Craft/organisation members in Glantri

Post/Author/DateTimePost
#1

spellweaver

Nov 19, 2004 20:23:08
Am I the only one who thinks that the Seven Secret Crafts and the various secret and not-so-secret organisations in the Glantri Gaz have too few members?

Most of the crafts have less than ten members despite the fact that they have existed for decades. As far as I can determine the Craft of the Runes only has three members! And the organisation the Followers of Fire has only four members! Pretty powerful organisation indeed... :D

If anyone has added NPC members to any of the crafts or organisations, I'd love to read about them.

:-) Jesper
#2

Cthulhudrew

Nov 19, 2004 22:38:31
If anyone has added NPC members to any of the crafts or organisations, I'd love to read about them.

Check out the Glantrian Personnel Division page. There are several new NPCs that are members of the secret crafts, IIRC.
#3

zombiegleemax

Nov 20, 2004 4:41:20
Well, since they are SECRET crafts I suppose there shouldn't be dozens of them, right? ;)

Anyway, I also think those NPCs listed in GAZ3 are just the most important and known ones. You can obviously add others, all coming from the Great School of Magic, I thought this was implied. Some may even have traveled there to study at the GSoM just to learn a secret craft and later left Glantri for their homeland (this is the case for Gherynid in Ierendi and the water elementalist wizard in CM9).

Anyway, I wouldn't have more than 10-15 people per Secret Craft running around anyway, also considering that some crafts may be less attractive but easier to master (Alchemy, Cryptomancy and Witchcraft) while others are fare more powerful but also dangerous for mages and less mundane (Dracology, Elementalism, Necromancy and Illusion). it's also a way to limit the number of likely competitors for the higher ranks.
#4

spellweaver

Nov 20, 2004 7:29:50
Well, since they are SECRET crafts I suppose there shouldn't be dozens of them, right? ;)

Anyway, I wouldn't have more than 10-15 people per Secret Craft running around anyway, also considering that some crafts may be less attractive but easier to master (Alchemy, Cryptomancy and Witchcraft) while others are fare more powerful but also dangerous for mages and less mundane (Dracology, Elementalism, Necromancy and Illusion). it's also a way to limit the number of likely competitors for the higher ranks.

I agree that the Crafts should all have less than a dozen members (but more than just three or four). But what about the organisations, such as the Followers of Fire and the Free Anachronic Society of Aalban? They should, IMO, have more members than the ones stated in the Gaz.

:-) Jesper