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Levels Suck - That's Why There's a Vacuum in Egypt

Greetings and Respects! Welcome to my page which is a work in progress

LAWS -

My Java Initiative is a game idea and currently has over 200 signatures: (being carried by 3 different players besides myself) Petition by Draomin (229 signatures, 4 petitioners) Legal Opinion: Gameidea Implementation Status:


Raeli Schedule:

- Sinai - (chat me for coords)

00 White
20 Ghost White
21 Alice Blue
38 Lavender
59 Powder Blue
1:11 Light Blue
1:35 Sky Blue
2:18 Cornflower Blue
3:02 Royal Blue
3:14 Dodger Blue
3:33 Steel Blue
4:07 Teal
4:38 Dark Slate Gray
4:57 Midnight Blue

Slate 80 (-2645 521)

00 White
02 Snow
12 White Smoke
30 Linen
44 Beige
46 Gainsboro
1:07 Light Gray
1:34 Silver
2:11 Dark Gray
2:46 Dark Sea Green
3:11 Gray
3:17 Dim Gray
4:20 Dark Olive Green
4:50 Dark Slate

Village

1:54 White
1:59 Mint Cream
2:01 Azure
2:09 Alice Blue
2:12 Light Cyan
2:33 Pale Turquoise
3:16 Light Sky Blue
3:53 Turquoise
4:11 Dark Turquoise

HillBilly Mines (chat me for info)

Cu Sapphire -1567 -136
Cu -1578 -133
Cu -1552 -135
Cu Ruby -1527 -137
Cu Ruby -1536 -136
Sand Ruby -1550 -127
Cu Quartz -1500 -136
Cu Quartz -1480 -136
Sand Quartz -1470 -125
Cu Quartz -1470 -135
Sand Q -1460 -135
Sand Q -1460 -145
Sand Q -1460 -155
Sand Q -1460 -165
Sand Q -1470 -155
Cu Quartz -1470 -145
Sand Topaz -1490 -60
Sand Topaz -1500 -60


Java Initiative

If it please Pharoah and the people of Egypt:

The introduction of the native coffee bean. Once roasted and ground will allow one to temporarily increase speed on terrain and roads alike.

An herb of unequal stature could be added to firepits and "ground" in a clay mortar. Adding the beans to one jug of water would permit it to be stored for up to 2 days Teppy time and beans would not perish as long as they are stored in a chest. Drinking the jug would increase speed by +5 but (alas alack) also would decrease the END, CON, FOC and Perc by -3 for 1 hour Teppy time. Limited by 1 jug per Egyptian day and two jugs to be carried Java can only be shared by spouses otherwsie Java cannot be given away but beans can be bartered or given. Any person with forage skill can acquire beans but only level 4 or above may consume. Coffee has existed in Egypt since the dawn of time - please grant us this wish! Draomin -

My Game Idea/Events

Golden Bees -

http://herb.com/atd/goldenbees.html


Tribes -

I also have a current event that creates a previously unknown player type. The motivation for this is due to the need for more content and storyline in ATITD. Basically it is the creation of "Tribes", people who are "Tribesmen" have no levels and are prevented from building very little outside of their nomadic tents in which they live and store their goods. These indigenous people have the ability to gather items which at this time either do not exist or are very rare in game. This allows the Tribesmen to trade for whatever they cannot make. Tribesmen live in areas designated by their "camps". A Tribal Camp which is inhabited by more than 12 Tribesmen will create an area of 60 coords in all directions (from Tribal Campfire) where no other players may build. Camps that have a population of more than 42 will have an area of 120 coords. This allows the Tribesmen as area of their own in which no one will be able to build mines/compounds or other significant buildings. Once an area has been designated as a "Wild" area it will become a permanent area for that Tribe.

Tribesmen are not able to participate in many of the tests in Egypt but have abilities that "normal" players do not have. High stats are granted Tribesmen and stats such as DEX, STR and SPD are maximum by default. Tribesmen in effect play a different role in the game. They are capable of gathering materials at a multiplied rate. Example: Tribesmen may forage for herbs without the skill and collect 2X the deben amount spawned. They may temporarily raise their stats (as in eating food) by collecting "Kanna" which is collectable only by Tribesmen. Kanna is not available to global players by gathering but may be traded to other Tribesmen. However it is possible for an Elder Tribesmen to create an elixir that made be traded to global players. The effect of Kanna is random and may only be tested by eating a small amount (as you would siphon wine to test it). The "Elixir of Kanna" will raise global player's stats like food but unlike food it has no negative attributes. It will raise one stat by +4 for a fixed duration dependent on the amount eaten.

Tribes unlike Guilds vote on Elders therefore the person who first created camp may be voted to a lower rank. Tribes have three ranks; Elder, Warrior and Tribesmen (or Tribesperson if you prefer). A Tribe with 12 members or more may have only 3 Elders, this may create a bit of a power struggle at times as Tribesmen are notably aggressive. This also encompasses the aspect of "territory". Tribesmen are granted an area and will aggressively protect it with skills that global players do not have. If a person wanders into a Tribe area they will be at the mercy of the Tribe. To protect their area they have the ability to tear down any building that is built in their area. Global players will receive a "warning" message that tells them their building may be torn down by the Tribe. This includes planes, brick racks and etc. Tribe areas are designated by small, Tribal icons at the corners of the Tribe area. Inside this area no one may build except under these conditions. Tribes may not prevent the gathering of global materials such as wood, clay, cicadas, herbs or items which they collect normally in other areas. Once a Tribe is established they may build a Tribal Center which has a crude kitchen, trading facility and an altar. Tribesmen are fiercely religious and must meditate once every day they have logged on. 3 consecutive days with out a meditation at their camp and they lose all stats until they return to camp to meditate. The crude kitchen is limited to level 3 cooking and has no option to split coconuts or make cabbage juice. They may eat at other kitchens but cannot use even public kitchens to cook their own food.

Tribesmen may participate in digs and other events which they have the necessary stats for. They may marry other Tribesmen but not global players. They have the same spousal warp but in addition, married Tribesmen may tt to any Tribe camp and return to their home camp once every Egyptian day without tt cost. Tribesmen may offline wood/cabbage/onions/grass/tt by default.

Only players who have just started game or renounced Citizenship (leaving all inventories behind) may become Tribesmen. Once they have become a citizen they will have 4 RL days to decide if they desire to be a Tribesmen. In this time they may waypoint to any camps (as in starting points for peasants) and be interviewed by prospective Tribes. Current players may start a new character in order to become a Tribe member but may not login concurrently at the same time.

This is similar to trying to log in as your spouse while your spouse is playing.

Tribes are formed by more than 1 Tribesmen and by building a "Tribal Camp" if previous builds are present they will not be able to build. In other words if there are any buildings within the proposed Tribal Camp the option to create that camp will not be present. Raeli ovens, and a few other buildings such as shrines or Obelisks are excepted. There are also exceptions to the "no build" rule such as raeli ovens and Funerary Temples however, they may not be placed within 40 coords of the Tribal Center. If it arises that a Tribal Center is preventing the building of a Raeli, the player attempting to build the raeli oven may negotiate with the Tribe. The Tribe however can not be forced to allow a raeli oven to be built.

Other advantages of being a Tribal player are also the ability to become a "Tribal Scout". This confers upon the player who is voted by the Tribe to be their Scout, the ability to have an increased SPD and DEX as well as Tribal Waypoints, that is, way points that may be "loaned" to the scout. Scouts accumulate X2 tt while offline and are the designated gatherers and traders of the Tribe, delivering trade goods and gathering herbs or mushrooms in diverse areas. Scouts gather X3 the amount of herbs and mushrooms found. If the Tribe's designated Scout performs poorly for the Tribe for what ever reason the Tribe may appoint a new Scout which would remove the increased attributes from the former Scout and confer them upon the new one.

A Tribal Wedding is one of the events that attract folks from afar. Food gathered and mixed with Manna and Tanna leaves may be enjoyed by all (even Global Players) for a Gastronomical Boost unlike any previously seen. Any Tribal food with both Manna and Tanna leaves will raise Gastro by 3 points. The Marriage of Tribes People is an hour long affair which involves much drinking of "Meade" a crude alcoholic which the making of is limited to Tribes. Meade is a non-wine drink which may be drank only at the end of the Wedding Celebration and not only raises Beer Tasting Skill by a random amount between 1-3 points but also allows Global Player's guests a no cost tt to their Home Location.

Tribal chats are twofold, when you are accepted by a Tribe you receive 2 chat windows, one is your Tribe and one is the Egypt-wide Tribal Chat. Men and women in Tribes have similar skills but both also have the option to learn a skill that is gender-based. Example: Women have the option for 1 skill in addition to the others; beadwork, rug-making, dancing or basket-making. For males; drumming, metalwork pipemaking or canoe construction.

Example: if you have a parfleche you may drop it and it is similar to a chest, you may stash or take (not browse) items from it yet it shows up in inventory simply as "Parfleche". A player may stash all their herbs or other items which clutter their inventory in Parfleche. There is no weight advantage however, all items still weigh the same when in Parfleche. *Rugs allow a Tribesmen to construct a tent which allows the housing and storage that compounds and chests afford global players. Since Tribesmen have no ability to construct chests they are able to carry a rug and with 3 canvas and 12 wood they may construct a tent to store remotely these tents have the same storage capacity as existing game-tents. *Dancing is a Tribe secret and is available only to those women in Tribe who are unmarried. Watching this dance (much like belly dancing only longer duration) confers +STR and +END in unmarried male Tribesmen. In global players watching this dance reduces all stats for one hour by -12. Dancing also enhances smoking and eating by very random amounts (allows for a +boost in food stats and smoking). *Basket-making allows baskets to made from flax, these baskets are identical to Papyrus baskets and may be interchanged equally. For males, *Drumming allows the construction of one personal drum (not tradeable) when more than 42 Tribesmen drum for a certain duration the Tribes accumulate appeasement of the Gods which increases the Tribes wealth by affecting random herb and mushroom spawns in their area. These increased spawns may be gathered by anyone and the sound of drumming will attract other players as well to benefit from this phenomena. The spawn will occur within 2 hours of drumming and dissipate as the plants are gathered. *Metalwork for Tribes is quite differnt from that of known metal skills. This skill is teachable to other tribesmen (the only one) and allows for the fashioning of 3 tools peculiar to Tribes. First is the "ring". A ring of metal is fashioned out of some already existing tool that the Tribesmen acquires from a global player. He then melts it (see "Tribal Campfire" below) and makes a "ring". This ring is a powerful tool to be used once and then it is consumed. A ring is used in a shamanic ceremony to allow that player to retain his position in Tribe by multiplying his own vote by X3. In that way it may be more difficult to oust a Elder if he has a ring. This insures a deciding vote to lower his rank. Any male Tribesman can fashion a ring and give it to his Elder as a token of faith (it may not be taken back). However you can only make a single ring until it has been consumed. Elders may accumulate as many rings as possible (only one of his own making) but when a player leaves - so does his ring. *Pipemaking is a skill that allows the construction of a simple pipe for smoking the following herbs alone; Common Rosemary, Thyme, Lemondrop, Tobacco and any herb that has the forage technique of "Cut away the outer stem". The effects are unknown and like cooking must be researched. Tobacco is found only by Tribes people and can be traded. A simple pipe is constructed out of 3 wood, 1 clay and Palm Frond (for cleaning, reuseable). Unlike the Hookah the simple pipe does not raise fumeology but raises a stat directly. Example: A Tribesmen smokes Covage and increases his PER by +3 permanently. It takes 10 deben of smoked herb to affect a raise in stats. Each deben is 3 puffs and the timer between each puff is 45 seconds. There is a limit as to how much each herb may be smoked in each Egyptian month. Each herb has it's own limit. A pipe is not lit with charcoal but with tinder and flint and must be relit each deben (3 puffs). Global players have a negative effect from smoking simple pipes.

Tribal Campfires are the hearth and magic of Tribes. Constructed out of 4k wood they are much like bonfires (duh). A Tribal Center is nothign without it's campfire, if it goes out many of the pedestrian values such as building ban and etc will diminish in time. A Tribal campfire is used to grill food and make charcoal and ash (mostly for trade). Once a tribe is established the Campfire must be lit and it will consume 10 wood per game minute. If it goes out it must be restarted with 2k wood. If it has been out for more than 48 Teppy hours it must be started with 4k wood again. The campfire is the center of Tribal life as it provides food and materials. A full campfire (4k wood) will produce 60 ash, 400 charcoal and a substance known as "mossah" Mossah is the finest ash that is found when a Campfire goes out. It is used as a base for body paint which Tribes people use to pain their faces. It is mixed with other materials to produce colored face-paint. Once a Tribe has produced this paint from Mossah a design is made by all members on a blank facial statue and voted on like a sculpture. All members vote on design made by each other until one is selected and thereafter anyone who is admitted to this tribe has this mark to identify them. Tribal Campfires must be tended by stoking to produce any materials. If a Tribal Campfire goes below 2k wood it will not produce any materials until loaded with the maximum amount of wood. Temporary Tribal Campfires are much like bonfires and require 1k wood. They are despawned if not lit within 24 RL hours and the wood is lost. A Tribe that has allowed it's Campfire to run out of wood is in danger of losing it's status as a Tribe after one RL week and the process of creating Tribe will need to be redone. The Tribal Campfire must be made within 5 coords of Tribal Center.

Tribes are designed to provide content through interaction with global players and enrich the broader sense of the game through a diverse character role.

Avatars -

Tribal avatars are medium height at maximum and have a set of 3 male and female avatars; Bedu, Tuareg and Kemet. Each avatar style has only a few options; the Tuareg for example have only Indigo Blue robes, Bedu are more colorful while the Kemet avatar is with/without robes (loin cloth). Each avatar has minor color options for attire, stressing black/dark colors and offering other options available upon status in their tribe such as colored collars and hats. Female avatars have a more tribal look. (See Examples)

Status -

Tribal people are not citizens of Egypt but nomads who are tolerated by Pharaoh due to their trade goods and skills. Therefore they cannot sign petitions, participate in tests or any other act which Citizens enjoy. They may learn nothing at Schools or Universities but may receive any seeds or other supplies.

Stats -

Tribal players have the following skill levels by default STR +3 DEX +12 END +4 SPD +4 CON +3 FOC +3 PER +12 The stats are raised permanently by partcipating in vision quests which may or may not result in a visual clue being displayed which they must decipher, translate into a goal to be completed. Failing a quest's goal will result in that particular vision to be reseen at another random time. Some example quests are; finding the highest elevation in Egypt, searching for various landmarks such as faces or glyphs in the terrain. Difficulty increases as a player advances. It is also possible for a player to experience random visions which grant powers to be increased after witnessing them without a goal being reached. Example would be The "Sandwalking Vision" which permanently raises a players DEX by +4, another is the "Flight of the Kestrel" which increases SPD by +4. The preparations for these visions include a random list of herbs to be burnt in Tribal Campfire, specific food to be prepared and various items to be on hand (kept in inventory) for the ceremony. Generally outside of the Tribal "pecking order" there is no status except skills/stats and accomplishments. Stats are also increased in an event similar to the Test of the Vigil. Each tribe attends a monthly Fire Event where each tribe must have a minimum number of members present, this will be determined based on the total population of Tribesmen. If the minimum number is not present, the group has 2 hours to wait at which time they may extend the timer by tossing various items into fire. If the fire merely sparks the "gods were not appeased" and they must wait 30 seconds to attempt once more. If they succeed the fire will flare up to a roar and the timer is reset with 12 minutes. If the minimum number is present the event begins and they Tribes have 15 minutes to: give 1 of as many various items as possible. 2 Do it as fast as humanly possible. The higher the number of unique item, the higher the chance of success. Items such as Individually named resins which are globally named are counted as unique but only unnamed beetles will be counted. An example: Carpentry Blade:8k counts for all carpentry blades. Once a carp blade is tossed in the fire all will not count. This effort must be a collaborative process with Tribes communicating which items they will be responsible for etc. Drumming must be present. The result is a random amount of permanent increase by -1 to +2 of a random stat. The success of drumming and unique items dtermines the average increase (or decrease) until a complete success with every tribal member present guarantees the optimum achievement of +2 for everyoen present. The event is a monthly cycle determined by lunar phase which must be calculated by one of the tribal people skilled in such matters. The Fire Event when held out of it's proper time will yield negative stats.

Skills -

In addition to the performance stats tribes people either have or may acquire the following skills:

<editing>


NameCreatorDateSizeDescription
otter-tokes.jpgDraominOctober 13, 2006 11:10 am48871Passing the Time

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Last edited April 20, 2007 7:04 pm by Draomin (diff)
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