Magic Realms

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Magic Realms

Postby Fierce_Deity » Mon Aug 29, 2016 10:27 pm

This idea was sparked by LadyGoos idea for Reams/Kingdoms to have Policy's and be a bit more unique.

Magic Realms

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Players can form a different sort of realm, one centered around magic.
---Building requirements for a magical realm would differ from a normal one, and require an initial donation of experience to start it up.
In haven, our magic feels like natural magic, earth magic if you will, which is what a lot of this idea is centered around.
So a magic realm would be focused around this idea of nature magic, and require a sapling, ancient roots, heartwood leaves, brimstone,rock crystals dirt, dreams, and some of the various metals. This is just a general recipe for it, nothings set in stone. Maybe a magic fragment of some sort could be required. They could be acquired from some neat quest or from dragons ;)
We've stumbled upon something old. I feel it in me and my bones, this is the magic of the old ones. Gone for eons, but here is a sliver of their power.
Just trying to help others see the what i'm getting at. Which is a sort of big tree. We are growing a big magic tree. Lets call it the Realm Tree.

---Magic realms acquire experience points in a few ways to help differ it from normal realms
1. You rest your hand on the willow tree, and close your eyes. Feeling some of the trees energy pour into you with a sudden rush, so quickly that you can't contain it all.
Directly from players in the same way realms do, but they only earn half the amount of experience a player does. (Iffy on this one. May throw it out, or have it gain even less)
2. You feel slight tug from the realm tree, as if its pulling at your life force. You back away, uncertain, before deciding to lend it some of you're power.
Direct donations from hearthlings. Hearthlings may give experience to it unless they drop below 1k experience, at that point no more can be given.
3. Hearthlings are crude in the ways of magic. Stumbling along and pouring vast amounts of energy into simple tasks because they lack true knowledge of the old ways.
When hearth magic is used a portion of the wasted experience is absorbed by the kingdom. Absorbed amount could vary for each task, or be a set amount or just be random.

---Magical claims
The Realm Trees roots stretch out to touch its children, to connect with them, to share its power with them
Magical claims would be expanded by planting special saplings you get from the realm tree. These saplings do not come freely however. They require one to give the realm tree a seed, an ancient root, heartwood leaves, and experience points (500 or so) A special sapling would be returned to the player immediately. This saplings would need to be planted at the edge of the magical reams claim. The tree is vulnerable for a day, unless its growth is sped up with a gift of the realm trees power(drains some experience, can only be done 2 hours after planting). Might be wise to make their claim smaller than that of a normal realms border cairn.
What part of this idea entails is a slower growing realm centered more around experience points only, no authority. The experience takes the place of the authority, and is drained each day by the border trees. Not going to come up with numbers for this right now.

---Challenging Realms
There's smoke clogging the air is near enough to choke, but we must defend what is ours.
Defending a border tree or tree cairn will work in the same way border cairns do.
Challenging other cairns drains experience(1500 maybe?) and causes roots to grow up around the challenged stake. Also leaves Smoke of War scent.

---Why go magic?
Maaaaagiiic
Shield Repair: An ability that heals claims shields at a cost of the realms experience points.
Experience Transfer: A direct transfer of experience from realm to player or player to realm No penalty in either case.
Fairy Ring: A circle of mushrooms will grow around a border tree. This will delay a challenge in the same way "Last-minute Diplomacy" does.

---Policies
I envisioned detailing a system similar to what LadyGoo has posted in her policies thread, but I don't think i'll get deep into something like that for this thread.
Maybe if policies get added for kingdoms. But the basic idea was that magic realms policies would focus more on the nature and magic side of things unlike a normal realms.

---Conclusion
The gist of this is to have a different type of unique kingdom in the game. One that has different draws and drawbacks.
I didn't really go into how members would work or if there would even be a king, maybe a dryad will be king :lol: Members will prob work same way as in a realm with different name.
But seriously can dryads be given a purpose? Maybe an experience of some sort? Make them quest givers?

Opinions on my eccentric idea? Curious about others opinions on having a kingdom type without authority.
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Re: Magic Realms

Postby ekzarh » Tue Aug 30, 2016 6:36 pm

Sounds like a huge content pack.
And also huge pain to balance.

Taken literally what you wrote is totally overpowered and imbalanced.
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