The Royal Legacy (New Poll on post #1466) (Hiatus)

Would you really eat brownies that came out of a animals mouth? Back in my day we had class.

It didn’t turn out well for what I was basing it off of, but there were other circumstances there too. Plus I figured it’d be the most interesting court drama.

Since people pay large ammounts of money to drink coffee from beans out of animals’ behinds, do you need to ask this question?

2 Likes

I mean… This makes a lot of sense. WHY DOES THIS MAKE A LOT OF SENSE?!

I really didn’t think I’d be asking this, but is there birth control?
Like could you have a slag of an MC, but only one child? Or will you be buried in babies like a Catholic rabbit? Lol.

@Dark_Stalker If I can eat what’s inside of it, surely I can eat what comes out of it :smiley: Wait that was poorly phrased… ah never mind – To deny brownies regardless of its origin, whilst in proper condition, is simply taboo. In fact I’m nearly inspired to create a game involving candy and chocolate, but sadly time is not on my side. Making the most unsuspected royal the heir definitely sounds like court drama I would need to sit down and think over and about, sounds enticing.

@Monk65 There is a form of birth control. Deriving from a specific herb which shares close resemblance to an extremely toxic plant. This herb is usually turned into a liquid and drunk before/after the act. Thus greatly decreasing (note not completely removing) the chance of pregnancy.

Noting that the plant also looks like a very toxic plant you can imagine the trust issues people would have with it. :wink: (It’s very likely that the MC won’t have to deal with the poison matter in the story.-- Though I’m considering whether to have it in there or not.)

3 Likes

PLEASE HAVE POISON IN THE STORY. Its just such an historicaly important act of assasination. It make sense to worry about it. And hey, if you’re hated, maybe that servant doesnt really want to go to bed with you. Arent they pushing you a bit much to drink this contraceptive?

And then you cause a scene because they really wanted you but you didnt trust them… Or did they?

1 Like

Classic movie about the sons of Henry II, Richard, Geoffrey and John all maneuvering and scheming to suceed and acquire power from the aging king.

@cyanide You have inspired me to very much ensure that poison in engraved in the story. I only hope not to make the MC too paranoid. Maybe that could be a fatal flaw… but yes that is simply perfect. It would definitely put a balanced point on things. (Fact: The poison/birth control herb/plant is based on a real plant that have historically been used.)

@chrisbat Well well then, that section of the game will definitely be a good reflection of that. The scheming should be intriguing, especially if the MC decides to get involved or simply wants to have fun and helps each one a little.

2 Likes

Both the fact that you added this and the plant fact are really cool. I thought that maybe there could be a random percentage of chance depending on how disliked you are so its more of a shot in the dark if you are a tyrant. Since its not automatic it would definitly make evil players a bit more paranoid wich I would find rather in character to be honest. This would mean extra codes and such though so I will just leave this there as an idea.

I love the idea, the scenes I can already picture, far too enticing to pass up. Not to mention the replability value it adds. Though I’ll have to think on the matter some more. Adding a percentage on whether or not the MC gets poisoned/pregnant is more of a simple coin toss there. Then again the MC medicinal knowledge would decrease the chance of telling the difference thus lowering the chance. Though the tyranny level would directly counter that and increase the chance of being poisoned.

A challenge… I humbly accept, your Grace.


Since relationship focus is set to later on in the story, that should make it easier code wise. Early on with all the code from each decision might make the wall of impossible nigh impregnable (no pun intended).

5 Likes

I am currently playing the demo and I believe you are more than capable of doing this. Your writing and coding seem pretty far from starter level. You can count on me to buy it once its available and follow it more in the future. I had seen it before but you added a lot of content since then!

I like the characters and its the type of game you can just seem to be able to pick up after a while and start another playtrough like choice of wizard or gangster. I already see 4 interesting paths just in the prologue with the parents inheritence and weither we try this as evil or kind. I mean, its as if we start with two different kingdoms and I like that a lot even if its not a huge thing. We either have sickly pawns or healthy dissidents and I find that cool.

My review isnt very in depth but I am very tired and I really wanna go back to the demo.

Thank you, I’m undeserving of such praise. Though that still won’t stop me from putting my meager skills to work in crafting a magnificent tale for the ages. Your words have wiped any thought of doubt and in its place the word, It can be done and thus it will. It’s a pleasure to count you as a royal patron, supporter, and member of the royal family as the tale forges on.

With such effort put into the characters and the initial points made, I hope that they’ll each lead to unique paths that will really have the player asking “what if…” before and after each choice and returning to find out.

1 Like

The thread is really long, so these may have been answered.

Will there be a chance to contact existing guilds or help in their creation? When it comes to political influence, money is omnipotent. I’m thinking of a MC who grows deep roots through the economy, and possibly operating secretly as a merchant, collecting wealth and power under a false name. Think in terms of a shell company.

Founding or joining an organization with international connections? Think the Spider from Game of Thrones or Cerberus from Mass Effect. Say your soon to be married sister is later threatened, twould words organize an escape and return to the kingdom.

@Vman I don’t mind at all, regarding the possible repeats.

Currently there’s The merchant’s association guild. I’m actually still working out the fine print regarding them since their impact on the story can make things… delicate. Though the best example of a guild that’ll exist and has only been created in recent years is the adventurers guild. (The idea is still in the idea phase).

Great questions! There will be a chance to contact existing guilds. Helping in their creation wasn’t an idea I had, but that sounds like a great idea. The MC has the chance to have a merchant background. It’ll actually grant them the chance to involve themselves in certain fishy businesses if they have the stomach for it. That will be the closest they get to a shell company however.

The idea of helping to found or join an organization intrigues me. Some quick research on those two gives me a good idea of who they are and what they’re like. I believe I can think of some groups that will fit the bill to assist. Though for the escape one, the most likely thing would be to send a paragon to secretly ferret them out or ties with a very secretive organization…

Here are some ideas for organizations I can think of. Don’t mind the names, they’ll likely be changed to something much more suitable and smooth.

This post is quite long, the TLDR is at the bottom, but I sense you’re gonna read the whole post anyway :wink:

The adventurer’s guild: Originally meant as an international organization divided into kingdom faction with the Imoran in decline. Sadly with the mercs, there’s too large of an overlap. Leaving no real reason to have it.

  • Supporting them might include sending supplies or soldiers, granting pardons and a degree of royal support, and of course funds.
  • Effects of your interaction might range from, they are better equip to handle more difficult tasks you might request of them.

The Mercenary Guild: In attempt to curve the rampant freedom, costs, and bloodshed of mercenaries, the Divine ordained that all mercenary by law must conform to a guild and stay within the confines of a guilds contract.

  • While soldiers take time to train and discipline, mercs are always ready to go, albeit more expensive. Not to mention keeping a mercs loyalty (and silence) isn’t a very easy thing.
  • Good relations may lead to decrease in their cost among other things. Not to mention support for your reign. Even better co-partnership with your own troops.
  • Bad relations might lead to undesired result from their lack of discipline and care for their employer (you).
  • May have the MC found it themselves or have it in its initial phase and the MC invest in it.

The Merchant Guild In a state of reform. The ruling family seeing the merchant guilds wealth, power, and influence becoming so great, have set acts that have greatly diminished the merchant’s ever reaching hand.

  • Considering how best to implement this one. Regardless, they WILL exist.

  • Some things might involve aid in crushing smaller merchants or granting certain permissions on resources or monopolies or such especially upon expansion of the kingdom. Dire consequences might come from these seemingly benign favors granted of course.

The Scholar’s Guild In hopes of making the best use of great minds in the land, High Schools or Tower or Learnings have been built. In doing so, scholars, alchemist, and inventors alike have gathered there. In this guild inventions are made, historical records preserved, and great minds are honed to be unleashed to aid noble families.

  • Though international, each tower compete to be the best. As such the scholar’s guild produce influential people and new invention to further technology.

  • There will be two main branches to explore and invest in. Warfare and Development. Though beware, though development might enlighten the people and further living and betterment of the nation, it might give them ideas that are above their station. Likewise warfare may unleash something upon the land that should not exist.

    • Technology works in milestones. Every milestone is a new technology. Though learning too much too quickly can get very dangerous.
  • Investing into colleges bring more minds in and produces great minds. Leaving a chance of having someone of potential or fame that will stay and better your nation or attract such a person. Likewise great minds that might have stayed may leave to another nation to further their learning.

  • Note the people won’t be in the story long. They may have a scene and a boost a stat or grant some benefit or… something not beneficial and won’t be heard from again. This is to ensure that things don’t become overwhelming.

The Shadow Guild Infamous and not an actual guild. Simply the term giving the collection of criminal organizations. Robberies, corruption, and secrets alike. The Shadow Guild or The Underworld itself has many layers and are found in the shadows of many pockets.

  • Association can be quite damaging. Involvement even more so. Betrayal, fatal. Joining might mean getting out of sticky situation or quietely handling secret matters or even gaining secrets. However this can easily lead to a crime ridden nation and losing control.

The Assassin Order When one needs a person to… disappear. An organization that doesn’t exist… less you know someone that knows someone that knows of someone.

  • Scratch my back I’ll scratch yours. Some strings need to be cut short secretly, others publicly. When a request is made it must be done… that goes both ways. But the end result might be more troublesome than desired.

TLDR;

Definite: The Assassins and Merchants are pre-established and will exist. The MC can’t join them, but they can partner with them, to what end remains to be seen.
Maybe: The mercs guild is still being considered. Not sure how that’ll affect the game or if it’ll have any impact on the story. IF added they’ll have more of a technical background role like the moneylenders loaning program… except for soldiers.
Considering: The Scholar’s guild seem useful, but to what scale they’ll impact the story and game is questionable. As long as they don’t throw the game out of wack they’ll be fine.
Meh: The adventurer’s guild… this probably isn’t the right game for it. The crime family guild group… I suppose the MC could have a partnership going on with them. Implementing it would be the real question.

Note, backgrounds do affect initial standings with said organizations. As will, likely, the initial environment of the land. (Mother/Father reign).

So! What are your thoughts dear royals.

4 Likes

Excited about the idea of merchant guild operations, but I do agree that going too far with the guilds may make things messy. I am intrigued with the concept of great minds coming to the kingdom because of reflections in your policy.

Thanks for the detailed response!

I like the idea of an adventurers guild, but it might be smoother to have some one offs rather than a dedicated guild that overlaps the mercinary guild. Perhaps an equivalent of Columbus visiting to request ships for maritime exploration, or a party of young warriors who want permission to hunt a witch in the woods. The youth who wants you to sponsor his quest would fall well into this category. I could think up ideas all day.

If you got a reputation for sponsoring these adventurers you could gamble on the big score, like the Spanish discovering the new world. But you would run the risk of alienating more established guilds like the merchants or mercs.

I would have had the feeling that the adventurer guild would have been more of a civil police force or “civil guards” than real adventurers.

A bit like the adventurer guild in the elder scroll universe where they serve more as the peoples who take care of the problems the guards cant deal with like creatures and bandits in the wilderness.

Of course this would not be as important if we would have a national ranger force but still.

Basicaly I would have thought they would be private, domestic mercenaries unlike the mercenary guild that is turned toward warfare.

Dont think I am critisizing though I was just surprised. All those guilds seem very interesting.

I also think helping the criminal guild should be more rewarding. While it would lead to a nation that is more crime ridden I would also expect it to be more peaceful in a way since criminals cooperate with the authority. I would also expect them to be very cheap mercenaries since they would probably cherish the idea of government cooperation so another nation swooping in would greatly disturb their operations.

Also consider the advantage that experienced smugglers would bring!

Hmm… Is it possible for me to align with multiple guilds? I like the thought of having at least three or two guilds that could help me. And of course i guess i’d have to help them too but yeah these group could make my kingdom better. Three groups might just solidify my place.

@Vman It’s my pleasure. And yes I would agree on the great minds point. In fact, it might just do to have each guild be able to produce great minds, at least in their fields. Adventurers producing heroes/paragons, criminals producing “artists”, and so on.

@SeventhJackel Ello there Jackel, it’s a pleasure to see you here. I think that would actually do nicely. Having the guild handle minor tasks requested by citizens as well as merchant escorts to other tasks calling for a single person or small group.

  • The biggest issue with having them handle witches would be interfering with the inquisitors who’s main job is that. However… what if families or villages wanted to keep these things secret fearing what the inquisitors rough handling… yes that will do. Thanks for a grand addition to the idea.

@cyanide The idea sounds, sound. An organization to take care of small affairs that the guards/soldiers find to be beneath them or beyond their station. As well as handling bandits and creatures native to the lands that are a… problem.

  • I don’t believe I’ll actually make the mercs into a guild of any sorts really. That would actually defeat their purpose of fighting for coin and whoever pays the most, regardless of nation. Could you tell a bit more of what you were getting at on that point, I think you were on to something there.

  • Ah, I see your point on the criminals more clearly. Practically having a (secretly) government sanctioned criminal force. The guards keep order during the day and the sanctioned criminals during the night in a way. I can definitely see the benefits, I believe I’ve just the means to keep the downsides balanced with the upside. Yes that’ll be a great improvement. Especially having a smuggling ring around + a siege/embargo?

@DisturbedOne It is very much possible to align yourself with multiple guilds. Though as you can imagine it won’t be easy to keep everyone happy especially when they all want different things. The things that go on under the surface of a nation…

  • Imagine building the perfect equilibrium between all these organizations and factions and your heir comes around and completely ruins it for you. It would be something wouldn’t it.
3 Likes

[quote=“Arcania, post:1381, topic:9990”]
Imagine building the perfect equilibrium between all these organizations and factions and your heir comes around and completely ruins it for you.[/quote]
I’m pretty sure this actually has happened A LOT in real life… At least in the past. Soooo the fact that you actually accomplish something in a game that mirrors real life accomplishment of actual rulers? Hell yeah.

1 Like