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What is Muelsfell? - Muelsfell: Rise of the Golems is a persistent browser-based game (PBBG) that revolves around the creation of magical golems by mages and magic users. Muelsfell is part combat, part roleplaying game, part resource management. Sign up for an account and give it a try -- for free!
Darghelm, in the Foothills of Ulvania
The hardy people of Ulvania value family bonds and friends over all else, so Darghelm has developed an extensive network of taverns, cozy inns, and messaging systems. They are not a cowardly nor xenophobic people and so allow people from all over the continent to use their taverns and speakeasy establishments.
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Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: Evil Chapel?
NomNomNom
NomNomNom's Avatar
Posts: 41
Location: Hans Mina
Magus Age: 139 years old
Message #26278 Posted: Feb 24, 2009, 7:20 pm
Just wondering why St. Alfred's Chapel only allows you to donate to good. An evil chapel would aid anyone wanting to reverse a previously positive alignment, and would add to the roleplaying element. If there are concerns about why a chapel could be openly evil, it could be hidden and discovered only through a quest. Maybe invite only. Putting this newly evil chapel in a separate town from St. Alfred's would also give a geographic element to the game, something to spice up the decision to move your workshop.
laidan
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 113 years old
Clan: OASIS
Message #26279 Posted: Feb 24, 2009, 7:25 pm
I seem to remember mention of such a thing existing but being hard to find? Or maybe that was just an idea...
CommComms
CommComms's Avatar
Posts: 392
Location: Daylsfeld
Magus Age: 121 years old
Message #26281 Posted: Feb 24, 2009, 7:33 pm
MAGIER has seen to it that if you head far south, just past the swamp, you might find an open field around a large pile of particularly evil ashes.
Nanashi
Nanashi's Avatar
Posts: 1115
Location: Asylum
Magus Age: 120 years old
Clan: OTAKU
Message #26298 Posted: Feb 24, 2009, 9:47 pm
CommComms said:

MAGIER has seen to it that if you head far south, just past the swamp, you might find an open field around a large pile of particularly evil ashes.


Your ex-wife, I take it?
Sconibulus
Posts: 664
Location: Shuul
Magus Age: 116 years old
Message #26311 Posted: Feb 25, 2009, 1:33 am
Donation is a good task, it's the giving of something at cost to yourself towards the benefit of something greater... but CC has an idea...

Maybe evil people can attack the chapel, and good people can pay for it to get guards and for repairs... the balance in that would be difficult, but it might be worth it.

Maybe whoever is winning (whether the chapel is built or destroyed at a given point) gets a minor, 5-10% boost on working wage? This could apply only to those at a +-3 rating, which I think is Evil and Pure of Heart, but I might well be mistaken. This also might make people gravitate away from Neutral, which could be interesting.
NomNomNom
NomNomNom's Avatar
Posts: 41
Location: Hans Mina
Magus Age: 139 years old
Message #26334 Posted: Feb 25, 2009, 6:41 am
Sconibulus I love the idea of making St. Alfred' interactive. I also love the idea of a global effect, it makes the world seem real, that there are things other than the player at work. Maybe adding an evil chapel with the same options (attacked by good, guarded by evil) would help with the alignment issue. Too many players are trying to keep a low profile playing neutral. Keeping with my geography idea, perhaps good players within a certain distance from St. Alfred's would receive a separate minor bonus and the same for evil players at their chapel?
Echothrice
Echothrice's Avatar
Posts: 98
Location: Villuno
Magus Age: 117 years old
Message #26372 Posted: Feb 25, 2009, 8:42 pm
Good...vs. evil? Now that is so crazy it just might work. At the very least, it would make things a little more interesting.
 
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