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Old 12-14-2005, 04:42 AM   #6 (permalink)
Kelaric
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Last Online: 05-25-2007 03:21 AM
Join Date: Nov 2005
Location: Phoenix, Arizona
Posts: 7

Level: 1

HP: 0 / 15
MP: 2 / 133
EXP: 60%
Re: The Crimson Wind

Well Met! As the newly appointed officer in charge of the Quartermaster Corps for The Crimson Wind Society, I would like to take this opportunity to share with you some ideas I have for the Quartermaster Corps.

As you have read in Commander Sablehawk’s post above, The Crimson Wind Society will be developing squads in addition to having three Corps which represent the three Spheres we will find in Vanguard.

I am very interested in developing a squad or squads for those folks who wish to concentrate on the crafting sphere. First, allow me to present the mission statement of the Quartermaster Corps:

The Quartermaster Corps has the responsibility of supplying the guild and its members, to the best of their ability, all equipment, and items that can be made by crafting within the game. This will be an overall team effort with all members expected to work for the common goal of seeing that the guild and its members are properly equipped.

As Commander Sablehawk mentioned above, membership in The Crimson Wind Society does not require membership in a squad. Wind members will, however, chose one of the Corps (Adventure/Diplomacy/Quartermaster) based on their main area of interest.

Now, onto my ideas for squads within the Quartermaster Corps:

The first is an idea for a purely crafting squad. It is based on the assumption that there will be adventurers who prefer not to participate in crafting at all, however may decide to harvest during their adventures.

The Emporium Squad - This is a dedicated group of crafters that will concentrate on advancing their crafting trade and chose a specialty complimentary to the squad i.e. out of blacksmith, one armorsmith and one weaponsmith. Not knowing the full range of trade specialties at this time, the goal is for this squad to represent as many trades as possible. With five basic trades splitting into two specialties each, this squad would have at least 10 members.

Adventuring in order to harvest will not be necessary to advance crafting skill, though resources are necessary to make usable items. Though squad members may chose to harvest, the goal for this squad is to concentrate on crafting and to become a general store for the guild and for others outside the guild. Other possibilities include becoming anything from a shipwright to an armor and weapon shop complete with imbuer. Resources, recipes, and all manner of gear could be bought, sold, and traded at The Emporium.

The next idea is for those who wish to do their own harvesting, adventuring at a slower pace than those concentrating solely on their adventure sphere, leaving plenty of time for crafting.

The Scythe Squad - This harvesting adventure squad would concentrate on harvesting while adventuring, and crafting. Adventures would be primarily based on resource location and/or building sites.

This squad would adventure more slowly to allow time for harvesting and time for crafting in town. Adventure levels should remain within grouping distance of the other squad members. This will be the responsibility of the highest level and the lowest level person in the squad. Each squad member should be given equal time during harvesting/adventuring to guard the group thereby gaining adventure experience.

Harvesting excursions would be scheduled when most convenient for the entire squad, leaving other times for crafting or smaller outings with a partial squad. Special crafting sessions could be scheduled in order to trade with one another for the items needed for final assembly from other crafting trades. These sessions could be the time when this squad would be available to craft items for guild members, and generally trade, buy and sell with them. The squad could announce these times as they are set up, in the events forum on the guild website.

Members will have different harvesting abilities i.e. one Foreman, one Prospector, two Gleaners, and two Reapers. If group size is 8, add whatever harvesters are most appropriate i.e. another Foreman or Prospector, or more reapers or gleaners.

Members will have complimentary adventure classes representing a well-rounded group with at least one from each archetype (offensive fighter, defensive fighter, healer, caster) with the final members being a different specific class than any other i.e. one cleric, one shaman not two clerics; or one warrior, one paladin, etc... The idea here is to have the fullest array of abilities and spells possible.


If you are interested in these ideas, the Quartermaster Corp, and/or The Crimson Wind Society, we invite you to visit our website to read more about us, register and chat with us, and apply for guild membership.

Kelaric Vaettor
Master, Quartermaster Corps
The Crimson Wind Society
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