While many of us are excited to see the new factions come into being, there are still a great many of us who will be sad to see the old guilds go. The guilds of each city and commune are an indelible part of each organisation's culture and history, and it would make sense for each organisation to pay homage to each guild's contributions with a historical museum. That way, at least a small part of the guilds--which have been such a huge part of the playing experience for everyone--can still live on even after factions become a reality.
I propose that each organisation be allowed to put forth a set amount of currency (much like the addition of new shops) to preserve each guild's history. A museum would be created for each organisation in the city/commune proper as a new building or an extension of an existing building. The appearance of the entry room of the museum would be up to each organisation and their Pantheon, and branching from that entry room, there would be one room allotted to each guild. The appearance of the room could have various items/murals/literature dedicated to preserving the history of each guild (e.g., a tome/scroll describing the origin of the Aeromancers, a plaque with HELP AEROMANCERS on it), and have a few of the guild's special items on pedestals, such as guild artifacts. For example, "The Aeromantic Command Logs lie open upon a well-lit pedestal of sky-blue crystal, flashing dimly with the names of former Aeromancers." Probing the item would give a description of the item, perhaps tweaked a little from the original description, but ultimately preserving the memories of the guild.
Hallifax's guilds are relatively new compared to most of the other guilds in Lusternia, and we have a fair amount of items we strongly wish to preserve. Older guilds (and admin) have most likely invested an even greater amount of love, time, and effort into their guildhalls, and probably have even more memories they would love to keep.
Summary:
- Each organisation gets a shiny museum to preserve guild history.
- Each guild is allotted a room to display special items like guild artifacts.
- Please please please please please
Comments
The math checks out.
*The recent tiff over the ur'Guard being ample evidence of this.
Either way, a museum would be a beautiful way to commemorate them, so yesplz.
Tonight amidst the mountaintops
And endless starless night
Singing how the wind was lost
Before an earthly flight
Any relics that are appropriate for a faction would go to that faction, while stuff that's appropriate for the whole org would stay but be locked down, and anything that people want to keep but only really fits in the guild hall would remain.
The hartstone Flame of the Ancestors seems like it would go to the Listeners, along with the drums of past and present. The Statue of Glinshari though might stay, because that's really where it belongs.
But the MDs altar, if it doesn't go elsewhere, seems like that might be something that would stay where it is but also have limitations on who can access it.
Depending on how libraries work, the education ministry might even be able to have a shelf in each of them to provide relevant educational materials for each class. Though a "historic" library that can't be edited could be cool too.
Tonight amidst the mountaintops
And endless starless night
Singing how the wind was lost
Before an earthly flight
Like, it depends on how the story goes but if the only way to really remove us from our guilds is to actually nuke them then I guess it has to happen.
I will legit ugly cry, of course, and hope that it works out in a way that it's not necessary but I can see that storyline working out
Tonight amidst the mountaintops
And endless starless night
Singing how the wind was lost
Before an earthly flight
For all that heartbreak having a few statues preserved in the library or something, as a conversation piece if nothing else, might be enough. A book might even preserve the memories better.
But what would be a fitting monument?
"This pile of rocks used to be a Tower, a guildhall large enough the admin got fed up and started charging us tens of millions of gold whenever we wanted yet -another- freaking addition. It will forever live on in our hearts." /tongue-in-cheek
You can tell I'm getting tired...
Celest was entirely rebuilt at one point, most of the bard and monk guilds afaik have built their guild halls in the modern age. The Celestines rebuilt thiers at some point as well.
Destroying the sacred grove/hall of ancestors and the Moondance tower would be a catastrophic event for those guilds, but I don't know if it would have quite the same effect for the rest.
There's obviously a personal bond for some people, especially those who have designed aspects of the hall, if not the whole thing, personally.
Especially given that at least some of the factions would be building their own halls, it wouldn't make much sense that blowing up a building meant that the guild stopped existing.
I have faith in our admin to preserve as much as they can in a way that makes sense (and is super cool moving forward.) Be optimistic guys!
Estarra the Eternal says, "Give Shevat the floor please."
I'd imagine the Moondance tower falling would probably cause significant destruction of the forest below it, especially if it fell in the river and diverted the course enough.
Another idea is to just open them up fully (entrance, and any other special sealed rooms) in their current locations. For example, when Gaudi/Halli guildhalls were released, the halls were able to be accessed by simply walking in. It would be simple to just revert to fully open entrances, plus whatever else.
If it were done though, there should be an option for at least those parts to be locked up. And the elemental/ethereal sections of the druid/mage guilds should have some protections on them so that they don't become back doors.
The current guildhalls will just become areas where people of that class gather, regardless of their faction. Things like the GM office etc can get "destroyed" because they don't serve any uses, but the rest, like common rooms, armouries etc, can just stay as they are, maintained, or not, by the people who choose to do so or otherwise.
Knowing Lusternia a bit now, I have massive faith that the event itself will be great. I do worry about the transition though - in Aetolia, I gave it to the ex-gm to use for a clan outpost as the deleted guild became an archetype all could use, but this was a rare result. I think most other orgs cannibalized the old GHs for their city.
I have nothing to add to the debate itself, just that perspective as a CL who has overseen an IRE guild deletion. Happy to answer any questions about the process though Lusternia seems to have things way more organized than the Aetolia version.
Tonight amidst the mountaintops
And endless starless night
Singing how the wind was lost
Before an earthly flight
Tonight amidst the mountaintops
And endless starless night
Singing how the wind was lost
Before an earthly flight
The eye of Dylara materialises in your hands and flings itself around your neck, tightening incomprehensibly until it is irremovable.
Perfectly clean, this eyeball has been wrenched from the socket of Dylara. It has been animated by some unusual force, constantly looking around itself as if in shock or fear. It is bathed in a light covering of white flames that roll endlessly over its surface. A single chain of empyreal metal pierces either side of the eye, allowing it to be worn around the neck.
One, keep the guildhalls intact, allow entry based on what class you are, or just open them up. Add new precincts floating above the current ones to fit the new faction spires.
Two, the city decides to recognize the changing political climate (peacefully or through a coup, doesn't matter), and reorganizes society around factions. The guildhalls are repurposed where necessary into faction halls. The Aerie takes the old Symph hall, the Adomists and Skylarks have a legal battle over the old Sentinel hall before the Skylarks win and the Adomists take over the Ministry of Intelligence. Or maybe the Adomists make an alternative timeline version of the hall that must be accessed through a temporal rift.
Three, go full timefuck, Hallifax is replaced with an alternative timeline version. Guilds never existed, always Factions. We were always at war with Eastasia Magnagora.