Open letter to the pc builders out there from the Dark Side
- Black Hand Enclave
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Open letter to the pc builders out there from the Dark Side
The following are copies of PMs between ourselves and DMsabre.
(our letter)
We would be happy to suggest and create a "no man's land" where EOS would spawn. It would be composed of a gunslinger type plain and a deep-forested area. Probably two separate areas where one was touching Thrall's Gate on the side opposite the ocean/lake? The transition would be marked "No Man's Land and maybe could be written into the war torn history of the lands. The first transition area would be a scorched earth type area with the second area being a withered forest type thing with an Inn for the shady types to spawn in. I would make this a "safe house" with no player vs. player allowed. There could be a crotchety merchant/barkeep that sells basic arrows and weapons and has a severely reduced purchase rate with a giant mark up for the "needy" on the special items he acquires. There is a module that is called Pirate Cards that might be modified to be used for the tavern. It is a small interesting hole in the wall that is actually made to play a custom card game similar to a graphic Magic: the Gathering. It is highly addictive and would provide entertainment for “hostages” and EOS alike. Nothing like a friendly game o’ pirate cards to make you forget yer differences. That’s our thought and we look forward to hearing what you think. Please feel free to post this in the DM boards as well.
(DMsabre)
create away and let us see what you got
bigger it gets the harder it is to fill, keep small but not too small . 16x 16 is a full sized exterior, you may wish to go smaller than that. Wyv could answer such questions better than I
So as you can see they are most supportive of the ideas being bandied about and an EOS spawn area that could double as a mid to high level (8th to 12th level) hunting ground would be very cool. We were thinking of small touches like a sign in front of the "safehouse" that reads "IF YOU AREN'T WANTED, WE DON'T WANT YOU!!" and maybe have bugbears roaming around as scouts or something in the land between the spawn point for the EOS. If you need any help with filler text or something let us know.
(our letter)
We would be happy to suggest and create a "no man's land" where EOS would spawn. It would be composed of a gunslinger type plain and a deep-forested area. Probably two separate areas where one was touching Thrall's Gate on the side opposite the ocean/lake? The transition would be marked "No Man's Land and maybe could be written into the war torn history of the lands. The first transition area would be a scorched earth type area with the second area being a withered forest type thing with an Inn for the shady types to spawn in. I would make this a "safe house" with no player vs. player allowed. There could be a crotchety merchant/barkeep that sells basic arrows and weapons and has a severely reduced purchase rate with a giant mark up for the "needy" on the special items he acquires. There is a module that is called Pirate Cards that might be modified to be used for the tavern. It is a small interesting hole in the wall that is actually made to play a custom card game similar to a graphic Magic: the Gathering. It is highly addictive and would provide entertainment for “hostages” and EOS alike. Nothing like a friendly game o’ pirate cards to make you forget yer differences. That’s our thought and we look forward to hearing what you think. Please feel free to post this in the DM boards as well.
(DMsabre)
create away and let us see what you got
bigger it gets the harder it is to fill, keep small but not too small . 16x 16 is a full sized exterior, you may wish to go smaller than that. Wyv could answer such questions better than I
So as you can see they are most supportive of the ideas being bandied about and an EOS spawn area that could double as a mid to high level (8th to 12th level) hunting ground would be very cool. We were thinking of small touches like a sign in front of the "safehouse" that reads "IF YOU AREN'T WANTED, WE DON'T WANT YOU!!" and maybe have bugbears roaming around as scouts or something in the land between the spawn point for the EOS. If you need any help with filler text or something let us know.
Light cannot shine without Darkness to banish
A knife in the back is worth two in the chest.
A knife in the back is worth two in the chest.
Well, I've been itching to do some exteriors, I've recently finished the Lazy Dragon and another Docks area, and at the moment I'm finishing up three areas for Minuvas, but in a week or so I'd definitely be able to start on it.
My recommendation is to see if anyone else would be willing to do it in the mean time. And if no one else comes forward, I'll take it up next week.
Thanks.
My recommendation is to see if anyone else would be willing to do it in the mean time. And if no one else comes forward, I'll take it up next week.
Thanks.
Sirius Calasthere: A travelling mage.
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Stormknife
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SnorriHT
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^Stormknife wrote:I'm curious why you think EoS should get protections that no one else does.
^
ditto.
I think what is needed is just more content. Once Das2 spreads to Morell and beyond, then there can be lots of merchants that outlaws can buy/sell from, and also lots of places too hide too. Also the best defense Outlaws have is to keep on the move
In summary more content and the EOTS stuff will just come naturally, rather than just be something gamey and artificial.
Latishe Vaine - Priestess of Brintha, and Daughter of the Earthmother
I would suggest that if/when a EOS "home" is implemented, that it is positioned in a way that cuts off as few possible avenues of expansion as possible, since "good" property right next to the EOS area could create problems both IC and OOC.

What I marked as "EOS?" sounds like roughly where you would put it, which would work, but I definitely wouldn't put it any closer to Cear. If it was placed in any of the lower yellow "?" boxes, it would cut off Cear friendly expansion in that direction. By keeping the areas directly north/NE/NW of Cear friendly, it opens up for lots of expansion in all directions without having to pass through EOS territory or by placing them next to one another (It would for example be hard to believe how a peaceful, wealthy and Cear friendly business venture could exist right next to the EOS hideout). Ideally I would even place the EOS territory one block further north to separate it from Thrall's Gate, but since there's no content in that direction yet, it would mean pointless transitions.
Of course, the DMs likely have this planned out already, but I felt like drawing boxes.
(To clarify, light blue are possible expansion areas for Cear proper, while yellow are possible expansion areas for Cear-friendly ventures or adventure areas)

What I marked as "EOS?" sounds like roughly where you would put it, which would work, but I definitely wouldn't put it any closer to Cear. If it was placed in any of the lower yellow "?" boxes, it would cut off Cear friendly expansion in that direction. By keeping the areas directly north/NE/NW of Cear friendly, it opens up for lots of expansion in all directions without having to pass through EOS territory or by placing them next to one another (It would for example be hard to believe how a peaceful, wealthy and Cear friendly business venture could exist right next to the EOS hideout). Ideally I would even place the EOS territory one block further north to separate it from Thrall's Gate, but since there's no content in that direction yet, it would mean pointless transitions.
Of course, the DMs likely have this planned out already, but I felt like drawing boxes.
(To clarify, light blue are possible expansion areas for Cear proper, while yellow are possible expansion areas for Cear-friendly ventures or adventure areas)
Agra Flint, cleric of the Coven of Lancon's Mouth
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SnorriHT
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just a clarification, this is a great idea, but I just don't think that Das2 is ready for it. Also, the lack of PvP could be used as an exploit.SnorriHT wrote: ...
I think what is needed is just more content. Once Das2 spreads to Morell and beyond, then there can be lots of merchants that outlaws can buy/sell from, and also lots of places too hide too. Also the best defense Outlaws have is to keep on the move![]()
In summary more content and the EOTS stuff will just come naturally, rather than just be something gamey and artificial.
Latishe Vaine - Priestess of Brintha, and Daughter of the Earthmother
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blackheart
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Enough with the EOS, the last thing I think any of us should want to do is institutionalize it. IMHO we're basically managing an OOC problem with the recent EOS stuff anyway.

You determine your level of involvement.
Allaric Wyvernsbane, Pathfinder / Roark, Trident Brother / Algor, Dasarian Lorax / Ash, Diminutive Polymath / Cornelius Swift, Straight Man
I would agree to put EOS content on the side for now.
Especially since I don't know it would awkwardly be placed next to the Church of Lochwar in Thrall's Gate, and Talon Hold (Two very strict, two very Anti-EOS institutions) I would think they would want to be AS FAR away as possible.
I think the only solution we will see to our EOS problem is when we are able to have a persistent spawn point, but I think that requires database support.
Especially since I don't know it would awkwardly be placed next to the Church of Lochwar in Thrall's Gate, and Talon Hold (Two very strict, two very Anti-EOS institutions) I would think they would want to be AS FAR away as possible.
I think the only solution we will see to our EOS problem is when we are able to have a persistent spawn point, but I think that requires database support.
I think you might have your east and west around the wrong way Elerion.
And, it could be included quite easily as a side area on the north road, as to whether it should be included, I wouldn't mind either way. I can't see much benefit to making a self-sufficient areas for bad people, I think the inclusion of some stalls nearby in Thrall's Gate would be a better option.
But I mean, when you commit crimes sufficient enough to become an Enemy of the State, you shouldn't expect special treatment
. I honestly would just prefer to see a better sewer system (I refer here again to Vampire the Masquerade: Bloodlines) that runs north/south and allows people to pop up in Thrall's Gate/somewhere near the north-side of the gate into cear/the manhole near the Charm Shop. And maybe in the future we could expand it to include the Docks etc. As to why, it's fairly obvious, it gives a new avenue to travel through Cear.
And, it could be included quite easily as a side area on the north road, as to whether it should be included, I wouldn't mind either way. I can't see much benefit to making a self-sufficient areas for bad people, I think the inclusion of some stalls nearby in Thrall's Gate would be a better option.
But I mean, when you commit crimes sufficient enough to become an Enemy of the State, you shouldn't expect special treatment
Sirius Calasthere: A travelling mage.
Hm? Standing in T&C, you walk one step in one direction to reach North Cear, and another to reach Far North of Cear. That is obviously North, which means facing that direction (From NC towards Thrall's), east would be to the right, and west to the left.sirius wrote:I think you might have your east and west around the wrong way Elerion.
Agra Flint, cleric of the Coven of Lancon's Mouth
Well, the way I figured it is, if you look at the map, the main road out of Cear goes directly north along the coast. Thrall's Gate is on the north road. Cear is on the western coast of the large peninsula (not sure of the name), the ocean is on the west side of Cear. It really depends on the orientation of the gate, and whether the road heads north first, or whether it goes east, then north. Can't really tell, I was just going by the map.
Maybe I got your drawing wrong, I don't know. Look at the map, and you'll immediately know where I went wrong probably.
Maybe I got your drawing wrong, I don't know. Look at the map, and you'll immediately know where I went wrong probably.
Sirius Calasthere: A travelling mage.
- Black Hand Enclave
- Dasarian Scout
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To clarify the "non PVP" would only be in the interior of the outlaw tavern. Once you are out the door, you are a victim. There will be a large number of EOS at various points as the campaign expands and we would like to see that they are treated as known criminals with all merchants but theives and this guy dealing with them at all. We would imagine the traders of the realm would be well informed of the EOS and would not associate with them at all for fear of loosing their "license" or worse. Thank you for all the feedback and your points are noted and welcomed.
Light cannot shine without Darkness to banish
A knife in the back is worth two in the chest.
A knife in the back is worth two in the chest.