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Author Topic: Hazlan Hotfixes - Domain Discussion  (Read 2542 times)

Hallvor Hadiya

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Hazlan Hotfixes - Domain Discussion
« on: July 12, 2019, 11:39:21 AM »


Hazlan has time and time again, shown that it has a core player base and appeal sporting at different times two different DM supported factions and far reaching events, from the roving monster, to the horrific ritual, even the strange bureaucracy of the slaver state. With all its potential what’s wrong with it? At the moment its window dressing, the DEV team has done a fantastic job at bringing this domain to life in Neverwinter Nights but for whatever reason never quite put the final touches in. I won’t pretend to know what this entails or the amount of work that went into it, but I cannot imagine the following to be unreasonable especially with all the effort already put in it.

  • NPC for the bank, the building already exists and if not the addition of another instance inside the building an NPC outside who could collect.
  • Crafting NPCs, we have the tables but no one able to sell the materials required.
  • Enchantment Station, it seems a little strange that one of the most heavily magical domains doesn’t have a working one available.

Now what I’m suggesting below is a little more than just tweaks, it would take time and a concentrated effort. But, I think there is a genuine interest and potential that can’t be easily dismissed, I know from my personal experience that I’ve been /telled on a frequent basis about getting involved with the domain whether this is as a wizard, slave, or even as an agent.


  • Fast Travel, for many its not possible for them to interact with the domain at lower levels just getting through the forest can be a nightmare, from Threshers, to Rashemi Freedom Fighters Bandits, and Manticores all act as a natural barrier. When a road exists to Toyalis in lore and represented partially in game, we’ve seen other forms of such with seasonally locked boats in Barovia so I don’t think its too much of a stretch to add a caravan or horse down the road.
  • OCR implementation in Hazlan, as far as I’m aware and have tested it isn’t online yet. And I know this is one of the servers features and will be done eventually, so I’m really just raising my voice to say people are interested in seeing it.

All in all this thread is less about the specifics but to say there is an interest in the content, I’d like to take a moment to thank the DMs and DEVS for whom none of this would be possible without, whose continued hours make this community possible.

[A small poll to gauge interest, nothing official about it but I thought it would be nice to see some numbers along side my claims]

LATER ADDITION: It has been bought to my attention that some do not feel Hazlan is inclusive enough, while certainly a truth to the setting as presented I believe there's a middle ground. In fact I'd suggest a small subterranean system or glade, where some escaped slaves/less horrific experiments have created a commune and for whatever reason its slipped through the cracks, whether this is cause of bureaucracy, an observable social experiment by the Red Wizards, or maybe the idea amuses Hazlik. After all Hazlan is a domain of contradictions its own Darklord actually hates its dominate class. This would create a breathing space for outsiders and maybe a reason to stick around, something similar to Vallaki's drain in an almost reverse Robin Hood fashion where the good must go underground, maybe literally.
« Last Edit: July 12, 2019, 09:19:53 PM by Hallvor Hadiya »
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HM01

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Re: Hazlan Hotfixes - Domain Discussion
« Reply #1 on: July 12, 2019, 01:35:46 PM »
Definitely a good topic for discussion, the domain is great and a lot of fun to play in. It is beautifully designed, but there are a distinct lack of some resources for players. I understand the reasoning given before was not wanting the domain to become a hub, however - the lack of some of these utilities actually diminishes the role-play, and can even go as far to cause unnecessary and easily avoidable conflicts.

Primarily with crafting, importing and exporting goods are a sizable facet to the domain. There are some workplaces to do crafting, but no merchants in sight. To acquire what is needed to use the crafting areas is not only a sizable time sink with travel - but it also has the potential to force a character to go somewhere they normally wouldn't otherwise to obtain them.  It becomes more of an out of character chore, and given that a lot of other places have them - I feel like this has the potential to be a quick and easy fix.

The same thing could be said with storage, I don't think it makes sense for a Mulan to store their goods across a border. Infact, I think they would actually despise that vehemently. My character would. If not a bank, something perhaps that can be accessed by the appropriate credentials or means. (OCR, faction, ect...)

With the Enchantment station, I understand that the concern was with it being behind DM locked doors. This is perhaps one of the most minor things, but something to consider. It has the potential to invite roleplay for a different cast of characters who wish to enchant their gear. Would it be used all the time? Maybe not. The train of thought lies with the above.

OCR would be a nice thing too, though I understand it could take a bit of effort to implement - and it might not add much in the short term.

tdlr
-Crafting Merchant
-Storage


Other small thoughts:

-Additional dungeons perhaps for >lvl 10 pcs. Rashemi bandit caves, or even some scaled down wildlife.
-Faction support for The Lawgivers, and The Academy; use of the tool, and maybe an official place on these forums to post activities. (Academy, Church archives, Decrees .ect for players in the domain)
-Possibility for rentable estates based on application/DM permissions.


« Last Edit: July 12, 2019, 02:10:51 PM by HM01 »

ladylena

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Re: Hazlan Hotfixes - Domain Discussion
« Reply #2 on: July 12, 2019, 01:59:16 PM »
I think just adding the ability to buy potion bottles and alchemical resin and vials would be so lovely. It could really increase pull to others to come to that domain, and the academy.
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Re: Hazlan Hotfixes - Domain Discussion
« Reply #3 on: July 12, 2019, 02:46:20 PM »
I think just adding the ability to buy potion bottles and alchemical resin and vials would be so lovely. It could really increase pull to others to come to that domain, and the academy.

And pull people away from Mist Camp

haifisch021

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Re: Hazlan Hotfixes - Domain Discussion
« Reply #4 on: July 12, 2019, 05:18:47 PM »
With all its potential what’s wrong with it?

I think one of the biggest things that hold's Hazlan back is how exclusive it is. While Ravenloft in general is a pretty humanocentric setting, Hazlan is particularly hostile to non-human PCs, meaning that a decent chunk of the player base will be excluded from any content that may be added to the domain. One might say that this would generate additional RP for non humans by giving them something to hide from or subvert, but Hazlan also houses two very powerful and unfettered factions - the Red Wizards and the Church of the Lawgiver - whose mechanical power would make it very difficult for a non humans to get any sort of foothold. Personally, I think a better domain to introduce would be Darkon.

However, Hazlan is already in, so I don't see any harm in finishing it up :P

If the team does decide to put additional work into Hazlan, please consider the following!
Maybe out of topic, but the Rashemani Rebels in the woods should, possibly, not being set as hostile by default, otherwise there is the risk of a "mechanical" engagement in battle even though a character, being CG for instance, were sympathetic to them.
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Re: Hazlan Hotfixes - Domain Discussion
« Reply #5 on: July 12, 2019, 06:17:00 PM »
It's hard to compete with the mist camp when it doesn't have any baggage that a Darklord or domain possesses. Everything you need is there from exp, to GP, to resting, to crafting, and all the roleplay you could ever want with no guard to bother you.

Hazlan could have all the frills Vallaki/Dementlieu has mechanically speaking but so does the mist camp and the mist camp doesn't have to deal with hazlik or the red magi. In fact, the moment that the mist camp has a bank things are going to get more contained there.
« Last Edit: July 12, 2019, 06:20:52 PM by Booksarefun666 »

herkles

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Re: Hazlan Hotfixes - Domain Discussion
« Reply #6 on: July 12, 2019, 06:17:22 PM »
With all its potential what’s wrong with it?

I think one of the biggest things that hold's Hazlan back is how exclusive it is. While Ravenloft in general is a pretty humanocentric setting, Hazlan is particularly hostile to non-human PCs, meaning that a decent chunk of the player base will be excluded from any content that may be added to the domain. One might say that this would generate additional RP for non humans by giving them something to hide from or subvert, but Hazlan also houses two very powerful and unfettered factions - the Red Wizards and the Church of the Lawgiver - whose mechanical power would make it very difficult for a non humans to get any sort of foothold. Personally, I think a better domain to introduce would be Darkon.

In regards to the Non-humans its not eniterly Canon.

Quote
Education in Hazlan is done mostly through foreign private tutors, as teaching is too common and mundane a task for most Mulan, while the Rashemani are not permitted an education. Gnomes have proven particularly popular as tutors. For more advanced education, a handful of specialist academies can be found in the major settlements. The most infamous is the Red Academy in Ramulai, where Hazlani wizards are trained.

The Mulan are highly ethnocentric. Non-Mulan humans, including the Rashemani, increase their Outcast Rating by +1 when dealing with the Mulan. Half-elves and half-vistani without a mulan parent also increase their OR by +1 when dealing with the Mulan. The OR of other races remains the same.

The largest primarily gnomish settlement in Ravenloft is the town of Mayvin in Darkon. Demand for gnomish skills has also drawn small communities — very rarely more than one hundred strong — to Valachan and Hazlan. The largest gnomish population outside Darkon — still no more than 150 gnomes, all told — exists in Nova Vaasa, where it has become fashionable for nobles to have a gnomish jester in their courts.

It also doesn't seem to be the case that Hazlan uses slavery in the books, though I could have missed it. It mentions serfdom and oppression but not outright slavery. It even mentions that Rashemani craftsman can rise out of poverty and live somewhat comfortably due to their skills.

However, Hazlan is already in, so I don't see any harm in finishing it up :P

If the team does decide to put additional work into Hazlan, please consider the following!
Maybe out of topic, but the Rashemani Rebels in the woods should, possibly, not being set as hostile by default, otherwise there is the risk of a "mechanical" engagement in battle even though a character, being CG for instance, were sympathetic to them.

Yea, a rebel group and maybe a secret Halan group would be good. Conflict like that can help add to the domain. Conflicts between factions helps create a number of plots and stories on their own.

When the Devs add rentable buildings, I hope that Hazlan gets a few. In particular I would like to express interest in a Theater. As Hazlani both Mulani and Rashemani love theater.

Quote
Traditional Hazlani theatre is called haebstzarn. Haebstzarn is an unusual form of theater characterized by having each character played by two actors, one of whom sits on the other's shoulders; the former supplies the voice and the later does the walking. Haebstzarn comedies are popular throughout the Core, although most non-hazlani troupes do not use the double-actor method employed in true haebstzarn. Further, characters in haebsttzarn are generally caricatures, with wildly exaggerated features and personalities. The masks used by haebstzarn actors, called haebstza, are prized artworks and are frequently made not as decoration but as display pieces, masquerade disguises, and personal accessories.

The Hazlani also enjoy puppetry, and abhaebstza, or puppet theatre, is almost as popular as haebstzarn theatre. Many Hazlani enjoy shadow puppet shows that tell the stories of Hazlan's folk heroes. In particular the Rashemani hold the tales of Vosshik, Berineth waesdottir, and Stalker-of-Deadmen in highest regard, though a number of other Rashemani heroes exist. The Mulan prefer tales of their heroes, such as Kiva Erdru and Gemeyes the White. a Varient of Haebstzarn uses cloth marionettes as tall as three men to portray the characters.


Troukk

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Re: Hazlan Hotfixes - Domain Discussion
« Reply #7 on: July 12, 2019, 06:23:48 PM »
You guys missed a big one that should probably be relatively easy to add:

Give lawgiver clerics the ressurrection script.

As a native oh hazlan, it always feels extremely OOC to have to travel to mist camp to ressurrect fallen comrades.
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HM01

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Re: Hazlan Hotfixes - Domain Discussion
« Reply #8 on: July 12, 2019, 06:29:16 PM »
With all its potential what’s wrong with it?
I think one of the biggest things that hold's Hazlan back is how exclusive it is. While Ravenloft in general is a pretty humanocentric setting, Hazlan is particularly hostile to non-human PCs, meaning that a decent chunk of the player base will be excluded from any content that may be added to the domain.

I don't think the suggested changes would exclude people, as I would say the domain itself largely serves its purpose in terms of the server. The point isn't reimagine or add more, its to make use of what is already existing there. There are banks and crafting stations already in the domain, but they are essentially unusable currently.

Hallvor Hadiya

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Re: Hazlan Hotfixes - Domain Discussion
« Reply #9 on: July 12, 2019, 07:50:36 PM »
Quote
I think one of the biggest things that hold's Hazlan back is how exclusive it is.

I won't pretend its easy for an elf or a dwarf to get involved, the module as currently presented is slanted towards a very specific type of role-play. But it is exactly that why its so interesting compared to other domains, its working between the lines of this very hostile place skirting the law and staying out of view, its almost like a reverse drain.

Quote
Maybe out of topic, but the Rashemani Rebels in the woods should

In fact I'd suggest a small subterranean system or glade, where some escaped slaves/less horrific experiments have created a commune and for whatever reason its slipped through the cracks, whether this is cause of bureaucracy, an observable social experiment by the Red Wizards, or maybe the idea amuses Hazlik. After all Hazlan is a domain of contradictions its own Darklord actually hates its dominate class. This would create a breathing space for outsiders and maybe a reason to stick around, something similar to Vallaki's drain in an almost reverse Robin Hood fashion where the good must go underground, maybe literally.

Quote
Give lawgiver clerics the ressurrection script.

I believe that's already been handled, I can get people resurrected at the Fane and also one of the Biskops on the second transition of Hazlan can heal but I'm not sure if he can resurrect yet.

« Last Edit: July 12, 2019, 08:08:06 PM by Hallvor Hadiya »
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Re: Hazlan Hotfixes - Domain Discussion
« Reply #10 on: July 12, 2019, 09:48:49 PM »
Whatever the book canon might be Herkles, it is not the server reality, which overrules what you have read in the lore books completely.  The 'Hell of Slaves' exists.  The proclamation for non humans to be enslaved legally on sight exists and has never been redacted.  Both of these things are DM sanctioned and now the canon lore for the server.

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Re: Hazlan Hotfixes - Domain Discussion
« Reply #11 on: July 13, 2019, 10:51:31 AM »
As with anything else development-related, until a developer feels motivated to work on Hazlan don't expect any drastic changes.

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Re: Hazlan Hotfixes - Domain Discussion
« Reply #12 on: July 13, 2019, 02:28:22 PM »
As with anything else development-related, until a developer feels motivated to work on Hazlan don't expect any drastic changes.

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Re: Hazlan Hotfixes - Domain Discussion
« Reply #13 on: July 13, 2019, 08:07:42 PM »
You guys missed a big one that should probably be relatively easy to add:

Give lawgiver clerics the ressurrection script.

As a native oh hazlan, it always feels extremely OOC to have to travel to mist camp to ressurrect fallen comrades.

The biskop at the fane does resurrections. This was implemented about a year ago.
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Re: Hazlan Hotfixes - Domain Discussion
« Reply #14 on: July 14, 2019, 05:59:17 PM »
Can confirm the resurrection one works, brought someone back a while ago.

I've avoided Hazlan because the forests & mountains all seem area locked & linked - if I kill and pick herbs from a place in the forest and wind up visiting the gnome village for the herbs and going north past the quarry, after a full circuit spending far more than 15min I'd find the monsters & herbs haven't respawned despite no one (to my knowledge) visiting those areas. Logging out in these locations has often sent me back to the caravan so theres also a lack of consistency of when I log off and when I come back on to continue where I was at. I have to leave the entire region for other people to enjoy the wilderness which is kind of weird.
« Last Edit: July 14, 2019, 06:35:06 PM by zDark Shadowz »

Hallvor Hadiya

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Re: Hazlan Hotfixes - Domain Discussion
« Reply #15 on: July 16, 2019, 09:44:01 AM »
As with anything else development-related, until a developer feels motivated to work on Hazlan don't expect any drastic changes.

Of course, but we hope with threads like this to acknowledge the wonderful effort already put in and to say we appreciate the time spent, and hope to look forward to more.
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Re: Hazlan Hotfixes - Domain Discussion
« Reply #16 on: July 17, 2019, 03:27:38 PM »
The rebels is a scripted dungeon though, so would need to be redone if made to not be hostile to certain players or groups, or else it could be highly exploited. Unless it is removed as a dungeon and made more like an encampment (think degenway) i think this would be a bad idea.

Beyond that i think more areas dungeons and crafting would be a gteat idea! Alot of nice areas to flush out and add substance to.
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