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Thread: Secrets of the Sidhe
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02-10-2008, 05:06 AM #31
At 08:14 PM 2/9/2008, kgauck wrote:
>There are some good game design reasons to include elven guilds,
>especially if play includes elven realms and focuses on the domain
>style of play.
I`m not writing anything that`ll intentionally contradict the
original materials. In fact, I think the section on elven trade and
commerce will shore up the issues having to do with why there are no
elven guilds by explaining why the concepts having to do with guilds
are repugnant to elves. That`s not to say elves never engage in
commerce... they just don`t do so in a way that`d translate into
guilds at the domain level.
Gary
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02-10-2008, 05:48 AM #32
It is worth mentioning that elves only seem to find human guilds repugnant. Half-elf regents with guild holdings seem to be accepted by elven communities. Elven culture doesn't place great value on economics but if a half elf wants to amuse him or herself with matters of commerce, more power to them. Since humans don't live in harmony with nature, however, human holdings drive down source potential -- and that is something elves place great value on.
Elven monarchs do like to keep tabs on the goings ons in their realm and there are several realms who utilize guilds for information-gathering purposes only. Such guild holdings represent sylvan creatures who act as the ruling regent's eyes and ears throughout the forest and do not generate GB income, I believe.
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02-10-2008, 10:41 PM #33
Cwmb Bheinn has logging... I like the idea of mebhaighl producing guilds mentioned by Kenneth, but as a compulsive rules changer I wouldn't mind saying 'elven guilds produce half income' or suchlike if you wanted a mechanic to represent the laissez faire attitude towards mercantile activity and the 'softer focus' of elven guilds. The important thing gamewise is to keep the elves looking outward and keep a reasonable balance in game terms between realms of similar size.
I'd note that law holdings represent influence and control. A human/dwarf nation may have these represented by sheriffs, courts, etc, etc - an elven realm might instead have this represented by degree of trust and acceptance of the ruler. If the ruler has maxed out law that might simply mean that in the conext of realm actions and taxation the other elves either agree with them or aren't interested in opposing them - despite their strong individuality elves do seem to form very loyal relationships where no follower even considers challenging the 'superior' (Rhuobhe being the case in point). I'd distinguish here between the 'common masses' who aren't interested in politics and a core who are to keep the game interesting.
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02-10-2008, 11:54 PM #34
That's a good point. Although elven society as a whole isn't motivated by economic profit, there are of course individual exceptions to that (and every other) rule. Cwmb Bheinn's elven guild regent is an excellent example of an exception to the rule. Ah, the dangers of racial profiling ...
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02-12-2008, 03:55 PM #35
While most elven kingdoms may harbor a strong dislike for humans I could still seem some small amount of trade flowing between nearby elven and dwarven realms. Not to mention that several "open" elf realms exist who may be willing to trade with neighboring human kingdoms. I could see elven guilds existing, though maybe not in the same sense as traditional human or dwarven guilds. Pehaps "elven guilds" could simply represent individual master artists who occasionly trades peices of his work for materials or exotic goods from far off lands. For example a painter who trades the occasional piece of art in exchange for rare berries, herbs, or flowers needed to create certain pigments, but are unavailable in his native forest. Guilds could also be used to represent elven bards or mages taking on the occasional non elven apprentice or student.
Alternatively, maybe elven regents should be allowed to create a small number of trade routes without guild holdings to represent the small trickle elven trade with the outside world. This would allow elven realms to have some sort of economic interaction with the outside world without the messy need for production or industry that guilds often represent.
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02-12-2008, 06:47 PM #36
Are there realms other than those listed below that have a large
enough elven population to merit a description of the gheallie Sidhe?
Coullabhie
Cwmb Bheinn
Innishiere
Lluabraight
Rhoubhe Manslayer
Rhuannach
Sielwode
Tuar Annwn
Tuarhievel
Gary
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02-28-2008, 02:45 PM #37
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02-28-2008, 03:55 PM #38
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That's a good point. Although elven society as a whole isn't motivated by economic profit, there are of course individual exceptions to that (and every other) rule. Cwmb Bheinn's elven guild regent is an excellent example of an exception to the rule. Ah, the dangers of racial profiling ...
Just, like, I don't think the narrative should unalateraly support it. If you're playing a forward thinking, "Humans beat us, we should figure out why and adapt, like nature does." elf regent, and the mechanics don't let you represent that because "It's not elfly."...it limits the kind of characters you can make, and the IC sources of conflict.
It just seems silly, to me, to say, that elves are so aloof that they don't admit to having any industry, and then turn around and rave about elf magical power(How do they build the libraries and laboratories?), craftsmanship(How do they get the raw materials? How do they craft them? Do they just look at the lump of metal and it becomes a sword?), and culture(How do they build buildings, create art, have leisure time to write poetry and have debates under the forrest canopy?) at the same time. It might be different from how a human or dwarf guild would look, but an economy has to exist for a civilization to exist, and that means that guild regents are possible.
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