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Old 12-17-2004, 09:02 PM   #92
SixOfSpades
Dracolisk
 

Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 48
Posts: 6,901
Quote:
Originally posted by Link:
As for you idea with Wizard Slayers, why would Athkatla need another faction inside the city. Athkatla isn't the only city in the whole wide world of Faerun and I sure as hell can't remember that many factions in Baldur's Gate (a city bigger and noteworthier than Athkatla, at least in my opinion).
Other than that, the Wizard Slayers are of course a valid adversary to the Cowled Wizards. But (and that's a big but in this whole story) you'd have to come up with a damn good reason for both the Cowled Wizards and the Shadow Thieves not knowing anything about them. The Shadow Thievs would not tolerate anyone new on their turf (certainly not a faction whose quite openly against the ruling faction when it comes to magic), and the Cowled Wizards, being the law upholding magic users they are would certainly have means to find out about a Wizard Slaying Guild in the streets of Athkatla.
Actually, Athkatla is a much bigger fish than Baldur's Gate, at least in terms of mercantile trade and human traffic. You're right about the factions in BG City, though: I can only think of the Thieves Guild, the Flaming Fist, and the Iron Throne (with a few token Harper and Zhentarim representatives).
Now, about the implied suggestion of locating the a new faction outside the Athkatla city limits, e.g., Trademeet: That would require all of the quests for that faction to take place in the city of Trademeet, since the alternative is to travel 20 hours to go do the quest, travel 20 hours to report that you've completed the quest, travel 20 hours to go do the next quest, etc.
No, I say keep it in Athkatla, there are tons of little nooks and crannies. Have you any idea how many buildings there are in the Slums District that you can't get into? Or what about all those unopenable doors in Waukeen's Promenade? True, it would require modifying the main map area, but all it would take is the addition of one little door, plus copying an indoor area file or two from BG1, and you're in business.

Why on earth would the Shadow Thieves object to the Wizard Slayers? They wouldn't feel threatened bacause hardly any of them use magic, the Wizard Slayers aren't specifically against organized crime, and the SThieves would actually benefit from the Cowled Wizards being eradicated, because it would create a power vacuum that the SThieves could fill more easily than anyone else.
Now, the Cowled Wizards would obviously frown on such a thing as the Wizard Slayers' Guild, but that's why the organization is housed inside a huge dead-magic zone, and thus nothing inside can be detected through divination. There's also the fact that the Cowled Wizards themselves might have created the WSG, as Warriors to guard & accompany them when arresting deviants. Only now that Lord Ketlaar Argrim has taken the reins has the WSG begun turning against the Cowls....without their knowledge. It has potential!


Quote:
Originally posted by Magness:
Cowled Wizards teleporting to Brynnlaw. Good point. But it might break the story plot device of the party getting drugged on Havarian's ship. (I don't even know how the plot proceeds if you take Bodhi's path. never played it.) Then again, I suppose that the Cowled Wizards might have a traitor who has cast a drug-like spell on you, thus getting you into the same position, plot-wise.
Ooooh, I just got a stupid idea. No matter who you side with in Chapter 3, there can always be some 3rd-rate flunky who's on your side. After Jon captures you, that flunky can be there, and he removes his disguise and -whammo- he turns out to be Saemon Havarian, who not only "poisoned" your party, but also owns the ship that brought Bodhi to the island! (Only problem is, it's gotta be a damn fast ship if it's going to compete with a Dimension Door. Ah, well, maybe we can say she teleported directy from Jon's dungeon to the portal beneath Spellhold.)


Quote:
Instigating a fight with the CW. I don't recall that the areas are really any emptier at night. I suppose that the park in the middle of the government district is about a good place as any. Next question. How do you get their attention? Will casting protection/buffing spells out in the open be enough to get the CW's attention?
After night falls, the only people around are Beggars and Amnish Guards. Maybe a Harlot or Ruffian or two. Trust me, even in broad daylight, there are good flaces to throw Cloudkills without Rep loss. Any Wizard spell cast outdoors (except in the Graveyard District) will attract the Cowls, even those cast from scrolls or sequencers. You can still use Wands, though.
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