Human females.
How were they freed from their first masters?
Morloch broke the magic which bound them to the Elves.
Who did they then take as their Patron?
Morloch.
What war did they fight in after they were freed?
The War of Ashes.
What happened to the Minotaurs who abandoned their patron after that war?
They were enslaved by the Elves in the War of Tears. |
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Wilhelm Noble Vizier

Joined: 09 Oct 2007 Posts: 475 Location: El Cerrito, CA
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Posted: Sat Jan 05, 2008 5:32 pm Post subject: Story Time |
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Story Time by Ariana
Gather round my children for I have a story to tell you. This is a story that has been retold for many generations, and I feel compelled to tell it to you on this cold, wintry day. Listen closely and perhaps some important knowledge will be imparted to you this day.
Once there was a Hare who used to laugh scornfully at a Tortoise because he plodded along so slowly. "You never can get anywhere with those short legs of yours. Look at my long legs! They're so swift no one would dare race me."
All the animals of field and forest were tired of hearing the Hare brag. At last the Tortoise said, "If we were to run a race, I'm sure I would beat you."
The animals were astonished for they knew the Tortoise was the slowest of them all, and the Hare, bursting into loud laughter, cried, "What a joke! That slowpoke thinks he can beat me! Come on, Mr. Tortoise, you shall see what my feet are made of. Why I can beat you before you are even half-started!"
"You'd better not be too sure," cautioned the Tortoise
All the big and little animals gathered to watch the race. At the signal the Hare leaped forward in a great bound and soon left the plodding Tortoise far behind him on the dusty road. Looking back, the Hare could not even see the Tortoise after a little while.
"Hum-m, I've as good as won this race already," the thought, "There's really no reason to hurry." So, as the sun was very warm, he decided to rest a bit under a shady tree. "I'll come in away ahead of that Tortoise, anyhow," he told himself.
Soon he was sound asleep. The little rest stretched into a good long nap.
Meantime, the Tortoise jogged steadily along on the hot, dusty road, ever so slowly, but surely, and soon he passed the Hare who was still peacefully sleeping.
Quietly the Tortoise plodded on nearing the goal. When the Hare finally woke up with a start, he saw the Tortoise just reaching the finish line far ahead and he could hear all the animals cheering the winner.
Boastful and careless, the Hare had lost the race. Now he would never again be able to count on his speed.
Now, I hear you saying, “Ariana? What are you talking about?” Well my children, I am talking about HoP and what we need to do to survive. I’m using this tale as an allegory – so bear with me.
The hares are our power gamers. These are the folks that play games to win, and win fast. They have an inner sense of urgency that forces them to rush forward at full tilt to accomplish the goal before anyone else does. You know the type – they know the best stat combo for any class you wish to play, where to find the best mobs to hunt, and where the magical or special items are to be found. Power gamers possess a lot of energy that feeds back into the guild encouraging the membership with their enthusiasm and desire to get things done. They often serve as a cheering squad for the tortoises among us, their energy often encouraging the slow turtles to pick up the pace a little bit. However, these are also the people who can get frustrated quickly if it takes too long to reach the goal, or if despite their best efforts, the tortoises still do not move as fast as the hares want them to. They often get burned out on a game rather quickly because they spend so many hours playing, and often finish the end game before the rest of the guildmates have made it to the half-way mark.
The tortoises are our casual gamers. These folks like to take their time to fully appreciate the gaming experience. They are unconcerned with being the first to go anywhere and are quite content to follow along behind in the wake left by the hares. Tortoises do not burn out nearly as quickly as hares do, but because they are content to take their time, they can often become distracted and lose sight of the overarching goals. A lot of tortoises are content to let the hares do the difficult task of forging ahead and creating the road for them to follow, and are therefore, sometimes reluctant to forge into new territory or areas themselves. Sometimes tortoises will move as fast as they are able, but feel abandoned and frustrated when they are still not able to catch up to the hares. However, tortoises possess determination, and though they do not move as fast as the hares do, they will eventually reach the same place.
HoP has both hares and tortoises, and both kinds of players are assets, but if we are not careful we will begin to see the fractures of division. To conquer this we all must be clear about what our guild plan is and how both types of players fit into that plan. We must always communicate with each other the good and the bad, the happiness and the frustration, and make a realization that there are different types of gamers and there is room in HoP for all of them.
Why am I bringing this up now? Release is quickly approaching and the IC is trying to work up a gold plan. Essentially this is a document that outline our goals and what you, regardless of your play style, can contribute towards that goal. In beta I have seen the same pattern that I have seen in other games. The hares move quickly and the tortoises move more slowly. I just want to be sure that everyone understands that no one in HoP is useless, and that your contributions to the guild are valuable, no matter whether you are a tortoise or a hare. |
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Wilhelm Noble Vizier

Joined: 09 Oct 2007 Posts: 475 Location: El Cerrito, CA
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Posted: Sat Jan 05, 2008 5:38 pm Post subject: Crusader Induction Ceremony |
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Crusader Induction Ceremony by Turin Wallace
Today we stand before the All-Father, His Saints, His Archons, His Companions, and His holy flock to welcome another brother/sister into the blessed order of Crusaders. For over two Ages of this world Crusaders have been the vanguard of the Holy Church. Not once have we forsaken our duty, for unlike our worldly brethren we have been absolved of our sins and promised the greatest of rewards for our faith and service.
As a Soldier of Grace, you leave the worldly behind you and you become much more. You have learned the ways of the faith and it will carry you through these dark days, and it will instill hope in those whom you meet in your travels.
Those who have been deemed worthy, step forward.
(The Crusader(s) then steps forward)
Do you swear to uphold the laws of the Holy Church in all your endeavors and to give your life in defense of these edicts?
(Answers yes, and is given armguards.)
Do you swear to protect the innocent of these lands, no matter what race or creed they may be? To be an emissary of Justice and the bane of Fear in these broken lands of Aerynth.
(Answers yes, and is given gauntlets.)
Will you always act with honor and not be false with our brothers and sisters?
(Answers yes, and is given leg-guards.)
Do you forsake worldly wealth, and by so doing, accept the burdens of this age willingly until the All-Father returns to grant you your reward?
(Answers yes, and is given boots.)
Do you swear to be loyal, humble, and courageous in all your deeds from now on?
(Answers yes, and is given helm.)
Finally, do you swear to temper your dealings with Mercy and Love in these dark days? Will you be their shining example to follow?
(Answers yes, and is given the breastplate.)
Then, by the power granted me by the Church and the Order of Saint Lorne, I now make you Crusader, a Soldier of Grace. Use your Prowess to further the cause of the Church, and not any personal agenda. May you recognize that the sword of Justice can be a terrible thing, so it must be tempered by humanity and mercy. May you be known for an unwavering commitment to the people and ideals you choose to live by, thus being Loyal in all your affairs from this point on. Seek always to defend your nation, your family, and those to whom you believe worthy of such loyalty. Have the Courage to seek the truth whenever possible, but remember to temper justice with mercy, or the pure truth can bring grief. May your hand never weaken against those who oppose the Church and may your Faith and Humility guide your paths.
Finally, seek great stature of character by holding to the virtues and duties of a Crusader, realizing that though the ideals cannot be easily reached, the quality of striving towards them ennobles the spirit, and also has the tendency to influence others, offering a compelling example of what can be done in the service of rightness.
Now, rise and be recognized as a full Crusader of the Order of Saint Lorne, a true Hand of Providence. |
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Wilhelm Noble Vizier

Joined: 09 Oct 2007 Posts: 475 Location: El Cerrito, CA
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Posted: Sat Jan 05, 2008 5:45 pm Post subject: Official Diplomatic Relations of the Hands |
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Official Diplomatic Relations of the Hands by Archeantus
Friendship Pact
On this day, (insert date), the Hands of Providence and (Guild Name) enter into an agreement of friendship towards each other. Both have accepted the following articles:
I. Terms of Pact
1) The guilds will allow their territories, or part of their territories, to be used by members of the other guild.
2) The guilds agree to have members share groups and the aforementioned hunting grounds.
3) The guilds agree to help, if possible, but in no way guarantee, a friendly group that is set upon by wild denizens of the land. (For clarification, this means mobs and NPC’s, not player characters.)
4) The guilds agree to share in trade with each other and allow access to trainers that the other guild may not have.
5) Neither guild will assist an enemy force that threatens the other.
6) Neither guild will conduct trade with an enemy force that threatens the other.
7) While both guilds remain on friendly terms, both guilds do not need to come to the defense of the other, unless they do so of their own free will. This document is in no way, or form, signifies a state of Alliance between the two guilds.
II. Sub-Guilds Clause
1) The above articles save for the Termination Clause below, are binding upon each sworn sub-guild as well.
2) Neither guild may attack or provoke an attack by a sub-guild.
3) A sworn guild may not attack a sworn guild of the signing guilds in this document.
III. Termination Clause
1) Both guilds retain the right to terminate this agreement at anytime for whatever reason.
2) If a guild who has signed this pact is found aiding an enemy attack the others members and city, this pact will immediately become null and void.
3) If a guild is caught supplying an enemy with equipment and allowing them usage of their facilities, while the other guild is under attack, then this pact immediately becomes null and void.
4) If a guild is caught using its sub-guilds to attack, provoke, or aid an enemy of the other guild member of this Pact, then this Pact becomes void.
By signing below, both the Hands of Providence and (Guild Name) testify that they have read the aforementioned document and are completely agreeable to its terms and clauses. Once both signatures have been placed below the pact will immediately come into effect and both guilds are bound to it until such time and cause that it is negated.
X_____________________
(The Hands of Providence GL Signature)
X_______ _________
(Guild GL Signature)
Non-Aggression Pact
On this day, (insert date), the Hands of Providence and (Guild name) enter into an agreement of Non-Aggression towards each other. Both have accepted the following:
I. Terms of Pact
1) Neither guild will actively hunt and engage members of the opposite guild.
2) Neither guild will cross the other’s border unless previous consent has been given. If consent has not been given then the transgressor will be given one (1) warning to leave the area. If this is not heeded, then their blood is upon their own heads, Guild Leaders will be notified, and defensive measures will be allowed.
3) Neither guild will actively help an enemy force attack or siege the others city or people. If a guild is caught aiding an enemy force this document shall be null and void.
4) “Mob” hunting across a shared border will be allowed if previous consent is given.
5) Neither guild is bound by this document to help the other guild in event of an attack by a hostile force that attacks their members or city.
II. Sub-Guilds Clause
1) The above articles save for the Termination Clause below, are binding upon each sworn sub-guild as well.
2) Neither guild may attack or provoke an attack by a sub-guild.
3) A sworn guild may not attack a sworn guild of the signing guilds in this document.
III. Termination Clause
1) Both guilds retain the right to terminate this agreement at anytime for whatever reason.
2) If a guild who has signed this pact is found aiding an enemy attack the others members and city, this pact will immediately become null and void.
By signing below, both the Hands of Providence and (Guild name), testify that they have read the aforementioned document and are completely agreeable to it’s terms and clauses. Once both signatures have been placed below the pact will immediately come into effect and both guilds are bound to it until such time and cause that it is negated.
X_____________________
(Hands of Providence GL Signature)
X_____________________
(Other Guild GL Signature)
Manifest Destiny
A Theocratic Republic
The Hands of Providence in this Age of Strife, being duly ordained to carry out the will and plans of the All-Father, herein lay down the articles by which we will establish the Holy City of Ancora. Ancora shall be a beacon of light amongst the nations and shall never prostrate itself to any mortal ruler, but rather, we shall follow the lead and direction of the All-Father himself and no other entity. To our allies and friends we shall be a source of knowledge and strength. To our foes we shall gird ourselves in the armaments of war, and as our faith never wavers, we shall remorselessly pursue them until they are no more. The following articles shall be Ancora’s organization:
Article I – The Governing Body
A. The Magistrate of Ancora
1) This position is to be held by Ariana Trueblood or the current ThoP leader unless other wise noted.
2) On the Governing Body, this leader will have one (1) vote and will retain the right to veto any proposal made by the lower Houses, though she may only use one of the above at a time.
3) Proposals made here may move to the Ecumenical Council and the House of Province for a vote.
B. The Ecumenical Council
1) This will be an assembly of the Priests of the Hands of Providence and shall have four (4) seats.
2) This assembly will have a Speaker who will be the official spokesman for this body. The Speaker will be a temporary position that will change hands per month.
3) On the Governing Body, this group will have one (1) vote that will be supplied by the Speaker.
4) Proposals made here may move to both the Magistrate and the House of Province for a vote.
C. The House of Province
1) Conclave of Dominion
a) This part of the House of Province will deal with issues that are related to all the cities that make up the Theocratic Republic.
b) It shall consist of one (1) representative from each guild in the republic.
c) Each member who sits on the Conclave of Dominion shall be given the title of Patrician.
d) The voting method shall be a simple majority.
2) Provincial Council
a) This part of the House of Province will deal strictly with the issues of the Holy City of Ancora.
b) It shall consist of one (1) member from each guild inside Ancora.
c) The voting method shall be a simple majority.
3) Priest Vizier
a) The Priest Vizier will oversee both parts of this House and relay the votes to both the Magistrate and the Ecumenical Council.
b) The Priest Vizier has one (1) vote in both houses and no veto power.
Article II – The Synod of War
A. The Governing Body
1) The Governing Body (see Article 1) shall be the only entity capable of declaring war on an enemy; the voting method shall be the same as that used for all other votes exactly as described in Article 1 (The Conclave of Dominion shall vote on declarations pertaining to the Nation, and the Provincial Council shall vote on declarations pertaining to the City of Ancora).
2) After a declaration of war is made, then the Battle Sect Council will handle the management and execution of war plans. (see Section B below).
B. The Battle Sect Council
1) Regardless of the Sect in which a Guild is housed, all Guilds’ will have one (1) War Leader, or “General”, placed upon the Battle Sect Council. Each Guild that is a member of this Theocratic Republic, while not being a part of Ancora, will also be allowed to send one (1) War Leader, or “General”, to the Battle Sect Council.
2) The Battle Sect Council will be headed by the Priest of Battle and will be its spokesman to the Governing Body.
3) The Battle Sect Council has no vote in city affairs save for the placing of defensive structures or those matters deemed to be of military nature. The only body capable of vetoing this council is the Governing Body.
4) This council will have voting power unto itself, allowing all guilds in the republic to determine its stance on war.
5) The Priest of Battle will have emergency executive powers in the event an unforeseen battle takes place. As new War Leaders emerge onto the scene they will be briefed as necessary to lead their troops where needed.
Article III – City Regulations
A. Rules and Taxes
1) The Governing Body must approve new rules and taxes for Ancora, and the Theocratic Republic.
2) Each Guild may propose a new rule or tax by introducing it into the House of Province.
B. Fees
1) Pre-City
a) Each member Guild will provide a portion of its assets to purchase a Tree of Life, as well as any buildings that may need to be purchased to ensure the defense of Ancora upon founding.
b) This fee will only be taken once the sum of a ToL has been determined and how many guilds will be using Ancora. All Guilds will pay an equal share save for the Hands of Providence. The Hands of Providence shall provide two shares worth of gold for the ToL purchase.
2) Founding and After
a) The Governing Body will impose an upkeep and usage tax.
b) Each Guild will be taxed per individual basis. Larger Guilds who use more services will pay more while smaller Guilds will pay less.
C. Keeping of the Peace and Defense Duty
1) Every Guild housed within Ancora must provide a portion of its forces for guard duty.
2) The number of guards that will need to be stationed will be proportionate to the size of the guild. (I.e. A very large guild will have to garrison the city with more guards than a smaller one.)
a) Guard duty will be by PC’s.
b) Guard duty will require a group to remain close enough to know the status of Ancora by the hour.
c) If an attack occurs all guards should assemble at the city’s ToL and await their War Leaders orders. If no War Leader for their guild is available they will follow the orders of the Priest of Battle.
D. Building and Zoning
1) Each housed Guild will have a portion set aside for them within Ancora.
2) In residential and business areas that are not a housed Guilds area, they must approach the House of Province for approval to build.
Article IV – Termination
A. Right of Province
1) This shall be a guild that chooses to leave Ancora yet remains part of the Theocratic Republic.
2) This city’s leader shall be represented on the Conclave of Dominion.
3) This city will have it’s own Provincial Council to deal with internal affairs.
4) This city shall abide by all the laws set down by the Conclave of Dominion in Ancora, as it is still a member of the Theocratic Republic.
5) As a member of this Republic this city and its members shall be rewarded with preferential treatment.
B. Right to Departure
1) Each Guild reserves the right to leave at anytime, for any reason.
2) If a Guild wishes to leave Ancora and not become a Province, then they may choose from the following:
a) Limited Independence
i) Under these terms a Guild would ask for the help of Ancora to help found their own city.
ii) Ancora will accept this risk only if the Guild accepts no less than a Mutual Defense Pact. The terms may vary according to Guild.
iii) Ancora may refuse the right of help for any reason.
iv) Once established, save for the terms of a Mutual Defense Pact or higher, the Guild may govern their selves as they see fit.
b) Complete Independence
i) Under these terms a Guild will neither become a Province nor will it ask for assistance in founding a city.
ii) No help should be expected or demanded from the Theocratic Republic.
C. Ousting of a Guild
1) A Guild that is found to be subverting the goals of Ancora, or the Theocratic Republic, and has been found aiding an enemy shall be forcibly removed by action of the Governing Body, with emergency powers granted to the Magistrate.
2) Subversion may include, but is not limited to, the following:
a) Relaying classified information to an enemy.
b) Not helping with the defense of Ancora in times of war.
c) Failing to abide by the laws imposed by the Governing Body.
d) Allying oneself to a known enemy.
e) Secretly aiding a known enemy in times of peace or war.
f) Hiding important information that may hinder the goals of the republic.
g) Spilling the blood of fellow citizens of Ancora without just cause.
Article V – The Pledge
If a Guild has read over the information above and found the articles to be worthy, and wishes to join the city of Ancora and aid in her endeavors, then we ask that the Guild sign their name below and be welcomed into this Holy City. May the All-Father guide our paths as we spread His glory across all of Aerynth.
X_______________________
X_______________________ |
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