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  1. - Top - End - #631
    Ettin in the Playground
     
    TheWombatOfDoom's Avatar

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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Updated both Nation and Ruler tables.

    We're still missing from details from D20Ragon in the main post, as well as Thunderfist.

    In the OP, Recaiden doesn't have a ruler up yet, just stats. In his post, the name is up now.
    Last edited by TheWombatOfDoom; 2014-01-22 at 02:21 PM.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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  2. - Top - End - #632
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Quote Originally Posted by Morph Bark View Post
    That is true. For this reason I contemplated allowing increasing the same attribute twice in one round, which would mean that families with rulers with short ruling periods would focus on one stat at a time, whereas long-rulers would be able to focus on more, but would take more time with it (but Great Kings would not be able to increase the same attribute three times in one round).

    It prevents players with short-rulers such as yourself from getting multiple things up to 5 in a short time, do all the Attribute 5 Special Actions, then abdicate or kill off the ruler to go to the next character and do the same thing again, while at the same time implementing an extra element of strategy: do you want rulers to stay on the throne longer, thus getting more out of all your attributes? Or do you want to focus on a single attribute, possibly changing it between rulers? I was also thinking of making the bonus granted to children a +2 if the attribute of their parent was an 8 or higher.
    My rulers have shorter reigns because I have a pretty stable monarchy and a simple rule for succession right now. These things could change in general, but for most players I feel after a few turns they'll look something similar to what I have now since characters must be 18+ to have an heir and rulers stick around until their death. Old age will kick in eventually if nothing else does and most rulers should last about 18 years assuming they have similar maximum lifespans to their parents.

    If there is some sort of accidental death (plague, war, act of god) this would be upset and a ruler would stick around much longer, but eventually it should fall back into the rhythm of 4 turn rulers (with the notable exception of Sidvarsans who only live to 30-35, and will thus have 3 turn rulers in stable times)
    Last edited by zabbarot; 2014-01-22 at 03:12 PM.

  3. - Top - End - #633
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Guilder
    Region 14, SamBurke

    [Link to Original Rolls]

    Humperdink

    Current Stats:
    Diplomacy: 10
    Military: 9
    Curiosity: 5
    Faith: 4
    Luck: 7

    Spoiler: Original Rolls, Humperdink the Just
    Show
    [Original Rolls:B]Diplomacy:[/B] 2
    Military: 5
    Curiosity: 5
    Faith: 3
    Luck: 3


    Beginning of Round 9 Increases:
    +1 Luck (Morph, For Giving Paco Teachers?), +1 Diplomacy (Colonizing 54/53), +1 Military (Winning Tactic, Defending Kasumor).

    Beginning of Round 10 Increases: +1 Luck (No idea), +1 Diplomacy (Colonizing 55/56), +1 Military (Defending against Salterri, Raising Military Unit)

    Beginning of Round 11 Increases: +2 Diplomacy (55/56, Canal, Secret Action)

    Beginning of Round 12 Increases: ???

    Beginning of Round 13 Increases: +1 Diplomacy, +1 Military, +1 Luck.

    Beginning of Round 14 Increases: ???

    Beginning of Round 15 Increase: +1 military, +1 Faith, +1 Luck


    ---


    Previous Rulers:
    Spoiler: Tumberink the Sage
    Show

    Final Stats:
    Diplomacy: 4
    Military: 10
    Curiosity: 10
    Faith: 3
    Luck: 1
    Original Stats:
    Diplomacy: 3
    Military: 5
    Curiosity: 3
    Faith: 3
    Luck: 1




    3

    Region Details

    Spoiler: Terrain
    Show
    Guilder is perhaps one of the best-situated trading nations in the world. From the massive Battersea Harbor System, with dozens of natural fjords forming the basis for its docks, to the Longsight Mountains, which allow easy transport of the various goods on their slopes down to the port-based valleys, everything in Guilder is built for having people coming and going all the time. Perhaps the only drawback to the nation is the Erlstorms, completely uncontrollable magical torrents which sometimes tear and shape the mountains for days on end.


    Spoiler: People
    Show
    Because Guilder is a nation based entirely on ships and trade, its people began to venture far afield very early after its borders were formed. As a result, there are citizens of every type and description, even some who are not entirely human.

    They are a group with much interplay: there is no one defining characteristic of Guilder, even the characteristic of being different is often variable.


    Spoiler: Resources
    Show
    The Farsight mountains are rich in natural resources, for those who can make quick trips up and down to gather wood, food crops, and metals. This reliance on exports creates a massive problem, however: the vast majority of those who are raised in Guilder become the producers of raw materials in the mountains, or traders in the ports. Thus, much of the trade is used for bringing in skilled laborers and craftsmen. In addition, the creation of the Technological Institute for Brilliant Minds has led to the finding of said Brilliant Minds.

    RESOURCES:
    [Good] Wood
    [Good] Crops
    [Good] Bronze, Copper, and Tin
    [Good] Inventors

    TRADES:
    [Adamantine]
    [Griffons]
    [Craftsmen]
    [Alchemical Components]
    [Steel]
    [Heartwine]
    [Tin]
    [Copper]
    [Tears of Yphine]
    [Marble]
    [Hematite/Iron]
    [Athletes]
    [Dinosaurs (Flying and land)]
    [Tears of Yphine, again]
    [Marble x2]
    [Gold]



    Spoiler: Religion
    Show
    There is no organized religion in Guilder, however many "worship" money in a crude way, through various pagan deities of trade, money, and power.

    Recently, there has been an advancement of several religions, which have seen prominence in public worship. The most notable of these are Lord of Fire Worship, and the Rajurdic Faith.

    The "common beliefs" of Guilder are thus influenced by many different religions of the surrounding nations, and, indeed, the world. This has led to their adopting of whatever grand traditions they can find. From ancient literature comes the Last Visitation, a final goodbye from a dying relative to all those who will listen. At the Visitation, the relative speaks only to those whom he loves, and will give them his life's lessons, passing on all wisdom and knowledge.

    Another tradition is familial association. A family is bound to continue in its path, whatever that be, regardless of the skills of its members. Should they be sailors, even the blacksmith of the family must work on a ship. If they are bound for trade, common-minded children must learn to adapt, or find a way to serve the family elsewise.

    The central part of Guilderene faith, regardless of what other influences there are, is the transmutation of their held Religion's tenets into a statement on value. Those of Guilder hold that everything has its value, and to place an emphasis in the wrong ways, to destroy value, or to place oneself above others' values, are in violation of the world. Thus, with this idea of "value", all other parts of their worldview are ordered.


    Spoiler: Technologies
    Show
    -Bronze-working at a basic level.
    -The Technological Institute for Brilliant Minds, a university that focuses on pragmatic sciences.
    -[Inventors] as a new Resource.
    -[Grain] has become [Great].
    -[Dinosaurs] as a new resource.
    -[Adamantine][Hovercraft][Ocean-going Ships][Berunda Riding][Plate Armor][Pitch][Kralax Riding]have been all obtained.



    3

    Maos Colony
    Region 54, SamBurke


    Region Details

    Spoiler: Terrain
    Show
    [The Thunder-Lake]. A massive bowl or crater stretches for at least twenty miles, in a near-perfect circle. The natives of Maos state that it is from the very fist of the Golden Thunder, and keep it as a hallowed hunting ground. Because of the height of the mountain range around it as well as intense heat from the caldera beneath, there is a separate biosphere, giving the Thunder-Lake its name. Massive thunderstorms rage for days, whipping unbelievably sized trees and forcing even the largest of dinosaurs to flee to caves. The Thunder-Lake has its own biosphere, and is practically unaffected by the outside world, except for high level thermal winds, which have the altitude to pass over the encircling ridge.

    [The Earth-Bosom]. The entirety of Maos is termed the bosom of Earth, because of the richness of soil, continuous rain, and many rushing rivers. The land is filled with high-reaching trees which scrape the skies and anchor the ground. Complex but beautiful, dangerous but valuable, natives live both beneath the roots of Mangroves and at the top of the mallorn trees.

    [The Sky-Voice]. Because of the rain and hard-beating sun, much steam and vapor rises from the earth towards the heavens. In many places, this manifests itself as mighty thermal jets, allowing monstrosities to keep themselves aloft with ease, but equally allowing the Sky-leapers to fly and fall with grace.



    Spoiler: People
    Show

    The folk of Maos are simple and hardy, because they have to be. Often dark-skinned from the power of the sun, they are small and lithe, all the better for running, swinging, paddling, or fighting for their lives against the murderously fierce jungles that they love.

    Maian children have some of the toughest childhoods to endure: those who dwell in the ground may have it easier every day, but the terrors that stalk the mallorn trees can smash through walls and devour families whole. The children of the treetops on the other hand worry not about monstrous "dragons", but can fall to their death with ease if for a moment they lose their skill of body.

    On the whole, they are forced to maintain their hard-fisted training regimen. At five, children are taken from their parents and abandoned in the wilderness, and all in the village simply pray that they can return. At twelve, boys and girls are allowed to become adults, should they wish to take their test of age. This test begins first with a trip to the edge of the Thunder-Lake, peering into that hallowed ground. If they can return safely, they begin creation of their own master-spear or beast-saddle. When they return to the Lake in a few years, masterpiece completed, they must single-handedly tame or destroy one of the forest's monsters.

    And so, en masse, twenty or thirty Maian youth will rush down the edges, some leaping onto the Sky Voice and floating across the trees in search of their flying steed or tree-breaking quarry. The elders, having done their duty, turn and leave: it will take nearly a month for the anxious mothers and fathers to see their children's triumphant return.

    From there, life does not get easier, and monster-hunts are a monthly occurrence. Guilder has provided no little aid here, as its many advancements, such as finer spears and greater taming of the creatures of sky enables hunters' spouses to live without fear.



    Spoiler: Resources
    Show

    Resources: Dinosaurs [Good], Athletes/Sky-Leapers [Good]
    Imports: Cheap Metals [Bronze].

    Good: [Dinosaurs] are the most obvious and plentiful resource of Maos, as they thunder their way across its rivers, lakes, and forests in massive herds. These range from tiny scaled chickens to 40-foot behemoths with jaws the size of longboats, capable of devouring a man without a single chew. The smaller flighted creatures have recently been tamed, with aid from Guilder's knowledge.

    These dinosaurs are of several various types, though most notable are the Theropods, Sauropods and Pterids. Pterids, because they are quite the smallest, despite being capable of sustained flight, even with a rider. The super-light frame of pterid and Maian alike allow the master and his beast to spend many calm hours gliding the Sky-Voice over the forests, between hunts.

    Sauropods are the largest by size, and are frequently unable to enter thick-trunked mallorn forests. Some can grow up to a hundred feet in length, though none are capable of anything approaching a dainty size. Sauropods are easy to track, due to their man-sized footprint and miles-audible steps and cries. Maian children frequently make a game of finding and climbing Sauropods in motion, leaping onto their long tails, and running up to the broad backs. The monsters feel little difference, and the youngsters can often spend whole days atop their rides. There is little honor gained thusly; climbing to the back is considered a daily activity. What gains prowess among the children is the more arduous and useful task of climbing a beast's long trunk-neck, and riding there.

    While both Pterids and Sauropods may be ridden, Theropods of all sizes are almost impossible to domesticate. Whether the tiny runners which must have legs, arms, and jaws tied shut to prevent escape, or the golden-skinned Tyrant Kings which can devour herds, Theropods stand alone. They are almost never seen in herds, except when tackling difficult meat. This would seem to make them easier to hunt, yet it presents each Runner or Tyrant as a lone threat, well used to sizing up and feasting on packs.

    The dinosaurs are of every possible description. Smaller ones are frequently green or deep flecked brown and tan to match the Earth-Bosom's floor. Larger creatures care less for camouflage, and more for appearance. The great Sauropods range from bright blues to crazed red patterns, while great Tyrants are usually black or gold in appearance. The creatures of the sky are more practical than those of the tropical forests below, with white underbellies and green, tan, or brown tops. Only one notable exception to these rules exists: the Thunder-Lake. Its creatures are wholly alien, always being covered in luminescent, impossible-to-miss colors. This is because, in large part, they are poisonous, or pretending to be so.

    Good:[Athletes], known as Sky-Jumpers, are common amongst the Maian. They are unafraid of anything, since they have been falling from the back of tamed pterids from the age of twelve. In these falls and on their many hunts, the people of Maos demonstrate their prowess in moving swiftly between trees, fighting, and of course, leaping.

    There are many different ranks among the Sky-Jumpers, often determined by the number of hunts or kills that have been achieved. The young, however, have taken to a dangerous new sport using the skin of dead pterids. They strap these tough, leathery hides to both arms and legs, and then, riding into the sky, leap from their mounts to fall on the open air. This in and of itself is rather normal: most Maian adults have ridden the Sky-Voice before. The difference is that safe flights require a mount to be both above (for release) and below (for the catch). The foolhardy young athletes care not for such measures of "safety", and opt instead to leap from mountains or trees, gliding through the Bosom on the false wings they formed.

    There are certain athletes who do not leave the village. These are called "Maiwa" or "Gorillas", because they are the warriors and first defenders. From youth, they are trained not in speed, but in strength and vitality. They fight raptors bare-handed and carry logs for their sport. Whenever another tribe swoops in from the trees or the skies, the Maiwa of a village are the only ones carrying shields to defend it. As such, they are accorded high honor, so long as they fulfill their tasks.

    Import: The greatest need of the Maian is [Metal], which Guilder palns to supply with [Bronze], for their weapons. 'A man is useless without his spear' is a common saying amongst the warriors, though the women usually replace spear with "mate."

    Bronze and Gold, interestingly, are only minor parts of the economy of Maos. These metals cover trophies and decorations, adding value, but are usually used for practical ends.



    Spoiler: Religion
    Show

    The people of Maos are rumored to be related in some way to Guilder: because of their worship of Golden Thunder or the supposed "Golden Dragons" of the Thunder-lake, they revere gold and metals.

    They value prowess as well, making a sort of religion from showing off useful skills to impress the tribe. Naturally, this engenders many competitions, especially among the various castes or circles of athletes.



    3

    Rannara Colony
    Region 53, SamBurke


    Region Details

    Spoiler: Terrain
    Show
    The Great Plains A massive, rock-strewn wilderness, covered in magnetite, the only landmark feature. The dry plains are both vast and hot, and few travelers make their way across them.

    [Caves] The incredible dry hardness of the earth, as well as weak limestone formations make it the perfect place for caves, which stretch for miles underneath the ground. These are the usual homes for Rannarans, and contain what little water the land offers.


    Spoiler: People
    Show

    The Rannarans are small, pale folk, because of their habits of mining and digging. They rarely venture out in the daylight, preferring sleep or their tunnels during the day, and work during the night. It is for this reason they are well known as "soul-less" or heartless off-shoots of the dwarven family.

    Interestingly, there are many groups of Rannarans known as "Trueminds" who spend their entire life without viewing the sun at all. They have no concept of time, and frequently work in unusual patterns because. Sometimes, a Truemind will spend several days mining non-stop, only to collapse and sleep for a day, before resuming work instantly, as if nothing had happened. Trueminds often keep to themselves, forming separate colonies and mines in far-away caves. They have little connection with the rest of Rannara, and are frequently a generation or two behind on any great social advancement.

    The general population Rannarans are a quiet people, as there are few things to excite them, nor opportunities to go anywhere. Days can go by without a single person uttering an unnecessary sound, and no one is the worse. Rannaran culture is more noticeable for its lack of it. There are few works of art or sculpture, little writing to speak of, and few stories. Deep in the mines, what can truly be told of greatness? There is no unfirm ground for sinkholes or collapses, no great rivers to create glittering caves, and as of yet, no fabulous metals.

    The one exception to their boring life is in song. The Rannarans are capable of powerful chants, which developed as a means of communicating information from one end of the mines to the other and back within minutes. It is almost impossible for one not born into the culture to understand, yet even the most unskilled of their people can weave music to enchant the ears of the foreign. Rannaran singing is beautiful because the people change their pitch up through the octaves to maintain the harmony.

    Each section of the mines will sing a different part of the tune, which will change instantly for a new message. Should there be a need for wood, the troubled area will deepen their pitch, emphasizing sawing notes and firm, butressing responses to nearby tunnels' riffs. As the other miners take note of this, they change their tune to imitate, singing a response. This travels to the head of the mine, where the workers of Rannara ration out their little wood, and send it down. The singers can thus occupy themselves for hours at a time, as the monotony of the tune hones their mind for a state of complete focus.

    There is some trade between Rannara and Maos to the south, though few of the Maians wishes to stay long in the cramped quarters of the dwarven miners, and few in Rannara can bear the heat and sweat of the southern jungles.


    Spoiler: Religion
    Show

    Oddly enough, the people of Rannara worship the sun, despite its distance from their lives. They use it to represent all that is mysterious in the world, the thing that illuminates all others, but yet cannot be known.

    In doing so, they pay much tribute to its brutality in their lives, and its fire. Is it possible they are an offshoot or branch of the Lord of Fire worship...? The Temple of Fire does not know, though Guilder has discussed the possibility with them via letters.

    There are many Trueminds that, having not seen the sun in a half-dozen generations, deny its existence at all, claiming to what they call the Principle of the Razor: the simplest truths are the real ones. Based on this, they deny everything that is not physically presentable to them, including emotions and spirits.

    [Majority] Lord of Fire-esque worship of sun.
    [Minority] Truemind "Razors"


    Spoiler: Resources
    Show

    Resources: Magnetite [Good]
    Imports: Food

    Good: Large deposits of [Magnetite] litter the ground of Rannara, absorbing and reflecting the heat of the sun in blinding rays of light. It binds powerfully to itself and most metals, and is unusually heavy. The people of Rannara frequently use it as decoration, because of its beautiful reflections.

    Magnetite forms the primary basis of most of Rannara's tools, and it is similar in most ways to iron. The only difference is its much more powerful magnetic properties, which allow to be used in many creative applications. For example, when miners find sinkholes, they often throw weighted Magnetite hooks to the bottom or up to the top, to latch on. If metal ore is found, then its magnetic strength will hold the weight of a miner, and allow them to move to the new level.

    Import:The heat of Rannara, unrestrained by the rains of Maos to the south, mean that the folk there cannot grow much [Food.] Guilder will begin sending [Grain] over the next few years to ameliorate this problem.
    Last edited by SamBurke; 2014-05-16 at 12:33 PM.
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    Quote Originally Posted by TravelLog View Post
    Quote Originally Posted by SamBurke View Post
    *snip* ...Hands down the funniest class critique ever... *snip*
    I cannot tell you the number of times I laughed while reading this.

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  4. - Top - End - #634
    Ogre in the Playground
     
    Lizardfolk

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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Hi. I'm new and was wondering if I could join this world. I know that the waiting list is probably long and large, but I'm not one to go "PUT ME AT THE FRONT! NYEH NYEH NYEH!" In fact, I'd be fine with waiting for a new region to be found. I'd be willing to ally with the people that discover said region, and give them silk, wood, and a certain mineral from a certain crater of unknown origin . As for the features, there is a massive silk-filled forest covering much of the peninsula, the blue-wine crater/lake, and the Barli mountains, which cut it off from the mainland. The people have silvery-white skin and light pink hair. These are enough details for now, but I hope to add more in the future.

    -moossabi

  5. - Top - End - #635
    Ogre in the Playground
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Quote Originally Posted by Percy View Post
    I still have not made up my mind about your entry into the Silver Pact... I shall give my final decision when a consensus is reached about Wombat.

    As I support all Nations who have Dwarven populace to join the alliance, for the greater good of all Dwarves.
    ...I retract my previous request to join the alliance. EDIT - To clarify, I should think about this a little more than I have.

    Quote Originally Posted by C'nor View Post
    Dear goddess... Guys, please do bear in mind that I don't, actually, have a government to keep tracks of things for me...

    Can everyone who's trying to trade with me post here so that I can work on figuring out whose offers I want to accept and everything? I've got something like seven different offers on the table at the moment, and no idea whose were actually serious and whose were just their tossing stuff out.
    Though I did not PM you, I'll note here that I am interested in trading fish for bloodfire.
    Last edited by Rain Dragon; 2014-01-22 at 10:47 PM.
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  6. - Top - End - #636
    Ettin in the Playground
     
    Elemental's Avatar

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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Quote Originally Posted by Silverbit View Post
    I just realised that Faith is going to be a very big issue. Oh various gods.

    Anyone want to form an animist alliance ?
    Provided I don't actually have to do anything apart from save people from religious oppression, then I'm up for it.


    Quote Originally Posted by C'nor View Post
    Can everyone who's trying to trade with me post here so that I can work on figuring out whose offers I want to accept and everything? I've got something like seven different offers on the table at the moment, and no idea whose were actually serious and whose were just their tossing stuff out.
    The offer that Varel and Idrisa marry is a serious one. She's second in line to the throne of Ashenia and you stated that he might cause difficulties. As such, a marriage between them helps to solve problems for both of us, ensuring a more stable succession for you and providing more heirs for me.
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  7. - Top - End - #637
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Quote Originally Posted by SamBurke View Post
    Spoiler: Family
    Show

    Tumberink, having been a powerful merchant lord long before his rise to rule as the Doge (pronounced dodge) of Guilder, had many wives, and innumerable children. This, however, is not a source of contention for succession. This is because whenever the current Doge dies, or is challenged, whoever is the richer man is given the title, and takes over rulership.


    THERE! I have finished it!
    Splendid! I have added the info to the Countries and Rulers posts. (The only thing that's lacking is the Doge's age.)

    One thing regarding the spoilerblock I quoted though: as this is a game primarily about ruling families, how many of the players here want to have sucession that can go outside of the family (as Sam seems to go for here), or through lines of adoption?

    As it currently is, it's... well, not impossible, I guess, but as to the rules your next ruler would not be getting any bonuses from the previous ruler's high scores. (For adoption, it's a possibility, as they could've been taught by the previous ruler, but that's currently not in the rules.)

    Quote Originally Posted by moossabi View Post
    Hi. I'm new and was wondering if I could join this world. I know that the waiting list is probably long and large, but I'm not one to go "PUT ME AT THE FRONT! NYEH NYEH NYEH!" In fact, I'd be fine with waiting for a new region to be found. I'd be willing to ally with the people that discover said region, and give them silk, wood, and a certain mineral from a certain crater of unknown origin . As for the features, there is a massive silk-filled forest covering much of the peninsula, the blue-wine crater/lake, and the Barli mountains, which cut it off from the mainland. The people have silvery-white skin and light pink hair. These are enough details for now, but I hope to add more in the future.

    -moossabi
    You have been put on the waiting list. As it is, the reservation on region 25 will fall away when Round Two starts, and lt_murgen has already said he'd like to have it. Once Round Three starts, any regions that are not finished then that are reserved as of this post (as of now, it seems that's only region 3, now that SamBurke has finished) will have their reservation nulled and up for re-reservation or become NPC countries if they are not reserved. If any new regions are discovered, you are free to claim them. I see you've already made a nice and quick fluffy start.
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  8. - Top - End - #638
    Ettin in the Playground
     
    TheWombatOfDoom's Avatar

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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Updated tables to accomidate SamBurke (welcome!) as well as the added populations. It seems to me it's just D20Ragon's resources and terrain features that are incomplete, and then we have some completed charts!

    Also, for those who were interested in the Grand Ball-

    I'm planning on starting the action this round, inviting everyone to the event. Next round is when it will happen, and so it will be my last action of this round.

    The trick is, if I invite everyone, does it take one action for each attending member? Do we want to do a summary in our individual posts for what happens in the event? What do you guys think?
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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  9. - Top - End - #639
    Ogre in the Playground
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Quote Originally Posted by TheWombatOfDoom View Post
    For those who were interested in the Grand Ball-

    I'm planning on starting the action this round, inviting everyone to the event. Next round is when it will happen, and so it will be my last action of this round.

    The trick is, if I invite everyone, does it take one action for each attending member? Do we want to do a summary in our individual posts for what happens in the event? What do you guys think?
    The only thing is if everyone is invited, what year would it end up being in? Did anyone compare the distances between the most convenient Grand Ball location and the outermost regions to medieval forms of travel? How long would it take for the messengers to get the invitation out?

    Some people have already used only one action per alliance rather than one action per member affiliated with the alliance. Would this be the same concept? (Was that allowed? I hope so. Spending 3 actions on 1 alliance seemed ridiculous.)

    Also, it means something happens other than the trade/marriage/train troops/form alliance -fest which has been (quite understandably) the first round.
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    Quote Originally Posted by Rain Dragon View Post
    The only thing is if everyone is invited, what year would it end up being in? Did anyone compare the distances between the most convenient Grand Ball location and the outermost regions to medieval forms of travel? How long would it take for the messengers to get the invitation out?

    Some people have already used only one action per alliance rather than one action per member affiliated with the alliance. Would this be the same concept? (Was that allowed? I hope so. Spending 3 actions on 1 alliance seemed ridiculous.)

    Also, it means something happens other than the trade/marriage/train troops/form alliance -fest which has been (quite understandably) the first round.
    Send it out, takes a year to arrive in every country, and another year or two for the event to occur, allowing time for people to get there (hense why I'm putting it in next round). It's going to be on the crest the first year it's done, but since it's only about 1200 miles or so from the farther reaching areas to the crest, and with a messenger doubleing as a guide, I think it stands to reason that any countries that do not feel the distance is worth the event can say so, and can decline.
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    Quote Originally Posted by TheWombatOfDoom View Post
    Send it out, takes a year to arrive in every country, and another year or two for the event to occur, allowing time for people to get there (hense why I'm putting it in next round). It's going to be on the crest the first year it's done, but since it's only about 1000 miles or so from the farther reaching areas to the crest, and with a messenger doubleing as a guide, I think it stands to reason that any countries that do not feel the distance is worth the event can say so, and can decline.
    Aldric's Crest in Lyradis? Elder Jaten and Elder Ambvard can make it no problem as that is fairly close. It is also on an edge of the map, but I'm sure with the time allowed there will be people from all over.

    It makes sense for the small group of messengers to involve a guide.

    I think the fact the first one is so early also means there are unlikely to be any countries rulers can't pass through due to... Things. (It is 0.26 sorry. English failing me.)

    I'm not sure quite how it would work if everyone wanted to interact with each other, but inevitably a summary of events in everyone's individual post is something I am in favour of. But I'm sure everything will be awesome.
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    Quote Originally Posted by TheWombatOfDoom View Post
    Updated tables to accomidate SamBurke (welcome!) as well as the added populations. It seems to me it's just D20Ragon's resources and terrain features that are incomplete, and then we have some completed charts!

    Also, for those who were interested in the Grand Ball-

    I'm planning on starting the action this round, inviting everyone to the event. Next round is when it will happen, and so it will be my last action of this round.

    The trick is, if I invite everyone, does it take one action for each attending member? Do we want to do a summary in our individual posts for what happens in the event? What do you guys think?
    Only SamBurke's ruler's age, D20ragon's resources and Haldir's info are yet to come.

    I figure that every member takes one action attending, but no actions are necessary to accept or decline the invitation. (So if you don't attend, you don't need to spend actions either.)

    For those who want to fully RP it out, you could even make a seperate thread for it to fully flesh out what happens at the Grand Ball, which could either go in Ongoing Games or Free Form Roleplaying. By the standards of it, it could very will fit into Free Form Roleplaying, at least if you would want to allow people who aren't players in the greater game of Empire! to also take part as non-rulers, like nobles or servants or entertainers. If such a thread is started, I will link it in a list of tie-in game threads.

    Quote Originally Posted by Rain Dragon View Post
    Some people have already used only one action per alliance rather than one action per member affiliated with the alliance. Would this be the same concept? (Was that allowed? I hope so. Spending 3 actions on 1 alliance seemed ridiculous.)

    Also, it means something happens other than the trade/marriage/train troops/form alliance -fest which has been (quite understandably) the first round.
    Each member of an alliance needs to spend one action to join an alliance. Or do you mean members needing to spend 3 actions to join it? The latter would be ridiculous indeed.

    And yeah, it's nice to see such original things starting up.

    Quote Originally Posted by Rain Dragon View Post
    (It is 0.26 sorry. English failing me.)
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    Hey Morph I've been thinkin' for a bit that a city doesn't really make the best landmark, since most of them are natural. Is it alright if I swap it out? I'm gonna make a separate section in my post for the cities in Genivana either way, but I'd like to move Dvipabedapura into that instead of having it as a 'terrain' feature.

    In it's place I'd like to add cenotes in the highlands north of Asnaoga.

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    Quote Originally Posted by Morph Bark View Post
    I figure that every member takes one action attending, but no actions are necessary to accept or decline the invitation. (So if you don't attend, you don't need to spend actions either.)

    For those who want to fully RP it out, you could even make a seperate thread for it to fully flesh out what happens at the Grand Ball, which could either go in Ongoing Games or Free Form Roleplaying. By the standards of it, it could very will fit into Free Form Roleplaying, at least if you would want to allow people who aren't players in the greater game of Empire! to also take part as non-rulers, like nobles or servants or entertainers. If such a thread is started, I will link it in a list of tie-in game threads.
    This sounds very interesting, I like the idea of having non-players join in as whatever they want to be.
    I'm also on the Bay12 Games forums under the same username.

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    Quote Originally Posted by zabbarot View Post
    Hey Morph I've been thinkin' for a bit that a city doesn't really make the best landmark, since most of them are natural. Is it alright if I swap it out? I'm gonna make a separate section in my post for the cities in Genivana either way, but I'd like to move Dvipabedapura into that instead of having it as a 'terrain' feature.

    In it's place I'd like to add cenotes in the highlands north of Asnaoga.
    That is fine.

    Also, I'd like to request those who have "metals" or variations thereof pick one metal as their resource, as to not be nonspecific. (Because having access to all metals or even three as opposed to one gives a very big edge.) Upon checking, I also see that you, zabbarot, are a little unspecific with foods and that I put it down as one single resource dubbed "vegetable foods" in your resources. When it comes to food though, I mind nonspecificness less, as food prettymuch has only one use: to feed. Other resources can go in many directions for technological advances and such.

    (Which makes me wonder who all will do stuff with alchemy/chemistry, who goes the mechanical route, or even if there will be people who will do magitech/gramarie-like things once magic comes into play.)

    Quote Originally Posted by Silverbit View Post
    This sounds very interesting, I like the idea of having non-players join in as whatever they want to be.
    I figured some of you might find it interesting. Especially so since it allows people who aren't players in the central EMPIRE! game to still participate in forming the world. It's partly why I figured I might run one-shot sessions via Skype for adventuring parties that end up deciding some of the random events, or the outcomes of some player's actions (ones that could be resolved by adventurers, that is, such as exploration).
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    Quote Originally Posted by Silverbit View Post
    This sounds very interesting, I like the idea of having non-players join in as whatever they want to be.
    Could also go sour, if several people decide to come as monsters, assassins, or the like.
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    Quote Originally Posted by TheWombatOfDoom View Post
    Could also go sour, if several people decide to come as monsters, assassins, or the like.
    Not if The Dragonborn shows up.
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    Quote Originally Posted by Logic View Post
    Not if The Dragonborn shows up.
    Harry Potter might be there too...
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    Quote Originally Posted by TheWombatOfDoom View Post
    Harry Potter might be there too...
    Quote Originally Posted by Logic View Post
    Not if The Dragonborn shows up.
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    Quote Originally Posted by Morph Bark View Post
    That is fine.

    Also, I'd like to request those who have "metals" or variations thereof pick one metal as their resource, as to not be nonspecific. (Because having access to all metals or even three as opposed to one gives a very big edge.) Upon checking, I also see that you, zabbarot, are a little unspecific with foods and that I put it down as one single resource dubbed "vegetable foods" in your resources. When it comes to food though, I mind nonspecificness less, as food prettymuch has only one use: to feed. Other resources can go in many directions for technological advances and such.
    I'll take Bronze as my metal, then. Doge's age is gonna be 54. Nice'n old.

    And Wombat, I'd love to attend your Grand Ball... as long as there's opportunity for trade there.
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    What am I still missing in my details?
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    Quote Originally Posted by Morph Bark View Post
    That is fine.

    Also, I'd like to request those who have "metals" or variations thereof pick one metal as their resource, as to not be nonspecific. (Because having access to all metals or even three as opposed to one gives a very big edge.) Upon checking, I also see that you, zabbarot, are a little unspecific with foods and that I put it down as one single resource dubbed "vegetable foods" in your resources. When it comes to food though, I mind nonspecificness less, as food prettymuch has only one use: to feed. Other resources can go in many directions for technological advances and such.

    (Which makes me wonder who all will do stuff with alchemy/chemistry, who goes the mechanical route, or even if there will be people who will do magitech/gramarie-like things once magic comes into play.)
    I'm going to keep my imports as metals, because I wouldn't mind having more than one kind. Is that okay, since its not a resource, and instead a desired one?
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    Quote Originally Posted by TheWombatOfDoom View Post
    I'm going to keep my imports as metals, because I wouldn't mind having more than one kind. Is that okay, since its not a resource, and instead a desired one?
    Seconding this question

    Edit: and I updated my nation post with the new terrain feature. Also added a bit about Genivanan architecture and cities
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    Quote Originally Posted by Thunderfist12 View Post
    What am I still missing in my details?
    Quote Originally Posted by Morph Bark View Post
    Only SamBurke's ruler's age, D20ragon's resources and Haldir's info are yet to come.
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    A separate thread for the grand ball will be interesting. Loki is definitely coming, it's the perfect opportunity to meet potential wives

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    Quote Originally Posted by SamBurke View Post
    I'll take Bronze as my metal, then. Doge's age is gonna be 54. Nice'n old.
    So Copper and Tin mines then? Those two together I don't mind, as tin has few general uses that other metals can't do, and copper and bronze are similar in a lot of ways. (Obviously, since bronze is an alloy of copper.)

    Also, Sam, have you read my earlier post directed at you? (Well, mostly at you.)

    Quote Originally Posted by Morph Bark View Post
    Splendid! I have added the info to the Countries and Rulers posts. (The only thing that's lacking is the Doge's age.)

    One thing regarding the spoilerblock I quoted though: as this is a game primarily about ruling families, how many of the players here want to have sucession that can go outside of the family (as Sam seems to go for here), or through lines of adoption?

    As it currently is, it's... well, not impossible, I guess, but as to the rules your next ruler would not be getting any bonuses from the previous ruler's high scores. (For adoption, it's a possibility, as they could've been taught by the previous ruler, but that's currently not in the rules.)
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    Quote Originally Posted by Morph Bark View Post
    So Copper and Tin mines then? Those two together I don't mind, as tin has few general uses that other metals can't do, and copper and bronze are similar in a lot of ways. (Obviously, since bronze is an alloy of copper.)

    Also, Sam, have you read my earlier post directed at you? (Well, mostly at you.)
    Copper and tin, yes. Tin because it's lightweight, Copper because someday we may have electricity, but Bronze together because it's gonna be good for a decent while.

    Honestly, I'm fine with just re-rolling every time, though I would think most of the fellows would have high-ish curiosity/military/diplomacy, and low faith/luck. Perhaps we can say that one of the stats will stay the same with each change, due to the influence of the previous Doge's policy?
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    Quote Originally Posted by SamBurke View Post
    Honestly, I'm fine with just re-rolling every time, though I would think most of the fellows would have high-ish curiosity/military/diplomacy, and low faith/luck. Perhaps we can say that one of the stats will stay the same with each change, due to the influence of the previous Doge's policy?
    Hmm, that'd be pretty unbalancing. How about they get a +1 to two different attribute scores? That way you're closer to par with the others, though there are chances that they have some more bonuses. Essentially, you'd get the equivalent of a free round's worth of attribute upgrades.
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    Quote Originally Posted by Morph Bark View Post
    Hmm, that'd be pretty unbalancing. How about they get a +1 to two different attribute scores? That way you're closer to par with the others, though there are chances that they have some more bonuses. Essentially, you'd get the equivalent of a free round's worth of attribute upgrades.
    OK, that sounds pretty fair. I'll just change around what I chose to fit that, and it'll work well.
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    Quote Originally Posted by SamBurke View Post
    Tumberink, having been a powerful merchant lord long before his rise to rule as the Doge (pronounced dodge) of Guilder, had many wives, and innumerable children. This, however, is not a source of contention for succession. This is because whenever the current Doge dies, or is challenged, whoever is the richer man is given the title, and takes over rulership.
    I don't care how you say it's pronounced, in my head, all I can think is that your leader is this guy:
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    Quote Originally Posted by Logic View Post
    I don't care how you say it's pronounced, in my head, all I can think is that your leader is this guy:
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    It is the country of Guilder. It'd be inconceivable that it was totally serious.

    That said, the leaders of Venice, a maritime trade empire-city in Italy, were called Doges. [The More You Know]
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