DM Factions
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It's important to remember that planetouched aren't outsiders. They are humans with outsider TRAITS. They are still mostly human. Aasimar are more likely to be good than the average human and Tieflings more likely to be evil, but nothing prevents them from resisting the call of their blood. It doesn't happen very often perhaps, but it does happen. Players have stereotyped them, but it has never been something we enforced.
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It's important to remember that planetouched aren't outsiders. They are humans with outsider TRAITS. They are still mostly human. Aasimar are more likely to be good than the average human and Tieflings more likely to be evil, but nothing prevents them from resisting the call of their blood. It doesn't happen very often perhaps, but it does happen. Players have stereotyped them, but it has never been something we enforced.
I think from an OOC standpoint it is important to know this, but as far as I know, the average John Adventurer would likely still be suspicious of a tiefling. They are listed as being pretty well hated and ostracized throughout the realm. I honestly get mildly upset when there isn't a single PC upset at a tiefling or monstrous race waling around.
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How PCs perceive them is up to the PCs. That post was to indicate the aasimar and tieflings themselves don't need to ACT stereotyped.
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It's important to remember that planetouched aren't outsiders. They are humans with outsider TRAITS. They are still mostly human. Aasimar are more likely to be good than the average human and Tieflings more likely to be evil, but nothing prevents them from resisting the call of their blood. It doesn't happen very often perhaps, but it does happen. Players have stereotyped them, but it has never been something we enforced.
Thanks for clarifying that, I honestly always thought they were genetically predisposed to hate each other.
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They are! But genetics doesn't always dictate behavior. They are sentient, after all.
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How PCs perceive them is up to the PCs. That post was to indicate the aasimar and tieflings themselves don't need to ACT stereotyped.
I thought good tieflings or evil aasimar were forbidden. Wrong?
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We've had both in the past. Good aasimar and evil tieflings are just easier to get, because an evil aasimar needs some thought in the story. They don't fall off trees, but they exist.
Same with non-standard alignment lycanthropes in beast form.
My point is, aasimar are not angels. Tieflings are not demons. They are HUMANS. They just have a trace of outsider blood. This does not make them outsiders.
Now, back on topic.
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Maybe the model should reflect it then rather than making them look like demons and angels.
I think most understand that they should have one or two traits not be black skinned,horned,flame eyed with claws and tails.(feel free to write the reverse for the opposite).
But with the good old wysiwyg. rule they should pretty much be treated like they are demons or angels as that is what they currently look like in game. -
@Amy:
Maybe the model should reflect it then rather than making them look like demons and angels.
I think most understand that they should have one or two traits not be black skinned,horned,flame eyed with claws and tails.(feel free to write the reverse for the opposite).
But with the good old wysiwyg. rule they should pretty much be treated like they are demons or angels as that is what they currently look like in game.That's… Not true, nor what wysiwyg means. What you see is what you get: You see person with angelic/demonic features, then you have a person that looks like an angel/demon. Your character (if they've not encountered such before/talked with said person) might very well, at first glance, think that they are angels/demons, especially if the char hasn't seen angels/demons before. How they look has nothing to do with how they act and what they do, though - it's merely a "how they look".
Also, they are -inclined- towards their alignment. People who have seen tieflings and aasimar have most likely met evil tieflings and good aasimars (and not the other way around), or heard stories of such - so it's perfectly IC to show distrust towards the Aasimar/tiefling because of his heritage. Kinda like how many characters presume half-orcs to be slow, dimwitted, and violent.
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Wasn't this about DM factions at some point?
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No longer!
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I thought good tieflings or evil aasimar were forbidden. Wrong?
I discussed this with one of the DMs and I was told that no tiefling better than Neutral would be allowed.
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I thought good tieflings or evil aasimar were forbidden. Wrong?
I discussed this with one of the DMs and I was told that no tiefling better than Neutral would be allowed.
Then you were told incorrectly or simply didn't have a concept that that DM felt was suitable to a good tiefling.
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For me personally, the story of a good tiefling is one who battles with a constant inherent bloodlust due to heritage. If I saw a good tiefling, I would expect him/her to have severe mental complexes, but I would not say it is impossible if they wanted to do the right thing based on environment, etc, etc.
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My dream Faction:
A Circle of Druids representing the Forests of Cormyr. The Redwood, The King's Swamp, the Hullack, and the Twisted Maze. Each one with a different set of priorities, loot, and philosophy. The Redwood might be represented by vengeful druids against Arabel, struggling to keep the Helmlands from ruining their wood further and trying to reverse the corruption. The king's Swamp can have a decay/rot philosophy, heavily influenced by Talona and Moander. The Hullack can be traditionist druids, firmly believing in maintaining ties with Cormyr and the rest of the land, and those of the Twisted Maze can be heavily influenced by the games of the fey, fickle and unreliable, and helping travelers as often as hindering them. PCs choose as general druids/guardians/associates of the circle, and when they are 'promoted' they must choose to join a circle. If they desire to remain unaffiliated, they cannot be promoted. There can also be an Underdark circle if we feel the need to include it.
Each set of circles would have their own oaths, binding their members to a certain pattern of allegiances and behavior. Druids who break them risk spell failure, but in return, gain specific bonuses that grant them a unique and powerful magic. For example, the Redwood may be prohibited from questing/associating in a positive manner with Agents of the Citadel and those who carry out the Agenda of House Hardcastle, but in return be able to cast powerful restoration and destructive magic augmentations. The Hullack would gain traditional and generalist bonuses, perhaps a minor movement speed in woodland terrains and multiple, perday castings of Barkskin, but would be prohibited from breaking the laws of Cormyr (unless they contradict the balance). The Kings Swamp would gain the ability to place rotting mushrooms on the ground, and nearing them forces individuals to roll a save versus disease, and destroying them causes a poison cloud to appear, and would be fully encouraged to discriminate against those who would heal and save the weak. They would gain immunity to poison and disease, regardless. The Twisted Maze would gain special consideration for fey pacts, and charm person/confusion per day trinkets, as well as access to Fey Lore.
Each circle would have its own unique ranking system and a couple NPCs, with a large number of unnamed NPCs in each.
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There is too little conflict by NPCs within factions. Also, I feel that there is a bit of overlap. For example, Kralique and Hardcastle are both profit-oriented. Kralique seems to have little personality, and basically wants permits for everything. He could easily be folded into Hardcastle. The Commodore now seems old news, with Dracohorn's arrival. She could be recalled and no one would miss a beat. The Silent Councilor seems to have less involvement with the Agents, despite being in charge of them. I hear there are Agents of Kralique and the Commodore instead. Lhal is almost a non-entity. She's the only voice of good in the Citadel Council, yet seems either powerless or absent. The Citadel Council needs a rejig.
I suggest that Advisors be rebranded as Advisors to X. So that everyone knows what they are looking for. For example, John Justice, Advisor to Lord Lhal. Instantly, this person is known to be goodly, and may favor Arabel over Cormyr.
So for the Council, I propose:
Hardcastle: Machinery, Progress, Tyranny, Law, Independence, Profit, Elementals, Evil, Neutrality
Lhal: Nature, Good, Arabel, Independence, Tymora, Chaos, Protection
Aldek: Magic, neutrality, wards,
Hidden Councilor: Law, Justice, Spying, Infiltration, Chaos
Commodore: RecalledDracohorn takes the pro-Cormyrian stance away from the Citadel Council, leaving it mostly an Independence/Neutral faction.
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I'm beginning to feel a little empathy with past remarks and whatnot.
I was trying to restructure/reform the citadel ranks to make sense a long time ago, but everyone wanted to fight me over it.
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There was one faction I was interested in but never saw, or perhaps I missed it, when V5 was still in the works and (Moloch I think) was releasing cool hints and stuff about who the big shots would be in V5 and the new factions and lore. (Cant find the post I'm afraid, did a good bit of looking around) There was a faction that involved being planar watchers or something like that. I'm guessing a little like the eclestain order. I believe there was even a "scene" on the forums about them. Involving a tower or some such, hopefully someone knows what I'm talking about.
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Disciples of Ramiel?