Main Gate Guard

Started by Garem, March 21, 2011, 08:41:21 PM

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Garem

I'm sure this will fall down into a "make it happen IG" sort of thing, but I'll make an effort to explain why it might simply be a story progression point that's several years overdue. It's also admittedly a rather selfish request, but I've definitely found myself at a unique disadvantage because of various IG/IC factors and it's driving me nuts because I spend an enormous amount of time traveling the opposite direction I'm trying to go just to circumvent a small checkpoint as if there were no FEASIBLE way of getting around it (aside from invisibility, which feels cheesy). I'm sure other characters have had similar issues, hence I bring the issue here.

Why is there a Stygian Infantryman at the Main gate? Why does the (dirt poor, mind you) Stygian Armada care about that wreckage? They've got their territory, the Conclave has theirs, the Docks, goblins, etc. theirs.

The only group that really has any investment at all in protecting everyone and preserving the general peace is the Conclave. Hence, I suggest that the Conclave fill in this more appropriate role.

Better yet, move that odd tribal dude on top of the ziggurat out to the gate and let a more Dominion-appropriate NPC fill in his role. Why they've let a creepy barbarian who speaks in riddles handle dealing with lost and confused ziggurat victims for so long befuddles me.

gab1

Invisible cheese?

Disguises?

I doubt the lone NPC would stop you, unless the DM's said otherwise, etc...

Random_White_Guy

Yes please and Yes.
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AllMYBudgies

I totally agree, especially about the barbarian guy atop the ziggurat. I have never yet worked out what he is doing there, really.

Yalta

Spot on Garem.
 
The Tribal guy could be replaced with a bored looking Militia guard who gives a standard well rehearsed greeting.
 
The Stygian at the main gates is a good point also. Not sure the Armada would bother, or the Conclave or Sons really?
 
Maybe put Dogshead on the main gates, having sobered up he is obsessed with redeeming himself in the eyes of the population...

Dr Dragon

Well the main gate area used to be a single transition to the dominion hence why defending it was important. However with the current state of transitions I dont see why it makes sense for thei Armada to be worried about defending that entrance.

putrid_plum

I agree totally.  Infact, why not put an Order guard or something, dunno just saying... maybe IC events might happen!

Divine Intervention

Because it's not order land.  The Duke is still supposedly ruler of ymph so I think it's more of a "We don't care what you say this is the gateway to Trenada's city".  It also makes sense for the dominion to want defenders at a place defensible against invasion and away from the civilians, a first line of defense.

BRESTON

Hes also the spotter for when orcs/goblins/greased up deaf guys

attack the gates

Porkolt

Hah.
 
I've actually been plotting IC to start -increasing- the amount of guards at the outer gate.
 
So I would feel very cheesed if DMs were to suddenly remove the last remaining guard as a result of this suggestion.

9lives

Tell NDURU MASI to move.

TheImpossibleDream

Is it really that ic for those guard(s) to be standing in a position where they can be cut off from all reinforcements very easily by a massive horde without them even knowing it?

I think the only reason they're really there is to have invincible guards there to clean up orcs during those automated invasion things. it would be kinda neat if automated invasions resulted in orcs spawning in the inbetween zones and did not get "pushed back" until pc's go in and deal with them. This would also eliminate any ooc reason for those guards to be there.

Drakill Tannan

It does make IC to have a guard there. All the other entrances to the ruins are blocked by something, the docks one by the.. er.. docks, and the gobsquat isn't really an easy transition to get through (not for a band of orcs at least) and still needs to pass through the gobsquat. The sewer entances are probably unknown by the orcs, gnolls, goblins or whatever attacks the ziggy- if the dominion where to have to move to another chokepoint it would have to be at the gates of the zig, of wich there are to (meaning twice the guards needed) something they clearly wish to avoid.

But yeah, must be harsh for sons of sabuth and such. The Dogshead suggestion seems like a good idea, IG it could perhaps be worked out that since the sons or the goblins or something is threatening the colony more than usuall, the guards have had to fall back to the gates of the ziggy, while dogshead and some mercenaries move up to the gate to redeem himself to the eyes of the people.

BRESTON

How does a horde get beyond that gate? A orcan horde marching through the docks? No. A orcan horde marching through the gobsquat? The Loud lady would tip everyone off.

They have to come in through the front door. And I dont want orc armies spawning in the wardens. Please.

Egon the Monkey

Quote from: BRESTON;230611How does a horde get beyond that gate?
Up through the sewers. As soon as the DMs approve my app for a Minotaur Barbarian, I'll show the lot of you! Bwahahaha!

I think though, that having invasions start in the Warden's District would make them a threat to every faction and thus more interesting regardless of which area happens to be populated by PCs at the time. The Dominion instead have an outpost that's a couple of minutes' walk from everywhere else and with a Dock full of gangsters behind it. It made sense before the Warden's got populated, less so now. It is a long way from the Docks to Blackhearth or Fellhammer Hold compared to from the Dominion. I would suggest maybe a new area between the Docks Shore and the Ruined Farms, a short "beach walk" to link the Docks and the gates area?