Egregores
(Egregores can have more than one host.) |
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* Are the radio operator in each camp | * Are the radio operator in each camp | ||
Each nation has a single [[Nationality#Egregore|Egregore]] [http://en.wikipedia.org/wiki/Egregore] spirit that represents the personification of the nation created through ritual magic. This may be present in more than one host body at any time. The ritual was created by the Brass Coast to ensure that the nations of the Empire retained their independent character and culture. In the game they will act to encourage the players to maintain the visual and thematic identity of their nation. The egregores are an effective channel for plot writers to deliver plot "news" to the players about what is going on in their nation. They work particularly closely with the new player plot team to try to ensure that new players are involved in the plot and also involved in the politics of the nation. They are a point of contact for PD crew for players in a nation and will have a covert radio. | Each nation has a single [[Nationality#Egregore|Egregore]] [http://en.wikipedia.org/wiki/Egregore] spirit that represents the personification of the nation created through ritual magic. This may be present in more than one host body at any time. The ritual was created by the Brass Coast to ensure that the nations of the Empire retained their independent character and culture. In the game they will act to encourage the players to maintain the visual and thematic identity of their nation. The egregores are an effective channel for plot writers to deliver plot "news" to the players about what is going on in their nation. They work particularly closely with the new player plot team to try to ensure that new players are involved in the plot and also involved in the politics of the nation. They are a point of contact for PD crew for players in a nation and will have a covert radio. As they have a radio, they are able to perform simple reffing functions such as bonding items or performing simple rituals. | ||
Egregores are not there to make decisions for the nation or provide leadership or direction. It is possible for an egregore to play other roles some of the time if they wish. | |||
Being an egregore requires some charisma and personal presence. The egregores do not have any real power in the nation so their influence will primarily derive from what they can achieve through roleplaying. You need to be in touch with the politics of your nation to be able to get new players involved in it. Being an egregore is a great role for anyone who wants to play an evocative role in the heart of a nation but does not want to be in charge. | Being an egregore requires some charisma and personal presence. The egregores do not have any real power in the nation so their influence will primarily derive from what they can achieve through roleplaying. You need to be in touch with the politics of your nation to be able to get new players involved in it. Being an egregore is a great role for anyone who wants to play an evocative role in the heart of a nation but does not want to be in charge. |
Revision as of 17:13, 13 August 2015
Egregores
- Are the first point of contact for players in each nation
- Source of plot in the nation
- Get new players involved in the plot and in the politics of the nation
- Encourage the players to maintain the visual and thematic identity of each nation
- Are the radio operator in each camp
Each nation has a single Egregore [1] spirit that represents the personification of the nation created through ritual magic. This may be present in more than one host body at any time. The ritual was created by the Brass Coast to ensure that the nations of the Empire retained their independent character and culture. In the game they will act to encourage the players to maintain the visual and thematic identity of their nation. The egregores are an effective channel for plot writers to deliver plot "news" to the players about what is going on in their nation. They work particularly closely with the new player plot team to try to ensure that new players are involved in the plot and also involved in the politics of the nation. They are a point of contact for PD crew for players in a nation and will have a covert radio. As they have a radio, they are able to perform simple reffing functions such as bonding items or performing simple rituals.
Egregores are not there to make decisions for the nation or provide leadership or direction. It is possible for an egregore to play other roles some of the time if they wish.
Being an egregore requires some charisma and personal presence. The egregores do not have any real power in the nation so their influence will primarily derive from what they can achieve through roleplaying. You need to be in touch with the politics of your nation to be able to get new players involved in it. Being an egregore is a great role for anyone who wants to play an evocative role in the heart of a nation but does not want to be in charge.
Current Egregores:
All our egregores have now been cast.
Nation | Egregore Name | OOC names | |||
Brass Coast | Dust, Fire and Glass | Linette Withers | |||
Dawn | The Knight of Roses | Keeley Knight | |||
Highguard | Escon | Matt Heath | |||
Imperial Orcs | Grud The Unshackled | Dave McKenna | |||
The League | Guise | Rick Jackson | |||
The Marches | Jack-of-the-Marches | Ritch Keeling | |||
Navarr | Liaven | David Young & Liz Duggan | |||
Urizen | Menos | Toni Badnall | |||
Varushka | Mother Varushka | Dave Kibblewhite | |||
Wintermark | Sulkavaris, Knower of Names | Andrew Dudgeon, Charlotte Barratt & Al Bevan |