As you may have seen from my recent lost paladin post I accidentally deleted my favourite paladin character so am restarting him and wondered if I could improve on the build.Here's what I had originally:KaneMale Imperial PaladinCombatSTR/ENDThe Ritual (from my AD&D days)Majors: Armourer, Acrobatics, Blunt, Block, Heavy Armour, Speechcraft, RestorationTook Blunt over Blade as bashing weapons worked better on the undead in AD&D. Also would probably miss out Speechcraft this time round. I'd like to stick with Imperial even though their special powers are somewhat weak. Imperial just fits the bill as a holy crusader.
I'll also keep the Ritual as the birthsign.So can anybody suggest any improvements on specialisation, favoured attributes and majors?Thansk in advance.Posts: 3387 Joined: Fri Sep 14, 2007 8:20 am. Former AD&D player here too. I've also got a paladin, which I happen to be playing tonite, although she's a Nord.I'm more interested in how you are going to be a paladin, like how will you roleplay him or her (I'm assuming you're gonna RP this character somehow.) I've got my rules down pat! Actually broke out my old Player's Handbook and also studied how to play a paladin here online.I tend to use major skills that level up slowly, so I can't really offer advice towards your actual OP, sorry. It looks as if you're going to use all your Majors (even speechcraft.paladins must be in touch with their communties and speehcraft definitely comes into play).
None of them level up too fast, but the cumulation of using all of them will make your game level up consistently.Posts: 3494 Joined: Fri Aug 25, 2006 12:08 pm. My recent readings have yielded that paladins can turn undead, cure disease, detect evil (in Oblivion, this would simply be detect life), heal, and lay hands (convalesence). When a paladin gets to Level 9, he or she can start using Level 1 Cleric spells (command, light, etc), and I think level 4 Cleric spells are the best a paladin can acheive overall.
Not sure though.Poison, conjuring, sneak and a few other skills and spells can only be utilized as an absolute last resort. The paladin is supposed to engage in combat while presenting the enemy with a choice to fight, flee, or surrender.
Sneaking around and using back-handed approaches are no-nos.All of this assumes you're playing the old-fashioned Lawful Good paladin of course.:shrug: I understand that with the latest edition of D&D rules (starting in 2008 I think) it's now possible to play a paladin with any alignment. I personally don't agree with this, but whateva.Posts: 3355 Joined: Mon Sep 24, 2007 3:48 am.
Oh yea, I forgot about dispel.:clap: Also, I figure an Oblivion paladin should be able to get all the Fortify-type spells as part of being holy, so that's one of my personal additions outside of D&D.I also forgot to mention in the old days we played paladins as being 'granted' all these powers, as long as they served their LG gods properly. Any crossing of this line (stealing, murders, assaults, etc) and they could lose their status as paladins, and lose all those nifty spell-powers. The Gods only want the holiest of holy warriors as representatives against evil.
Bla bla bla.Posts: 3411 Joined: Wed Jul 19, 2006 9:40 am. I think its kinda funny to see the word paladin associated with dungeons and dragons most of the time when it had other beginnings it was an actual order of knights with other meanings before that. Just google search 'origin of the word paladin' versions in other languages palatin palatine palatino (I think that last one is spelled that way) but that's enough about that.My idea of the paladin class is based on warcraft 3Arthas switched to a sword for frostmorne at one point and he was still a paladin till end campaign movie.You could switch blade out for speech craft if you wished.BluntBladeheavy armorAlterationRestorationConjuration for Turn undeadDestruction for making a combination fire damage and turn undead spellPosts: 3434 Joined: Sat Aug 25, 2007 12:30 pm. Excellent comments everyone.1. Yes, I agree that conjuring, sneak and poisons don't really fit in with my paladin unless I only use the turn undead spells from conjuration, hmm.2.
He's my favourite character because I do roleplay him, he particularly loathes necromancers as they are an abomination to his god (still unsure which one that should be, any suggestions or should he just worship all nine?).3. Yes, Heavy Armour and Acrobatics don't make a lot of sense as a fully armed warrior rolling and tumbling like, well, an acrobat doesn't really fit in.4.
Mysticism is a real possibility for the dispel, spell absorbtion, detect life etc.5. As for roleplaying I see him as the classical lawful good character who's probably a bit of a stick-in-the-mud when he comes to religion, an arch-conservative who believes that what he's doing is right.
Unfortunately I haven't got my AD&D books anymore (stupidly gave them to my nephew as he expressed an interest in AD&D) so can't remember exactly what the lawful good alignment was.OK, definitely going with Blunt, Block, Heavy Armour, Armourer, Restoration and Mysticism although having all 3 Endurance skills is a bit overkill but can't see any way round it as I need all three. Just need to choose one more from Conjuration (turn undead and bound items spells only), Speechcraft and Destruction (his holy powers allowing him to weaken his enemies armors and weapons)How about attributes? Relocation plan template. STR/END or WIL/END?Thanks again everyone, great stuff.Posts: 3447 Joined: Sun Aug 26, 2007 2:51 pm.
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Here's the wikipedia description on Lawful Good. It's consistent with AD&D:Lawful GoodLawful Good is known as the 'Saintly' or 'Crusader' alignment. A Lawful Good character typically acts with compassion, and always with honor and a sense of duty. A Lawful Good nation would consist of a well-organized government that works for the benefit of its citizens.
Lawful Good characters include righteous knights, paladins, and most dwarves. Lawful Good creatures include the noble golden dragons. Lawful Good outsiders are known as Archons.Lawful Good characters, especially paladins, may sometimes find themselves faced with the dilemma of whether to obey law or good when the two conflict - for example, upholding a sworn oath when it would lead innocents to come to harm - or conflicts between two orders, such as between their religious law and the law of the local ruler.In the Complete Scoundrel sourcebook Batman, dike Tracy and Indiana Jones are cited as examples of lawful good characters.7Posts: 3390 Joined: Fri Jul 06, 2007 11:32 am.
Excellent comments everyone.1. Yes, I agree that conjuring, sneak and poisons don't really fit in with my paladin unless I only use the turn undead spells from conjuration, hmm.2. He's my favourite character because I do roleplay him, he particularly loathes necromancers as they are an abomination to his god (still unsure which one that should be, any suggestions or should he just worship all nine?).3. Yes, Heavy Armour and Acrobatics don't make a lot of sense as a fully armed warrior rolling and tumbling like, well, an acrobat doesn't really fit in.4.
Mysticism is a real possibility for the dispel, spell absorbtion, detect life etc.5. As for roleplaying I see him as the classical lawful good character who's probably a bit of a stick-in-the-mud when he comes to religion, an arch-conservative who believes that what he's doing is right.
Unfortunately I haven't got my AD&D books anymore (stupidly gave them to my nephew as he expressed an interest in AD&D) so can't remember exactly what the lawful good alignment was.OK, definitely going with Blunt, Block, Heavy Armour, Armourer, Restoration and Mysticism although having all 3 Endurance skills is a bit overkill but can't see any way round it as I need all three. Just need to choose one more from Conjuration (turn undead and bound items spells only), Speechcraft and Destruction (his holy powers allowing him to weaken his enemies armors and weapons)How about attributes? STR/END or WIL/END?Thanks again everyone, great stuff.If you are interested in it, the Crusader Panolopy has Fortify Destruction enchantments, and could go with an ES Paladin, but not much equivalent in the D&D paladin. So that might be a good reason to pick Destruction. I had a Pally with Destruction and got a spell called Smite Evil - which was the good ol' Drain Health 100 pts for 1 sec. Speechcraft is always a no brainer filler for a Pally though.Posts: 3336 Joined: Tue May 22, 2007 12:16 am.
He's my favourite character because I do roleplay him, he particularly loathes necromancers as they are an abomination to his god (still unsure which one that should be, any suggestions or should he just worship all nine?).Sounds like he's probably favoured by Arkay, or perhaps just favours Arkay (learning whether he chose or was chosen should tell you which). He could easily work for all of the Nine, with more emphasis on Arkay's teachings. OK, definitely going with Blunt, Block, Heavy Armour, Armourer, Restoration and Mysticism although having all 3 Endurance skills is a bit overkill but can't see any way round it as I need all three. Just need to choose one more from Conjuration (turn undead and bound items spells only), Speechcraft and Destruction (his holy powers allowing him to weaken his enemies armors and weapons)How about attributes? STR/END or WIL/END?You could replace Armourer for something else like Speechcraft, just for the mechanics (the option of getting more than +3 at level up). If you did that, you could go STR/INT. You'll want to work on increasing INT for sure, just so you're able to cast all the spells you want to.
At the very least, healing others will require more magicka than you'll have if you don't work on it. Doing a little Alchemy for healing and magicka potions can help with that as well. Willpower can be worked on after INT is maxed, or close to it, so at first you'll want to focus on STR/END/INT.For spells, the Ritual will give you Turn Undead, so no need to dabble in Conjuration at all. Other spells can be purchased from chapel healers and the Mages Guild as needed; not sure if he'd be okay with purchasing spells from other vendors, since they provide the spells for profit, rather than as a service for their faction.He'd probably want to join the Mages Guild at some point, since they also oppose necromancy - and YOU would want to join it so he can at least gain access to the enchanting and spellmaking altars.
A big enchanted hammer that includes a Light spell would be a good weapon for a paladin; Light doesn't cause damage, but it'd be great for the aesthetics of smiting evil with a holy light. Plus, with more limited magicka, he'll have an easier time healing with custom over-time spells.Posts: 3524 Joined: Thu Aug 03, 2006 1:04 am.
Great stuff yet again, thanks peeps.1. Renee Gade 2, thanks for the lawful good heads up and your valuable info earlier.2. Wasn't too sure if the turn undead spells were better than Blessed Word but get your point Drewbstr. OK, I'll forget Conjuration.3. I'm reluctant to take Speechcraft as I found it all but useless as I just bribed everyone (which isn't a Paladin thing to do but I feel he will do anything to fight evil). Mind you for roleplaying purposes I'll take Drewbstr's advice and swap it for armourer.4.
Yes, I'll do the Mage Guild quests even though I have the Frsotcrag Spire dlc as he'd need a bit of money to get all the upgrades to it and can't see my Paladin trading as he would probably think it was beneath him to engage in commercial enterprises. Mind you I will take advantage of the free herb garden in the dlc as I see him using herbs for healing and other non-poison purposes. I do have the Battlehorn Castle, Dunbarrow Cove and Deepscorn Mine (or whetever they're called) dlcs but he won't even touch the last twoas dishonourable.5.
Probably take Destruction as Avarae has convinced me of its usefulness.6. Will also take Drewbstr's advice and do STR/INT/END.7.
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He'll worship Arkay primarily but pay homage to the other gods.OK, as above I'm going STR/INT/END and my majors will be Blunt, Block, Heavy Armour, Restoration, Mysticism, Destruction and Speechcraft.Thanks once again and can I say what a friendly and helpful this forum is to a poor Brit who's still a relative novice. Drewbstr, I assume you're a fellow Brit from the way you spell favour as I do?That's a point, why do we spell certain words differently such as favour/favor, armour/armor etc? Just curious.Posts: 3414 Joined: Sat Oct 13, 2007 1:40 am. Favour/armour are the preferred British spellings.
Favor/armor are American. Not sure how the Aussies & Canadians do it.
No idea when the change took place, either. As for why, American efficiency, lol? But in Britain it's usually 'judgment' while Americans spell it 'judgement'.MaraI'd say its for the same reasons Americans drive on the right side of the road when the Brits do left. We wanted to do things our own way thumbing our noses at them. Also language changes a lot due to slang and the passage of time.
Just look at how people talked in Shakespearean times compared to now, who in the world would think to talk like that outside of an old play now?For instance in the mid west of America people says 'Soda Pop' as 'Pop' while on the east coast 'Soda Pop' is called 'Soda' at least in New Hampshire its called 'Soda'. Distance from one area to another can play a role in how words change.Posts: 3491 Joined: Mon Jul 10, 2006 8:47 am. Great stuff yet again, thanks peeps.3. I'm reluctant to take Speechcraft as I found it all but useless as I just bribed everyone (which isn't a Paladin thing to do but I feel he will do anything to fight evil). Mind you for roleplaying purposes I'll take Drewbstr's advice and swap it for armourer.My paladin bribes certain NPCs, but I pretend it's actually a tithe or a tip.
She tithes to each church member she can (assuming they're not maxed with disposition) and occasionally tips guards, stablehands, and others who help her along the way.Posts: 3445 Joined: Mon Jul 24, 2006 2:40 am. My paladin bribes certain NPCs, but I pretend it's actually a tithe or a tip. If I remember my Ad&d paladins could only carry a certain ammount of wealth, so that makes sense.Of course if you want to go overboard make sure you keep less than a 1000 gold and only weapons and armour, and possibly some work clothes.Then gve the rest away with bribes and rebuying items as 'donations'One house or abode at max, anvil for obvious reasons would be a good paladins residence.When you need to enchant or buy some new gear, dungeon delve as a ' holy quest' to earn your gods favour, then just get rid excess founds again.YEa, that's another thing. No excessive shows of wealth.
Old-skool paladins keep it real by not having multiple houses full of nice stuff. They're supposed to only have enough money to keep them questing. My paladin has the Waterfront shack (with only the bedroom & kitchen upgrades), but she also uses Greyland (near Lleyawin and associated with that skooma quest) and Lord Drad's slave houses as places to store stuff.Yea I would agree, haveing a place near Anvil when doing KotN is good.:winksmile:Posts: 3539 Joined: Tue Jan 16, 2007 6:51 am. YEa, that's another thing.
No excessive shows of wealth. Old-skool paladins keep it real by not having multiple houses full of nice stuff. They're supposed to only have enough money to keep them questing. If you don't mind me being nosy, do you mod them out or just repeat kill them when they spawn.That said leyawiin is a fantastic place to roleplay a paladin, after all the quests you can face a moral crisis if you ever find the torturous secrets behind the place.No mods, I'm on PS3. Dyan doesn't mind killing the baddie who's 'broken in' to the place; at least that's one less miscreant who's out to spread evil!
She makes sure to kill him outside the house, though, so there isn't this dead body stinking up the place!::yuck:Posts: 3359 Joined: Tue Jul 31, 2007 9:34 pm. Good to see the thread's still going.Bit of a disaster, my Paladin isn't so holy anymore. I've downloaded all 4 dlcs as I said and finally got enough money to buy the alchemist thingy at Frostcrag Spire.
Went to the Mystic Emporium and even though it was after 9am the door was locked. Checked the Wiki and it said it was a bug so picked the lock intending to buy the alchemy upgrade and was promptly arrested for breaking and entering. That's all I did, I didn't steal anything even though the Wiki said it wouldn't count as a crime.Therefore my character record shows a crime. I've fudged it by pretending it was a crime in his youth which so ashamed him he decided to fight evil but it still rankles.Posts: 3501 Joined: Sun May 06, 2007 2:13 pm. Good to see the thread's still going.Bit of a disaster, my Paladin isn't so holy anymore. I've downloaded all 4 dlcs as I said and finally got enough money to buy the alchemist thingy at Frostcrag Spire.
Went to the Mystic Emporium and even though it was after 9am the door was locked. Checked the Wiki and it said it was a bug so picked the lock intending to buy the alchemy upgrade and was promptly arrested for breaking and entering. That's all I did, I didn't steal anything even though the Wiki said it wouldn't count as a crime.Therefore my character record shows a crime. I've fudged it by pretending it was a crime in his youth which so ashamed him he decided to fight evil but it still rankles.Well possibly too late for this character, but if you save right in front of the door, then reload, it should be open, though it may take a few tries. A bit of a pain, but.Also, for this character you could roleplay it was a bit of a chaotic act, he got pissed cuz they should have been open because he is trying save the world. And in in old school D&D a Paladin would just have to do an atonement for a chaotic act, and a minor one like that would be pretty a small atonement, maybe just dump some valuable in a barrel at the temple of your fav god.Posts: 3395 Joined: Sat Oct 13, 2007 3:37 amDisplay posts from previous: Sort.
Contents.Always seems to be locked. Ever since I installed the Battlehorn Castle plugin, there seems to be a glitch of some sort which keeps the Mystic Emporium locked on a Hard lock, night and day. Can anyone else confirm this?Regards,17:45, 18 October 2007 (EDT) Yep, seems to be happening to me to, on Xbox 360 with all plugins installed. All that I've done so far is install the plugin; I haven't started to play it at all.
It's possible to unlock the door still, at which point is OK to enter (the red door symbol for trespassing disappears), although at 8 pm the door will relock. Also unusual is that once inside, everything in the store can freely be taken without it being considered stealing. Checking the construction set, the ownership of the cell has been set to 'None' whereas without the mod Calindil is the owner. So apparently now that Calindil doesn't own the cell he's not allowed to unlock the front door in the morning any more (normally Calindil's AI package is responsible for unlocking the door). I don't know enough about the mod to have any idea why it would be messing with the ownership of Mystic Emporium. Although I'm guessing it's probably a developer mistake.
23:46, 19 October 2007 (EDT) Hey, this is my first post so bear with me. I just decided to install practically all the plugins in one go and I'm 95% sure I installed Fighter's Stronghold first and then had Frostcrag Spire installed and I went to the Mystic Emporium and it wasn't locked or anything. I'm not sure why mine works fine, but I am able to take whatever I want and they don't seem to care. Any comments? — Unsigned comment by (. ) It depends on your load order, not your install order.
If Frostcrag is after Battlehorn in your load order, the ownership changes Frostcrag makes to the door of the Mystic Emporium will override the ownership changes Battlehorn makes. However, because Frostcrag doesn't change the ownership of the items inside the Mystic Emporium, you can legally take them. If you're on the PC, your best bet is to download the Unofficial Official Mods Patch from (and get the UOP and USIP as well if you haven't already), as this fixes both the 'locked door' and 'unowned items' bugs, amongst others.- 02:51, 8 November 2007 (EST) →I have both the Frostcrag and Battlehorn plugins for Xbox 360.
Mystic Emporium Locked
At a little after 10:00 a.m. (Sun's Dusk 4), the door opened. I wouldn't have known, except that had been waiting outside for a few days, then disappeared as though he had entered the Emporium. All of the items inside the Emporium are unowned now, as was previously stated, but I never had to pick the lock. Sorry to be anonymous, but I'm having trouble getting the wiki to load reliably.:) 19:40, 3 December 2007 (EST) I'm on the 360 with all official DLC.
The door here is always unlocked when I first get out of the sewers, but everything is 'public property'. 16:35, 11 April 2008 (EDT)Just stumbled across this for everyone still having issues. Is a WORKING fix, I too had trouble with the door and used the UOMP to no avail. The fix from that link worked perfectly first time. Just make sure to follow the instructions (have it load AFTER the afflicted plug-ins) I just put mine after all of them. — Unsigned comment by at 21:23 on 8 April 2011 →Sorry for being anonymous; I don't have a membership here. I just wanted to say that I was having this issue a moment ago.
The Mystic Emporium door said 'Open Door to Mystic Emporium HARD' and lo and behold, it was unlocked even though it seemed like it was locked at the door symbol was red. So I purchased my illusion spell and left. Turned round, the door was back to normal, was unlocked and the subtitle read as it were unlocked and there wasn't any red door symbol. Try giving that a go and see if it helps!:) 22:55, 11 August 2011 (EDT)The door becomes permanently locked when you enter the market after visiting Frostcrag Spire if you have `DLCFrostcrag - Unofficial Patch.esp` installed. The bug is introduced by the unofficial patch, and there is no way to uninstall the change it makes. I loaded a game saved just before I first entered the market, and if `DLCFrostcrag - Unofficial Patch.esp` is enabled, the store is locked; if disabled, it's unlocked; if the plugin is disabled after first loading the market area, the door remains locked.
Not locked, but everything is free A strange one. On my save (xbox 360), the shop isn't locked, but I am free to pick everything up. On my girlfriend's save, the door is always locked.
People have mentioned the load order. What determines the load order, considering that we are both using the same Live profile, just different saves?
- 13:42, 15 January 2008 (EST) Locked Door Okay, so is there a way to change the ownership of the door back to how it's supposed to be? And moreover, would this change be permanent or would you have to re-enter the command every time you load? I hesitate just to install the Unofficial Patch, as I rather enjoy a few of the other bugs' effects.
05:54, 8 December 2008 (EST) Notes on the new 'page' I just added complete in-game descriptions to all three areas of Mystic Emporium. However, these descriptions are based on the game without any of the plug-ins described at the bottom of the page. If any of these (and the inclusion of a new inhabitant) changes any of the interior, please make the necessary additions when doing the CS-check. 16:53, 27 July 2009 (UTC) There are a few invisible tweaks (ownership of doors, a new chest for the Tower items, but it's underground so can't be accessed) but the only major change is the one I just added - a bed and the chest moves.
Darkest dungeon heart of darkness party. But he and his workmen dug too greedily and awoke an ancient evil, sending the countryside into ruin. Just before he sends a musket ball through his brain, dear old dad sends you a letter: come home, rebuild the local village, and defeat the evil. Splat.Once the road to town is reopened, you recruit heroes and send them into the dungeons four at a time. In Darkest Dungeon, explorers don’t just have to bandage their wounds and sharpen their axes—their biggest vulnerability is their minds.Turn by turnAfter getting bored drinking and fornicating his way through the family fortune, your dear father decided to investigate rumors of wondrous magic buried deep beneath the ancestral home.
–. 17:44, 27 July 2009 (UTC) Xbox 360 Mystic Emporium Locked Door Bug Work Around Temporary Workaround: I found that if the door was locked during business hours, I would save game then quit to the Main Menu, re-load the game and wait 1 hour. The door would then be unlocked.
04:53, 12 October 2009 (UTC)The temporary workaround bugs the stealing inside the store so all items laying around are there to take without bounty. I'm not sure if this works with the permanent workaround though your welcome to edit this and tell me if you can. 17:22, 10 February 2010 (UTC)Assassinator971You can also try this (lengthier, but permanent) workaround: 04:04, 20 December 2009 (UTC)KTempesTThis work around assumes:. The Fighter's Stronghold official plug-in is installed on a hard drive. You have a removable memory unit available. You know how to move files on the Xbox 360. You have not done anything with the Fighter's Stronghold quests or area.Do the following steps:.
Move the Fighter's Stronghold official plug-in file to a memory unit. Remove the memory unit. Start the game. You may get a message about content not being availible. Ignore it.
If your character is in the Imperial City's Market District, move your character to another area. Wait 73 games hours. Travel to Mystic Emporium so that your character is there between 8 am and 8 pm game time. Enter the Mystic Emporium. The door should be unlocked now. Go upstairs to the private quarters. Unlock the private quarter doors.
This lock may be leveled. My character was at level 1 and the lock was Very Easy. Exit the private quarters. Exit the Mystic Emporium. Save your game. Exiting the Mystic Emporium may do an auto-save. Quit the game.
Insert the memory unit. Move the Fighter's Stronghold official plug-in file to the hard drive. Restart the game.When you restart the game you will get the first Fighter's Stronghold quest message.This work around will not fix all parts of the bug. It will just allow you to get into the Mystic Emporium without requiring you to unlock the frount door during normal business hours. It may have to be done for every character you are playing.As mentioned previously in other sections of this page, sometimes the door is unlocked without using this workaround. I got it to be unlocked some times by moving the Fighter's Stronghold official plug-in file around without taking it off line, but I was not able to make it a repeatable process. I suspect the door being locked depends on the order in which the Battlehorn Castle and Frostcrag Spire plug-ins are loaded.
On the Xbox 360, there is no way to directly set the order the plug-ins are loaded. It may be random, but more likely it depends on where the plug-in files are located, your Xbox 360 profile is located and which save file is loaded.
This is the patch to the problem that the door of the Mystic Emporium always appears closed and its interior is always a private place for the player. This patch fixes the AI packages of the two Mystic Emporium owners, which are the cause of the error.The Mystic Emporium is still a private place. But the player can access it during the hours of sale of services of their owners, in the same way as it would with the rest of the stores.This patch is a modification of the Unofficial Patch DLC. Replace the '.esp' file when prompted in case you have the Unofficial Patch DLC installed.You need to have the Unofficial DLC Patch installed:Note: it is necessary to spend a day in the game for the owners of the Mystic Emporium to perform the correct routine.
Wed Feb 28, 2018 2:59 pmWill there be a poll which book should be first? My personal (maybe not THAT important) opinion on the order of publication is:- Companion (because it seems to be almost finished)- Elven Nations- Iopos (bring it on! New cool background stuff )- Disciplines- Mystic EmporiumThere will not be a poll. Release dates will be based on how much work is needed to get the books into publishable shape.Here's what we're looking at currently:.
Companion. Elven Nations. Questors. Mystic EmporiumAfter that is less locked down. Iopos has a writer (Allen Farr, who wrote Travar), and he's working up an outline and concept. Morgan is handling the Disciplines book.
Those two will probably be the next ones in the queue.Mixed in with all that are the next few chapters of the Legends of Barsaive adventure series. I'm hoping to have the 25th-Anniversary adventure I'm writing for this year's GenCon published.Beyond.
We've got a proposal for an Arancia book (west of Vasgothia/Talea). I'd like to see a Urupa/Aras Coast book (since that area hasn't seen much development). There's new fiction on the horizon. I'm thinking about the next big event for Barsaive, and how we might build up to that.
Another possibility is revisiting some of the Theran provinces as stand-alone books. @Mataxes:When you describe your work with the books it always seems that your team is just a few people. How many authors are you?Have you maybe thought about working closer with Ulisses Spiele? (The German translator of Earthdawn) They manage to publish a lot of books every year despite the German RPG print market being a niche market. A lot of authors work for them or with them and there are still a lot of German Earthdawn fans.
You could commission some books to them and just translate them.Urupa would be great.What about Jerris, will it be included in Iopos? If not, Jerris and the Wastelands would be interesting, too.And more storyline? Thu Mar 01, 2018 12:05 pm@Mataxes:When you describe your work with the books it always seems that your team is just a few people. How many authors are you?It depends on the book, but we're a small outfit (like most RPG outfits outside Wizards of the Coast and Paizo). Our core team is:Me.
I'm Line Developer, which means that I'm the one who decides the overall plan, what books will get produced, lays out the goals for setting, story, and rules development, and (more or less) has final say on stuff.Morgan Weeks. He's my right-hand man, focused mostly on the mechanics end of things, but is a helpful sounding board for other stuff as well.Since my project management skills are pretty awful, that end of things is now handled by Andi Watson. She's the one who sets deadlines, and makes sure things are making progress.Tiffany Ragland is head of editorial (not just for Earthdawn, but all the FASA Games lines). She's stepped up to oversee the Elven Nations project so that I can focus my attention on the Questors book.Jeff Laubenstein is art director, overseeing the artistic end of things.Beyond that, everybody else involved are freelancers. Copy editors, layout, most of the supplemental writers (like Allen Farr or Joshua Fontany, along with many others), and artists.
And I have to fit my development work, editing, writing, etc alongside my day gig. Which goes for the other folks as well, because there's not anywhere near the money for one person to do this full time, let along multiple folks. Have you maybe thought about working closer with Ulisses Spiele? (The German translator of Earthdawn) They manage to publish a lot of books every year despite the German RPG print market being a niche market. A lot of authors work for them or with them and there are still a lot of German Earthdawn fans. You could commission some books to them and just translate them.We already have an arrangement of sorts with Ulisses. They have a couple of advantages in that they are large enough to have at least some dedicated full-time staff, a longer history and established stable of freelancers, and money.
I know they have some books in production for the German market, and while I don't know the details of their license, I'm fairly certain there are options for us to publish English versions of their stuff if we want. I just haven't seen anything yet. If so, are there any chances that any of the following will be included in that book:- an in-game spell design mechanics, 1ed-style;- some mechanical guidelines for the (out of character) spell design;- some thoughts or loose guidelines concerning spell-design.I understand that it may be way to early to ask, but I think this would be increadibly useful.I don't know. The plan is to have a bunch of spells in the book (both ED4 version of old stuff, and a few new ones as well), but there almost certainly won't be an ED1-style spell design system. Of the three options you listed, the third is most likely, but we haven't gotten to that stage of things yet, and any kind of system put in place would need to be closely examined to avoid potential abuse. Fri Mar 02, 2018 2:41 pmI'm curious as to why an Arancia book? Of all the provinces outside of Barsaive it has to be one of the least interesting.
The Theran Empire book didn't even bother detailing it outside of saying; 'basically the same as Talea'. With high-adventure provinces like Marac and Vasgothia just begging to be expanded upon and played in I don't see the appeal or interest in Arancia.In some ways, that's the best reason to have an Arancia Book. There's almost nothing to retcon and lots of opportunity to create something interesting where once there was none. Fri Mar 02, 2018 2:41 pmI'm curious as to why an Arancia book? Of all the provinces outside of Barsaive it has to be one of the least interesting. The Theran Empire book didn't even bother detailing it outside of saying; 'basically the same as Talea'.
With high-adventure provinces like Marac and Vasgothia just begging to be expanded upon and played in I don't see the appeal or interest in Arancia.In some ways, that's the best reason to have an Arancia Book. There's almost nothing to retcon and lots of opportunity to create something interesting where once there was none.That is true, I just hope that whoever is pitching that book isn't just basing it on Talea, like it is in Theran Empire. Talea really doesn't fit in with the other Earthdawn provinces and on a personal note is my least favourite province or at least a close second with Cathay.
Oblivion Unlock Command
I got tired of the ME door always being locked even though I did what people suggested. Pick the front door lock, run up the stairs and pick the bedroom lock. Since that didn't work I made a small mod to keep the door unlocked at all times. However, the door still remains red (but unlocked) when I walk up to it.
Ontus Vanin
What do I do to make the door a normal door colour insted of red? By 'red' I mean the door icon when a character walks up to said door.Curiously enough, this started happening AFTER I used BOSS for the first time. Part of the problem is also that the connecting cells are themselves owned by Calindil. To pass through either way means you're tresspassing.To clear the door just open the console select the door and enter 'clearownership'For the cells enter 'SetCellPublicFlag ICMarketDistrictMysticEmporium 1' and'SetCellPublicFlag ICMarketDistrictMysticEmporiumUpstairs 1', of course, as always, without the quotes.After that you can even have a chat with Calindil and he won't mind in the least that you've broken in.Edited by KenJackson, 29 March 2013 - 01:18 PM.
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