All
new Warriors. An introduction.These new branches are presented as various warriors based organisations which you may join but please choose carefully as you will not be able to change at a later point in time. Some of these new organisations are straightforward setups like the guild stands now, others are martial organisations that require you to be a soldier and will be under the jurisdiction of the regional council that they serve - Ranks and privileges will be awarded but be aware that the top levels within such an organisation will be political appointees.
Some of the organisations, most notably the martial ones, also have citizenship requirements. You may need to renounce existing citizenship in order to be eligible for advancement to the higher ranks within the organisation if your citizenship is contrary to the council whom you serve.
Also, whilst these many branches all represent warriors in some way it is important to note that they are all separate political entities with their own organisational structure - some far more rigidly defined than others.
There will be a grace period for transitioning to your choice of organisation. Please use this time to choose wisely but please don't take too long because after a month or so we will choose for you. You will also not be able to use any guild's facilities if you have not made your choice.
Before I start on the details, I'd also just like to give credit to all the people involved in this effort. I'm not going to make a list of everybody since I will doubtlessly forget someone. Special blame goes to Sojan for his guidance, Elera and Pantope for writing the respective guild houses, Ceres and Pinkfish for their never-ending input, Wodan for copying lots and lots of files for me, and the PTs for making sure everything works... right??
Now without further ado, the branches you may choose from and the details for making the transition.
There are nine specializations. I will list them all, with a description and primaries.
Djelian Guard
Although the Djelian Guard is much reduced
in size since the glorious days of imperialism in centuries long past,
a sizeable remnant is still housed in Djelibeybi. These loyal soldiers
have all sworn their allegiance to Djelibeybi, even if there isn't much
need to defend its borders anymore.
The headquarters of the Djelian Guard are located in Djelibeybi, the premiere city of the desert continent Klatch.
fighting.points
fighting.melee.dagger
fighting.melee.sword
fighting.melee.mace
fighting.melee.polearm
fighting.range.bow
fighting.unarmed.grappling
fighting.defence.parrying
fighting.defence.blocking
fighting.special.weapon
fighting.special.tactics
other.direction
other.evaluating.weapons
other.evaluating.armour
crafts.smithing.black.weapons
Klatchian Foreign Legion
The Klatchian Foreign Legion is a special
force set up by Klatch to defend its vague desert borders against predatory
neighbours and the D'regs, a nomadic desert tribe. The Legion accepts recruits
from any country and known as a refuge for the disgraced, the fugitive
and the lovelorn. It's only currently known outpost is located approximately
85 miles northwest of Djelibeybi. It is said that people join the Klatchian
Foreign Legion to forget everything (except sand) and this seems to work,
because no one in the Klatchian Foreign Legion can remember why they are
there. Or their name. Or their Rank. The Klatchian Foreign Legion has a
famed drinking and marching song, which goes, "Er…"
The base camp of the Klatchian Foreign Legion is located in the Ephebian Desert.
fighting.points
fighting.melee.dagger
fighting.melee.sword
fighting.melee.polearm
fighting.melee.mace
fighting.range.bow
fighting.unarmed.striking
fighting.defence.parrying
fighting.defence.blocking
fighting.special.weapon
fighting.special.tactics
other.evaluating.weapon
other.movement.riding.camel
other.direction
crafts.medicine.firstaid
Samurai
These highly trained and usually well
born swordsmen are sworn to defend the lives and honour of the noble houses
they serve. Quartered on the estates of the Houses, they train fiercely
in between excursions where they do their best to 'accidentally' run into
(and possible stab) samurai from other houses.
While each Samurai will eventually become a member of the Hong, Fang, Sung, Tang or McSweeney families and thus have their home on one of the fabulous sprawling estates which are a demonstration of the wealth and opulence of Agatea and her citizens, all recruits will begin their training at the Garden of Steel Flowers. This elite training facility is located in the Sour-Toe-May School of Martial Arts, off Wung-Chi lane in the northern part of Bes Pelargic.
crafts.arts.calligraphy
crafts.smithing.black.weapons
fighting.defence.dodging
fighting.defence.parrying
fighting.melee.dagger
fighting.melee.heavy-sword
fighting.melee.polearm
fighting.melee.sword
fighting.points
fighting.range.bow
fighting.special.tactics
fighting.special.weapon
fighting.unarmed.striking
other.evaluating.weapons
other.movement.riding.horse
Imperial Guard
To protect the interests and the citizens
of the Agatean Empire's only Sea Port the Sun Emperor created a legion
of crack warriors known as the Imperial Guard. These skilled, fierce and
determined troops patrol the walled city of Bes Pelargic ready to stomp
on the fingers of the terminally inquisitive and to reinforce the belief
that to be a citizen in the Agatean Empire is to be the most fortunate
of mortals.
The impressive training facilities and headquarters of the Imperial Guard are located inside the grand entrance hall of the Imperial Palace. This shining example of the graceful style and incredible wealth of the Empire is located on the east side of Bes Pelargic, at the northeast end of, fittingly, Palace Approach.
fighting.points
fighting.melee.sword
fighting.melee.mace
fighting.melee.flail
fighting.melee.polearm
fighting.range.fired
fighting.unarmed.grappling
fighting.defence.parrying
fighting.defence.blocking
fighting.special.weapon
fighting.special.tactics
other.evaluating.armour
other.evaluating.weapons
other.movement.climbing.rock
crafts.smithing.black.weapons
Lancre Highland Regiment
The Lancre Highland Regiment was once
a proud army created to defend the Kingdom of Lancre from Elfish incursions
into the kingdom from one of the fabled two-dimensional gateways into their
world. The reduction of these incursions has lead to a reduction in size
of the army to the point where only the highly skilled and brave elite
remain to guard the Kingdom and its monarch.
The barracks of the Highland Regiment are located in the beautiful town of Lancre, in the beautiful Kingdom of Lancre. (And don't let anyone tell you otherwise, especially any forn buggers.)
fighting.points
fighting.melee.sword
fighting.melee.polearm
fighting.melee.axe
fighting.melee.mace
fighting.range.bow
fighting.unarmed.striking
fighting.defence.parrying
fighting.defence.blocking
fighting.special.weapon
fighting.special.tactics
crafts.hunting.tracking
other.movement.riding.horse
crafts.medicine.firstaid
crafts.smithing.black.weapons
Hunter
The Lancre Hunters attract a wide variety
of members, ranging from common outlaws, to animal lovers, to hunters,
to those who just look good in tights. As such they tend to be a rather
unpredictable lot, aside from their unifying distaste for city life and
human society. Located in the dense midst of Lancre Forest, the Hunters'
outpost is close enough to society to victimise travelers from the city
while avoiding their lifestyle with the appropriate disdain.
The main outpost of the Lancre Hunters is located in the dense Lancre Forest, in the Kingdom of Lancre.
fighting.points
fighting.melee.dagger
fighting.melee.sword
fighting.melee.axe
fighting.melee.mace
fighting.range.bow
fighting.defence.parrying
fighting.defence.dodging
fighting.special.weapon
fighting.special.tactics
other.movement.climbing.tree
crafts.medicine.firstaid
crafts.hunting.tracking
crafts.hunting.trapping
crafts.materials.leatherwork
Hublandish Barbarians
Nomadic and somewhat primitive, Barbarians
have a well-deserved reputation for sacking, pillaging, and tracking mud
inside other people's homes. These hardy men and women can be found in
caves near Hub for the spring and summer, but migrate to the Hubland Steppes
in the colder months.
During the spring and summer months, the Barbarians camp in caves near the Hub, and the other months see them spending time in the Hubland Steppes.
crafts.materials.leatherwork
crafts.medicine.firstaid
fighting.defence.blocking
fighting.defence.dodging
fighting.defence.parrying
fighting.melee.axe
fighting.melee.flail
fighting.melee.heavy-sword
fighting.melee.mace
fighting.points
fighting.range.thrown
fighting.special.weapon
fighting.unarmed.grappling
fighting.unarmed.striking
other.movement.riding.horse
Ankh-Morpork Palace Guard
Devoted to protecting the Patrician and
his
staff, the brave men and women who join the Ankh-Morpork Palace Guard often
find themselves in tense situations involving silly uniforms, irate diplomats,
and impatient superiors. Although formerly a division of the Ankh-Morpork
City Watch, they considered themselves too elite for that and formed their
own branch, headquartered in the Patrician's Palace. As such, the job usually
attracts recruits that look good in uniform, follow orders, and avoid taking
initiative as much as possible while on the job.
The headquarters of the Palace Guard are located at the Patrician's Palace in the midst of the glistening city of Ankh-Morpork, the centre of civilisation.
fighting.points
fighting.melee.sword
fighting.melee.heavy-sword
fighting.melee.mace
fighting.melee.flail
fighting.range.thrown
fighting.unarmed.striking
fighting.defence.parrying
fighting.defence.blocking
fighting.special.weapon
fighting.special.tactics
crafts.medicine.firstaid
other.evaluating.armour
other.evaluating.weapons
crafts.smithing.black.weapons
Weapon Masters' Court
These rough and tumble lads and lasses
have a rather uncivlised outlook on life, even though they live in the
largest known city on the Disc. Despite the deceptive name of "Weapon Masters'
Court", their headquarters (complete with brawling pit) is located in a
rundown warehouse on Vagabond Street in Ankh-Morpork. Although most often
employed as mercenaries, Court members tend to have trouble accepting authority,
and thus employment.
The Court of the Weapon Masters is a converted warehouse, on Vagabond street, a rather fitting setting considering some of your fellow members of the Court. This little area of Ankh-Morpork, somewhat west of the east-most point of the city, east of the Plaza of Broken Moons and south of the mighty (in ways that no human should ever experience) Ankh, is quiet and not often visited by the population of the city.
crafts.medicine.firstaid
crafts.smithing.black.weapons
fighting.defence.blocking
fighting.defence.dodging
fighting.defence.parrying
fighting.melee.dagger
fighting.melee.flail
fighting.melee.mace
fighting.melee.sword
fighting.points
fighting.range.thrown
fighting.special.tactics
fighting.special.weapon
other.evaluating.weapons
other.evaluating.armour
As you can imagine with a huge undertaking such as this, there are major elements that still need to be coded. These include but are not limited to guild elections, guild leadership (a ranking system for the martial organizations and more traditional guild leadership for the others), new commands, guild security functions and Samurai loyalties to the different houses. New specializations will be added in future when game elements such as horses come into play.
When you log on to Discworld later today, you will also have a new fighting skills tree, as you undoubtedly know. You will log on to a temporary primary set which will then change when you specialize. This is the temporary skill set and which old primaries to be used to populate them.
"fighting.melee.dagger" <- "fighting.combat.melee.pierce"
"fighting.melee.sword" <- "fighting.combat.melee.sharp"
"fighting.melee.heavy-sword" <- "fighting.combat.parry.range"
"fighting.melee.mace" <- "fighting.combat.melee.blunt"
"fighting.range.thrown" <- "fighting.combat.range.thrown"
"fighting.range.fired" <- "fighting.combat.range.fired"
"fighting.unarmed.striking" <- "fighting.combat.melee.unarmed"
"fighting.defence.parrying" <- "fighting.combat.parry.melee"
"fighting.defence.dodging" <- "fighting.combat.dodging.melee"
"fighting.special.weapon" <- "fighting.special.weapon"
"fighting.special.unarmed" <- "fighting.special.unarmed"
"fighting.special.tactics" <- "fighting.special.tactics"
"fighting.points" <- "fighting.points"
"other.evaluating.weapons" <- "other.evaluating.weapons"
"other.evaluating.armour" <- "other.evaluating.armour"
The skills that do not map directly will be saved. With the "allocate" command you will be able to assign these skills with the following rules: A saved melee skill can be mapped to any melee skill with 0 levels and any other fighting skill can be mapped to any non-melee fighting skill with 0 levels. Warning: Do not advance any fighting skill you have at level 0 before you allocate. It has to be at level 0 or you can't assign a saved skill to it.
For warriors this means that you will be able to map fighting.combat.dodge.range to fighting.defence.blocking, fighting.range.bow, fighting.special.mounted or fighting.unarmed.grappling. You have to allocate your skills before you can join a specialization. Ceres will say more about the allocate command, I'm sure.
When you specialise, your primaries will be mapped as follows, so keep this in mind when you decide where to allocate fighting.combat.dodge.range to (old and new primaries that are the same will be mapped to each other):
Djelian Guard
"crafts.smithing.black.weapons"<-"fighting.special.unarmed"
"fighting.defence.blocking"<-"fighting.defence.dodging"
"fighting.melee.polearm"<-"fighting.melee.heavy-sword"
"fighting.range.bow"<-"fighting.range.fired"
"fighting.unarmed.grappling"<-"fighting.unarmed.striking"
"other.direction"<-"fighting.range.thrown"
Klatchain Foreign Legion
"crafts.medicine.firstaid"<-"fighting.range.thrown"
"fighting.defence.blocking"<-"fighting.defence.dodging"
"fighting.melee.polearm"<-"fighting.melee.heavy-sword"
"fighting.range.bow"<-"fighting.range.fired"
"other.direction"<-"other.evaluating.armour"
"other.movement.riding.camel"<-"fighting.special.unarmed"
Samrai
"crafts.arts.calligraphy"<-"other.evaluating.armour"
"crafts.smithing.black.weapons"<-"fighting.special.unarmed"
"fighting.melee.polearm"<-"fighting.melee.mace"
"fighting.range.bow"<-"fighting.range.fired"
"other.movement.riding.horse"<-"fighting.range.thrown"
Imperial Guard
"crafts.smithing.black.weapons"<-"fighting.special.unarmed"
"fighting.defence.blocking"<-"fighting.defence.dodging"
"fighting.melee.flail"<-"fighting.melee.dagger"
"fighting.melee.polearm"<-"fighting.melee.heavy-sword"
"fighting.unarmed.grappling"<-"fighting.unarmed.striking"
"other.movement.climbing.rock"<-"fighting.range.thrown"
Lancre Highland Regiment
"crafts.medicine.firstaid"<-"fighting.range.thrown"
"crafts.smithing.black.weapons"<-"other.evaluating.armour"
"fighting.defence.blocking"<-"fighting.defence.dodging"
"fighting.melee.axe"<-"fighting.melee.heavy-sword"
"fighting.melee.polearm"<-"fighting.melee.dagger"
"fighting.range.bow"<-"fighting.range.fired"
"other.hunting.tracking"<-"other.evaluating.weapons"
"other.movement.riding.horse"<-"fighting.special.unarmed"
Hunters
"crafts.hunting.tracking"<-"fighting.unarmed.striking"
"crafts.hunting.trapping"<-"fighting.special.unarmed"
"crafts.materials.leatherwork"<-"other.evaluating.armour"
"crafts.medicine.firstaid"<-"fighting.range.thrown"
"fighting.melee.axe"<-"fighting.melee.heavy-sword"
"fighting.range.bow"<-"fighting.range.fired"
"other.movement.climbing.tree"<-"other.evaluating.weapons"
Hublandish Barbarians
"crafts.materials.leatherwork"<-"other.evaluating.armour"
"crafts.medicine.firstaid"<-"fighting.range.fired"
"fighting.defence.blocking"<-"fighting.special.tactics"
"fighting.melee.axe"<-"fighting.melee.dagger"
"fighting.melee.flail"<-"fighting.melee.heavy-sword"
"fighting.melee.heavy-sword"<-"fighting.melee.sword"
"fighting.unarmed.grappling"<-"fighting.special.unarmed"
"other.movement.riding.horse"<-"other.evaluating.weapons"
Ankh-Morpork Palace Guard
"crafts.medicine.firstaid"<-"fighting.special.unarmed"
"crafts.smithing.black.weapons"<-"fighting.range.fired"
"fighting.defence.blocking"<-"fighting.defence.dodging"
"fighting.melee.flail"<-"fighting.melee.dagger"
Weapon Master’s Court
"crafts.medicine.firstaid"<-"fighting.special.unarmed"
"crafts.smithing.black.weapons"<-"fighting.range.fired"
"fighting.defence.blocking"<-"fighting.unarmed.striking"
"fighting.melee.flail"<-"fighting.melee.heavy-sword"
Please direct any questions to this board and we'll answer them as fast as we can.
Trilogy (On behalf of the entire Warriors
redevelopment team)
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