|
Post by phulishone on Nov 23, 2010 15:33:12 GMT -5
Mwhahahaha... it returns. For real. I've got an interesting idea, and I need people's help. I'm posting the first thing now, and more information will follow. Info LinksGeneral Information - keep reading this post! Nation CreationThe MapNiggy Gritty Nation Creation RulesDisadvantagesRules of Play (coming soon) Pantheon of Nexus - the ElementsBasic premise:Each player is a high level leader of a city-state/civilization. You will create not just your character, but also your civilization and culture. The actions taken by your leader - and by those of the other leaders - will affect the game. Build, grow, destroy, war with each other... it's all a part of the game. Your actions will also affect the world around a group of adventurers - a standard DnD campaign based on the world you create. I'll be running it with my weekly group here where I'm at, but it'll be YOU guys that they hear about... and maybe your leader will take an interest in their meager actions as well? SettingFirst off, because my normal group here in Texas is not made of a bunch of... shall we say "veteran gamers"... most of them prefer 4.0 over 3.5 or Pathfinder. That makes me a little sad, but I think it works a little better for what I intend to do. So I "may" ask you to create a 4.0 character sheet for your leader. I say may because most of the actions you'll be taking will be based off a Homebrew system. Each week, you'll get a certain number of actions, and that will affect how the world of Nexus changes. Don't like Homebrew stuff? Don't play. Sorry. Simple as that. This does mean that alot of the game is very free form. I've already got most of the rules worked out, but since I can't - and don't want to - predict your actions, I can't make rules for everything. I'll be posting examples of everything here soon. GoalWant to conquer the world? Fine! Make yourself a warlord or a tyrant. Or even a religious leader. Want to own the world? Great! Make yourself a Merchant Prince, or a King of Thieves. Want to cause peace throughout the land? Go for a Politician! Want to eventually spread out and be recognized as the absolute best Riverdancers that train live Monkeys? That's fine too. Become a Producer, and rule a group of actors/performers. Whatever you decide your ultimate goal will be, that's probably fine with me. But it's not about the LeaderIt's about the civilization. The leader is a focal point; a way to make decisions. The first thing you should decide is what kind of nation you'll create. Which is why my next post is all about genning a nation. Stay tuned!
|
|
|
Post by phulishone on Nov 23, 2010 15:34:49 GMT -5
Creating a Nation If you're interested in playing, here are the questions I'll need answered for you to create your city-state:
(1) What is the land of your civilization like? [examples] - Vast plain and a sea of grass - Scorching desert - Fertile valleys hidden in a mountain range - Islands cut off from each other by a vast ocean
(2) What type of civilization do you want to make? [examples] - Ye Olde Kingdom - Dynastic Empire - Tribes of Nomads and Wanderers - A Land of the Free and Brave - Raiders led by a Tyrant
(3) What is the primary race of your society? [examples] - Humans - Eldarin - Elves - Dwarves - Shardminds - Mixture of Races (please specify which ones)
(4) What are your people like? [examples] - Strong Warriors who are commonly stubborn - Scholars who care more about knowledge than anything - Dedicated Priests and followers who blindly worship one of or all of the Elements - Kings of commerce, with money on their mind - Mindless slaves to city rulers, where hope is anathema - Farmers under Lords and Ladies, all of whom have their eyes on the throne
(5) What Class typically comes from your lands? [examples] - Fighter - Monk - Psion - Wizard - No one class overwhelms the other (explain why)
(6) What is your primary export? [examples] - Weapons - Warriors - Food - Lumber - Rare Minerals - Magic
(7) What is your primary need/import? [examples] - Land (too many people, not enough space) - Water - Silk - See export list for more
(8) How do your people react to outsiders? [examples] - Friendly - Violently - Untrusting - Indifferent
(9) How was your civilization founded? [examples] - War ravaged the land until one group finally won it all - A mighty hero brought his people to an unclaimed land - An explorer found hidden temple ruins that only let in the holy and righteous, and set out to gather the worty The more details here, the better!
(10)How many years has your civilization been around? [examples] - A Peaceful Dynasty that has lasted for countless Centuries, only now discovering other nations - A newly conquered land still recovering from the heel of your boot - 42 years of peaceful living after magic wiped out everyone's history
(11)How does your population feel about their leader? [examples] - They respect you - They fear you - They are humbled by your very existence - You walk in the street, and nobody recognizes you - and that's how it should be.
Here are your civilization's "stats" I'll need these filled out as well. For definitions of what they are, and what they mean, you'll need to see The Rules. Some of them are numbered stats, and others are descriptions.
Territory Population Dwellings Resources Training Features
|
|
|
Post by phulishone on Nov 23, 2010 15:35:19 GMT -5
Key: Each hex is 25 miles of land. Light Blue area is the Game Master's. ( Arbitrot - Followers of the Arbiters) Maroon color belongs to Cadric. Purple is Blades. ( The Forbidden Wastes - United Advancement) Orange has been claimed by Mesavan. Forest Green is Onigato. ( Kingdom of Galilee - Galilians) The Gray Edges DON'T EXIST yet. They are just background to highlight the white, unclaimed hexes. When everything is settled, there may be an expansion along the edges of the map. Every unclaimed hex will become a "Grey Edge" territory... which just means it's unclaimed. This map will be updated as players choose where they are, and what is in their territories.
|
|
|
Post by phulishone on Nov 23, 2010 15:35:35 GMT -5
Nitty Gritty Nation Creation Rules Ok. So now you have an idea of what your civilization is like. Now we've gotta make it work for the world map. Speaking of which, that's it, right up there. Yeah. It's a bunch of hexes. No definition of what's there yet. Wonder why that is? Oh. Yeah. CAUSE YOU HAVEN'T MADE IT YET.
Here's what you get: - 16 hexes of territory to start with = = See the light blue area? You can't have that. That's the GMs. Anywhere else is fine. Just tell me which hexes you want (A1, K4, O22). For the start of the game ALL YOUR HEXES must touch at least one other owed hex. No splitting your territory... yet. For people who request the same hexes, I decide based on who posted/PM'd first. The second person may repick. == Each hex represents 25 miles of land; what kind of land is on that hex is up to the initial occupier. - One Free Feature == A Feature is something unique to your territory; it can be an export that your people have, a magical trait that can't be learned unless you were born in your territory, a major holy temple dedicated to one of the Elements/local diety, or even just an impassible mountain range that protects your kingdom from one side. - Two Thousand People == Your population starts at two thousand - Starting Dwellings == You get one major capital city in your territory. "City" is described here as a major gathering place for the vast majority of your population. Your capital city starts out being able to hold two thousand people. - 5000 Resources == Does your civilization use gold? Favors? Lumber? Magic? Whatever you use, you need resources to build things. - 35 creation points (cp) == Read on to find out what you can spend them on
Here's what you can spend your CP on: Population Population Plus (2 cp) - 100 more population to start with Population Increase (4 cp) - 300 more population to start with Population Boom (6 cp) - 500 more population to start with. Population gives you the ability to spread out easier. More on Population Requirements later.
More Territory Big Territory (3 cp) - You gain an additional Hex to start with Bigger Territory (6cp) - You gain an additional 2 Hexes to start with Biggest Territory (10 cp) [[this may only be purchased once]] - You gain an additional 4 Hexes to start with
Features Another Feature (3 cp) - You get to name an additional feature found in your civilization. Some examples include: An export, a magical trait unique to your people, a difficult to find landmass, sacred ground, powerful magical protection, a giant inexplicable tower, a large river, ect. Double Feature (5 cp) - Two features; they must be related to each other in some way. Features are unable to be made by the current population. If they are man-made, it is from a "lost" or "ancient" civilization. Triple Feature (7 cp) - Three features; they must be related to each other is some way.
Dwellings Village (1 cp) - A smattering of huts and shacks in a single location that can claim to have an inn for people to stay at. Small, but serviceable as a place to live. Can comfortably hold 100 population. Can be upgraded later into a Town. Town (2 cp) - Well structured buildings, definitely more permanent. Possibly a local governing body. Probably has some type of gathering place for the people of the Town, like a market or a church. Roads are likely paved. A nice place to call home. Can comfortably hold 300 population. Can be upgrade later into a City. City (3 cp) - Nowhere near as big as your capital city, but this place is protected, has significance, and has important people living here, overseeing things. Again, "City" is being defined in this case as a major gathering place for a majority of your population. It could be that this is a major fort, or a castle, or a sprawling connection of tunnels in a mountain. Can comfortably hold 500 people. Can be upgraded later into a Big City. Big City (5 cp) - Still not as big as your capital city, but defiantly protected and significant to your territory. If it were being attacked, you'd likely send reinforcements with little to no hesitation. Can comfortably hold 1000 people.
Resources Resourcefulness (3 cp) You gain an additional 1000 starting Resources. This may only be purchased once. Super Resourceful (5 cp) You gain an additional 1500 starting Resources. This may only be purchased once. You may purchase this and "Resourcefulness" at the same time. Incredibly Resourceful (7 cp) You gain an additional 2000 starting Resources. This may only be purchased once. You may purchase this, "Super Resourceful" and "Resourcefulness" at the same time.
Architecture (things found in or near your dwellings; paying for these with CP will NOT decrease your starting Resources) Training Grounds (1 cp) - A specific area dedicated to teaching very basic skills of fighting; be they physical, magical, or otherwise. Holy Place (2 cp) - A large church, monastery, or sacred building dedicated to a specific Element or ideal. Man-made. The benefit is that it's more likely you'll have Clerics, Monks, or other religious Classes coming from your lands. Learning Center (2 cp) - A library, college, or magical academy, ect. Man-made. The benefit is that you're more likely to have smarter people coming from your lands. Barracks (2 cp) - Living quarters for specially trained physical fighters. Man-made. Most likely to have Fighters, Rogues, Rangers, ect. **Required if your territory has a standing army** Expansion (Various cp) - Make a structure bigger. The bigger it already is, the more the cost. Expanding the first time on something is usually 1 cp. Expanding a second time is an additional 2 cp. You may not expand more than twice on a structure at the start of the game. - You can expand your Capital City or a Big City for 2 cp the first time, and an additional 4 cp the second time. Each expansion makes it comfortable for 500 more population to live there.
Very Important Persons Level 1 VIP (2 cp) - Local hero, local mayor that reports back to the capital, a respected diplomat. In DnD terms, think of these people as named one-shot quest givers, with a CR of 3 or 4. They possibly have a side plot. For purposes of this game, purchasing this level of VIP means that you'll get reports faster, or something will be better defended, better overseen, less likely to have something happen to it. Upgradable to a Level 2 VIP. Level 2 VIP (3 cp) - This is someone that people all over your territory mention every now and then. They are known for something. They are important to your civilization somehow. In DnD terms, you want to play nice with these people, because they'll be a tough fight if it came to blows... and can be very helpful if you are friendly. Roughly CR 7 to 8. For the purposes of this game, purchasing this level of VIP means that where ever you station them, things are less likely to go wrong. Upgradable to a Level 3 VIP. Level 3 VIP (4 cp) - This is a "celebrity". Everyone in your territory knows their name, and people outside your territory hear whispers of their deeds. Your leader character is dependent on them, and they are reliable, ready to die for your cause. In DnD terms, the party doesn't have a choice; they do what this NPC says, or probably suffer party wipe. Roughly CR 11 to 12.
Specialist Ambassador (1 cp) - Not powerful, but a skilled orator. This is someone you trust to go visit someone else's territory, and be there at the start of the game. This may be treated as a title, and is attachable to a VIP at no cost. Only one title may be attached at a time. Spy Master (1 cp) - Not powerful, but skilled at finding things out. You'll receive regular reports on the actions of others. This may be treated as a title, and is attachable to a VIP at no cost. Only one title may be attached at a time. Instructor (1 cp) - Powerful, but limited in their movements. Unwilling to leave their dwelling. They teach one type of magic, fighting, ect. This may be treated as a title, and is attachable to a VIP at no cost. Only one title may be attached at a time. Adjunct (1 cp) - Not powerful, but leads lots of your men, be they part of your city guard, invading army, or regular population. They are a lord of a city, a general of your army, a member of your personal court, ect. This may be treated as a title, and is attachable to a VIP at no cost. Only one title may be attached at a time.
|
|
|
Post by phulishone on Nov 23, 2010 15:36:02 GMT -5
Disadvantages (these are OPTIONAL, and add additional CP to your spendable total, but come with a major starting disadvantage. You may NOT have more than 10 points of disadvantages.)
Unpopular (+5 cp) Due to whatever reason, your starting population is only 1,000. This may not be purchased with Overpopulated.
A Hex Upon Ye (+2 cp) You only start with 14 hexes of land. This Disadvantage may be purchased up to three times, with each purchase adding another 2 cp to your spendable total, but you lose another another two hexes.
Befouled Land (+2 cp) Two of your hexes are unlivable. This Disadvantage may be purchased up to three times, with each purchase adding another 2 cp to your spendable total, but befouling another two hexes.
Lions and Tigers and Bears... oh My! (+1 cp) One of your hexes is populated by a non-magical predator that is dangerous to your population.
Dire Lions, and Dire Tigers, and Dire Bears... oh Dire My! (+2 cp) One of your hexes is populated by a pack of non-magical predators that are being led (or fed on) by a dire creature that is very dangerous to your population.
Where there be Dragons? (+3 cp) One of your hexes is populated by a magical predator that may - or may not - be a dragon. But it's probably not. Still, it's not good.
Here there be Dragons! (+4 cp) One of your hexes is populated by a magical predator that causes the same amount of distress and danger to your population as a dragon... and may, in fact, BE a dragon.
There is a Toll, Friend... (+1 cp) In one hex of your territory lives a very small band of thieves, threatening and stealing from your populace.
Give us your Wallet! (+2 cp) Roving through your territory is a small band of thieves, threatening and stealing from your populace. They've hurt a couple people.
...and Nobody Gets Hurt. (+3 cp) Roving through your territory is a large band of thieves, pillaging and plundering from your populace. They've killed a few people before.
War! What is it good for? (+3 cp) Someone has declared war upon your civilization. No matter what you say, they just don't like you right now. Alternatively, you have declared way upon a different civilization. You fear retribution from the Nexus Arbiters, but you cannot let this insult to your people stand.
Absolutely Everything is my Enemy! (+5 cp) If it's not from your lands, it needs to submit or be destroyed. War isn't something you declared... it's something that those fools who won't obey you deserve.
Featureless (+2 cp) Besides the One Free Feature that all starting civilizations get, your land has nothing else interesting about it. You may not purchase additional features using creation points.
Tonight's Feature is Canceled (+5 cp) Your starting lands have absolutely nothing interesting about them, and your people are about as average as they get. You may not purchase additional features using creation points.
Overpopulated (+2 cp) Your villages, towns, cities and big cities only comfortably hold HALF the amount of normal population. For some reason, expanding is difficult in the outlying areas, so your people make due. This may not be purchased with Unpopular. Your capital city holds the normal amount of population, and is not affected by this expansion issue.
Unruly Population (+6 cp) Your citizens actively don't like you. This makes it difficult to get them to do anything voluntarily. Training anyone takes twice as long. Building things takes twice as long. Information that reaches you may not be entirely accurate, or lacking something.
I Smell a Rat... (+1 cp) One of your Specialists may be a traitor and/or a spy for a different nation. Which nation is entirely up to the Game Master. You must purchase more than one Specialist to be able to buy this disadvantage.
I Smell a Dire Rat... (+4 cp) One of your VIPs may be a traitor and/or a spy for a different nation. Which nation is entirely up to the Game Master. You must purchase more than one VIP to be able to buy this disadvantage.
A Dire Rat Smells Me! (+7 cp) One of your Specialists or VIPs is definitely a traitor, and they intend to overthrow you. You must purchase at least two Specialists and one VIP to purchase this disadvantage.
That's just sick! (+4 cp) Your starting population is infected by a strange sickness, slowing down your actions by one. Instead of ten actions per round, you are only allowed eight, until a cure for this sickness can be found.
|
|
|
Post by phulishone on Nov 23, 2010 15:36:24 GMT -5
Rules of Play
So now you have your civilization. It could be group of elves in a forest. It could be mermaid in an ocean. It could be dwarfs in a mountain. It could even be a group of elves in an ocean, mermaids in a mountain, and dwarves in a forest, all in the same civilization. Whatever it is, your civilization - for good or for ill - is now a part of this world.
If you're living in Nexus, then there are a few things you should know if you want your civilization to survive. 1. Good and Evil are arguable. 2. The Arbiters are important. 3. The world is fluid and ever changing. Only explored and occupied lands remain stable. 4. What's Important to a Civilization? 5. How to act as a Leader.
1. Good and Evil are arguable First, about the concepts of Good and Evil. As always, they are arguable. There are people with "good" tendencies, and then people with socially inappropriate methods of living. What's the difference between a farmer who sells spoiled crop in order to live and a necromancer who uses his knowledge of the dead to heal the living? Well, ok, there are lots of differences there... but it boils down to this: They are both trying to live their lives in a way befitting of them. If someone disagrees with how they are living, there may be a fight about it. But who's in the right when a fight starts? The person just trying to live their life, or the person who doesn't like how they are living?
Because of this arguability when it comes to life, the Elements of Nexus, before they removed themselves to their own Planes of Existence, created a completely neutral position for specially gifted individuals: the Arbiters.
2. The Arbiters are important An Arbiter is not born... it is ascended. After ascension, an Arbiter has the ability to commune directly with the Elements and also other Arbiters. The exact nature of relationship between each Arbiter is unknown; they have no central leader to call upon, since they have been known to choose to call upon the minds of all living Arbiters in order to make decisions. In the case of indecision, the Elements are consulted. More than that, the inner nature of Arbiter society is unknown.
Here, however, are the facts that have been gathered regarding Arbiters that people can see from simple observation: - The main mass of Arbiters can be found in Arbitrator City, the vast man made civilization that accepts all races and peoples. - In living memory, the Arbiters have never expanded the territory of Arbitrator City. Arbiters take almost a casual interest in the lives of non-Arbiters. It is only matters of extreme significance that they take part in. - Arbiters live an extended life span. It is almost unheard of for an Arbiter to die. If they do, it is because they are incredibly ancient. No Arbiter has died due to violence or ill intent on the part of non-Arbiters. - The Arbiter War never happened. - After an Arbiter ascends, they lose their previous identity. They become a voice for pure Law and Neutrality. Conquering nations have sometimes found themselves stymied by the actions of Arbiters... and other times, the nations they are conquering receive no aid at all. From anyone. - "If Nexus is to Survive" is a common utterance of an Arbiter, after a decision has been reached. Most people find the phrase unsettling, as some describe hearing it as though a thousand voices spoke it at once. - Arbiters seem to know everything. If something important is about to occur, an Arbiter will be there. They may not make their presence known, but they are there. Watching. - Having the Arbiters on your side is quite possibly the most desired thing in the entire world. If they deem it the best for the survival of Nexus, any actions taken with their unbiased approval will never fail. - The current known count of Arbiters is 141. - The best way anyone has been able to sum up the Arbiters is attributed to Gary the Vague, master bard. He's quoted as saying "Arbiters? Man, you don't expletive with them. They'll expletive you up!"
So Arbiters are important. They keep the world moving. At all costs.
3. The world is fluid and ever changing. Only explored and occupied lands remain stable The clerics and priests of the various Elements tell us that when the world was being created, Levis travelled the land, bringing light. Nyxia set limits on the darkness, and brought order between day and night. Foudre crackled with the energy needed to start life, and Caelum breathed into the energy for the First Breath to be taken. Humus crafted the First Rock, which became the land, Galilee grew the trees so the land would be beautiful, Ficher started the First Flame to combat the cold, and Eau cried the First Tear that became the sea. Spectra added nothing to the land of the living, but saw to it that the First Death had a place to call home. And then there was Jongo.
A sane cleric of Jongo is a rarity. All madmen are priests of Jongo, in some way shape or form. But the last sane cleric of Jongo explained, quite rationally, that chaos was needed for the world to continue to change. And so, Jongo stuck just a bit her/his madness into the land and sky, the fire and water, the lightning and trees, the light and the darkness, and even in the soul of every living thing. Here, the cleric of Jongo claimed that this meant everything became connected to everything, including the monkeys and penguins, which made everything better. Obviously, rationality was lost at this point.
What it actually meant, as far as the rest of the world is concerned, is that the Grey Edges were created. These lands became fluid, and constantly changed. Climates became sporadic, frozen tundras could quickly border next to parched deserts. Once green and fertile lands could change overnight to become ashen and burned pits of boiling lava. Only through the act of exploration, and then occupation of an explored land, did stability seem to occur. Simply passing through a particular territory might mean that, if you returned, it would be something completely different.
People cried out to the Elements, to fix the chaos, and their cries were ignored. Each Element was represented in the chaos, and they could no more change a small part of it without changing the whole. And so the Grey Edges remained.
Brave explorers and crafty merchants soon found themselves becoming quite profitable, as an unclaimed land could be explored again and again, for materials and riches. Magicians found raw materials, lost through the ages in lands claimed by civilization. And lucky adventurers could very well find themselves suddenly laden with treasure and weapons simply unheard of in settled lands. It was very dangerous, but... also very profitable. People learned to live with it.
4. What's Important to a Civilization?
There are several major things important to each civilization. How you choose to manage them affects your gameplay. For lack of a better term, you might consider these your civilization's stats. The difference between these and stats like Strength, Charisma, ect is that unlike those character stats - where things are separated rather nicely - your civilization "stats" are tied together. Territory - How much land do you have? No matter what kind of people you have, they need a claimed territory to live in, if they don't want to find the land changing on them. This is the number of hexes that your city has. Standard starting Territory number is 16. Population - How many people live in your territory? You may have a place to live, but in order to call yourself a civilization, you actually need people. They can be human. They can be shardmind. They can even be undead. Whatever. But you need some of them. The more people you have, generally, the better... unless you've got a population of super beings, in which case, consult your Game Master. Standard starting Territory is 2000. Training - Training separates a civilian from a soldier. An apprentice from a master. A peasant from a lord. You can never train more people than you have Population. For the purposes of the game, unless a "civilian" is considered to be a VIP (aka, named NPC with potentially class levels), the civilian may only be trained for one thing. Once trained, they cannot be re-trained. Standard starting Training may not exceed more than 1/4th of your starting Population. Without increasing or decreasing starting Population, this means 500 Population is Trained. Resources - Whatever you choose to do, in regards to feeding your people, building more things, or crafting magical spheres of panda protection - whatever - requires resources. Standard starting Resources is 5000. Dwellings - Be it a Village, be it a cave, be it a coral reef or floating city... whenever you've claimed a piece of Territory, it's always a good idea to have a dwelling. People like having a place to live, after all. You can build them later, of course, using resources, but the more you have, the better. Standard starting Dwellings is just 1 - your capital city. Features - A Feature is something unique to your territory; it can be an export that your people have, a magical trait that can't be learned unless you were born in your territory, a major holy temple dedicated to one of the Elements/local diety, or even just an impassible mountain range that protects your kingdom from one side. Heck, it can be a river, and ocean, a mystical gateway to the realm of cheese... whatever you want! Standard starting Feature is 1. **Unlike other "stats", after Civilization Creation, Features can't be gathered or made... only discovered.**
TERRITORY - further explained (what good is it?) Gaining territory may or may not be important to you. Here's how it effects the other stats: People need a place to live, and a land to live on. Your Population requires that you have enough space for people, and some type of Dwelling to hold them in. But it needs land to live upon - the more land you have, the happier your people will be, if you've got alot of them. If you've reached your maximum capacity for a Dwelling, it may be easier to build a new City in a different Hex than it would be to expand something in your capital city. You'll find it easier to Train people in a territory that is beneficial to their training. Water Polo Champions can't be trained in a Territory of desert. Human Fighters with no special abilities can't learn to fight in a volcano. Each Hex that you hold will normally give you 100 Resources per turn. Remember, the game is fluid... if you have a reason to increase the number of Resources you gain per turn, let the GM know. A new Territory may have a new Feature. Something your civilization wasn't expecting, but may find beneficial.
POPULATION - further explained (what good is it?) Gaining population - though the birth of new people, the creation of more undead, the conquering of other lands, however you choose to do it - will help you to do things more quickly. Here's how it effects the other stats: People need a place to live. A single hex of territory cannot support more than 5000 people comfortably - consult with your GM if you have a way to make it more comfortable. People need a place to live. See the section in Nitty Gritty Nation Creation on Dwellings to find out how many people can live where. Remember, the names used (Village, Town, City, Big City) are just that... names. If your bird people are more comfortable flying around in clouds, then the smallest nest that they have is considered to be a village, in order to determine size of the Dwelling. People don't need training... but Training needs people. People need to eat. Yes, eat. Oh? You say you have a Necromancer leader, and all of your people are undead, so they don't require food? Ok. Fine. They don't need to "eat", but they do need magic to keep them up and shambling around. They require Resources. For every two rounds that pass, the number that is your Population requires an equal number of Resources. For instance, if you start with a Population of 2000 people, and 5000 resources, and don't increase your Population, Territory, or Resources, then the next turn you would gain 1600 Resources... but then lose 2000, leaving you with a total of 4600 Resources. Two turns after that, you'd lose another 2000 Resources. Features affect your people oddly... maybe you get more Resources from them? Maybe they make your people happier, despite the fact that they are dying slowly? Maybe they make it so that your Population doesn't need to spend as much time Training? More on this in the FEATURES section.
TRAINING - further explained (what is it good for?) You need to train people to do tasks more quickly. Ultimately, training will help decrease the number of Actions required to do something in your Civilization. Here's how it affects the other stats: You need a good space for training, be it in your Dwelling or in a Hex of Territory all its own. Either way, the better your Training Grounds, the better your training. Magic users find it hard to train in a building dedicated to Martial Arts. You can't train more people than you have Population. You can't train a civilian more than once. Trained someone to be a solider? That's what they are, for as long as they live... But you can make them a better solider. You can't train someone from a basic civilian status to be a commanding general, without a serious amount of time. But it's much easier to train people in stages. In this example, it would be easier to train a soldier, then take a that soldier and train a sergeant, then train them to be a captain, then turn that captain into a general. The more "stages" of training someone goes through, the more of an impact they have on what you're training them to be. Training does not USUALLY require an Resources. But that may change, depending on what you are training. Trying to train a Calvary Unit of Dragon Riders may result in some Resources being (1) consumed by the Dragons, (2) destroyed during training through accidents, or maybe even (3) destroyed during training due to sabotage. Features are again, another odd one here. Check out FEATURES for more info.
RESOURCES - further explained (what is it good for?) You need resources to build, live, expand and pretty much DO anything. While some Actions don't require Resources, a several of them do. Here's how Resources affect other stats: For every Hex of Territory you have, the base amount of Resources you gain is 100 every turn. This can be more or less, depending on the Hex in question. Also, you can find more Resources by exploring unclaimed Territories, and bringing back the Resources from there. Or you can occupy that Territory, and gain those Resources on a normal basis. Thanks to the magic of the Elements, a Territory will - without interference - never run out of Resources. A Dwelling that is built specifically to farm resources, like a Mine or a Farm, will always produce more Resources more quickly than a place without a Dwelling. This is, however, an interference with the natural order of the Elements, so the Territory may - at some point - run out of the Resources found there. It's a question of Short Term versus Long Term. Your Population REQUIRES Resources. Every two turns, you'll lose the amount of Resources equal to the number of Population you have. Can't meet that number? Then you lose the remainder. For instance, if you only have 4000 Resources, but you have 5000 Population, and a turn comes up to feed your people, you'll end up with just 4000 Population, as 1000 of them couldn't be fed the needed Resources. Training can sometimes require Resources, depending on what you are training. Definitely, you'll want to consider using Resources to Build a place to train people. Features affect Resources pretty heavily. Got a land full of oceans and lakes? You're going to find alot of fish, but not alot of lumber. Have a Magical Pillar of Plenty? Great. You'll get extra Resources for feeding your people.
DWELLINGS - further explained (what are they good for?) A Dwelling is separated into size categories. The names given are just that - names. They help describe the size. Village - A smattering of huts and shacks in a single location that can claim to have an inn for people to stay at. Small, but serviceable as a place to live. Can comfortably hold 100 population. Can be upgraded/expanded later into a Town. Town - Well structured buildings, definitely more permanent. Possibly a local governing body. Probably has some type of gathering place for the people of the Town, like a market or a church. Roads are likely paved. A nice place to call home. Can comfortably hold 300 population. Can be upgrade/expanded later into a City. City - Nowhere near as big as your capital city, but this place is protected, has significance, and has important people living here, overseeing things. Again, "City" is being defined in this case as a major gathering place for a majority of your population. It could be that this is a major fort, or a castle, or a sprawling connection of tunnels in a mountain. Can comfortably hold 500 people. Can be upgraded later into a Big City. Big City - Still not as big as your capital city, but defiantly protected and significant to your territory. If it were being attacked, you'd likely send reinforcements with little to no hesitation. Can comfortably hold 1000 people.
Without a Dwelling in a particular part of your Territory, any part of your Population that lives there will pretty much live in tents or sleep on the ground. They probably won't be happy, and they will definitely be slower to pass along information or listen to your directions. You can expand or build further to increase the amount of Population a Dwelling can hold. But, likely, for the same amount of Resources it would take to expand, you could just as easily start a new Dwelling in a different Hex. In order to make a new Dwelling or expand, it WILL cost Resources. How much will depend on what you're trying to make... and you can't build a house out of Fish, so if you primarily have a group of Fisherman, you'll need to trade Resources with another country, or find different Resources. Thankfully, Trading Resources is easy. It just takes time. A Training Ground or Training Facility can also double as a Dwelling. Got a Barracks that trains fighters? That's a place for them to live. You can expand it and make it better, and make it so more people can live there. It also can act as a place for people to gather... what once was just a Training Ground can suddenly become a major Town, or even a City. Features affect Dwellings based on what kind of Feature it is. Building a giant towering Skyscraper in the middle of a desert is all well and good... but it will affect you. Putting a house made of stone is nigh upon impossible in the exact middle of a huge lake with no land in sight. If you have an Impassible Mountain Range, then you're going to find it difficult building a Cozy Friendly Inn for Travelers. And that's not even touching upon Magical Features.
FEATURES - further explained (what good are they?) Features are the change between the normal and the unique. They change the regular standard starting things into something greater, and generally improve a certain part of the game in your favor. Usually. The difference between a Feature and a Territory is, by default, a Territory is defined as something the predominant race of your civilization would find comfortable. Humans would get a grassy plain, perfect for farming. Dwarves would get something like a mountain range. But what a Feature does, for a Territory, is change that expectation. The Human grassy plain becomes a grassy plain with a giant volcano in the center, which spits out rare minerals. Dwarves could get, instead of a moutain range... a SINGLE mountain, so huge that it is the only one needed. Features for Population can change a Population... in DnD 4.0 terms, this means that everyone gets an At-Will or Encounter type power, that only people born in the area know. Or maybe they all gain small feathers that give people an ability to glide. You could also make a Feature that lets your people "eat" less. Or maybe there is an unusual rain that helps grow food and other Resources twice as fast. Or a tiny hut in the middle of nowhere, that, when the door is opened, is actually the entrance into an invisible and magically protected Dwelling of a Big City. Or trees that grow wood which seem to build houses on their own. There could be giant tree in the middle of a lake, and while under this tree, Druids are Trained in little to no time at all.
These are all just examples. Features change the game, according to what you want them to do. They can be things, places, or changes in people. Mostly, they are magical or mystical in nature; unexplainable as to why they do what they do. Consult your GM if you have an idea about a Feature. You should note, however, that the more localized a Feature, the stronger it should be. If it only takes up one Hex, and only affects that one Hex, it's on a different magnitude of significance than say, a Feature describing a large river that cuts through your whole Territory.
5. How to act as a Leader.
Ok! Enough with the information already. How do I play?
Each round you are given a standard of 10 Actions. An Action is defined as something that affects your civilization, another player's civilization, or the world of Nexus. Actions come in three categories: Obvious, Subtle, and Complex. When a round ends, all unspent actions are wiped.
Actions cost time, Resources, and/or Population. Training will help to reduce these costs. The "titles" of the people trained are all suggestions, and are only there to make it better understood. They are examples, to help give you ideas of what you can do.
Obvious Actions Obvious Actions, unless otherwise stated, cost 2 Actions. You may take as many number of Obvious Actions as you are allowed. Obvious Actions are those that can be seen by anyone, and below is the most common list... but it's possible you may come across something that fits as an Obvious Action, but isn't listed here:
Build You've chosen to make a new building or expand an existing architecture or dwelling. Your builders will finish after this, and two more rounds, have passed. You may spend additional Obvious Actions to reduce the time taken down to just this round. For every additional two actions spent this way, the Build time passed is reduced by one round. This costs Resources. Things like stone, lumber, and magic are the most commonly accepted. Not having this type of Resource may mean you need to Trade for it. Trained Builders can also reduce the amount of Actions spent.
Trade You have Resources. You need more Resources, or maybe of a different type. You've got plenty of food, but need cloth. Someone else has plenty of cloth, but no food. The two of you initiate a Trade. Doing so with another Player Civilization generally means that you both gain more Resources than you had. Trading with the GM Civilization generally means that you'll get exactly what you need... but only that. Trading will finish after this, and one more round, has passed. This costs Resources. Training Merchants will help to increase the amount of Resources you get back after a trade. Training Caravan Drivers will help reduce the time spent. Training or Building roads will also reduce the time spent. Features might help to reduce the amount of Actions spent.
Explore ((Only Costs 1 Action)) There is an unoccupied hex near one of your territories. You send someone to check it out. The further away the hex is from your own hexes, the longer it takes for them to get back to you. If it is right next to your territory, you'll have the information at the end of the round. Two hexes from your borders will take this and one additional round before you gain information. This costs only time. Resources may even be found while Exploring. Training Explorers and have Roads will help to reduce the time spent. You must Explore a Hex before you can Occupy it.
Occupy This is an unoccupied hex right next to one of your territories. You send a small group of settlers or a part of your army to take the area. After this, and two more rounds, have passed, the hex is now considered to be a part of your territory. On the round that this new hex becomes a part of your territory, you may spend one Action to have a Village sized dwelling in the hex. This particular Village sized dwelling Option costs no Resources. Just an Action. Before you can choose to Occupy a Hex, you must Explore it.
Invade There is an occupied hex right next to one of your territories. You send a part of your population to take the area. This is an act of war. A battle decides the new owner of the hex. Invading as an Obvious Action will alert the current owner of the hex to your intentions, and they will be allowed to change one of their actions to counter your attack. Invading as an Obvious Action will also alert the Nexus Arbiters. This Action costs not just time but also Resources and a part of your Population. How much Resources and Population is dependent on how much of your Civilization you send to Invade.
Declare War ((Only Costs 1 Action)) There is a civilization on the map that has made your people angry, and they have also insulted you on a personal level. You submit to the Nexus Arbiters a declaration of war. You can now Invade that civilization without fear of retribution -- from the Arbiters. Declaring War must always be an Obvious Action. You may not Declare War and Invade in the same round.
Peaceful Negotiations You wish to stop a war. You submit to the Nexus Arbiters or the opposing civilization leader a declaration of peace. The opposing leader may accept or deny your Peaceful Negotiations. The Nexus Arbiters may choose to accept or ignore your request for peace. If the Arbiters accepts your plea, and the opposing leader denies it, the war continues... but the Arbiters will be in your favor. Peaceful Negotiations must always be an Obvious Action. Training Ambassadors can increase the chances that the Arbiters will accept your plea, as well as reduce the number of Actions spent.
Gather Information ((Only Costs 1 Action)) There is a different civilization that you know little about. You gather information about their leader, their people, and what kind of land it is. Training Ambassadors can increase the amount of information you gain. But they aren't the only ones that can Gather Information. See Subtle Actions for more.
Train Citizens You seek out citizens to train to become something more than they are. This requires at least having built some Training Grounds, but for more specialized training, a more specialized building must exist. For additional information, see: "TRAINING - further explained (what is it good for?)" found previously in the rules. Training doesn't usually cost Resources, but sometimes it can. It depends on what you are training.
Patrol your Borders You send a Trained group throughout your territories to make sure everything is all right. This costs Resources, and your Patrol must keep moving, and has to take their Resources with them. Features can change that. Training Caravans can reduce the amount of Resources as well. The type of Trained group can also affect what is spent. Moving a Trained group from one hex to another can take some time. Moving a large force will usually take one round per hex. Having Roads can reduce the time spent.
Protect your Borders You send a Trained group to a specific hex to rebuff invaders, deal with monsters, or insurgents. This costs Resources, as your group must keep moving, and has to take their Resources with them. Features can change that. Training Caravans can reduce the amount of Resources as well. The type of Trained group can also affect what is spent. Moving a Trained group from one hex to another can take some time. Moving a large force will usually take one round per hex. Having Roads can reduce the time spent. Participating in a battle can also cost you Population.
Subtle Actions Subtle Actions usually take 3 Actions. Unless otherwise stated, any Obvious Action may be made into a Subtle Action. Read the Obvious Actions for definitions of what each action type does -- here you're going to find the difference that makes it a subtle action. Again, this is just a list of the most common Subtle Actions. You may come up with an idea that is not listed here that fits being a Subtle Action.
Build For whatever reason, you don't want other nations finding out that you're creating a particular building, or increasing a section of your Dwelling. Maybe you're making hidden tunnels? Maybe it's a giant tower of magic? Whatever it is, it's a secret from other nations. If they use an Obvious Action to Gather Information, they won't know about it. This costs time and Resources. Trained Builders can reduce the time and Actions taken. Subtle Action building will always cost more Resources than Obvious Action building.
Trade You and another Civilization leader want to make a trade... but the rest of the world can't know about it. Maybe it's something "morally ambiguous"? Maybe it's supplying them with weapons for a war? This costs Resources. Trained Merchants can reduce the Actions taken. Building secret trading routes will make it easier to pull off in secret.
Explore ((Costs 2 Actions)) Sometimes exploring a Hex right next to your territory means exploring a neighboring Civilization. Now, you could do this just by asking politely about what's going on. But if you want to be subtle about it, send in a trained Explorer or Spy. Figure out the area's weaknesses, or find something that the occupying civilization doesn't even know about yet! Or maybe it is an unoccupied Hex... and you want it. But you don't want people to know that you are expanding your Territory. So Subtly sending out an Explorer is one way of starting the Occupation process. Remember, you must Explore a Territory before you Occupy it.
Occupy Occupying a hex close to your Territory can be pretty Obvious, if you've already let people know that you've Explored it. But if you Subtly want to get more Territory, you can spend your actions to quietly put settlers from your land into the unclaimed hex. This takes an additional round to complete the Occupation.
Invade Getting ready to attack, but don't want your target to know about it? Quietly Invade their hex first. The next round after you've used a Subtle Action to Invade, you will attack. This costs time, but no Resources... your forces will just use the Resources they find in that Hex. Unless, of course, you supply your forces, so as to further the secret invasion. Once a battle starts, this may also cost Population.
Gather Information Spys can also gather information, and are more likely to get more details, and find out things that the other civilizations don't want people to know about. It takes a Subtle Action of Gather Information to gain information on other Subtle Actions. The better trained the Spy, the better your results.
Train Citizens In theory, you could train Spys as an Obvious Action. But then the entire world would know that you train Spys. So training such forces are considered a Subtle Action. Alternatively, you could quietly train a private army. If no one knows you have an army, then why would they think you might Invade?
Patrol your Borders Want to quietly move from Hex to Hex with a sizable force of Trained individuals? It will require further training, and maybe more time than you'd like, but it's doable... and it could stop an Invasion from ever occurring.
Protect your Borders The seemingly innocent Village is actually home to a group of broom wielding, wise old men. Everything they say is confusing. They are just old men, though, surely? It would be easy to attack them? But... why are they the only Village in this entire region? Quietly setting up a group of defenders to live in your outlying regions is a whole lot more subtle than building a giant fort. Make your foes question their attack, and they have already lost.
Complex Actions[/b] These are actions that don't fit as either Obvious or Subtle, because they are a bit of both. Their Action cost varies, but is usually at LEAST 5 actions. Most Complex Actions will be discovered as you try to do something that is not on the Subtle or Obvious Actions lists. Below, though, are two examples.
Convert Followers Sending in a Trained group or individual, you quietly steal Population from a different Civilization. This could also very well take the Hex they live in too.
Petition the Arbiters Send a message to Arbitrot, and request an audience with an Arbiter, for advice and gathering information.
You'll probably think of more Complex Actions as time goes on. Trained individuals can reduce the costs that Complex Actions will require.
|
|
|
Post by phulishone on Nov 23, 2010 15:42:20 GMT -5
---> If you feel like making your own deity for your population's worship, talk with me about it. I'll probably allow it. <--- Pantheon of Nexus - the ElementsNexus does not have ‘gods’ per se, but rather they lean towards one of the ten Elements… those great beings that once walked the world’s surface, and gave the people of Nexus the gift of magic and knowledge. Their names are (and the element they represent): Levis, Lord of Light (Light) Nyxia, Lady of Night (Darkness) Foudre, Master of Storms (Lightning) Caelum, Mistress of the Sky (Air) Humus, Lord of Land (Earth) Galilee, Madam of Forest (Plants) Ficher, King of Flames (Fire) Eau, Queen of Waves (Water) Spectra, Lady of Death (Ghost) Jongo, Master and/or Mistress of Mystery (Chaos) The titles were given to them by their followers, and all except for perhaps Ficher and Jongo, no Element really cares about them. They stopped caring long ago, after they went away. Their presence is sometimes felt, however, so they are, in a manner of speaking, still around. The clergy of Nexus assume that they will always be watching, waiting… seeing if the people can find their own way back to the path. ~~~~~~~~~~~~~~~~~~~~~~ Further Description of the Elements ~~~~~~~~~~~~~~~~~~~~~~ Levis, Lord of LightOften described as young and exuberant boy, Levis could never seem to get the hang of standing in one place. He loved life too much to be watching one thing for too long. As such, he was often seen as flightily, and whimsical. But the other Elements knew better. Levis, behind his young seeming exterior, was often the most clever, if not the most powerful. No one really ever got on his bad side, nor on his good side, either… though it is known he would constantly frown upon seeing Spectra. Teachings of Levis: -Love life like you love the light. -Never stay in one place if there is something new to experience. -If you haven’t seen it or done it yet, do it! -Bring light on others whenever possible. Nyxia, Lady of NightWhen she was seen, Nyxia was described as the most beautiful of the Elements… a fact that made Eau and Galilee a bit jealous, and Spectra down right angry. Nyxia would often wear a deep black gown that would sparkle like a starry night when she moved. She saw her task of controlling the darkness as her greatest duty, and would forswear all else to ensure that duty. Teaching of Nyxia: -Duty is above all. -The darkness is not evil, but more of a mischievous child… who just spotted something sweet to eat. -Always appear proper. -Never worry what others think. Foudre, Master of StormsThe most aggressive of the Elements, Foudre would often be seen fighting. With anything. And everything. He didn’t much care for getting hurt, though. But he LOVED to fight. The other Elements tended to stay away from him, except for Spectra and Ficher. Eau despised him, but no one was ever able to figure out why. Foudre rode around on a grey-black horse, named Thunder, which was made entirely of crackling clouds. Teachings of Foudre: -Never finish a fight that can last longer. -If you have to lose, be sure to cause lots of damage. -Dieing sucks. So try not to get hurt and die. Caelum, Mistress of the SkyThe most dependable of the Elements, Caelum was always there, and yet, no one ever knew what she looked like. You could hear her whispering voice, and easily let yourself be guided by her wisdom… but no one ever saw Caelum’s face. It made her slightly… aloof from the others. But there was no other Element that loved the people of Nexus more than her. Teachings of Caelum: -If you make a promise, die before you break it. -Do what is right in your heart, not what is right as defined by others. -Friends and family are the most important thing in the world. Humus, Lord of EarthHumus preached practicality and imagination. If there was a broken fence along some road, he encouraged others to fix it, and make it better. Not for their own benefit, but to know that there is one less broken thing in the world. Humus stressed that everything had a purpose, and that until it finished that purpose, it was just wasted space. He tended to have some difficulties with Caelum and Levis, but only because Humus couldn’t understand why they chose to love people, instead of the things that people made. He tended to appear as a towering giant of a man. Teachings of Humus: -If it is broken, fix it. -Never sit around idly if there is work to be done. If there is no work, make something. -Stand tall, proud, and firm. If you make a decision, stick with it. Galilee, Madam of ForestGreen Galilee, as she is sometimes called, cares little for most of the people of Nexus. She was indifferent to those that decided to leave her forests and make towns and cities, and she was down right angry when they started cutting down trees to do it. It was only by the careful words of Levis that she was stopped from bringing out her full ire onto the people. Galilee – a bit vain - dresses herself in rose petals… and caries a very large thorn at her side, where one would normally wear a sword. Teachings of Galilee: -Honor plants above yourself, for they are what give you life. -Be like a rose. Beautiful, but also sharp. -If others do not respect the forests… make them. Ficher, King of FlamesLike his element, Ficher is bright, crisp, and often unwanted. He walked the land in rigid battle armor, and his footsteps left holes from which lava and fire spewed forth. Galilee would quake in fear at his approach, Foudre would attack Ficher everytime they saw one another (but Foudre does that to everyone), and Levis… Levis, oddly, would nod his head knowingly, and walk away. Soon after, whatever Levis was working on, Ficher would burn up with the snap of his gauntleted fingers. Teachings of Ficher: -Never give up. Fight to the last, and after that, lay low. Every ember has another chance to start anew. -Give everything a chance to move. If it doesn’t, then it made it’s choice and must now burn. -Yes, I like being a King. But I am no greater or lesser than any other Element. Just, in my opinion, the best. Eau, Queen of Waves Upon hearing that someone had given Ficher the title of King, Eau, the best defense against the Blazelord, was named Queen. She took it in stride, and just went about her business. It wasn’t that she was against anyone – though she was jealous of Nyxia – it was just that water had the ability to put out fire. It was something that could be done, so it got done. In that regard, Eau and Humus agreed often. Eau, however, was fickle. One moment she could be perfectly fine and calm, and the next, one of the most feared Elements. She had a deep hatred for Foudre, but no one knows why, exactly. Her chosen form was that of a naked woman with the tail of a fish in place of the legs. Jongo somehow convinced her to wear two seashells to cover her nakedness, but again, no one know how. But then, it’s Jongo. No one TRIES to understand him. Teachings of Eau: -Show your emotions only when it is time to. Otherwise, be calm. -Leave nothing undone. -If at times you seem simple, then be complex. -Problems? Be like the waves; roll with it. Spectra, Lady of Death Described as both beautiful and deadly, Spectra formed herself from the displeasure and grief of others. Her purpose is to feed on them, and rid the world of them…. But instead, she tended to purposefully cause more, just so that her hunger could be sated. Spectra also ushered the dead into the spirit world for eternal slumber… most of the time. Sometimes she could be seen following Foudre, and whoever was being attacked knew that they would die. All other Elements, except maybe Jongo, disliked her, and Spectra usually went out of her way to avoid Levis. Teachings of Spectra: -Do what you want. I don’t care. -Why do you keep asking me questions? Go over there and die… THEN I’ll answer your questions. -You are wrong, I am right, and that is the end of the matter. Jongo, Master and/or Mistress of MysteryNever seen in the same shape twice, Jongo was an oddity among the Elements. S/He was often considered a bad influence, but Jongo was, in reality, neither bad nor good. S/He simply was. Jongo would create mischief among the other Elements for Her/His private amusement, and then suddenly change it all just to see what would happen. When they were sure Jongo was not around, several Elements speculated aloud that s/he was actually not from Nexus, but rather, from elsewhere. Teachings of Jongo: -Why make sense when you can make confusion? -Be everything that you are not. -Monkeys and penguins make everything better. Trust me.
|
|
|
Post by phulishone on Nov 23, 2010 15:50:23 GMT -5
Arbitrator City - an Example of City Creation and Information You may Find important
(1) What is the land of your civilization like? Arbitrator City was initially settled on a vast plain of grass and beauty. That's since changed. What started as a big city soon became overwhelming as peoples of all nations and civilizations found the place to be one of absolute safety and order. So the vast plain has since been trampled down by thousands of feet, and built over by thousands of buildings. There are trees and some farmlands, but they are few and far between. The climate is cool and brisk all year round, without being too chilly.
(2) What type of civilization do you want to make? Arbitrator City is a land of pure law and order. It has no standing army; it doesn't need one. The Arbiters that live within the city provide enough protection from warring nations that... never existed in the first place. If people don't always get along in Arbitrator City, that's fine... so long as they are peaceful and adhere to the laws while within the city. Do not kill. Do not, through inaction, harm another. Follow the decisions of the Arbiters.
(3) What is the primary race of your society? People of all races live in Arbitrator City. There are more humans than other races, but not overwhelmingly so. Dwarves have dug tunnels under the city for underground races. Eladrin tend to the few remaining forest areas and parks, and make them comfortable for others who take solace in having nature nearby. As long as the three laws are adhered to, anyone can enter Arbitrator City. Do not kill. Do no, through inaction, harm another. Follow the decisions of the Arbiters.
(4) What are your people like? Due to the vast mix of races, there are a vast mix of cultures in Arbitrator City. Most people live in peace, if not in harmony. Those that are unable to live in peace leave the City, or are found by the Arbitration Council. The Council are people selected directly by the Seneschal, who is, in turn, directly selected by Arbiters to oversee the running of the city. The Arbitration Council assists in settling disputes, acts as a city guard, and ensures that the three laws are enforced.
(5) What Class typically comes from your lands? There is no predominate class that comes from Arbitrator City.
(6) What is your primary export? Peace and mediation.
(7) What is your primary need/import? Everything else. It is often said that if you need something, you can find it in Arbitrator City. It may take you several days to locate, depending on the item, but it will be there.
(8) How do your people react to outsiders? Indifferent. Most denizens of Arbitrator City can't tell the difference between another city dweller and a city visitor. So they treat everyone equally, according to the three laws. Do not kill. Do not, through inaction, harm another. Follow the decisions of the Arbiters.
(9) How was your civilization founded? Arbitrator City has been around for as long as anyone in living memory can recall. How was it founded? Ask an Arbiter.
(10)How many years has your civilization been around? For as long as there has been a Nexus, there has been an Arbitrator City. It was, as the clergy will tell you, the city of the Elements while they were still shaping the land.
(11)How does your population feel about their leader? The current Seneschal is Seneschal Amethyst, a Shardmind. He is incredibly, undeniably intelligent, and takes care of the people of Arbitrator City as best as he is able. But he's only been alive for Five Years. So he's sometimes socially inept, as he tries to understand the niceties of the world. The people respect him for being intelligent, but they find it difficult to like him since he can be curt and a bit rude without realizing he is doing so.
|
|
|
Post by phulishone on Nov 23, 2010 17:41:47 GMT -5
REALLY don't think I'll need #7, but just in case.
Feel free to post your interest at this point.
If you are more than interested, and have a Civilization created, SEND IT TO ME VIA PRIVATE MESSAGE.
I'll post details here, personally.
|
|
|
Post by Cadic's Devoted on Nov 23, 2010 23:15:10 GMT -5
Very interesting.....very very interesting..... I am interested, it sounds like a fun premise for a game. I think it would be interesting to see how your live D&D group responded to a world that changed based on our actions...
I am juggling an idea around... going to type it up here in the next couple of days. A few questions though.
1: You never told us how to create our leader. Level? Restrictions?
2: I assume the map is a flat version of a round world? Or no? Just trying to see if the Half hexes at the bottom are half hexes, or if they wrap around to the top. If they are half hexes, do two half hexes count as 1 hex? or how are you handling that?
3. ......well, I'll PM you about that. -grins-
|
|
The Lord of Blades
Game Masters
Ero Sennin
Please allow me to introduce myself: I'm a man of wealth and taste
Posts: 1,314
|
Post by The Lord of Blades on Nov 24, 2010 0:44:21 GMT -5
Alright, this appeals to me on about a forty levels, so I'm definitely in. I have a god damned flood of questions for you. Perhaps we should start an OOC thread? But if you want to keep it all in campaign info, I can understand that too. Firstly, I would lay claim to the North East corner of your map. [ i796.photobucket.com/albums/yy242/Salazraen/Territories-1.gif ] somethin' like that work? Anyways, for my slew for questions, I'll be chucking a PM to you.
|
|
|
Post by phulishone on Nov 24, 2010 19:16:40 GMT -5
In regards to the Leader:
I haven't quite decided the level, but I'm looking towards somewhere around level 17 or 18. Maybe higher, maybe lower, but not by much either way. Again, I'm not certain yet if I'm going to require that your Leader be given stats. In terms of the Live DnD game versus Anarchy's version, your Leaders pretty much get Plot Protection. I won't kill them off, or let the party kill them off, unless you really lose interest, or just overwhelm the story to the point where they NEED to kill you. I'm hopeful that the other players here on Anarchy can prevent that from happening. Worst comes to worst, the GM's nation will step in. And while the rules aren't fully written yet - the ideas are sound, and they work in my head, but I need to finish writing them down - I do know that the GM Nation is pretty much a major power.
But that's straying away from your questions.
Restrictions on your Leader? Well, let's do this. At the very least, if you MUST stat out your character, the lowest level I'm going for sure is 15. So if you feel compelled to draw up a 4.0 character, your restrictions are:
- Point Buy system, per the book - Leadership is a Free GM given Feat - All DnD 4th PHBs are accepted - Supplemental 4th books are by GM approval only (Martial Power, Psionic Power, ect)
The Map Has Been Updated Theoretically, this world can be round. If the world fits together after everyone lays claim to their territories, we might say that A1 touches A22, O1, O2, and O22. But FOR NOW assume the world is flat.
Also, I've expanded it so there is less confusion. There are no "half-hexes" anymore. There was never any intention for them to be. In fact, I don't even know what you are talking about anymore.
For the creation and ease of answering questions while the game is being set up, I'd like to keep everything in this thread. Once the game gets going, we'll make an OOC thread.
|
|
|
Post by Mesavan on Nov 28, 2010 14:40:35 GMT -5
I have a question about cp, is it something we expend during play or should we use all of it during nation creation?
|
|
|
Post by phulishone on Nov 28, 2010 18:02:55 GMT -5
CP = Creation Points
They are meant to be used to create your civilization at the beginning. "Actions" - which will be described soon! - will be what you will use to expand and expend during play.
I swear I will have "The Rules" posted by the end of the day tomorrow Tuesday.
|
|
|
Post by phulishone on Nov 30, 2010 10:31:20 GMT -5
MAP UPDATED!
|
|