Good OP idea, but as far as I know Waerd can only communicate with members of their current settlement through their version of the Family Bond.
So, one will still have to rely on actual families of messengers to carry the messages reliably.
Posted By Kashius at 5:21 PM - Sun Oct 14 2018
Darius - I get where you're coming from but we can't overestimate how complex the AI will be. I can't expect that an AI will be able to do with information what a player would be able to. I also can't expect that a player who receives a communication will not use out of game communication to verify the information if it is new, unexpected, or otherwise.
Nostro brings up the point of forgery - it could in essence be rendered useless because folks will just verify out of game. Or even worse, send communication in game requesting out of game contact!
There is no way to prevent it either unless they have some code in the game that will prevent it from running if you have some type of TS program running in the background. But that would just be ridiculous, especially considering how much Discord and the like have been used consistently throughout the development process.
-Kash
Gossip rules
Hi folks, seems like you forget what communication is about: information & knowledge, also known as the gossip system.
In-game, if your character doesn't have collected the information, he doesn't own it. His soul (aka player) can help with out-of-this-world information and guidance.
But still be it technique, pure knowledge or information about events, if he/she doesn't have a literal clue in memory, your character is just spinning tales from the game world perspective.
And it is not roleplay like in other games, it is gameplay, because there is a narrative engine in Chronicles of Elyria... and basically it needs facts (and rumors, but that's not our point here).
The patrol report example
Lets say you warn a town beforehand from a soon-to-happen attack, simply because you heard it from a reliable source on your discord... you naturally don't have any ingame piece of gossip to back it up.
So you act upon it, and you may get a shady reputation hit in return... "how would you know if you were not part of the attackers" and that kind of comments, not even sure people will act upon it if they don't trust you a little (do they even know you? your insignia/affiliation?).
Maybe if you were highly influent/reputed, the "world" would believe you without negative impacts... but then, next time you couldn't warn a nearby town, the "rumor-mill" would resent you for not using that mysterious "power" of yours: "Why did you let my family dies in that attack? you should have warned us! etc."
If you had that "patrol report" conveyed, you would have been hailed a hero in both cases. That is if the inside spy didn't ask his pals to delay/cancel the attack via his own voice chat... or more simply because his part of the attacking family clan and share that family bond.
Sure forgery skills could be used to create a fake, but it could also be appraised. Cryptography could also be used to ensure authencity of a verbal message.
Anyway, another job for the narrative Soulborn Engine to do is to check a starting character-made event (in this case/scenario: warning "someone" of an imminent "attack") against what is required for such event and decide the consequences/ripples in the surrounding world.
Story hooks
Those cases/scenarii are our good old rpg hooks, and there are plenty random simulator/generator that works very well.
But if you want to make yourself a better idea, check any of the Reigns game on Steam... they can spin tales based on player decision all lives long.