First off, no, this isn't an attempt to bring Hogwarts in Eorzea, so relax and keep on reading. This is an idea that has been bubbling in me for a while now.
Back when I joined XIV, I had expected the Disciple guilds to be hotspots for RPers searching for talk-shop RP or generally finding others interested in roleplaying their same disciple. But alas, no matter for how many hours I'd camp the Ossuary, Stillglade Fane, Mealvaan's Gate, the coliseum etc. It just doesn't seem these places are much appealing to some.
And it's a pity too, because I was dreaming to see thaumaturges studying together, conjurers preaching and meditating with their adepts in the Stillglade Fane, or pugilists sparring in the ring, preparing for the next tournament. Why am I always the only archer practicing in the Gods' Quiver shooting range?
And so I thought, maybe there are roleplayers who would be interested, but are just not sure on where to go. After all, I too have second thoughts when I see a place always empty, and find myself forced to seek RP at the Adventurers' guild for a cup of ale and some friendly banter with the other patrons.
So here is an idea, what if maybe we had people willing to take the role of "teachers/mentors/professors" of the many guilds out there? And no, I'd not force them to sit there all day and hope for apprentices to show up. Rather, I'd like to use this thread to schedule "classes", which can be weekly, or monthly, or daily, however it pleases the "mentor" roleplayers. Like real classes, they'd only last one, two hours at most, and.. why not? There could even be tests issued, be it practice tests to evaluate IG or written tests to post on the forum. The schedule would be up for the mentors to set up, and the attendance would obviously not be mandatory (though it may affect the performance during tests).
The roles of mentors can be covered by multiple players, and the subscription to the classes is absolutely free. If you think you have a certain good knowledge of the lore around a certain art or disciple, be it purely in-game knowledge or also IRL knowledge (For example, IRL herbalists may have a good time giving lessons of Botany) that you'd like to share in easy, enjoyable pills, then you may be the kind of person good for this role.
Here are examples of types of disciplines that could use mentors and classes to be had:
DISCIPLES OF WAR AND MAGIC
- Gladiators' Guild (The Coliseum);
- Pugilists' Guild (Platinum Mirage);
- Marauders' Guild (Coral Tower);
- Lancers' Guild (Wailing Barracks);Â
- Archers' Guild (Gods' Quiver);
- Conjurers' Guild (Stillglade Fane);Â
- Thaumaturges' Guild (The Ossuary);Â
- Arcanists' Guild (Mealvaan's Gate);
DISCIPLES OF THE HAND
- Carpenters' Guild (Acorn Orchard);
- Blacksmith's Guild (Naldiq & Vymelli's);
- Armorers' Guild (Naldiq & Vymelli's);
- Goldsmith's Guild (Eshtaime's Lapidaries);
- Leatherworkers' Guild (Fen-Yll Fineries);
- Weavers' Guild (Sunsilk Tapestries);
- Alchemists' Guild (Frondale's Phrontistery);
- Culinarians' Guild (The Bismark);
DISCIPLES OF THE LAND
- Miners' Guild (Amajina & Sons Mineral Concern);
- Botanists' Guild (Greatloam Growery);
- Fishers' Guild (Fishermans' Bottom);
OTHERS
- Chocobo License School (Bentbranch Meadows);
- Minions Training School (Location to be chosen);
- Gardening School;
- Dancing School;Â
- Musical School;Â
- First Aid Training;
- Engineering;
Of course classes are not to be taken exclusively in the guilds, but it'd be good practice to -start- the class there for everyone to know where to gather, and them move to other sections (The mannequins out of the cities come to mind, for fighters).
If people do not want to cover a static role as mentors but wish to give classes every now and then, they could be chosen as "guests" for special lectures.
EDIT: Becoming a mentor implies in no way a major authority of the existing guildmaster NPC. Mentors would still be official members of the good, amongst the "seniors", but by no means superior to the guildmaster.
Back when I joined XIV, I had expected the Disciple guilds to be hotspots for RPers searching for talk-shop RP or generally finding others interested in roleplaying their same disciple. But alas, no matter for how many hours I'd camp the Ossuary, Stillglade Fane, Mealvaan's Gate, the coliseum etc. It just doesn't seem these places are much appealing to some.
And it's a pity too, because I was dreaming to see thaumaturges studying together, conjurers preaching and meditating with their adepts in the Stillglade Fane, or pugilists sparring in the ring, preparing for the next tournament. Why am I always the only archer practicing in the Gods' Quiver shooting range?
And so I thought, maybe there are roleplayers who would be interested, but are just not sure on where to go. After all, I too have second thoughts when I see a place always empty, and find myself forced to seek RP at the Adventurers' guild for a cup of ale and some friendly banter with the other patrons.
So here is an idea, what if maybe we had people willing to take the role of "teachers/mentors/professors" of the many guilds out there? And no, I'd not force them to sit there all day and hope for apprentices to show up. Rather, I'd like to use this thread to schedule "classes", which can be weekly, or monthly, or daily, however it pleases the "mentor" roleplayers. Like real classes, they'd only last one, two hours at most, and.. why not? There could even be tests issued, be it practice tests to evaluate IG or written tests to post on the forum. The schedule would be up for the mentors to set up, and the attendance would obviously not be mandatory (though it may affect the performance during tests).
The roles of mentors can be covered by multiple players, and the subscription to the classes is absolutely free. If you think you have a certain good knowledge of the lore around a certain art or disciple, be it purely in-game knowledge or also IRL knowledge (For example, IRL herbalists may have a good time giving lessons of Botany) that you'd like to share in easy, enjoyable pills, then you may be the kind of person good for this role.
Here are examples of types of disciplines that could use mentors and classes to be had:
DISCIPLES OF WAR AND MAGIC
- Gladiators' Guild (The Coliseum);
- Pugilists' Guild (Platinum Mirage);
- Marauders' Guild (Coral Tower);
- Lancers' Guild (Wailing Barracks);Â
- Archers' Guild (Gods' Quiver);
- Conjurers' Guild (Stillglade Fane);Â
- Thaumaturges' Guild (The Ossuary);Â
- Arcanists' Guild (Mealvaan's Gate);
DISCIPLES OF THE HAND
- Carpenters' Guild (Acorn Orchard);
- Blacksmith's Guild (Naldiq & Vymelli's);
- Armorers' Guild (Naldiq & Vymelli's);
- Goldsmith's Guild (Eshtaime's Lapidaries);
- Leatherworkers' Guild (Fen-Yll Fineries);
- Weavers' Guild (Sunsilk Tapestries);
- Alchemists' Guild (Frondale's Phrontistery);
- Culinarians' Guild (The Bismark);
DISCIPLES OF THE LAND
- Miners' Guild (Amajina & Sons Mineral Concern);
- Botanists' Guild (Greatloam Growery);
- Fishers' Guild (Fishermans' Bottom);
OTHERS
- Chocobo License School (Bentbranch Meadows);
- Minions Training School (Location to be chosen);
- Gardening School;
- Dancing School;Â
- Musical School;Â
- First Aid Training;
- Engineering;
Of course classes are not to be taken exclusively in the guilds, but it'd be good practice to -start- the class there for everyone to know where to gather, and them move to other sections (The mannequins out of the cities come to mind, for fighters).
If people do not want to cover a static role as mentors but wish to give classes every now and then, they could be chosen as "guests" for special lectures.
EDIT: Becoming a mentor implies in no way a major authority of the existing guildmaster NPC. Mentors would still be official members of the good, amongst the "seniors", but by no means superior to the guildmaster.
To be an interesting, intriguing, well-written character, there needs to be something to allow the audience to relate to them. That is what the problem is with who wants their character to be "perfect". Perfect characters will never be strong, and strong characters will never be perfect, because WE (those who read, who watch, who RP) are not perfect.
"What makes a strong character is how they deal with their flaws, their fears, their turmoils, their troubles that get in the way. That's what makes them relatable." -- N.C.
"What makes a strong character is how they deal with their flaws, their fears, their turmoils, their troubles that get in the way. That's what makes them relatable." -- N.C.