Factional Remaster of the Gift

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    • #196

      • Factional Name:

      The Gift Religion

      •The primary purpose for the faction to exist?

      To bring the two greatest teachings to the world from The One True god, Construction of Architecture to the world, and Healing knowledge.

      •What distinguishing feature does this faction have?

      Back before Zan E. (Midgard USA), the Gift did both Building/Construction, and Medical/Healing to the world of Midgard. Zan allowed the Serkanar faction to be created and stripped away the Healing side of the Gift and gave it to the Serks. Also Zan created the City Building of Hospitals within the game, but as per Jon that is not going to be within the game. So I believe this Healing ability should be returned back to the Gift again.

      • What specific in-game benefit can this faction have?

      The Gift temple will add Healing care to the people of the city.
      The Gift can build things faster because they add more mancycles to any construction project including a bonus to the city projects.
      A Gift clan can host (4) Construction projects at a time, and get a bonus in construction mancycles.
      With their ability of Herbalism-HRB, Apothocary-APT, and Surgery-SRG they look to bring the healing arts to the people to improve their health.

      •What makes this faction interesting and fun to play?

      They are the healers of Midgard and can be roleplayed in that light. They can also roleplay in learning how to build other city building types to be added to make the lives of the people better. They are he builders of cities and the culture of Midgard.

      •What (usually mutual) factional enemies?

      Blood & Fire, Serkeanar, Cult of the Dark One, Barbarians, Bandits, Pirates

      Getham Family, Ring Religion, Cymru, Seekers, Guilds

      Other notes:

      PRE – Preach
      REC – Recruitment
      ENG – Engineering
      HRB – Herbalism
      APT – Apothocary
      SRG – Surgery
      RES – Research

      HRB – Herbalism:

      Herbal medicine (also herbalism) is the study of botany and the use of medicinal plants. Plants have been
      the basis for medical treatments through much of human history, and such traditional medicine is still
      widely practiced today. Modern medicine makes use of many plant-derived compounds as the basis for
      evidence-based pharmaceutical drugs. Although herbalism may apply modern standards of effectiveness
      testing to herbs and medicines derived from natural sources, few high-quality clinical trials and standards
      for purity or dosage exist. The scope of herbal medicine is sometimes extended to include fungal and bee
      products, as well as minerals, shells and certain animal parts.

      Herbal medicine is also called phytomedicine or phytotherapy. Paraherbalism describes alternative and pseudoscientific practices of using unrefined plant or animal extracts as unproven medicines or health-promoting agents. Paraherbalism differs from plant-derived medicines in standard pharmacology
      because it does not isolate or standardize biologically active compounds, but rather relies on the belief that preserving various substances from a given source with less processing is safer or more effective – for which there is no evidence. Herbal dietary supplements most often fall under the phytotherapy category.

      APT – Apothecary:

      Apothecary (/əˈpɒθɪkəri/) is one term for a medical professional who formulates and dispenses materia medica (medicine) to physicians, surgeons, and patients. The modern pharmacist (also colloquially referred
      to as a chemist in British English) has taken over this role. In some languages and regions, the word “apothecary” is still used to refer to a retail pharmacy or a pharmacist who owns one. Apothecaries’ investigation of herbal and chemical ingredients was a precursor to the modern sciences of chemistry
      and pharmacology.

      In addition to dispensing herbs and medicine, the apothecary offered general medical advice and a range of services that are now performed by other specialist practitioners, such as surgeons and obstetricians. Apothecary shops sold ingredients and the medicines they prepared wholesale to other medical practitioners, as well as dispensing them to patients. In seventeenth century England, they also controlled the trade of tobacco which was imported as a medicine.
      Maybe with (11) Gift cities on the market you see as a Item for sale of Medicines for sale.

      Now the benefit of a bonus to a cities Happiness rating is important because with a low rating a city can be under revolt and possible change whom it is declared for. Maybe you should also add a Health & Sanitation stat to a city as well. Maybe a Gift temple also aids that stat with a bonus as well. Maybe a Order is developed to allow a clan to within a city with Gift temples issue an order like: CLAN – HEAL – <CHARACTER> <CITY #>…this way heal for a fee one character one level of wound with a cycle depending on the levels of Gift Temples in the city like: (11) Gift heal 1 point, (21) Gift heal 2 points (30) Gift heal 3 points. Thus with the more Gift temples within the city the more and better Healing care is available to anyone seeking.

      Lets circle back to the skills for a second here…

      The Gift most well known ability is “Construction” and this gives them the ability to be more effective in Construction Mancycles to be able to build things within the game. That is ok but I want to point out that hat the skill of ENG – Engineering is set up as a total catch all of no less than (4) skills to be able to do this.

      Now I can say this because I firstly I grew up around my father’s Construction Agency where he restored historic buildings. I grew up around him and his men helping and watching them build buildings. After my military service, I went to college for a 5 year Professional BA in Architecture with (2) minors in Construction Engineering and the other minor in Computer Science. Funny how I in life followed my minor in Computer Science but still I have the background to speak on this matter.

      So to build any building you have (3) specialities and they would be:

      Architecture – Design of the structure of layout and cosmetics
      Construction Engineering – Design of the actual support systems and structure so building can stand and be supported
      Building – Actually the system to build the building together and actually physically build it

      The combination of these three skills gives you ENG – Engineering which is the catch-all skill to give the Gift their Construction ability.

      The 2nd Focus for the Gift is Healing ability. The GM has said that to get Healing you have (3) Skills of : HRB – Herbalism, APH – Apothecary, and SRG – Surgery. To keep the skills in line that with the ENG- Engineering side, that the (3) skills of HRB – Herbalism, APH – Apothecary, and SRG – Surgery should be represented by the HEA – Healing skill. So the Gift skills would then be:

      PRE- Preach
      REC – Recruitment
      ENG – Engineering
      HEA – Healing

      This would then allow the chance to also add some other skills to round out the Gift clans skills. I would add such skills as :

      ADM – Administration
      RES – Research
      ENT – Entertainment

      This would then give the Gift the following skill set:

      PRE- Preach
      REC – Recruitment
      ENG – Engineering
      HEA – Healing
      ADM – Administration
      RES – Research
      ENT – Entertainment

      So the skills setup for the clan might look like this:

      LDR: PRE-1, REC-1 ENG-1, HEA-1 ADM-1, RES-1, ENT-1
      F1: ENG-1
      F2: ENG-1
      F3: ENG-1

      So for roleplaying aspects, all (4) characters can each support a Construction project of their own. Now the Leader being you main clan character can do all the rest. Now remember each character can have up to (10) skills each, but this skill setup would make a very effective and playable clan to play.

      ENG, ADM, ENT are based in part off of mathematics in a way. The Gift to use RES skill for both ENG and HEA skills to develop things, even to work on ENT things like Gregorian Chants music and etc. The Gift become a very well rounded faction with this skills set.

      I wanted to point out that the ENG skill covers (3) skill areas and covered by one skill. Now the Healing skill I am saying should do the same. Just like ENG does, have HEA – Healing or MED – Medical could do the same.

    • #197

      Thanks for the great amount of thought put into these posts. I do have a small bit to add. History has demonstrated again and again that when religion is ascending medical knowledge stops expanding. So to have a religion be healers and engineers – both suppressed by fundamental religious teachings – seems to me to be divisive. Should make for a bipolar and interesting faction.

    • #762

      The Gift Religion traces its origin to the great schism. The sayings of The Giver are transmitted to the faithful by the Speakers of the Gift Assembly. These sayings stress the Gift of Life, of structure and of meaning to the world. Accordingly, the philosophy of the Gift is one of mastery over chaos and the preservation of order. Indeed, to the Gift, the existence of life is proof of the Giver’s desire to order the universe and improve it. Believers therefore dedicate themselves to the preservation of life and order throughout Midgard and view the spread of their influence and good works as the best way to accomplish both aims.
      Believers of the Gift Religion work hard to produce things of lasting order and value. A moat to channel away destructive river currents, a sturdy house or temple to safeguards the Gifts of human life – these are prized by Gift believers who pledge themselves to construction, human care and healing, and who excel in both. Respecting the Giver’s children and their works, the Gift accepts the use of force only when necessary to protect those children and works. Renowned for their widespread influence and ability to gather information throughout Midgard, the energetic and innovative adherents of the Gift continue to strengthen their religion in Midgard.

      1. The increase of Gift holdings throughout Midgard.
      2. The establishment of the Gift as the official religion of any family.
      3. The protection of any Gift holdings.
      4. To increase buildings and other construction anywhere in Midgard.
      5. The construction of Temples of the Gift in every city in Midgard.
      6. The support of any treaty or organization which promotes peace.


      Good write-up Penn, I can see alot of effort and thought was put into it. As I mentioned in one of my other posts, I was going to look and make comments on any remasters. I am a critical think and mean no offence by counterpoising.

      I can see the remaster tries to move the Gift into more construction and healing in a literal sense. I like what you said about the mechanics to building and healing.

      I always found from the current factional write-up was extremely good. What you proposed drops out some very facets to them which makes them appealing for a primary faction. Some of the changes make them geared to being a pickup as a non primary for use of there abilities.

      Under the current writings From the rulebook the Gift they have is they are builders, “These sayings stress the Gift of Life, of structure and of meaning to the world” that isn’t exclusive to literal sense of Construction of Architecture to the world, and Healing knowledge.

      mastery over chaos and the preservation of order.

      As Builders they would be involved diplomatically with treaties, agreements and order over chaos… they are more healers and builders in that sense. If there we not good at that they would have never endured as a religion over the thousands of years

      dedicate themselves to the preservation of life and order throughout Midgard and view the spread of their influence and good works as the best way to accomplish both aims

      This I think would come into conflict with other religious influence in the world. There would be no reason for the Gift being involved with constructing any other temple (to spread influence) apart from there own. So no they wouldn’t have alliance with the Ring or the Seekers. Tolerate yes but not handing them the bricks and breaking there backs to build buildings which don’t spread there influence and renown.

      Respecting the Giver’s children and their works, the Gift accepts the use of force only when necessary to protect those children and works.

      The Gift sound very insular in this. The Givers children and work’s are not all the worlds people and all buildings. It would be there own first and then select on others which are “good” works in there eyes mainly those of a One True God, but not building Ring or Banner temples? That would part of there belief reasoning and why people flock to them for there protection. Unless there children or works needed protection they wouldn’t be “defending” themselves either

      Renowned for their widespread influence and ability to gather information throughout Midgard

      That would be another facet already in the religion to gather information. They wouldn’t need to seek from external parties because they are renowned for it. Having reliable internal collected information is a mighty defense in itself particularly if the faction is not militant. They would be protective of the influence they already have in the world, want to gain more. Some of that information might known but suppressed because it isn’t of “good” works.

      Having a focus for architectural construction and healing drops away some of these other important parts.

      So to have a religion be healers and engineers – both suppressed by fundamental religious teachings – seems to me to be divisive
      I would say they have more then just those within the faction. Diplomats, healers, engineers and information gathers.

    • #771

      I was trying to return the Gift back to what they once were, ask Jon the Gift use to be both Construction and Healing, in Zan’s Midgard USA version that was altered and the Healing was taken away. I was there when it happened, as I remembered it happening. For a while I was considering running as a Gift senior, as I had been a Gift senior in the past. Instead now I am going after the Seeker senior as I was one of the Founders of the Seeker and the Cymru. Also I wrote up the Cult Remaster here as I really like that faction as I wrote it up, slightly different that the old standard writeup, but my version in the Remaster is based off of Zan’s design of what he was going to bring live as I was working on that with others in the past. The write up for the Seekers is what came live in another game, but has a couple of changes defined by Jon in this version of the game.

      • This reply was modified 8 months, 4 weeks ago by DreamWeaver.
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