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Post by Rikku on Jan 31, 2010 20:12:19 GMT -5
I ... I prefer the Manor unmapped. D= Adds to its air of mystery. And plot convenience. And ... stuff. Like, if we sketch out a nifty floor plan and make it all ordered and structurey, where's the magic gone? But hey, what would I know.
... And I always assumed it was in Dunburrow, or else Dunburrow is awfully small. o.0
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Post by Celestial on Jan 31, 2010 20:16:41 GMT -5
The magic can change the floor plan at any time, that would just be the default form. ^^ As fro plot convenience, the Manor can create anything and teleport people to the destinations so it wouldn't matter too much. On the other hand, there would be order and we'd know what exactly we have. :3
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Post by Rikku on Jan 31, 2010 20:23:26 GMT -5
The magic can change the floor plan at any time, that would just be the default form. ^^ As fro plot convenience, the Manor can create anything and teleport people to the destinations so it wouldn't matter too much. On the other hand, there would be order and we'd know what exactly we have. :3 Exactly! If we know exactly what we have, it'll be kinda tricky to say there's ... a room filled with ceramic flowers, or a hall filled with shrouded furniture, or such-and-such a room where a ghost haunts and asks riddles of those who enter ... it just seems restricting. But don't listen to me, I'm petty. xD
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Post by Rider on Jan 31, 2010 23:06:22 GMT -5
The magic can change the floor plan at any time, that would just be the default form. ^^ As fro plot convenience, the Manor can create anything and teleport people to the destinations so it wouldn't matter too much. On the other hand, there would be order and we'd know what exactly we have. :3 Exactly! If we know exactly what we have, it'll be kinda tricky to say there's ... a room filled with ceramic flowers, or a hall filled with shrouded furniture, or such-and-such a room where a ghost haunts and asks riddles of those who enter ... it just seems restricting. But don't listen to me, I'm petty. xD [glow=red,2,300]Actually, even as a non-mage, I agree with you. Same reason I don't want the NTWF to get too mapped out. [/glow]
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Post by Strife on Feb 1, 2010 0:46:49 GMT -5
Exactly! If we know exactly what we have, it'll be kinda tricky to say there's ... a room filled with ceramic flowers, or a hall filled with shrouded furniture, or such-and-such a room where a ghost haunts and asks riddles of those who enter ... it just seems restricting. But don't listen to me, I'm petty. xD [glow=red,2,300]Actually, even as a non-mage, I agree with you. Same reason I don't want the NTWF to get too mapped out. [/glow] I'd have to agree there. I'm more supportive of the idea of mapping out the locations of each guild, but not the guilds themselves. No matter how much we map out a guild base, people are bound to come up with different interpretations of it, and it would hinder posting if everyone has to look up where a specific room is (or if it even exists) before they make their posts. It's a lot more relaxing if you can just wing it. ^_^ Granted, the same could be said about guild locations on theworld map, but that's proven to be very confusing so far. xD; So I say we map out the continent, but not the insides of things.
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Post by Draco on Feb 1, 2010 0:53:04 GMT -5
[glow=red,2,300]Actually, even as a non-mage, I agree with you. Same reason I don't want the NTWF to get too mapped out. [/glow] I'd have to agree there. I'm more supportive of the idea of mapping out the locations of each guild, but not the guilds themselves. No matter how much we map out a guild base, people are bound to come up with different interpretations of it, and it would hinder posting if everyone has to look up where a specific room is (or if it even exists) before they make their posts. It's a lot more relaxing if you can just wing it. ^_^ Granted, the same could be said about guild locations on theworld map, but that's proven to be very confusing so far. xD; So I say we map out the continent, but not the insides of things. I'm not exactly jumping at the inside of the guilds either. I mean, if the guild wants to, go ahead. Like how the Ninja's are working on how the basic insides look. However, being Ninja, that does not mean it is exactly correct I do however would like to see a concept picture of the outside view of the guilds. Mage Manor is a bit tough, since it changes, but the others don't change look
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Post by Huntress on Feb 1, 2010 14:56:56 GMT -5
Well, Mage Manor probably doesn't change much on the outside, does it? I mean, with magic and everything, the dimensions don't need to match. And I don't like the idea of pinning it down to every last detail either (and it's probably not even possible). But a general idea would still be helpful. I remember how we wandered around the Manor in GW2 and I could never really see that place in my head. It was just too vague. No basic outline, no directions, no surroundings, nothing. Just a location name.
And yeah, I always thought that the manor is in Dunburrow, only a short distance away from Castle Kestrel. Heck, I thought most guilds are in Dunburrow or thereabouts >> 'course, Dunburrow is an equally vague concept. I mostly see it as That Land Where Our Stuff Takes Place, not strictly as the Knights' sole territory.
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Post by Tam on Feb 1, 2010 15:05:50 GMT -5
I think when the name Dunburrow was first introduced (...Who did that, anyway? Was it Shino, or Wolf, or...?), it was meant to encompass more than just the Knights' guild. But it's gotten a bit vague and contradicted since then.
As far as Castle Kestrel is concerned, I wouldn't mind a bit of interior mapping. xD; I mean, we don't need to know exactly where every room is, but having an idea of what part of the building the Great Hall, the kitchens, the infirmary, the libraries, the armoury, the sleeping quarters, etc. can be found in would be really useful. At least enough to have an idea of how long it takes to get from place to place, or which places are six storeys up in a tower.
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Post by Shadaras on Feb 1, 2010 15:22:06 GMT -5
Dunburrow... I think that was Wolf, but I'm not sure. Either Shino or Wolf, anyway. And I don't remember what the original thought behind it was. xD ...anyway, whatever the original thought was, it's quite possible to retcon anything necessary to make all this work well.
We kinda have ideas about where those are, Tamia. Go look at Wolf first post in the Knights Castle. Anything other than those would need to be roleplay-searched for, but I don't think there's much else.
As far as Dunburrow as a kingdom where all this is... y'know, that'd be fairly simple to change to. Falcorum (the city where Castle Kestrel sits) could simply be the lord's keep for a fair-sized section of Dunburrow and we can make Kabe lord instead of king. *shrug* ...or whatever. It wouldn't be that difficult to change if we want to.
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Post by Rikku on Feb 1, 2010 18:25:13 GMT -5
Dunburrow... I think that was Wolf, but I'm not sure. Either Shino or Wolf, anyway. And I don't remember what the original thought behind it was. xD ...anyway, whatever the original thought was, it's quite possible to retcon anything necessary to make all this work well. We kinda have ideas about where those are, Tamia. Go look at Wolf first post in the Knights Castle. Anything other than those would need to be roleplay-searched for, but I don't think there's much else. As far as Dunburrow as a kingdom where all this is... y'know, that'd be fairly simple to change to. Falcorum (the city where Castle Kestrel sits) could simply be the lord's keep for a fair-sized section of Dunburrow and we can make Kabe lord instead of king. *shrug* ...or whatever. It wouldn't be that difficult to change if we want to. ... Having the Knights have technical authority and meddle-rights over the place where all this is taking place could open up a lot of really interesting possibilities, too.
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Post by Tam on Feb 1, 2010 18:54:51 GMT -5
Dunburrow... I think that was Wolf, but I'm not sure. Either Shino or Wolf, anyway. And I don't remember what the original thought behind it was. xD ...anyway, whatever the original thought was, it's quite possible to retcon anything necessary to make all this work well. We kinda have ideas about where those are, Tamia. Go look at Wolf first post in the Knights Castle. Anything other than those would need to be roleplay-searched for, but I don't think there's much else. As far as Dunburrow as a kingdom where all this is... y'know, that'd be fairly simple to change to. Falcorum (the city where Castle Kestrel sits) could simply be the lord's keep for a fair-sized section of Dunburrow and we can make Kabe lord instead of king. *shrug* ...or whatever. It wouldn't be that difficult to change if we want to. ... Having the Knights have technical authority and meddle-rights over the place where all this is taking place could open up a lot of really interesting possibilities, too. *wholeheartedly agrees* Self-granted technical authority and meddle-rights too, which I think is the really interesting part. It's like going up and tapping the other guilds on the shoulder, saying, "Greetings old chap. I don't mean to impose, but you kind-of sort-of have to do things this way from now on. Because we say so." Shade: I know about the way Wolf sorted the castle into North Wing, East Wing, etc. but I'd still like it if we were a little more specific. As in, how big is the infirmary? Is it multiple rooms, or just one big one? Is the library on the ground floor? I agree with what's been said previously with regards to the Manor -- we shouldn't go so far as to dictate the location of every single room and completely remove the freedom of the building, but it might be a little odd if two characters head for the library at the same time and one gets there in the roleplay equivalent of thirty seconds after the call is made, while the other spends half an hour wending their way through twisty hallways and climbing a giant spiral staircase to get there.
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Post by Celestial on Feb 1, 2010 19:02:36 GMT -5
Having the Knights dictate things would be interesting and might make for a really good inter-guild dynamic. =3 And it would make sense for everything to be location in Dunbarrow as we are close togther.
Tamia, the Manor works in mysterious ways. xD Sometimes it provides a wormhome, sometimes it doesn't.
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Post by Shadaras on Feb 1, 2010 21:42:25 GMT -5
I do agree about meddle-rights; it'd be epic fun. I just wasn't sure if everyone would agree to it. xD ..I propose a vote: Shall we decree that Guilds of the NTWF are within the country of Dunburrow, capital of which is Falcorum and Castle Kestrel?
Notes: Mages: You guys can have an archmage on our council, if you have an active knight-mage/mage-knight or want an NPC that is. Ninjas/Mercs: Our spymaster likely has contacts with you, so you can feed us information. Whether or not they're the truth... Pirates: You aren't under our jurisdiction no matter what, and we have a bit of a grudge for your castle-bombing in GWII. 'fleet/Brassport: We don't know enough about you guys to like you, but you also aren't really in our country.
I think I had another thought, but I lost it. xD ...ah, well. Oh! The castle. Yeah, we haven't really set up how big/exactly where things are. If I had more time I'd go find castle plans and cross them with manor plans and figure stuff out from there. Any knight (or anyone, really, but knights have the most stake in this) who wants to figure out a good layout for our castle, trying to keep past roleplays in mind, will be forever loved by me, and probably the rest of the knights as well.
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Post by Draco on Feb 1, 2010 22:29:30 GMT -5
I don't really like the idea of most of our guilds being under Dunburrow. Of course, it does kind of make sense to. It's kind of weird to have a kingdom, in a country, where it only takes up a small part of it, and the rest of the country is either unexplored/unpopulated/being taken care of from other guilds.
The main reason I'm against it is that we would then be under the King's rule to some extent. Sure him and the knights may leave the other guilds alone, we are still technically entitled to help or defend the kingdom and, most importantly, the king and castle. If we side with a enemy of the Knights or King, it would be counted as treason on the whole guild. It's just to risky.
I know that most of the guild's don't really hold any kind of grudge against the kingdom, and wouldn't mind helping. But the idea of, knowing deep down, that it is because they are protecting the king, makes it kind of wrong.
Now if we have our own regions that are our own, and have a alliance of some sort, that is ok.
This idea of the whole country being Dunburrow doesn't really effect the Pirates, Fleet, or Brassport, and in some ways the Mercs as well. Each have their own borders, live outside the country, or live by their own rules.
The Ninja and the Mages, and a little of the Mercs still, are in the region and are effected by the idea the most.
The Mages, not my problem since I no longer have a mage (died ages ago before anything ever really happened in guilds). It's their choice on where they are as well. It sounds like they, and others, believed it was there anyhow.
The Ninja, they are located in the mountains. It's kind of their own territory. I have to speak with a few other Ninja to see how they feel. If ultimately everyone agrees that it is a part of Dunburrow, so be it. On a side note about the mountains/over-sized hills/highly elevated place, I've come up with a name for them which I was going to throw at the Ninjas later. The Kage Mountains.
Also I've always thought of Tabloid Town as being the capital of the NTWF country/continent place.
----
And that's my rant and views on this. It might not make much sense, kind of tired right now from doing stuff all day and cooking dinner (and eating while typing this >.>). So I may be totally wrong on something.
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Post by Huntress on Feb 1, 2010 22:45:54 GMT -5
Eesh, you guys and meddling xD Up until now I sortof assumed that yes, the knights have been exercising self-imposed meddle-rights from the very beginning. That's exactly why the Cap'n hates them. If you'd been just a little more active and upfront about that meddling, the guilds might have a whole lot more dynamic right about now. So yes, I'm all for it. Not that I personally care all that much, because we sail the seas and don't really care until you show up mid-looting, but as far as guild meta goes, it'll be mucho useful.
The way I see it, only the mages and mercs would probably be directly on Dunburrow territory. Not sure how far into those mysterious ninja-mountains the territory stretches, and the ninja are probably too hidden to be directly influenced anyway. Fleet and Brassport are a different area, yes. But Dunburrow could easily be used as the guilds' primary gettogether place and the center of diplomatic relations, et cetera. And the fact that the knights aren't entirely neutral would lead to some pretty interesting conflicts, if we can at all manage to pull them off properly.
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