knuckey wrote:We plan on repackaging the devil worshipper societies as AGOT themed cults, including cults for The Great Other, Starry Wisdom, Storm God, The Others and The Stranger.
As for other potential societies, we have Poor Fellows/Warrior's Sons (monastic orders), Alchemists Guild, Iron Bank, Maesters (possibly using hermetics features), Faceless/Sorrowful Men, Sparrows listed at the moment. I like the idea of revamping the warlocks as a society as well. But implementing all this will probably be long and intensive, so most of this probably wont be in the first update after the patch/DLC!
I won't be playing for a while until the base game settles down and patches its bugs (because I assume you guys won't be updating the mod until after that), but I did install the new version to briefly check things out so I could give my thoughts. So:
Tiranasta wrote:Why would The Stranger need a cult? He's not a satan-figure to the Westerosi, just another aspect of the Seven who happens to represent death. Mainstream Westerosi religious practice still has him worshiped alongside the others, just with somewhat less enthusiasm.
From AWOIAF: "The Stranger is an exception in that he is viewed in a negative light, with worshippers rarely praying to him" and "Worshippers rarely seek favor from the Stranger, but outcasts sometimes associate themselves with this aspect of god". Both those quotes require citations on the wiki though, so I don't know how accurate they are, but intuitively that seems right.
Thanks for the update! I wonder how you will fit the military aspects of certain orders - like the Faith Militant - into the Societies framework. Maybe it should be better to leave them as quasi-Feudal?
This is interesting to me too knuckey. The Poor Fellows are limited to commoners only, at least canon-wise, so that should mean the player character can't join, right? And if you're going by canon then the Warrior's Sons won't be playable unless the Faith's authority is at medium or high (when the Faith can be landed). What happens if I'm a one lordship Lord in the Warrior's Sons and the King bumps down the Faith's authority to low, is that a game over (my land is revoked) or do I leave the Warrior's Sons?
It seems to me like there aren't very many Societies planned that the player character can join then (unless you want to worship the Stranger, the Others, etc...). From my playing today the Alchemists Guild is locked down fairly well unless you meet some criteria, the Maesters are obviously gonna be only open to Maesters (unless you can go study at the citadel and get to rank one or something only), and the monastic orders seem to be a bit tricky to model in game terms from what I said above. Because of that I like these suggestions:
Gurkhal wrote:Two suggestions for societies from me is that there could be an anti-magical secret society centered on the Citadel but also spreading out to some lords and a hidden anti-slavery society in Essos working to abolish slavery through whatever means would be necessary from within.
Podrick pussy killer wrote:I dont know if this has already been proposed but making the order of the green hand a real order instead of an honorary title would be cool considering that the manderlys and some reachmen are already members in the current version
The Order of the Green Hand was destroyed at the Field of Fire so there's no start date that would be able to support this. The Manderlys still claim it because they were exiled from the Reach before the organization was destroyed. So not The Order specifically, but perhaps a general knightly society as is suggested below?
HawtCuisine wrote:Something I'd personally enjoy a fair bit would be a sort of 'Order of The Green Hand'-type Knightly order. I feel like a military/combat focused society could be interesting, and it could be focused on training. Society 'points' could be a sort of chivalry score, with traits like honourable, knight, etc. Adding to the score. Quests could be focused around tourneys or duels, or something to that description.
I love this idea, but i'd like to modify it a bit.
Instead of the quests being focused around tourneys and duels, how about they are actual well, quests?
Like, peasants asking you for help against slavers and or bandits, escorting caravans, etc. At the end of them, you can refuse payment for more "chivalry points", or recieve payment in in-game gold.
Another interesting society would be like, a group of intellectuals and scholars who search for lost artifacts and stuff. Their missions could be to look for artifacts such as really old books, and valyrian steel swords. You could even work the old valyrian steel sword ambition into it!
I really like everything superninja76 suggested. The knightly society would be especially cool as a sort of open society for all of faith of the seven westeros, if it existed you wouldn't have to worry about joining some death-cult or monastic order (which canon-wise you can't join if you are a lord and own lands).
The levels could go Squire->Knight->True Knight. Squire can be a granted minor title like "apprentice" is for the hermetic society in the base game but also the lowest rung in the society if you join it yourself without being "initiated" by an actual knight. The society itself would focus on duels/tournaments, increasing your personal combat skill, and increasing your martial education trait.
Traits that would help you rank up in the society (and the opposite traits would hinder you):
Brave (in the name of the warrior I charge you to be brave)
Just (in the name of the father I charge you to be just)
King (in the name of the mother I charge you to defend the young and innocent)
Chaste/Celibate (in the name of the maid I charge you to protect all women)
And a couple of cool event chains like superninja76 suggested that result in you getting paid gold or gaining traits associated with knighthood, etc...