View unanswered posts | View active topics * FAQ    * Search
* Login 




Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 34 posts ] 
Elorathall
 
PostPosted: Mon, May 26 2014, 22:39 PM 

User avatar

Player

Joined: 13 Mar 2011

I have been chewing on the notion of starting an Amian chapter of the Brotherhood of the Glorious Sun for a while, but as they are a lesser known faction in the Forgotten Realms with some particular characteristics to set them apart from what most would consider a Lathanderan faction to be, I thought it would be a good idea to compile the background I have found on the Brotherhood into a single thread, as well as my ideas on how the Brotherhood could work as a faction in Amia - which would be the base for any discussion to follow. I intend to write this up in a few separate posts to avoid wall-of-text and TL;DR so please hold off on your comments or questions until I'm done. If there's anything that piques your interest, and you would be interested in starting a Brotherhood character (or having an existing character join the faction), please let me know. Also, after some revision by the community I may copy the results to the Lore forum as well.

Overall, as with much that is written about the Forgotten Realms, the lore about Amaunator, Sunmasters and the Brotherhood of the Glorious Sun is often vague, conflicting and at times even contradictory. Even the two main sources of canon on the matter (Lost Empires of Faerun and Power of Faerun) do not fully agree. Overall though, it seems that Lost Empires of Faerun describes the Sunmasters and Brotherhood of the Glorious Sun as they existed before Daelegoth Orndeir (the current leader of the Brotherhood of the Glorious Sun), and Power of Faeruhn describes both the rise of Orndeir as Sunlord and the current situation. For this reason, I've chosen to compile this background as a historic overview - a description of Sunmasters and the Brotherhood of the Glorious Sun before Daelegoth Orndeir, during, and an open discussion on the current state.

Sunmasters and the Brotherhood of the Glorious Sun - Pre-Orndeir (Lost Empires of Faerun)


Quote:
A Netherese deity of order and the sun, Amaunator was also revered as the patron of law and time. The justice he dealt was always harsh but eminently fair. Amaunator was a careful and meticulous deity who made certain that every agreement was written down, contracted, signed, sealed, and witnessed. When Netheril fell, Amaunator was largely abandoned by the common folk because they believed that he had done nothing to prevent the disaster. Some religious scholars insist that Amaunator died, but others (notably the sunmasters of Lathander’s church) argue that he was reborn as Lathander. Still others believe he survives as the vengeful Bedine deity known as At’ar the Merciless.


While Sunmasters are the most fervent believers of Amaunator's rebirth, they are not a sect in themselves but head the Brotherhood of the Glorious Sun - though the two are often used to refer to the same entity. The Brotherhood of the Glorious Sun is a recognized knightly and cleric order within the church of Lathander, most often found keeping shrines and temples dedicated to the sun aspect of Lathander. However, do note that there is no canon that indicates that the Brotherhood follows the more well known model of knighthood. After all, such is most commonly associated with the Triad, and canon states that the Brotherhood of the Glorious Sun has existed since the days of Netheril (and possibly even before) as a part of the church of Amaunator. Karsus' Folly happened in -339 DR and the Triad was formed a few years after -243 DR. As such, the Brotherhood predates the Triad (and its system of knighthood) by hundreds if not thousands of years - though it is of course entirely possible that the Brotherhood of the Glorious Sun has since adopted this model as well.

To put the age of the Brotherhood of the Glorious Sun and the Sunmasters as a sect into further perspective, LEoF states that the Brotherhood has been a recognized and dedicated part of the church of Lathander for over 1500 years. With the current year being 1383 and the fact Amaunator didn't simply poof out of existed but gradually disappeared - meaning that Lathander likely didn't appear for several hundreds of years later - it implies that the Brotherhood (and Sunmasters) have been part of the church of Lathander from the start. Perhaps they were even its original founders.

Organisation-wise, chapters of the Brotherhood of the Glorious Sun are usually attached to larger temples of Lathander, and Brothers commonly report to both the local highest ranking priest of Lathander as well as their own superior within the Brotherhood. Most non-Lathanderites see the Brotherhood as just another sect within the church of Lathander, though some are put off by their notable zeal. Curiously, LEoF also mentions that Sunmasters (and in all likelihood other agents of the Brotherhood) regularly operate covertly in areas dominated by evil churches - working to protect local Lathanderites, and combating anarchy where they can.

The essence of what Sunmasters generally believe in is summed up nicely within the roleplay section of the Sunmaster PRC. While this belief isn't necessarily shared by all members of the Brotherhood of the Glorious Sun, as the Sunmasters are its de facto leadership it stands to reason the majority do.
Quote:
Like the Morninglords of Lathander, you represent an elite sect of warriors and clerics. Your task is to prove the superiority of Lathander's faith trough your own actions, thereby hastening the day he completes his millennia-long ascension and once again shines forth as the supreme lord over Faeruhn's squabbling and fractured pantheon.

Lathander has neither confirmed nor denied the beliefs of the Sunmasters, but rather has made it clear to both Morninglords and Sunmasters that he considers all who follow him true believers.

Please hold off comments and questions for now.

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
Elorathall
 
PostPosted: Mon, May 26 2014, 23:20 PM 

User avatar

Player

Joined: 13 Mar 2011

Sunmasters and the Brotherhood of the Glorious Sun - Daelegoth Orndeir (Power of Faerun)


Image


Sunlord Daelegoth Orndeir, the current leader of the Brotherhood of the Glorious Sun, is a fire genasi that traces his lineage back all the way to the clergy of Amaunator in Netheril. He has inherited the position of Bishop of the Dragon Coast from his mother, has embraced the Risen Sun Heresy and is working to make it orthodox sect within the church of Lathander. This implies that, while the Risen Sun Heresy and membership in the Brotherhood of the Glorious Sun now go hand in hand, it wasn't always so. Also, it's important to understand the nature of the Risen Sun Heresy. The idea that Lathander is Amaunator reborn is considered non-traditional but non-heretical by the greater church of Lathander - afterall, Lathander is the god of rebirth. The "heresy" part revolves around the idea that Lathander will "die" and Amaunator will be reborn again. However, this would be an outsider's view on things as adherents of the Risen Sun Heresy think of it as a transformation rather than an abrupt death and rebirth - more akin to the sun moving from dawn to noon.

Daelegoth Orndeir is attempting to provoke the rebirth of Amaunator (or more accurately the transformation of Lathander to Amaunator) by creating the belief that the transformation is imminent. This idea is not without merit, as gods are shaped by their worshipers. In effect, he works to create a self-fulfilling prophecy. Where it becomes confusing is that the Sunmasters have held a Risen Sun Heresy-like belief for centuries, while Power of Faerun implies that Daelegoth Orndeir is the original creator of the Risen Sun Heresy. The truth likely lies somewhere in the middle.

Buildwise, Orndeir is a cleric 10/sunmaster10/evangelist 5. This makes him an epic level character, which is considerably powerful for "canon" Forgotten Realms. More notably, Orndeir has all five levels of the Evangelist prestige class, and as such would be an exceptional orator. To underline this, Evangelists have an ability where they can literally force a temporary alignment shift. Combine this with a Sunmaster's ability to turn into a miniature sun (hardly a common ability even in FR), and you can imagine Daelegoth Orndeir as an exceptionally persuasive person. Not only would this likely lead to a string of conversions wherever he goes, his closest followers likely view him as a prophet - and are fanatic in their following.

PoF also gives some insight into the potential number of members in the Brotherhood of the Glorious Sun. Trough his Leadership feat, Daelegoth Ordneir has 313 followers based in Eversult (the home of the Brotherhood), though these are “permanent” followers and likely do not include non-Eversult members. Most of Orndeir's direct followers are clerics, and he has a Sun Soul order cohort (Rightious Brother hronkil Elgredsson of Waterdeep paladin/sun soul monk). As the Brotherhood of the Glorious Sun and the Sun Soul monk order both trace their history back to Netheril, its members leaning towards lawful and both having Lathander as patron, this likely means there are good relations between both organizations.

Of particular interest are the events in 1374 that lead to the creation of the Eternal Sun over Eversult, the city on the Dragon Coast where the Brotherhood of the Glorious Suns is based. These events are summarised as a guide for a potential campaign in PoF, and expanded on here.

  • Alturiak 17: Daelegoth leads an elite company of the Brotherhood in a surprise assault against an encampment of shades exploring the ruined city of Karse in the depths of the High Forest. The shades suffer severe casualties, and Prince Brennus Tanthul is gravely injured and forced to flee. -- This indicates open hostility between the Brotherhood and Thultantar. Considering the Brotherhood's constant efforts against chaos and darkness, this is not surprising, but it does emphasize the Brotherhood as a militant, organized and capable group.
  • Tarsakh 16: Daelegoth leads an assault on the Smokespire, the westernmost peak of that arm of the Troll mountains that shelters the upland forests of Amn (north of Eshpurta) to recover the Shard of the Sun from the hoard of Hulrundrar. However, it is at the time kept by Balagos “The Flying Flame” who captured it from Halrundrar. Though Balagos is not present during the raid, the Brotherhood defeats the Flying Flame’s defenses and servitor dragons left behind to guard the Smokespire.
    ---Balagos is generally considered the most powerful dragon in the Faeruhn, so raiding his lair with the prospect of facing this powerful dragon indicates considerable determination and skill.
  • Mirtul 6: Daelegoth performs a public miracle atop Temple Hill in Eversult, requesting that Amaunator spare the city and the surrounding farmlands from the effects of the melting of the High Ice in far-off Anaurach. Over the course of the next month, word spreads along the Trade Road of bountiful fields, abundant rainfall and perfect weather.
    -- I seem to recall that the melting of the High Ice is performed by Thultantar, but would need someone with more knowledge of this to confirm.
  • Kythorn 19: While preaching a vision of an eternal sun rising high above the land, heralding the rebirth of Amaunator, three princes of Shade attack Eversult. The Brotherhood suffers significant casualties but are able to drive the princes off. In the wake of the attack, Daelegoth requests and receives a second miracle, healing all the wounded and raising most of the dead.
    -- Again an open conflict against Thultantar's forces. The fact that the Brotherhood was able to drive away the forces of three princes even when ambushed indicates Daelegoth is a capable leader and the Brotherhood as a whole considerably skilled in combating the shades. The Brotherhood does have access to Shadowscourge weapons (which will be detailed later), which likely plays a considerable part in this.
  • Flamerule 12: The teachings of Daelegoth are declared heresy by High Radiance Ghentilara of Waterdeep, High Morninglord Chansobal Dreen of Marsember and High Morninglord Ombital Duskroon of Ordulin.
  • Flamerule 14: Rightious Brother Hronkil Elgresson (paladin/sun soul monk) of Waterdeep openly endorses Daelegoth.
  • Flamerule 12: Emissaries from the temple of the Morninglord in Waterdeep, Marsember and Ordulin attempt to meet with Daelegoth in Eversult but are rebuffed when they refuse to acknowledge imminent ascension of Amaunator.
    --- Evidently, Daelegoth and his closes followers will not compromise.
  • Midsummer: Daelegoth successfully casts Amaunator’s Eternal Sun and creates a second sun above Eversult, that appears to replace the existing sun to all who view it. Converts flock to the Brotherhood while the orthodox church continues to debate and seek a sign from the Morninglord whether there is some truth behind the Risen Sun Heresy.

Please hold off on comments and questions for now.

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
Elorathall
 
PostPosted: Mon, May 26 2014, 23:41 PM 

User avatar

Player

Joined: 13 Mar 2011

Spells, Feats and Properties

There are a few spells, feats and equipment properties listed in both source books that are worth reviewing. If they are held to be unique to the Brotherhood of the Glorious Sun (and Sunmasters), they may potentially offer some interesting benefits to members.

Two particular spells that are mentioned in Lost Empires of Faerun are Aura of the Sun and Sun Sceptre. In regards to Sun Sceptre, please see the axiomatic, disruption and flameburst properties.

Power of Faerun lists the Shadowscourge property alongside its information about the Brotherhood of the Glorious Sun. Shadowscourge weapons excel at damaging creatures with ties to the Plane of Shadow, such as shadows, shades, shadow dragons and creatures with the shadow template. Against such creatures, its effective enhancement is +2 better than its normal enhancement bonus (so a +1 weapon would count as a +3 against shadow-related creatures), and deals 2d6 extra damage to these. It can be bestowed on ammunition by enchanting bow. Evidently, this would make these weapons very useful in any combat against Thultanthar's forces and agents of Shar.

Two feats of note are Servant of the Fallen and Heretic of the Faith. Servant of the Fallen is a requirement of the Sunmaster prestige class, but this does conflict considerably with the idea that Sunmasters ultimately serve Lathander. However, Sunmaster of Amaunator also requires a cleric to have Law domain, which Lathander does not have. I personally believe that Heretic of the Faith is more appropriate but Forgotten Realms does have a myriad of contradictions..

For reference, Amaunator has the following properties as a deity in regards to cleric followers:
Quote:
Amaunator
Alignment: LN
Domains: Law, Nobility, Planning, Sun, Time
Porfiolio: Bureaucracy, law, order, the sun
Weapon: Light mace


There also exists the Initiate of Amaunator feat. While it's usefulness can be debated, the fact that it allows clerics to spontaneously cast fire spells (and the overall veneration of the sun as the manifestation of Amaunator/Lathander) likely means that fire (as a symbol of light and purity) is a common element in the Brotherhood's iconography and rituals, as well as a favored component of offensive spells and enchantments.

Please hold off on comments and questions for now.

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
Elorathall
 
PostPosted: Tue, May 27 2014, 12:58 PM 

User avatar

Player

Joined: 13 Mar 2011

Faction Influences & Goals

Just as the sun brightens while it climbs into the sky, so will Lathander's glory and radiance grow
as he resumes the glory and mastery that were his of old.
All who worship him will see an end to this long night in which we live.
— Andar


So now that we've reviewed the existing information on the Brotherhood of the Glorious Sun and Sunmasters, we can move to answer the questions as to what defines them as a faction, how do they operate and how would they differentiate from other religious factions.

First of all, it's important to remember that, while there is currently a level of conflict between the Brotherhood and more orthodox Lathanderite sects, the Brotherhood of the Glorious Sun is still a part of the church of Lathander and has been for centuries. As such, individually and collectively they are still beholden to the dogma of Lathander - though like any sect they may emphasize certain parts over others. For reference:

Quote:
Strive always to aid, to foster new hope, new ideas, and new prosperity for all humankind and its allies. It is a sacred duty to foster new growth, nurture growing things, and work for rebirth and renewal. Perfect yourself, and be fertile in mind and body. Wherever you go, plant seeds of hope, new ideas, and plans for a rosy future in the minds of all. Watch each sunrise. Consider the consequences of your actions so that your least effort may bring the greatest and best reward. Avoid negativity, for from death comes life, and there is always another morning to turn a setback into a success. Place more importance in activities that help others than in strict adherence to rules, rituals, and the dictates of your seniors


Following I would like to review a few particular elements of how the Brotherhood and the Sunmasters operate and how these elements relate to the more orthodox following of Lathander. Note that any members of the Brotherhood would likely have joined due to one or more of these elements appealing to them personally, though prospective members might of course see other aspects or have their own interpretations as well. Before expanding on what the Brotherhood of the Glorious Sun / Sunmasters / Followers of Amaunator are, I think it is important to first state what they are not.

The Brotherhood of the Glorious Sun is a collective of monastic lawyers, venerating the Netheril-era Amaunator.
While there are certainly members of the Brotherhood who take a keen interest in the field of law and administration (Marcus being on of them) on account of Amaunator once having been a god of lawkeeping, this more often than not stems from seeing law as a necessary tool to build stable and prosperous communities rather than law for law's sake. It's also important to remember that, while the Netheril-era church of Amaunator was largely made up of bureaucrats, jurists and judges, the Brotherhood of the Glorious Sun was in practice much closer to what the church of Helm or Torm would be in present day - a group of crusaders and temple guardians. This legacy endures to this day as the Brotherhood retains its task of guarding temples and shrines dedicated to the sun aspect of Lathander.

The Brotherhood of the Glorious Sun is a collective of human supremacists.
There is nothing in the canon that even hints at this. The fact that the Brotherhood's leader is a fire genasi even contradicts the notion. That doesn't mean that your character cannot have human supremacist or human-centric beliefs, and Amaunator/Lathander is predominantly a Faeruhnian (human) deity, but on the whole the Brotherhood would be accepting of a variety of races - though not all races make for good members.

That being said, let's move on to what the core elements that make the Brotherhood what it is.

The Sun As God
If I had to choose a religion, the sun as the universal giver of life would be my god.
- Napoleon Bonaparte

The Sunmasters (and by extension the Brotherhood of the Glorious Sun) are focused on the sun as the strongest and most obvious manifestation of Lathander. Considering how sun religions were and are common throughout real-world history, it isn't hard to see that this would similarly be popular in the Forgotten Realms. After all, the sun is the primary source of warmth and life for the whole world, but also the most elemental measure of timekeeping. Civilizations operate under the cycles of days, seasons and years, all of which determined by the sun above all. The sun is also a traditional symbol of power, purity and overall divinity.

The Sovereign
Finally we shall place the Sun himself at the center of the Universe.
- Nicolaus Copernicus

Gods that work to set themselves up as supreme divine governors are not uncommon in the Forgotten Realms setting - see Bane and Cyric. But while these are inherently evil beings, Amaunator (especially as Lathander) is not; he works to set himself up as sovereign simply because it would be better for the whole world. And keep in mind that canonwise Lathander already made a blatant attempt do this directly in the events leading to the Dawn Cataclysm. While this idea of a divine sovereign bringing order and stability to a fractured pantheon may appeal to those who have suffered from inter-church conflict, it would also lead to interesting conflict with the church of Bane - especially as both organizations lean towards Lawful. In practice, I feel that the Brotherhood of the Glorious Sun is working towards this goal in the same way that servants might support a king's claim to the throne - by expanding their would-be-king's influence and power, and convincing others to back their lord's claim. The difference with the church of Bane would mainly lie in the methods employed, though there is something to be said for a god that would bring about an age of light and peace rather than an age of darkness and hatred.

Shadowscourge
“The darkest clouds are the best ennobling of the sun,
because the sun is most wanted under the darkest clouds!
The evil is condemned to glorify and to honour the good!”
― Mehmet Murat ildan


The Sunmasters and the Brotherhood of the Glorious Sun actively combat both anarchy and darkness, and little more embodies this as their constant war against shadow. While this leads them into direct conflict with the churches of Shar, Mask and other evil deities, the emergence of Thultanthar from the Shadow Plane has given the Brotherhood an entirely new and interesting foe - and it's quite feasible the Brotherhood considers the Shades as its nemesis (for this and other reasons detailed below). Due to their efforts, and access to the exceptionally useful Shadowscourge and sun domain powers, the Brotherhood would be a valuable ally to other organizations that share the same foes - such as the Triadric Knights and Eternal Order - while still retaining its own methods and objectives. It can be further expanded to say that members of the Brotherhood would also oppose shadowdancers - even Good ones. It all depends on how zealous your character would be.

Manifest Destiny
Following the light of the sun, we left the Old World.
- Christopher Columbus

The Brotherhood adheres strongly to the promise of Deliverance. In canon, Lathander spoke to many high-ranking clerics of an event called "Deliverance" that would bring about a new golden age of light and prosperity. While the Brotherhood generally interpret this within the Sovereign element, it can be taken on a larger scope - and Brothers work proactively to improve the prosperity of communities on all levels. For example, Sunmaster Andar has set up a torch bearing service employing orphans in his city - which also gives him a convenient spy network. Hope is a powerful element in the Lathanderan faith, and this is no different in the Brotherhood - they simply have a concrete idea of what they are hoping for, can frame their work within this strategic goal, and this gives its members a remarkable ability to endure hardship. After all, they know Amaunator will rise - and they will be the first to reap the rewards of their faith.

Renaissance Men
Turn your face to the sun and the shadows fall behind you.
- Charlotte Whitton

Lathander's dogma literally states "Perfect yourself", and combined with its standing order of proving their faith superior to all others, the Brotherhood takes this to heart. How exactly an individual commits to this decree depends on personal tendencies; an Amaunatoran monk would likely seek a traditional Apollonian approach - balancing physical with spiritual perfection. An Amaunator weapon master would be driven and focused on his weapon even by comparison with other weapon masters. A cleric may seek perfection trough spiritual connection with Amaunator - which in fact forms the base reasoning of the Sunmaster class. But this aspiration can be applied to any field, from athletics to poetry to governance to construction to forging to magic. Regardless of the exact focus, members of the Brotherhood would lean towards perfectionists and be remarkably competitive - always eager to challenge themselves and others to improve.

One particular interpretation of this might be that Amaunatorans persue the Renaissance ideal of the "new man" - an individual that masters a wide variety of fields - embodied in the likes of Leonardo Da Vinci. Combine this with a possible sense of bushido (especially amongst its fighters) and you come to see how Amaunatoran characters can be distinct from their counterparts even within the same class.

Inheritors of Netheril
My sun sets to raise again.
- Elizabeth Barrett Browning

Netheril was the height of Amaunator's power and arguably the most powerful and splendid human empire ever to exist on Toril - until it fell to the terrible hubris of its mages and collapsed. This duality likely affects the Brotherhood of the Glorious Sun in interesting ways. On one hand, Netheril might be seen as everything that its members strive towards - a strong, cultured and stable society under the guidance of Amaunator. On the other hand, Netheril was destroyed and it remains unclear what (if anything) Amaunator did to stop it. And in the aftermath, Amaunator faded from view to be reborn as Lathander. This duality likely leads to lingering melancholy within the Brotherhood, translated into aspirations to once again raise such an empire (and get it right this time), combined with a sense of guilt in "letting" the empire fall. This guilt could be expected to translate into a hatred of what the Sunmasters perceive of having caused the destruction of the empire - the hubris and corruption of its mages, and Thultanthar and Tarkuul continue to be enduring evidence of this. Though the Brotherhood in all likelihood openly opposes these realms and its agents due to the Shadowscourge element, it is likely laced with a sense of penitence as well.

The Templars
Our faith sustains us through deepest darkness. There is no despair.
- Prayer of Eternal Vigilance

Historically, the Brotherhood of the Glorious is and has been above all a group of temple guards - protecting the holy sites of Lathander, especially those dedicated to the sun aspect. While the Brotherhood is far from a defensive force exclusively (as evident by their raids against the Shades and Balagos), the Brotherhood would nonetheless by militaristic in its tendencies, hierarchical in its organization and austere in its demeanor.

I have discussed the Brotherhood with Murkoph before and he gave me his own insights - which I have found to be very interesting, and he has given me permission to share them here.

Murkoph wrote:
Alright then...

So after reading it over I'm not entirely sure what angle you're going for, but I'm going to sort of give my own perspective on it.

Given this framework; based upon what you've told me, as well as the prestige class and some Amia canon knowledge I've gleaned from Asya's in-game interactions with Netherese culture; I can see this sort of faction being what I'd honestly (possible eye-rollingly) describe as a group of 'warrior philosophers'. A kind of group of renaissance men and women who seek their own self perfection in many fields. They would seek to engage enemies and allies alike in just about every possible manner in order to both improve themselves, and to prove the dominance of their own belief system.

You mentioned things like a roman style, and a certain degree of bushido in terms of their attitude to battle. When I think Rome, I don't think their military style so much as I think of it being a real time of enlightenment. Ancient Rome, despite its drawbacks was a high point of political and philosophical learning which informs a great deal of modern thinking. What I'd think of when given the description you've given me is a group of warriors who can create and uphold this sort of spirit: An order which can not only fight to defend themselves, but they can stand up at a podium and orate and debate as a means of fighting minds rather than just fighting bodies.

Bushido is actually very apt if it's an order which is based upon Netherese tradition, as well. In game, in my time with Tarkuul my characters have actually met several displaced Netherese knights, and... Well, they're pretty much magical Samurai. That's more or less how the DM's in charge of Netherese stuff treat them, anyway. If this order gets off the ground and holds on to some of that spirit, I can see it adhering to some books like the Hagakure by Yamamoto Tsunetomo; written at the point where Japan didn't particularly need a dedicated caste of warriors, and these people who were raised and trained for battle were being encouraged to take up the mantle of a learned caste. The book teaches a great deal about the ways of being upright and improving oneself constantly through life, so if you haven't already given it a look it's worth looking at.

Taking from both the mentioned Roman and Japanese influences, the general way I'd imagine a faction working as such would be the aforementioned Renaissance Men and Women. A military order; but rather than one which places an emphasis on defending and serving a people and lord (as the Triadic and Silver Dragon Knights), or smiting the hell out of sinners (as the Eternal Order), what I imagine is a group who will place emphasis on true perfection and dominance in all fields which can be expressed through even peaceful means. They wouldn't be out to just fight the acceptable targets in Tarkuul and the Underdark. They would be seeking to hone their minds alongside the great sages to be a just leader of the people, to perfect skill at arms with the mightiest warriors that they may defend the faith, to master social graces so as to bring more and more into the true light of the sun god.

This is a bit selfish, but I mainly play somewhat villainous to neutral characters and one thing that bothers me is that the interactions between the 'good' and 'evil' sides of this server only interact by way of fighting to the death. Which I find a pity because the people on the opposite side of that moral divide are often very interesting characters that I would love to develop rivalries with, or interact with. But I can only interact with them through PvP. If the Brotherhood of the Glorious Sun were to distinguish themselves my main suggestion for them is this: Actually interact with even your worst enemies, as well as your closest allies.

It doesn't need to be friendly, I would love the hell out of it if a group of paladins would send a letter to Tarkuul and invite them to an open debate just to show they can flatten them in an open oratory clash of ideals and philosophies. It rather works with the spirit of the Brotherhood of the Glorious Sun because they wish to prove the dominance of their own faith, and to constantly perfect themselves. What better way to accomplish that than to A) constantly test their own convictions against competing discourses, faiths and schools of thought, and B) show that they can crush them on the battlefield as easily as they might in a peaceful competition (challenge people with skills other than military arts), artistic/cultural endeavors (prove that they're plebeians without culture or learning), or contest of minds (openly contesting beliefs through words and debate).

This group could, would, and probably should challenge everyone. Peacefully and through contest of arms; all from the worst villains to the greatest of heroes just to prove their own dominance and to identify their own weaknesses on the road to perfection. As well as to show off that the deeds their faith inspires makes them innately superior.

At least that's my thoughts on it so far. I don't really know if that's what you're going for or thinking... Also, if I do make a character to join something like this, be warned that I'll be saying 'jolly cooperation' all the damn time.


The discussion is now open. Please post your comments and questions, and let me know if you'd be interested in helping build up an Amian chapter of the Brotherhood. I'm going to write up and post a guide for races and classes soon for further discussion as well.

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
Mr. Hackums
 
PostPosted: Tue, May 27 2014, 14:57 PM 

User avatar

Player

Joined: 22 May 2008

Haha, interesting timing! There are a handful of players I've gathered for some similar fun, and we were toying with the notion. I'll give it a good read over and see what we think.


 
      
bobofwestoregonusa
 
PostPosted: Tue, May 27 2014, 16:58 PM 

User avatar

Player

Joined: 09 Jun 2012
Location: Eastern Washington

To sum this up and why I'm almost tempted: Click Me

_________________
Image
Gerald Edmund
Discord: Metal Viking Guy #5433

DC taxation is theft!


 
      
Elorathall
 
PostPosted: Tue, May 27 2014, 17:38 PM 

User avatar

Player

Joined: 13 Mar 2011

I still don't get that reference.

EDIT: Well.. there's that.

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
Dark Immolation
 
PostPosted: Tue, May 27 2014, 23:40 PM 

User avatar

Developer

Joined: 20 Apr 2008
Location: The downeaster "Alexa"

Dammit, Bob beat me to it. I didnt want to be that guy, but someone else got to be that guy.

All you nee to know Elorathall is that if you say “Praise the Sun” a lot, people will want to join your group.

_________________
Image
You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it.
Sometimes, an angel is simply a devil with better intentions.


 
      
Infernal_Pain
 
PostPosted: Tue, May 27 2014, 23:55 PM 

User avatar

Player

Joined: 22 Jun 2005
Location: In an armchair, stroking a cat

Indeed...

Image

_________________
Krimmor Nurad ~ Master of Greed


 
      
Elorathall
 
PostPosted: Thu, May 29 2014, 21:21 PM 

User avatar

Player

Joined: 13 Mar 2011

I've received a few questions as to what kind of character concepts would work well for the faction. Overall, I would say that most concepts that would work for a Lathanderite faction would work for the Brotherhood - though there would still be a few points to keep in mind.

Local convert or foreign pilgrim
Whether you intend to get involved with an existing character or a new character, it's important to think on how the character became involved with the Brotherhood. A new character could reasonably be sent to Amia to assist in building up a chapter of the Brotherhood there fairly easily. But a local character would most likely be a convert. A new character with local origins would certainly offer a lot of growth potential and freedom as to decide how he/she became determined to join the Brotherhood, while an existing character would be a bit more challenging to commit but would also bring greater resources to the table. A local convert would work well if certain elements of the faction seem particularly interesting to your or appealing to the character, but you don't know much about the Lathanderan/Amaunatoran lore. A foreign pilgrim would require a bit more background story, unless he/she converts and decides to join the Brotherhood on arrival in Amia. All in all, this is a role play question above all.

Occupation/Expertise
Secondly, it might be worth giving some thought to what the focus of your character's skills will be. Of course, this does tie in directly to his/her class but especially when it comes to the Job system it might be good to give this some thought. As the faction doesn't actually exist yet and would need to establish itself first, I think that it would overall be best to have characters (and players) that can bring good constructive resources to the table - dedicated crafters (to help establish a stronghold and integrate the faction into the server economy), diplomats and leaders (to help political efforts along), soldiers (to help defend the brotherhood) and general clerics (to help establish the faction as a religious entity). Though this is all a suggestion and not a requirement, as active membership is above all a quantitative matter.

Now, in regards to races and classes I've tried to create an overall guide for each option. Keep in mind that this is just my own interpretation of this, and definitly open to discussion. Also, the reasoning behind each class entry is secondary to RP. If you can roleplay your way into the group with even a "difficult" concept, all the more power to you. But overall, this would depend heavily on what your character would bring to the table.

The different options have been color-coded as follows:
Little to no difficulty in membership. The recommended options.
A little less likely but still quite appropriate. Requires a measure of consideration but shouldn't have major problems integrating into the overall concept.
Unlikely but possible. They must be considered well, and you should accept that they might have some difficulty integrating until they prove themselves. There might also be particular limitations to consider.
These kind of characters are not recommended, requiring significant consideration and motivation as to why they would join - and why they would be accepted as members.
Except for some truly exceptional cases or circumstances, these options are not going to work. You're better off not even considering them.

Alignment
The question of alignment is a complicated one due to the contradictory lore in the background - and something I would very much like a DM ruling on. On one hand, clerics can take Servant of the Fallen, choose Amaunator as deity and be restricted to LG, LN or LE - which de facto means that Amaunator and Lathander are indeed two completely different gods. On the other hand, clerics of Lathander can also take Heretic of the Faith and have LG, NG, CG, LN, TN and CN as alignment.

Overall though, I would make the following suggestions as to which alignments would best fit within the overall faction concept. Note that these are entirely based on my view, and nothing says the faction can't and shouldn't evolve over time.

Lawful Neutral First of all, Daelegoth Orndeir is Lawful Neutral - and I do consider his influence to be considerable. Second (with a heritage of being crusaders and temple guards) reliability and obedience to the chain of command would arguably be more prized than a "naively" wanting to do do what's best for everyone all the time - the Brotherhood champions the faith of Lathander/Amaunator above all others, and everything else is secondary. This perspective wouldn't be universal, and it's certainly based on my own view on how its history and present would influence its moral stance, but I think it would be fitting - the Brotherhood wouldn't do good for the sake of doing good, but because the things they do generally do more good than bad. Plus, being Lawful Neutral means they don't always have to play nice.

Lawful Good LG can certainly work and might be considered having a healthy dose of idealism - but these characters would almost certainly sooner or later face moral dilemmas.
True Neutral TN characters may have a little too much of a "laissez-faire" attitude but would otherwise work well enough.

Neutral Good NG characters would likely suffer under the Brotherhood's regimented structure and culture - especially when it doesn't match their own view. Still, NG is the traditional Lathanderite alignment so it could work.

Lawful Evil While I would certainly find it interesting to see a LE member of the Brotherhood, at this point we've passed the potential for ruthlessness and past into true maliciousness. Add to that the fact that the most notable Evil traits (undead, fiends, etc.) couldn't be exploited, and LE would likely not work well at all.

Chaotic Neutral These alignments are either too malicious to do well within an organization dedicated to a higher ideal, or too chaotic to operate comfortably within its structure.
Chaotic Good
Neutral Evil
Chaotic Evil

Race
Human
Aasimar
Fire Genasi

Half-Elf, Half-Orc Due to their racial tendencies, these characters might have some difficulty fitting into the regimented and focused Brotherhood. They would very likely favor their human ancestry and culture.

Half-Drow More likely than drow, but suffering much of the same penalties.
Halfling (Stoneheart), Dwarf (Shield) While they have their own cultures to look to, their racial inclination towards orderly societies may inspire the occasional outcast to join the Brotherhood.

Drow, Tiefling Due to having a heritage steeped in literal and figurative darkness, these races will suffer permanent scrutiny. And in a society that worships the sun's bright light, Drow would likely feel even more uncomfortable. Still, a character dedicated to penance for individual or racial sins could be an interesting challenge to play.
Halfling (Lightfoot, Ghostwise), Dwarf (Gold), Gnome (Rock), Elf (Moon, Sun, Wild, Wood, Aquatic, Feytouched), Air Genasi, Earth Genasi, Water Genasi, Elfling These races tend to be too chaotic by nature or otherwise conflict too much with the Brotherhood's culture to truly fit in well - though the rare exception is possible.

Shadovar As the Brotherhood is in open war with Thultanthar, any Shadovar would be subject to extreme scrutiny if not outright hostility.
Goblin, Kobold, Hobgoblin, Ogrillon, Orog
Gnome (Svirfneblin), Dwarf (Duergar), Elf (Feyri, Shadow, Snow)

Class

Cleric As religious faction, clerics are naturally well suited for membership in the Brotherhood. They also have the natural progress to Sunmaster, but other options are certainly viable.
Fighter, Knight Commander, Divine Champion, Weapon Master As a militaristic organization, almost any form of fighter will fit in well. Specialization by Prestige Class is highly encouraged.
Monk While the Brotherhood of the Glorious Sun is not canonwise a true monk order, it stands to reason that a number of Sun Soul monks have since joined. These monks will likely embody the ideal of seeking self-perfection.
Paladin Paladins will certainly work well within the Brotherhood but may at times find their desire to do Good to conflict with the Brotherhood's more Lawful Neutral tendencies. Overall, the Brotherhood does not do Good for its own sake, but the actions they take tend to lean towards Good.
Rogue Despite how Rogues are most often seen as shadowy thieves, those who are members of the Brotherhood lean more towards being agents, diplomats, orators, infiltrators, spies and master craftsmen.
Arcane Archer, Dwarven Defender Though elves and dwarves would be a rarity in the Brotherhood, those that do would no doubt be encouraged in their efforts to master their racial strengths for the greater good.

Wizard Primarily a divine-focused faction, Wizards may lack the support structure for their practice. They may even suffer distrust due to being regarded as a constant liability (see Netheril). Those Wizards that do join would likely be converts from Azuth (seeking a goal to employ the structured methodology they learned). Of course, necromancers need not apply.
Bard Bards would work very well as dedicated orators, artists and cantors but may experience alignment difficulties - most would be Neutral or Neutral Good.
Master Scout While the Brotherhood is not wilderness focused per se, they nonetheless would have use for dedicated scouts capable of navigating such efficiently.

Barbarian While they might make for very interesting Champions, channeling their rage into zeal, Barbarians might find it difficult to operate well within the regimented and religious focus of the Brotherhood.
Ranger Same issues as Master Scout, and Lathander doesn't grant spells to Rangers AFAIK.
Sorcerer Same issues as wizards, with the added negative that they usually don't display the meticulous and disciplined demeanor of wizards.

Druid, Shifter Lathander doesn't grant spells to druids, and their shapeshifting would likely be frowned upon as too chaotic.
Dragon Disciple The Brotherhood's dedication to serving its god does not combine well with the Disciple's dedication to uncovering and mastering its heritage. Also, dragons might be seen as just another threat/challenge rather than as something to be admired.
Assassin Not only are Assassins evil-only, their use of "dark" methods does not mesh well with the Brotherhood's modus operandi.

Blackguard Might be subject to a conversion attempt, but otherwise opposed at any turn. The Brotherhood doesn't deal with fiends.
Pale Master Will most likely be killed on sight or otherwise eliminated.
Shadowdancer Will suffer considerable distrust or outright hostility.

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
Elorathall
 
PostPosted: Thu, May 29 2014, 21:26 PM 

User avatar

Player

Joined: 13 Mar 2011

Also, I wouldn't have any problem with making "Praise the Sun" an actual phrase or blessing in the faction. :D

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
Elorathall
 
PostPosted: Fri, May 30 2014, 0:12 AM 

User avatar

Player

Joined: 13 Mar 2011

A lengthy conversation with Murkoph lead to this idea in regards to organization.

A chapter is called a Fellowship. I seem to recall reading this somewhere, and it feels appropriate enough. So the faction would be the Cordoran (or whichever temple it would be based) Fellowship.

The fellowship could be organized into four different "sections" according to the different phases of the day's sun. An appropriate name for each still needs to be found, but each section groups together different character according to specialization and attitude.
The "Dawn" section would hold those who proactively spread the doctrine of Lathander/Amaunator (trough different methods) and generally go out into the field. They would be the closest to the traditional Lathanderan model. Overall, they'd include preachers, artists, relic hunters, crusaders, etc.
The "Noon" section would hold those who seek wisdom and apply this wisdom to guide the Brotherhood as well as in dealings with others. It would include theologians, philosophers, scholars, contemplatives, administrators, etc. It would be the most spiritually-focused section and closest to the Netheril-era Amaunator church.
The "Dusk" section would hold those who hold the darkness at bay. It would include the templars, inquisitors and guardians, but also those who infiltrate dark places to learn and contain. Overall it would be a relatively grim section, but not to the extent that the Eternal Order is grim.
Finally, a fourth "Night" section would hold those who have somehow disgraced themselves or are otherwise repentant for some crime or another. It could include also include those former enemies or criminals that have converted and are working towards redemption.

Organization should be kept simple as to avoid having more ranks than members, yet still be appropriately hierarchical. Following the above model of solar phases, it would be generally pyramidal in organization. There would be one overall commander, with one leader for each of the three main sections (Night would be a bit of a separate caste - it's still unsure how this could be done in practice), and these in turn command three seconds, who in turn each command three thirds, and so on.

The exact names of the sections and ranks is still up for discussion. As is how Sunmasters would be integrated. I think the idea of Sunmaster PC's being highly respected (as they are obviously favored) and forming a kind of inner cabal but having no immediate command per se interesting, and it would be less restrictive on those who'd want to advance in the faction.

One final point that came up, which is more a matter of look and feel, would be that it would be favorable (but not required) for new members to abandon their family ties and take up a new identity - along with a "romanesque" name. This would help give the faction a distinct appearance, but players who'd rather keep their character name intact could do so.

What do you guys think? Suggestions or alternatives?

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
666WaysToHell
 
PostPosted: Fri, May 30 2014, 0:25 AM 

User avatar

Player

Joined: 22 Nov 2010
Location: Western Australia

Amia is an increasingly smaller server than it used to be, so I don't think that amount of layers is going to be effective unless a DM gives you a handful of NPCs to represent an Amian fellowship. It's good in theory, however not entirely practical in implementation.


 
      
Elorathall
 
PostPosted: Fri, May 30 2014, 10:36 AM 

User avatar

Player

Joined: 13 Mar 2011

Yes, it's an open question. On one hand there does needs to be a set structure (as it is a lawful-leaning organization) and the system should be thematic and appropriate. On the other hand, you don't want to end up with more ranks than people.

The idea of having four different sections matching the solar phases is certainly thematic and appropriate, but I'm not sure how it would work in practice. It would be important to stick with the idea that the sections are more a matter of specialization than constant occupation - so a character in the "Dusk" section could still hunt for relics, their expertise would however lie in defense.

As for the section organization, I might not have written it well. The idea of having these "three-fold" ranking system wouldn't be set. It would simply grow and shrink organically. An alternative Murkoph and I did discuss was to have a linear system instead. So for example, you would have a First Templar, Second Templar, Third Templar, etc. Everyone would be above and below someone, and there wouldn't be an equal rank. The path to advancement would be proving yourself better than the one above yourself, which means you'd move from Third to Second and the one who was in Second would move down to Third. While it would feel like the ultimate meritocracy, it also feels very Chaotic to me - as it encourages individual competition rather than collectivism.

We also considered a roman-inspired ranking system but that wouldn't work well in practice I think. I'm very much open to suggestions though.

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
Murkoph
 
PostPosted: Fri, May 30 2014, 14:04 PM 



Player

Joined: 28 Sep 2011

When I spoke with you about the section thing, what I was trying to suggest was that you have the sort of sun stations put in front of your actual rank as an indicator of intent of how you are going to serve the fellowship. The section thing wouldn't actually indicate a proper division, rather just a convoluted title. The Brotherhood seems to like roman stuff, as such: It was meant to be a shout out to ancient Rome's incredibly convoluted name structure, where you could be named something like...

Marcus Aurelius Lucii filius Quinti nepos tribu Galeria Antoninus Felix, domo Caesaraugusta.

Romans liked to pack in a whole lot of information into their names and titles and things.

Marcus (given name)
Aurelius (extended family name)
Lucii filius (son of Lucius)
Quinti nepos (grandson of Quintus)
tribu Galeria (from a Galerian tribe)
Antoninus (particularly the Antonini branch of his clan)
Felix (his nickname, meaning 'lucky')
domo Caesaraugusta (he lived in Caesaraugusta)

What I'd been trying to suggest with the four sections if you wanted to keep them was to just sort of... Tack the section names in front of the actual rank just so you can have convoluted, and overly descriptive ranks but only really have about three of them. My suggested structure was pretty much only three real ranks:

Leader.
Rank and File.
Trainees.

All straightforward. But then Lathander/Amaunator likes to show prowess and achievement. So pretty much adding more to your title is both a way of showing your achievements, and describing what you're good at to anyone else in the Order. But not actually having larger ranks.

So you'd have something like this:

Sunmaster (leader)
Templar (rank and file)
Aspirant (trainee)

Then you have your four sections, so day to day you'd have those three ranks being the only one that matters, but you can just slap on your section to make it sound fancier and tell other people within your faction immediately what you're good at. You go up to two in the brotherhood and they both introduce themselves. Noon Templar Sillius Soddus and Dusk Templar Bigus Dickus. The only rank they have that matters is the Templar bit, but just from them introducing themselves like that you know what they're probably good at and what their field of expertise is.

If you then want to do the linear ranking thing, make it also informal and based on regular testing. Based upon their rankings in the semi-regular Lathanderlympics or something like that. Your brothers in the dawn section will compete in naked oil wrestling to see who gets the honor of calling themselves 'Golden Dawn Templar Oilius Maximus' for the season. Those in the Noon section hold public oration competitions for their own medals at the Lathanderlympics and get to pass on the honor. And so on and so forth.

Essentially the expansion of any titles and such outside of the only three ranks that matter would make it a mark of honor to have a bigger title, but not indicate a real rank within the brotherhood. Indeed, if you do hold an Amialympics event, you can and SHOULD be handing out those titles to just random adventurers who turn up to compete.

I really want an Amialympics now, guys.

This may or may not be an excuse for me to get everyone shirtless and oiled up while I shout 'praise the sun'.

_________________
Player of:
Asya Goodmonsdottir - Knight of Lesser Gods.
-Winner of 2014's "Razored Tongue" Award, and Emcee's pick "Authoritarian of the year".
Jannah Vindle - Mistress of Coin.


 
      
Spirit of Rock
 
PostPosted: Fri, May 30 2014, 14:36 PM 

User avatar

Player

Joined: 17 Oct 2005
Location: England

I'm with the others here. I'd definitely keep it simpler until you have the in-game justification to expand on the ranks like that. In reality the faction might only be a few dedicated players, so while it's fun to flesh everything out in such detail, I can't help but feel like it's sort of putting the plough before the horse.

The organisation of the group should be handled based on the actual IC situation, which means that as a leader seeking to slowly build up a faction you don't dump a thirty-page rulebook on the two newcomers and ask that they've mapped out their character progression and skills well in advance. In the same way that as someone joining a 'fresh' group, I wouldn't expect them to have a secret death monkey island base filled with ICBMs and scantily-clad women.

This is all very much my own opinion so don't take any of it the wrong way. I just know that I'm far happier when RP progresses more organically and expectations are carefully managed.

The most valuable part of the group will always be the few people who you really enjoy roleplaying with because without them to bring it to life, all the previous planning is essentially useless.

I say this all as someone who's expressed an interest in the faction, but has (from what I recall) never really interacted with you in-game. It might turn out that we hate each other's style and the RP is stilted and disgusting, so I feel like baby steps are in order to build the right foundation. Then we can sit and philosophise the early hours away, building a wonderful sunlit dream for all.


 
      
Elorathall
 
PostPosted: Fri, May 30 2014, 20:58 PM 

User avatar

Player

Joined: 13 Mar 2011

@Murkoph
Sorry, I misinterpreted our conversation. That said, I really like your idea of having overly elaborate names (or series of titles) which could include the "keeper of x" idea that I mentioned. I'd love to hear more suggestions on how it would specifically work for members - what sort of template would be used.

As for the ranks. I agree that three "main" ranks would be good in principle, but it also runs counter to the idea of the faction having a defined hierarchy where everyone immediately knows their place in relation to the others. What would you suggest in this? A simple linear First, Second, Third, etc. as mentioned before? This would fit within the overall Romanesque feel of it - as the roman legions also had a First Cohort, Second Cohort, First Spears, etc. which often indicated groups of veterans. I'd like to hear more of your thoughts on this.

@Cairn
I fully agree that we should start small and keep it realistic. You'll notice that I do like to fluff things out and give them enough consideration to account for scale. Hence having a flexible template that is simple enough to work with a small group but works well when the faction (hopefully) expands (and possibly grows to include NPC's) would certainly be useful. Again, the Brotherhood would be organized enough that they generally wouldn't have to "wing" it.

Do you both (and anyone else reading this) think that the combination of Murkoph's "honorary" titles and the previous "three-part" hierarchy would work well? This means that as soon as you have five members you basically get a second layer to your pyramid. When you have 14 members you get a third layer. And so on...

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
Elorathall
 
PostPosted: Mon, Jun 02 2014, 13:16 PM 

User avatar

Player

Joined: 13 Mar 2011

I've been toying around with ideas for a "uniform", as look and feel is very important to me. For heavy armor I've draft the following so far, but I'm also open to ideas. I tried to make it neo-Roman but with its own touches.

Image

Let's keep this discussion going, I still want to hear more opinions on every aspect of this. One thing that hasn't been discussed for example is how this faction would relate to other organizations, and what it's niche would be in terms of objectives.

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
Very_Svensk
 
PostPosted: Mon, Jun 02 2014, 13:23 PM 

User avatar

Player

Joined: 13 Oct 2010
Location: (Sweden +1GMT)

The Eternal Order survive/survived by its narrow and single minded purpose - Undead and those who create them must die. Period.
And by having a well-written and easily understood mission statement.

SUPER RELEVANT.

Yossarin wrote:
From a DM standpoint, I would say leading a faction properly requires more than any player on Amia is willing to give when this game is just a hobby. We owe this difficulty primarily to the size and popularity of our server, as this gives you a lot of people creating details that you must manage. On smaller servers, factions are slightly easier to manage as the pacing is easier to predict and there's not as high a risk of overload or desertion to the next new fad.

For a long time I really wanted to bring the hammer down on factions and treat them like a mechanical tool and streamline them all in some way. Part of me still wants to do this just to end the factional bitching woes that accrue. But trusting you to manage these things yourself, success or fail, works all right for me.

People have asked me in the past what advice I have to give on leading a successful faction and I guess to sum it up I would say that the success is in the creation (or reinterpretation) and you have to treat a faction almost like you would treat a public or private organization (such as a rotary club, a society for bald men, an old boys' club, etc.).

1) Discover a need or a universal want that exists in the world, in the story, and fulfill it. This requires a natural talent that a lot of you don't have, unfortunately. When you create factions, you base them off of some cockamamie idea or inspiration that has no relevance in the setting, or you convince yourself, and falsely so, that such a need exists when in actuality it does not exist, or it only exists for a very small handful of people. Obviously, we have a buttload of factions all fulfilling a lot of the world's needs, and so new factions obviously have an extremely difficult job. That's just the way the dice fall.

As an example, I see at least one open need:

- The community of Amia could use a faction that deals specifically with information/knowledge and the free and accurate dissemination of that knowledge. The Monolith specializes in magic rather than all kinds of information, and they keep secrets. So does pretty much every other faction. And you sure as hell can't rely on the public media newspaper stories you hear from me. (Or can you?) I'm looking at a place for Oghmanytes here. When people have a question and need an answer, so often they wind up asking all sorts of different factions who all have their own different motivations and slants and interpretations of the truth, or who are willing to deliberately provide misinformation. An Oghmanyte group wouldn't do this, as it is against their dogma, and they would not only be willing but be happy to answer people's questions to the best of their knowledge. Their fun, of course, is actually investigating and uncovering the truth about things so that they can be accurate...

2) Write a mission statement. I'm not shitting you. Do it. I encourage EXISTING factions to do this. Do you know what a mission statement is? It is a statement, usually a paragraph, or no more than a few sentences, that summarizes who you are, what your goals are, and how you intend to achieve them. It is a statement that a group (or in this case, a faction) lives by and always returns to. It is the legend on your road map. I'm probably going to demand this from new factions that need DM approval, anyway, so get familiar with the idea. The mission statement is not exactly a static thing - it can change over time, and be modified as you find out that, well, things don't work exactly as you thought they would work. But a mission statement ideally forces you to think critically about what you are doing and gives not only you as a faction leader but everyone in your faction some central, binding gameplan to stick to.

For the example above, a mission statement might be:

We are the Truthseekers, a local organization primarily dedicated to the principles of Oghman's dogma. The people of Amia, whether they represent the assorted churches, work with city-state governments or townships, organize themselves for a purpose higher than themselves or for business or mercenary purposes, or are simply part of the general public, are every day subjected to information. In our estimation, a great deal of this information is at best inaccurate or incomplete, and at worst, is deliberate misinformation. The Truthseekers have come together with the intent to put all of our unique talents - divine, arcane, or mundane - into investigating and compiling a true and accurate consensus of information regarding the island's history, it's current events, and the movements and motivations of its major players, political, religious, grassroots, or otherwise. In addition, we hold to the truths of the Oghmanyte faith, that not only is knowledge sacred but it is also worthy to be shared with any who seek it; therefore, any and all may come to the Truthseekers with a question, and we will do our utmost to see it answered truthfully.

This mission statement may, as the faction progresses, be amended in the following ways, depending upon the kind of...evolution the faction goes through.

The Truthseekers do not sell information for currency, but we do offer public services such as scribing, the crafting of scrolls and wands, courier work, or manual labor at a modest fee. The proceeds of our work go towards the establishment of well-maintained libraries open to the public in every city-state and township of the island of Amia.

Or maybe...

In addition to being dedicated to Oghma, many of those who serve in the Truthseekers are diviners dedicated to the All-Seeing Lord, Savras. The art of divination is one that should not be undertaken lightly, for there are many professed soothsayers who are at best charlatans having you cross their palms with silver for a fabricated fortune-telling or the dedicents to deities who have their own agendas regarding the future, and who may unintentionally misconstrue a vision or intentionally misinform a seeker of the meaning and intent of their foreseen future. The Truthseekers offer the true divination of Lord Savras, without bias or personal interest, so that we may be rest assured that our knowledge of the future is as broad, as accurate, and as factual as our knowledge of the present and the past.

Or something to that effect. Do you see how having a mission statement as a big, central factor (whether it is IC or OOC) can be very helpful in orienting the people in your faction in the proper direction? (And in addition, giving DMs a MUCH easier time figuring out what's going to interest you.)

3) Someone said delegate. This is true, but it goes hand in hand with something else that a faction leader absolutely must do: manufacture goals and tasks for the faction to accomplish and delegate those goals! Faction leaders, you pretty much are the think tank. It is imperative, in my opinion, for you to be both creative and detail-oriented. Be specific. Be ballsy. And best of all, make the tasks difficult! Make them a challenge! Create goals that are both long-term and short-term. Assign some, and perhaps leaves some general and open to everyone. But itemize this shit out.

This comes at some risk. You have to be able to differentiate between what is "mindless, stupid work" and what is "awesome RP opportunities for your faction members".

Telling faction members in the ACTF to go hunt and acquire epic treasures is...well, it can be fun RP if they go in groups as I tried to do often, but in general that goal is going to be mindless hunting. Telling them, however, to gain an audience with Lord Wiltun and find out about his mounting costs in his war with Luskan and find a way to capitalize upon Ruathym's naval war can lead to a slew of interesting opportunities all intended to curry favor and gather resources, etc.

I guess since I'm sticking with the Truthseeker example, I'll try to imagine a few likely "goals" you'd want to put forward for the faction memebers to accomplish:

- Find and court any and all faithful to Oghma to the Truthseekers. Let them know about what we do. This may be their calling. (Long-term, general.)
- Peter, find a way to establish yourself in Cordor. Apply for citizenship, and when it is granted, try to get hired into their Ministry of Law so that you can have access to their legal records. Obey the law, of course, but make yourself the de facto expert on the city's justice system. Many people ask precisely how it functions, and it would be good to have someone who knows. (Long-term, specific, delegated.)
- Martha, read up on the Amian Recorder's information about supposed Harpers. Seek them out and try to verify if this is true or not. Explain our intent. Do not get yourself embroiled in any promises of secrecy or discretion if you can avoid it. Be honest about the fact that what we know can and will be available for the asking, but that we would like to be kept informed. (Short or long-term, specific, delegated.)
- Raise 1,500,000 for the establishment of a library in Uhm. (Short-term, specific.)
- We have just received the following information: (copy/paste of a document indicating that the Eternal Order digs up corpses, dresses them up in frocks, and puts on sexy morality plays with the dead bodies as actors). I need a specific individual to research this claim up and down. Speak to the originator of the claim, speak to the Eternal Order (though be careful to be sure you do not offend them), speak to people who live in Nes'ek and maintain any graveyard they have there. Return to me with knowledge of this information's accuracy. (Short-term, specific, waiting to be delegated to a volunteer.)

I want you to notice something about these goals: a lot of them push players towards OTHER PLAYERS or OTHER FACTIONS or, alternatively, into the hands of DMs (though towards players is usually better). That should be one of your primary driving goals as a faction leader, and it is why someone (Estara?) compared you to mini-DMs. That's exactly what we do. Or should be doing, at any rate. Pushing you towards one another, giving you reasons to interact with one another, to play your roles, to risk your resources, to put your money where your mouth is, to let you create your own alliances and conflicts and give you the reasons for them. Don't be afraid to send your faction memebers outside of their comfort zones!




Sadly, this is the kind of layout that works for a faction that is ultimately constructive, rather than destructive. The rules change for a destructive faction somewhat. You're guaranteed to be more short-lived, as you'll be ganged-up on and raped into oblivion. That said, my fourth point is simple:

4) Be willing to acknowledge your own death. Factions come and go. They die. You meet your need (for a destructive faction, your mission statement may be RAISE AS MUCH HELL AS POSSIBLE BEFORE GOING DOWN IN FLAMES!), and then when that need is met, the whole social topography changes. Or you find the idea doesn't work. Or you find that the faction fails for any number of reasons. If it comes to that, let it die gracefully. Give it a "burial" of sorts, IG, if you like. But don't try to cling to the life of a faction when the players involved in the dead and useless faction could be putting their resources elsewhere.

Most of all, bad things are amazing motivators. When a beloved faction falls apart, its members are forced to ask themselves, "Well...that part of our life is over, so what do we do now?"

They'll join other factions. They may try to create their own. They may go back to the drawing board and try to rebuild the one that died in a different way. Or they may take a more critical look at the setting, find another need to be filled, and fill it. But factions have to die, so let them. (Just like NPCs. Please stop trying to rez them all the time and just let them be fucking happy in the afterlife, mmkay?)

_________________
NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/
NWN Build Calculator: http://neverwintervault.org/project/nwn2/other/tool/characterbuildcalculator-nwn2-cbc2


 
      
IronAngel
 
PostPosted: Mon, Jun 02 2014, 13:53 PM 

User avatar

Player

Joined: 29 Sep 2005
Location: Helsinki, Finland

I had always imagined Nes'ek would be where the Amaunator heresy(!) would lift its ugly head and gain support. It was actually something I'd planned as a DM plot when we did the Khem lore. It has the geographical connection to Eversult (Sea of Fallen Stars), a more serious-minded high priestess, the feel of hot blazing sun and tradition, and a historical order (the Phoinix Phalanx) of militant Lathanderans that specifically hint at some kind of a rebirth. But of course, Marcus's presence in Cordor is just as good a reason for the cult's emergence there. I'd keep Khem in mind as a potential base of operations and support, depending on how things turn out in game.

To pick up Svensk's point, I think you would do well with the explicit goal of bringing about Amaunator's return. Everything else is just fluff. You believe Lathander is old news and you want to change the world order. That means you need to find lost lore, recover artifacts, gain support, conduct rituals, perform miracles and somehow undermine the traditional faith. The secret to a good faction is having things to do, so it's important that you think of ways to advance Amaunator's cause and assign tasks for members to pursue independently/together. As you say, the order is a recognized part of the church of Lathander, but I think it would have radicalized recently.

You might for an esoteric order kind of organization, where the recruits are told the official truths about Lathander's superiority and made to represent the sun's glory and all that jazz, but as they advance they get initiated into mysteries about Lathander's origin and future.

I used to play a disillusioned paladin of Lathander who I expected would turn to Amaunatorism. Not sure I have the time and interest to pick him up now, but it's a possibility.

P.S. I like your summary of the movement and agree with your assessment about LoEF and PoF. There is not so much a contradiction as there is historical development between the two.

_________________
On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!


 
      
Elorathall
 
PostPosted: Mon, Jun 02 2014, 14:11 PM 

User avatar

Player

Joined: 13 Mar 2011

Thank you both (and indirectly, Yossarin)!

Basing it in Ne'sek actually does make sense for the faction for a variety of reasons. To my knowledge, the temple in Ne'sek is indeed favorably inclined towards the Amaunatoran heresy, and Marcus has fairly good standing there. but I do have two concerns as to the matter:
1. Ne'sek is both geographically and server-location-wise the arse end of nowhere. Basing in Cordor would be tougher as there are a lot more established powers, but there's also a lot more growth potential and things to get involved in. On the side, it would technically also be possible to establish an entirely new temple somewhere else on Amia but that would seem redundant while the one in Cordor stands and could reasonably be expanded - unless it gets blown up soon. And I'm not familiar enough with B to tell if there'd reasonably be a potential base of operations somewhere on Caraigh or Rhuathym to use.
2. Aside from the above point, I would rather see Khem pulled from the server to make room for greater resolution of "main" areas that see a lot more activity and traffic. With that in mind I struggle to justify basing a new faction there.

I agree that there is a lot this faction can do. Finding and studying lore, recovering artifacts, conversion efforts, organizing competitions, hunting down undead and shadow creatures, etc. The flip side is that this faction has so much options that it becomes difficult to define what exactly this faction does - though in the short term its establishment in the region would make for the most sensible focus.

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
Yossarin
 
PostPosted: Mon, Jun 02 2014, 14:22 PM 



Player

Joined: 23 Jan 2006

Svensk is like a forum master, and a little bit scary, too. I forgot all about that post. I can only imagine all the dirt he must have on everyone from past bitchy forum posts. 8)


 
      
Very_Svensk
 
PostPosted: Mon, Jun 02 2014, 21:20 PM 

User avatar

Player

Joined: 13 Oct 2010
Location: (Sweden +1GMT)

Four years ago you were a very different person, Yossarin. Many of us were ... I must admit I sometimes read aged posts and reminiscence.

@ Elorothal. You are damn correct. Starting a faction in nes'ek is suicide. I can only echo what happened to the Order, The hoarite faction and ultimately the Mulhorandi faction.
Your second post, about pulling Khem from the server, would also be something to muse about. It's very inactive...

_________________
NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/
NWN Build Calculator: http://neverwintervault.org/project/nwn2/other/tool/characterbuildcalculator-nwn2-cbc2


 
      
corypx
 
PostPosted: Mon, Jun 02 2014, 21:57 PM 

User avatar

Player

Joined: 14 Oct 2006

Very_Svensk wrote:

@ Elorothal. You are damn correct. Starting a faction in nes'ek is suicide. I can only echo what happened to the Order, The hoarite faction and ultimately the Mulhorandi faction.
Your second post, about pulling Khem from the server, would also be something to muse about. It's very inactive...


That can be said about any location on Boss-mia... and its at the point where DMs kind of have shove people over there if they start a group or everyone will just keep hanging around Active-mia and it then has zero chance to grow.

_________________
================-<Cory ShadowFlame>-================
Risenlord-Shifter(OMG a Non-Dragon Shifter that can hold his own in PvE)
Image


 
      
Elorathall
 
PostPosted: Tue, Jun 03 2014, 21:28 PM 

User avatar

Player

Joined: 13 Mar 2011

Okay, so perhaps time for a more refined question on the open issue:

I think that it's safe to assume the discussion on organization can be summed up as "minimal organizational rigidity works best" and "everyone has to be involved as much as possible". Overall, I think this leads to the maxim of rank vs commendation; characters (and players) that show a good measure of dedication to the faction and take initiative in the fulfillment of its goals (and its overall success, such as recruitment) tend to show leadership ability and as such should be placed in positions of leadership. However, not all characters are leaders (and not all players are interested in playing these), but these characters nonetheless tend to have their own expertise - and a system of commendations or honors should be in place to reward these efforts.

Also, as a side note, I may have mentioned it before but I think having a "Keeper of X", where X might denote a relic, shrine, armory, ship, etc. designation would be interesting - and give characters an actual, defined responsibility to maintain something tangible.

So open questions:
1. What would be concept-appropriate ranking names (and system)?
2. What kind of honors would be appropriate for the Brotherhood within its concept, what would they be called and how could they be earned?

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
Very_Svensk
 
PostPosted: Sat, Jul 19 2014, 14:39 PM 

User avatar

Player

Joined: 13 Oct 2010
Location: (Sweden +1GMT)

Ranking system that i have seen works.

Big boss (PC/DM)
Lieutenants/Captains/Templars/inquisitors (PC)
Soldiers/Corporals/Cannon fodder (NPC's)

_________________
NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/
NWN Build Calculator: http://neverwintervault.org/project/nwn2/other/tool/characterbuildcalculator-nwn2-cbc2


Last edited by Very_Svensk on Sun, Jul 20 2014, 12:16 PM, edited 1 time in total.

 
      
Estara
 
PostPosted: Sun, Jul 20 2014, 1:19 AM 



Player

Joined: 23 Feb 2007

Svensk, you scare me. (In a good way.)


 
      
Dark Immolation
 
PostPosted: Sun, Jul 20 2014, 22:01 PM 

User avatar

Developer

Joined: 20 Apr 2008
Location: The downeaster "Alexa"

Elorathall wrote:
So open questions:
1. What would be concept-appropriate ranking names (and system)?


Taking a rather obvious approach, I would think the phases of the Sun would be appropriate. Dawn, Sunrise, Noon, Sunset, etc. Or perhaps parts of the sun: Facula, Plage, Sunspot, Flare, Prominence, Corona, and so on.

But again, that may be too obvious. If your aim is to have minimal rigidity, you could have people come up with their own names and titles and have it based purely on merit. The Knights of the Weave are probably one of the loosest-organized orders in FR and they run in a similar manner; everyone make a name, do your own thing towards the same goal and give respect to those who teach you and have done more than you.

Elorathall wrote:
2. What kind of honors would be appropriate for the Brotherhood within its concept, what would they be called and how could they be earned?


If one of the key notions of your order is to be the Sun as God, then I imagine many of the merits could be based off of things actually dealing with the Sun. Alternatively, merits can be based off of personal accomplishment, in keeping with the theme of perfecting oneself in all facets of life. As in:

-Becoming financially and materially self-sufficient
-Becoming certified to practice law in your community or city(represented by taking Diplomat job)
-Spending a day meditating in the Sun, with increasingly less protection and clothing
-Becoming versed in studying the Sun (represented by taking Astronomer job)
-Becoming grossly incandescent

_________________
Image
You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it.
Sometimes, an angel is simply a devil with better intentions.


 
      
Elorathall
 
PostPosted: Mon, Jul 21 2014, 0:47 AM 

User avatar

Player

Joined: 13 Mar 2011

Thanks for your contributions.

At this point, I think it would be best effectively start gauging interest. So anyone who's interested in creating a character or having their character get involved, feel free to contact me with questions and to further discuss what the faction or individual's specific objectives might be. On that note, Marcus likely wouldn't make for the best leader, so there's definitely that potential.

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
Elorathall
 
PostPosted: Mon, Jul 21 2014, 11:48 AM 

User avatar

Player

Joined: 13 Mar 2011

A cool find by Svensk

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
Liz
 
PostPosted: Thu, Jul 24 2014, 3:12 AM 

User avatar

Player

Joined: 28 May 2010
Location: Smallville

I am Glorious Sun, and you can too! :)

_________________
Winner of Amia's "Most Ethical Time Traveler" award 2026
Image
Character Portraits!


 
      
Elorathall
 
PostPosted: Wed, Dec 17 2014, 22:03 PM 

User avatar

Player

Joined: 13 Mar 2011

Image

He'll be back.

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
Seventh Heaven
 
PostPosted: Wed, Feb 04 2015, 18:41 PM 

User avatar

Player

Joined: 23 Nov 2013
Location: (UK!) GMT 0

Giving this a friendly bump coz this is neat idea! :D

_________________
"The Skin is your costume, The Stage is The Enviroment!"


 
      
Elorathall
 
PostPosted: Wed, Feb 04 2015, 19:44 PM 

User avatar

Player

Joined: 13 Mar 2011

It is. You should make one. :P

_________________
Aernoud Van Brabant: Heir of the House. Proprietor of the Beer Wagon.
"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
"Sol Invictus"


 
      
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 34 posts ] 


Who is online

Users browsing this forum: No registered users and 24 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group