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A Stranger World: The Ascent of Man [OoC | Open for Orgs]

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Olthenia
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Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

A Stranger World: The Ascent of Man [OoC | Open for Orgs]

Postby Olthenia » Wed Jan 30, 2019 12:26 pm

The Ascent of Man




The dawn has risen upon a new world - a world unlike that you may know. Shattered by a catastrophic impact not long after the extinction of the great thunder-lizards, Earth is not as it should be. This impact, a star falling to earth, changed not only the shape of all the lands, but also their contents. This star bore strange lights and queer crystals, changing and warping the planet on which mankind slowly arose. Continents were broken, minds shattered, even animals and plants twisted and changed. It is a strange world now - one in many ways hostile to humanity - but in the end, it is your world still.

You stand forward as one of the leaders of a great city of men. It has been many centuries now since the first tribes emerged in the impact of the Cataclysm, family groups formed from scattered wanderers and survivors, and now civilization in earnest is rising from those embers. Men ply trade upon the waves of the sea, either propelled by oars and scarred backs, or the might of sails. Caravans roam savage lands, making fortunes for their owners if they are not devoured by ferocious beasts. The first priests, and god-kings, and republics lay claim to the passages of the world beyond the sight of their doorways, and bronze-armed warriors march across the hinterland.

To be a man in such times is to be given glorious potential, but also great danger. Civilization is fragile, and dark things lurk both in the hearts of men and in the wilds of the world. Will you rise to greatness alongside your kinsmen, or will you falter and be forgotten? Come, and tell the tale of the Ascent of Man.




So! A super-chill casual RP. Some basic things you might want to know about how this is going to be run:

New tribes begin with a single settlement, and I am accepting a maximum of twelve city-states. You may (most likely will) want to erect more holdings across your lands, and claim new vistas for your people, for in growth is the security of one's lineage.

You should expect to make an IC post once every 48 hours or thereabouts IRL, but more will be encouraged. This is a nice, simple and straightforward expectation, with absolutely no strings attached. These posts correspond to the passage of two year's time, in-character, and will be resolved by yours truly to chart the course of your civilization.

All city-states will begin with four "resources", uncommon materials that will be tracked as vaguely important in the "region" where they live. You will be allowed to choose one of these resources, but the rest I will generate. These don't include generic materials like flint, stone, mud, trees, and so on, but keep your assumption of what is generic reasonable- copper, for instance, is a resource, not something you can just assume your city-state has.

Your civilization will need many things, foremost warm bodies to accomplish her aims and fill her homes. For ease of use, these citizens are grouped together in units of 100, who populate your city-state and her surroundings. They will need to be fed, sheltered, and defended, but they are the life-blood of your civilization. Every new city-state starts with eight hundred inhabitants. The full mechanics of this age will be explained in a following post.

So there we go! We are full up on new civilizations at present, but never fear. Still happy to have minor organizations, such as guilds and the like. Here be their application:

Code: Select all
    [b]Organization Application[/b]
    [b]Name:[/b]
    [b]Leader:[/b]
    [b]Short History:[/b]
    [b]Starting Location:[/b]
    [b]Proposed Bonus / Role:[/b]





Current City-States
Hvasskyn – G-Tech
Xotl - Empire of Tau
Kingdom of Nekhen - Nuxipal
The Honori - Saxony Brandenburg
Great Zhou - GAmeTopians
Fastaqui - Olthenia
Lordaeron – Kelmet
The Kingdom of Serys - Elerian

Organizations
The Chrysí Aspída - Toaslandia
The Arameri - Novas Arcanum
The Sons of Saladon – Holy Tedalonia
Last edited by Olthenia on Sat Feb 23, 2019 11:52 am, edited 8 times in total.

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Olthenia
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Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Wed Jan 30, 2019 3:27 pm

City-States



These are the fundamental political unit of civilization in the Ascent of Man. You rule one of them, including, perhaps, some other settlements. They will likely rise and fall beyond your borders as well, but that is neither here nor there. Ruled by a Government, defended by a Military, populated by Citizens, and composed of both Land and Buildings, these are what you will pay most of your attention to- rule them wisely.

Citizens
Your people who make your goods, work your land, fill the ranks of your armies, and riot when you don't feed them. Treat them well, or you will regret it. You gain one more Peasant every five turns for every five Citizens your city-state already has. The basic Citizen is a Peasant, good only for the most menial of tasks, like being conscripted into a militia or laboring at backbreaking tasks day in and day out. Most of your population will be these Peasants, with no particular specialization, but that's just fine; without the teeming masses, no civilization would have ever climbed out of the mud. There are, however, other types of Citizen you should be aware of.
Slaves: Only granted by specific government types. Slaves produce double the Labor or Resources of Laborers, but harm Cohesion and cannot be recruited into your military most of the time.
Freemen: Slowly accumulate, one-fifth of your population will be these landowners and businessmen. Very useful, because they can be turned into many types of specialized labor without any particular training. Otherwise, identical to Laborers. Every round of population, the first Citizen may become a Freeman instead of a Peasant, and every fifth thereafter (6, 11, and so on).
Scholars: The educated elite of your city, only slowly drawn apart from the regular populace, but absolutely vital to both administration and advancement. They may Innovate or Learn, either gaining Advancments via studying the knowledge of nearby civilizations, or pursuing cutting edge ideas and research.
Artisans: The skilled workers of your city-state, men and women of craft who convert resources into Wealth and Wealth into Industry for the whims of your government. These aspiring individuals will raise your walls, dredge your canals, and oversee your greatest projects.
Soldiers: Whether armed by conscription as a skirmishing militia, or bronze-clad lords of war trained from birth, Soldiers are necessary to prevent chaos and ensure what is yours remains within the confines of your city instead of in the loot-wagons of barbarians and maws of beasts. They consume double the Food of regular citizens.
Explorers: Very situationally useful individuals, sent out into the wilderness by their kinsmen to chart new horizons and, when the times call for it, settle those same horizons. They draw no support from your civilization (when exploring), but are also effectively useless outside of their assigned roles, individuals of wanderlust for which the plow and the book hold no love. Explorers may also be dispatched on Expeditions, which will discover the nearest undiscovered city-state's location. Expeditions require Wealth IV and six years to complete.

Note that if an individual settlement has over 2000 Citizens, it should combine its actions into units of 200 identical Citizens; these actions receive dramatically increased outcomes, but must not be subdivided, for ease of resolution.
One Freemen may be specialized into Explorers, Artisans, or Scholars every turn in your capital at no cost. Peasants may be turned into Soldiers at will, for a substantial cost in Wealth and a minor cost in Industry. Peasants converted to Soldiers without the requisite resources become Citizen-Soldiers, and will cost Wealth every turn until demobilized as well as fighting more poorly than professionals.
Any Specialist Citizen can be retrained back to being Freemen at any time for a small amount of Wealth.

Resources
As varied as the face of the planet which they are drawn from, Resources are broadly delineated into three categories: Food, Wealth, and Industry. Subtypes exist, such as Arcana, Advancements, and so on, but the big three are the ones most important to concern oneself with. Without Food, a civilization will starve and fall into anarchy. Without Wealth, the gears of government will grind to a halt, unable to pay workers or motivate laborers. Without Industry, cities will slowly crumble and be surpassed. All are necessary if a city-state seeks to triumph upon the field of civilization.

Food is gathered by Citizens from almost any type of Land, in various quantities. A Citizen without Food is very likely to become ill with plague or simply perish. Many buildings can improve the food production of a Citizen, and may be used in numbers equivalent to the amount of building sites they occupy.
Wealth is also produced by Artisans from Raw Resources when they are processed into various types of goods and services. Wealth is consumed by both the city-state itself and Artisans who may process it into Industry. A small amount (two Artisans) worth of Wealth may be gained without processing any specific resources, but beyond this point Artisans must process raw Resources in order to generate Wealth.
Industry is essentially the capacity of your city-state to produce material goods. That can be anything from a series of walls, to housing for her inhabitants, to weapons for her military. None of these benefits are strictly quantifiable, by and large, but you are definitely going to want them. Industry can also be made by Artisans from Raw Resources, but is categorically produced more slowly than Wealth without specialized production structures. Industry is the labor of skilled craftsmen, and so may not be transferred between settlements, unlike food and Wealth.

Advancements
Or, to put a more simple face on the idea, Technology. But also, sometimes things which are less technology and just useful, like domesticating animals for the use of your civilization. Scholars deal with Advancements, and as a rule of thumb you are better off with them than without them. Scholars develop Advancements "randomly" - that is, new Advancements. Your Scholars may at any time be devoted to studying an Advancement of a city-state you have contact with, which will take them about a generation to replicate (per 100 Scholars/Advancement), or to seek new knowledge, which gives them a chance every two years- based on how many others are also seeking new knowledge- to gain insight into a new area of your choice. On average, one-two innovations will be successful in a given turn. Advancements cannot be shared, only access barred to 'enemy' Scholars, which will cut their rate of learning in half.

Arcana
The command of the mystic arts that have been bestowed upon this world in the Cataclysm. Your people may know some mystic arts, or none at all. All draw upon some source of power which is usually not intrinsic to the practitioners, unless that power-source is their own health and life-energy. Magic can move boulders, sink ships, heal the dying, and even return to life those who passed onward. Commanding magicians and discovering Arcana can be a great boon to any city-state; Scholars may attempt to divine various types of Arcana, but even they only have a limited understanding of its working.

Governance

Any city-state, even the smallest, has passed the point where informal rule is capable of dealing with the needs of their populace. As such, some system of rule is in place, be it a humble tribal council, or even a mighty Emperor who wields absolute authority. These systems of governance can give bonuses to their civilizations, or even harm them in some ways. In order to adopt a certain type of Government one requires a certain amount of Civic points equivalent to the cost of that governmental form. Government directly effects Cohesion, which is a measure of how good your ruler is at administrating more dispersed territories, or, indeed, if the culture of your people is of sufficient strength to make people in the hinterland feel as if they are part of one whole nation instead of being interested in only their own affairs.
Government Policies:
Servitude: May designate up to one Citizen a turn as a Slave. Gain small amount of Wealth when doing so.
Agrarianism: Bonus to Food production. Malus to Industry.
Settlers: You may dispatch one Explorer for no cost in Wealth every five turns.
Traditional: Gain one free Peasant to add to your population every generation
Merchantile: Bonus to Wealth production.
Forward-Thinking: Gain one Civic every fifty years.
Militaristic: The might of your Soldiers is substantially increased
Frugal: You convert Wealth into Industry at a superior rate.
Bureaucratic: Gain extra Wealth from every Citizen.
Bloodright: Your Soldiers may raid nearby city-states to seize Wealth without engaging opposing militaries.
Naval History: Ships you construct cost less Industry.
Pastoral: Pasture-type Lands produce more food for you.

Land
Perhaps one of the most important concepts in terms of a city-state, is the land upon which she sits. Ranging from hot jungles to desolate tundra, parched deserts to snowy peaks, what a city can do will largely be determined by how she uses her land, and if she uses it wisely. Each "region" contains twenty "areas" of land, divided into the various types of land.
Types of Land:
Flatland: Good food production
Forest: Decent food production, timber
Hills: Decent food production, stone
Taiga: Poor food production, timber
Riverland: Excellent food production, fishing, water access
Mountainous: Poor food production, stone, may not be built upon
Urban: Poor food production, twenty sites for urban buildings | Constructed
Rural: Variable food production, twenty sites for rural buildings - can have a particular type | Constructed
Docks: Excellent food production, fishing, twenty sites for aquatic buildings | Constructed on Coast or Riverlands
Coast: Good food production
Sea: Decent food production
Desert: Poor food production, cannot be built upon

Colonization

A new minor settlement can be founded in any explored region within two regions of an existing settlement at any time, but requires at least two hundred Explorers to form the new village, a large amount of Wealth, and each added minor settlement will strain a civilization's social cohesion. Trying to establish a settlement without enough Wealth is possible, but it will carry a large risk of imminent failure and the loss of both the Wealth and the citizens.

In order for a region to be colonized, it must first be explored. While Explorers may gather resources from known lands like normal Peasants (even outside of populated regions) at no risk to themselves or cost, exploring wild unknown regions is not as easy. As such, Explorers sent out to explore the wilds should be supplied with a small amount of Wealth in order to pay the costs of their specialized equipment and provisions, or they stand a decent chance of never being heard from again.

These are where most of the labor of your society will be spent, save that of gathering resources and food. They are of great use to your people, and should always be prioritized whenever possible in order to advance your civilization. Unless otherwise noted, all Constructions must be erected on relevant terrain. This list will be updated periodically, and may be added to by Advancements.
Urban District: Labor IV, Wealth III | Provides a base level of infrastructure upon which other Constructions may be erected. | Terrain: Any except Aquatic
Rural District: Labor III, Wealth I | Provides a base level of infrastructure upon which other Constructions may be erected. | Terrain: Any except Aquatic
Docks District: Labor VI, Wealth V, Industry IV | Provides a base level of infrastructure upon which other Constructions may be erected. | Terrain: Aquatic

Defenses
Palisade: Labor II, Wealth I | A rude defensive work of hammered logs and wood | Urban (II)
Simple Stone Wall: Labor IV, Wealth II, Industry I, 5 Stone | A simple wall of fitted and mortared cracked stone | Urban (III)
Fitted Stone Wall: Labor VI, Wealth IV, Industry III, 10 Stone, Masonry | A large wall of shaped and sealed stone | Urban (III)
Grand Wall: Labor IX, Wealth VI, Industry VI, 20 Stone, Masonry, Construction | A vast wall with simple towers, large enough many men may march abreast and sealed with metal-barred doors. | Urban (IV)
Watchposts: Labor II, Wealth I, Industry I | Some simple wooden towers with signal fires for watching for approaching enemies | Rural
Military Square: Labor III | Land set aside within the walls of a city for maneuvers in time of war | Urban (II)

Military
Barracks: Labor III, Wealth I, Industry II | A simple housing unit for guardsmen and soldiers in peacetime, reduces mobilization cost by one Wealth of a Soldier every turn | Urban
Stable: Labor III, Wealth II, Industry II | No man who owns the trust or friendship of horse or camel can truly be called 'poor'. Increases the chance successfully tame wild animals | Urban
Training Grounds: Labor II | Drill fields and muster yards, allow the mobilization of one more Soldier every turn beyond the standard one | Urban (II)

Housing
Slums: Labor II | Rude barely habitable dwellings for your citizens | Poor Tier | Houses 200 Citizens | Urban or Rural
Huts: Labor III, Wealth I | The most basic of habitations that aren't literally a warren of misery | Adequate Tier | Houses 200 Citizens | Urban or Rural
Cottages: Labor V, Wealth III, Industry I, Carpentry, timber | Decently built wooden houses, comfortable living | Good Tier | Houses 200 Citizens | Urban
Houses: Labor VI, Wealth III, Industry III, Masonry, Construction, 2 Stone, 1 Timber | Sturdy stone-and-wood dwellings, positively luxurious | Excellent Tier | House 300 Citizens | Urban
Dense Housing: Labor V, Wealth IV, Industry II, Masonry, Construction II, 3 Stone, 2 Timber | Multi-storey housing complexes, not as nice as true homes, but many more people can live here. | Good Tier | Houses 400 Citizens | Urban

Primary
Pasture: Labor III, Tame Herd Animal | A large fenced enclosure where domestic animals can roam, providing food to a city-state. +1 to Food Production of laborers here| Rural (IV)
Hunting Grounds: Labor I | A section of woodland or grassland set aside for hunting and gathering. Only two Laborers may works here, for +1 to Food Production | Rural (V)
Farm: Labor IV, Wealth I | Just your average subsistence farm. +2 to Food Production | Rural
Irrigated Farm: Labor IV, Wealth II, Farming | A slightly more productive farm. +3 to Food Production. | Requires Riverlands, or if no water access, costs Wealth III | Rural
Plantation: Labor III, Wealth II, Farming, Agriculture | An establishment given over to producing something better than food, but still of a plant-like bent. Allows Agricultural Resource production. | Rural (III)
Timber Camp: Labor II | An entire region given aside to logging, gives access to timber. Capacity V. | Forest
Clay Pits: Labor I | This section of land near a stream or river has been given aside to pulling useful clay from the soil. Capacity III. | Rural (Riverlands or Flatlands) (III)
Quarry: Labor II | An entire region given aside to extracting stone from the earth, gives access to stone. Capacity V. | Hills
Deep Quarry: Labor V, Construction | An entire complex laced with hollows and delvings, producing much stone for your people. +1 to Stone Production for laborers. | Rural (Hills) (V)
Scrape Mine: Labor IV, Wealth I, Industry I | What it says on the tin, labors to gain a mineral resource. Standard mineral extraction rate. | Rural (Hills) (II)
Pit Mine: Labor IV, Wealth II, Industry II, Mining | A better version of the scrape mine, cut down into the earth. +1 Mineral Extraction Rate | Rural (Hills) (III)
Forestry or Orchard: Labor III, Forestry | Husbanding the trees and their bounty, this produces resources based on the type of tree. +1 Resource Extraction Rate | Rural (Forest) (V)
Managed Forests: Labor IV, Wealth II, Arboriculture | By the fruit of branch and vine, all men may flourish. +2 Resource Extraction Rate. Capacity II. | Rural (Forest) (III)

Maritime
Fishing Docks: Labor III, Wealth I, Industry II, Fishing | Small boats put out to gain a banquet of silvery fish here. +2 Food Production | Docks (III)
Shipwright: Labor III, Wealth III, Industry II, Shipmaking | Here your people turn timber into seaworthy vessels, necessary for the construction of civilian and military ships | Docks (V)
Drydock: Labor IV, Wealth III, Industry III, Shipmaking II | The next step in making useful naval ships, the Drydock can turn out vessels both more quickly and more cheaply than a Shipwright | Docks (III)
Wharf: Labor V, Wealth I, Industry II, Shipmaking, Construction | Here ships ply their trade, transporting goods far and wide, bearing the troops and gold of civilization | +1 Conversion Cap to all Seaborne Trade, +2 Wealth to owner if trading, +1 Wealth to up to one trade partner | Docks (III)

Civic
Scriptorum: Labor III, Wealth IV, Industry II, Writing | Learned men train pupils here, young and old | Allows the conversion of one Peasant into a Freemen every five turns | Urban (IV)
Hall of Records: Labor VI, Wealth V, Industry III, Writing, Governance | Every society floats upon a sea of literacy and remembered debts. | Increased Taxation income. Allows the conversion of one Peasant into a Freemen every five turns. | Urban IV
Clinic: Labor II, Wealth III, Medicine | Learned Scholars may labor here to treat the ill of the city, and learn more of the diseases which afflict your people. One bonus to Medical Innovation. | Urban (II)
Hospice: Labor III, Wealth I, Medical Care | The ill and dying may be eased from their last days here. Helps prevent Cohesion loss from war or plague. | Urban
Monument: Labor III, Wealth III, Hieroglyphics or Writing | This grand structure reminds the people of their ancestry and values. Gain one Civic Point. May only be built once in the capitol | Urban

Industrial
Potter's: Labor II, Wealth I, Pottery | All men have need of pots for the storage of goods and food. 1 Clay may be converted to Wealth II here. | Urban
Stonecutter's: Labor III, Wealth I, Masonry | Cutting bricks, shaping stone, these are simple crafts but necessary for men. 1 Stone may be converted to Wealth I here. | Urban
Forge: Labor II, Wealth II, Industry III, Smelting | Laborers coated in soot work the furnaces, turning ore to useful metals for working. 1 Ore per Laborer may be converted into Wealth II-III here, depending on the ore. | Urban (II)
Blast Furnace: Labor VII, Wealth X, Industry VI, Construction II, Smelting III | An immense facility fueled by wood and flammable, men of craft here my forge immense amounts of metals, even metals lesser smelters cannot touch. (Urban III) | Allows up to three Artisans to smelt two Ores each per turn here, at a Wealth II bonus. May smelt Starmetal. Requires 1 Coal or Wood if used in a turn. | Urban (III)
Bloomery: Labor III, Wealth II, Industry III, Smelting II | The clever inventions of bellows and chimney process even more ore than the humble Forge. 2 Ore per Artisan may be converted into Wealth here, with a bonus of one over standard rates. Required to process Hematite into Iron. | Urban (III)
Smithy: Labor III, Wealth III, Industry IV, Smithing (any) | Here men of craft labor long and hard, turning metals into implements, weapons, and other things of cunning. Wealth I may be converted into Industry II here, per laborer. | Urban (IV)
Workshop: Labor V, Wealth IV, Industry IV, Smithing II, Carpentry | With simple machines and an understanding of metal unmatched by many, clever shapes may be wrought in wood or stone or steel. Wealth II may be converted into Industry V, per laborer. One bonus Industry to first conversion. | Urban (II)
Water Mill: Labor V, Wealth V, Industry II, Carpentry II, Wheel | This machine, placed on a stream or other body of flowing water, cuts timber and logs into useful boards and planks. Allows for the conversion of Timber into Wealth at a 1:1 ratio. | Urban (III) / Rural (Riverlands) (III)
Distillery: Labor V, Wealth III, Industry II, Distilling. Almost all the ills and wants of the world can be cured with enough alcohol. Allows the fermentation of 1 suitable resource into a heady brew of wondrous proportions, to be sold for Wealth II. Capacity II. | Urban (I)

Commercial
Jeweler's: Labor II, Wealth II, Jewelry | Even working with semi-precious stones and goods, all folk enjoy glittering things. One Laborer may convert a Gemstone into Wealth III-IV, depending on the Gemstone. | Urban (II)
Weaver's: Labor II, Wealth I, Weaving | Clothing, and cloth, are some of the easiest to produce but most lucrative of good. Necessary for sails. One Laborer may convert a Fiber into Wealth III or a Sail. | Urban
Weavery: Labor III, Wealth I, Industry I, Weaving II | Finely created garments and the sailcloth of great ships are of great value. Laborers may convert two Fiber into Wealth VI or two Sails. Capacity II. | Urban (II)

Infrastructure
Path Network: Labor IV, Wheel | By transferring goods along a network of beaten paths via cart and wain, the prosperity of a region is improved. Increases land trade range of a city notably. One resource per turn may be harvested in an adjacent region. | No land cost
Road Network: Labor VI, Wheel, Construction, stone | Placed and faced stones allow roads to be traversed in even the most tenuous of weather, and facilitate travel greatly. Two resources per turn may be harvested in adjacent regions. | No land cost
Granary: Labor IV, Wealth II, 1 Stone, Masonry, Food Preservation | By holding harvested grains and flours, to be distributed when needed and preserved from rot and waste, small amounts of food may be stretched further to feed the masses. +1 Food per Active Farm/Irrigated Farm in Region. Affects 3 Farms max. Does not stack. | Urban
Smokehouse: Labor IV, Wealth II, Industry I. Within this humble hall of wood and stone the wealth of the seas are hung; food for smoke and salt. +1 to Food Production from every laborer working at a Fishing Docks. Affects max two Fishing Docks. Does not stack. | Docks

Arcane
Storage Cavern: Labor IV, Wealth II, Industry I, Construction, Masonry, Rune of Preservation | A cave or granary cut down into rock or sideways into hills, spelled with the Rune of Preservation so as to allow the long-term holding of goods and foodstuffs against future need, even for generations. Stores up to 10 Food for later use. | No land cost, max 3 per Hills tile
Geolocus of Strength: Labor V, Wealth III, Industry II. | A holy site capable of directing magical energies which strengthens muscles and sharpens the mind, granting a minor bonus to either melee combat or simple labor. Boosts the efforts of up to 100 Soldiers or 100 Laborers. | Urban / Rural (I)
Geolocus of Industry: ?
Geolocus of Growth: ?
Earthpyre: Labor V, Wealth VI, Industry III | An arcane crucible where rituals and fire extract the essence of rock and stone, for purposes of enchantment and industry. Scholars working here may process stone with known uses into Wealth IV, or channel it for arcane uses. | Urban (II)

Unique
Temple of Rule: Labor V, Wealth VI, Industry II, Honori | A great temple-precinct from which the Matriarchs of the Honori People oversee their domain and ensure the rule of law is carried out smoothly. Grants a Civic upon construction. +Wealth every turn. Only one may be built. | Urban (IV)
Hall of Scribes - Labor V, Wealth VI, Industry II, Xcotl | Within this grand complex of towering ziggurats and fire-tiled courtyards the flower of Xcotl's magocracy are taught to read the scriptures, sing the prayer-songs and make the blood flow. Grants a Civic upon construction, and permits the education of one Peasant into a Scholar free of charge every generation. Only one may be build. | Urban II
Encampment - Labor V, Wealth IV, Orleans. | As the name suggests, the nomadic lifestyle is one lived on the move. Thankfully, the Orleans Folk are no strangers to its dangers. Or its comforts. Provides a base level of infrastructure upon which other suitably Nomadic constructions may be erected.
Gambling Parlor - Labor II, Wealth IV, Orleans. | Fortunes are won at these humble tables; not to mention lost. But surely, the risk is part of the charm? Ensures a steady generation of +I Wealth for it owner, as well as improved public opinion for its host when raised near friendly settlements of 400+ inhabitants. Only one may be built per encampment.
Brothel - Labor II, Wealth IV, Orleans or Lovecraft. | Happiness is a life spent in the arms of another. In this establishment, wary travelers may get the chance to do just that. For a price. Ensures a steady generation of +I Wealth and improved public opinion for its owner when raised near friendly settlements of 400+ inhabitants. Only one may be built per settlement.
Bazaar - Labor III, Wealth III, Industry I, Orleans. | Anything and everything men can unload, you'll find stocked in the stalls and barrows of this place. +I Wealth generated for the first of any resource sold by its owner. Only one may be built per encampment.


Copper Armor: Wealth II, Industry I, Copper
Copper Weapons: " "
Iron Armor: Wealth III, Industry II, Smithing, Iron
Iron Weapons: Wealth IV, Industry I, Smithing, Iron
Bronze Armor: Wealth III, Industry I, Smithing, Tin and Copper
Bronze Weapons: Wealth IV, Industry II, Smithing, Tin and Copper
Bloodsilver Armor: Wealth IV, Industry II, Smithing, Blood-Silver Forging, Bloodsilver
Bloodsilver Weapons: Wealth IV, Industry II, Smith, Blood-Silver Forging, Bloodsilver
Advanced Iron Armor: Wealth V, Industry II, Smithing II, Iron

Composite Bows: Wealth II, Industry I, Archery

Simple Siege Ladders: Wealth I, Industry II

Mounted Units: Wealth III, Industry I. Pasture with Domesticated Horse, Camel, Great Lizard or Longneck, Saddle. Following recruitment, said Pasture must be allowed to recover for two years lest its population be depleted.

Galley: Wealth II, Industry II, Fishing Docks, 2 Timber, 4 Years
Bireme: Wealth III, Industry IV, Shipwright, 5 Timber, Sail, Shipmaking, 4 Years
Trireme: Wealth V, Industry V, Drydock, 7 Timber, Sail, Shipmaking II, 6 Years


Domestic Crops
These are listed on a per-region basis, and may be transplanted. Having the same biome helps. It is expensive in terms of wealth to try to establish a crop type in a new region, but ultimately worthwhile if successful. The more types of Domestic Crops your people possess, the more potential sources of food and wealth they have access to- each Crop also provides flat food production to a region, perhaps most importantly.
Last edited by Olthenia on Sat Feb 23, 2019 12:08 pm, edited 17 times in total.

User avatar
Olthenia
Senator
 
Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Wed Jan 30, 2019 3:27 pm

Schools of Arcana



Geolocus Magic
A relatively simple school, which makes use of structures, objects, and rites to harness the strength of the living Earth, expressed via ley-lines and power-points. It does not rely on humans, save for the activation of the rituals and the creation of the edifices that channel these forces. Oftentimes channeling this power causes the degradation of such channeling points, and wear on users, but theoretically the power that can be tapped from the land itself is inexhaustible.

Arcana
Ley Sight: A variant, shaping the arcane awareness of a practitioners to perceive ley-lines and power-points for their use in Geolocus rituals. Being aware of and mapping such points of importance is necessary in order to derive much value from other Geolocus magics.

Travel: Through the shaping of stone and material, the flows of power through the earth can form bridges over great distances, allowing practitioners to walk across the intervening space as if it was connected to where they presently stood. Erected structures of Travel can allow Citizens to move across Regions without any need for travel time, with damage to the integrity of the structure and variability in the destination arrived at increasing as larger amounts of persons make the transit, or the distance traveled increases.

Strengthening: Structures shaped for the purpose can contribute the integrity of their workings to other forms of Geolocus Magic, allowing the channeling to be spread across a region of greater strength and so preventing degradation that would normally occur. Useless outside of conjunction with other forms of Geolocus Magic, reduces upkeep and enhances potency of those Arcana.

Wellness: Geolocus Wellness provides a small, but noticeable, amount of health and energy to the average denizen of an area of wide range around it. Functionally of little worth, it proves its true value in times of crisis, stiffening the resistance of a populace to disease and starvation.

Healing: Using the strength of earth and soil, Healing can knit together wounds and turn back illness when necessary, though its workings are rather slow and functionally allow for improved recovery times for soldiers and the injured rather than preventing death in truth. Still, casualty rates for defenders of cities with such Geoloci are much lower than might be expected.

Strength: Subtly different than the enchantments wound around a Geolocus of Strengthening, a Geolocus of Strength does not channel the power of the earth into other structures, but rather into the men and women who work about it. Soldiers find their blows strengthened, laborers can carry greater weights, and other such matters. Geoloci of Strength can aid combat prowess, generate additional Labor from workers, and even improve resource production.

Sight: Bending the ways of light and distance with its energies, Geoloci of Sight allow the shaping of structures to view places far off, or communicate with others from a vast distance in a visual medium. They also improve the ability of rulers to oversee their dominions, and can act to help halt rebellions and dissent before it takes root.

Growth: Cut specifically to distribute the power of the earth into green and growing things, Geoloci of Growth may improve the growth of foodstuffs, the ability of a forest to recover from logging, and yield bountiful harvests of such crops as might be grown in Plantations.

Energy: A curious and mostly untested form of Geolocus, the Geolocus of Energy is theorized to be able to transfer the strength it taps from the beating heart of the earth into practitioners of magicks and other enchantments, strengthening their spells and runes. Men find incantations move through the air more easily around such structures, and commands upon the fundamental forces of nature are expedited when linked to these arcane monoliths.



Blood Magic
A straightforward but savage school, Blood Magic, or what is more commonly known as necromancy due to the specialization of its average practitioner, is concerned with using the life force of living beings to effect change upon the world. Animals are used by the more ethical of her practitioners, but human lives are by far the most potent source of this arcane power.

Arcana
Raise Dead: Using the life energy of the living, the dead may be returned to a semblance of existence, a parody of life which is commanded by the mages that effect this reanimation. Particularly useful because of the singleminded attention of these beasts and the difficulty of returning them to death against their will, undead laborers and warriors are potent indeed. Without regular infusions of reanimating energy, however, the dead will eventually return to their slumber.

Speak to Dead: Perhaps called back into existence by the desires of the living, perhaps created anew with a residual image of the memories of the caster, Blood Mages can talk to entities of dubious provenance and occasional supernatural insight. The knowledge derived from these entities is often cryptic, and the costs they require steep, but enlightenment of a most curious nature can result from such conversations.

Mystic Control: Where the energy of life controls the bodies of men and beasts, that very same energy externalized can subdue the wills of other living creatures. Though ineffective except in extreme circumstances against the minds of cognizant beings like men, Mystic Control can bend normally wild beasts to the demands of a Blood Mage, allowing the control of the living through the demise of other beings.

Sacrificial Rites: A subset of Blood Magic, not a ritual itself but more simple techniques designed to better the harvesting of arcane energy from sacrifices for use in necromancy and other procedures. Waste not, want not.


Advancements


Governance: Men have always been led. Through an understanding of how best to lead both societies and others around them, good rulers may prosper. +1 Civic. Hall of Records unlocked.

Code of Laws: Through the standardization of judicial procedures, and crime and punishment, even from great distances governments are able to further the reach of their social fabric, and thus aid cohesion in a civilization of many settlements. Two more settlements are added to the limit below which no public order penalties are assessed.
Last edited by Olthenia on Wed Feb 13, 2019 10:38 am, edited 2 times in total.

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Holy Tedalonia
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Postby Holy Tedalonia » Wed Jan 30, 2019 3:43 pm

*poke that produce no such problems*
Name: Ted
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The GAmeTopians
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Postby The GAmeTopians » Wed Jan 30, 2019 3:43 pm

*poke take two*
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

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Novas Arcanum
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Postby Novas Arcanum » Wed Jan 30, 2019 3:44 pm

The Arameri Dominon has reported

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Kelmet
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Left-Leaning College State

Postby Kelmet » Wed Jan 30, 2019 3:57 pm

Are we sure we can tag?
Call me Kel
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Holy Tedalonia
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Postby Holy Tedalonia » Wed Jan 30, 2019 4:02 pm

Kelmet wrote:Are we sure we can tag?

If your asking on this thread, then you'd ought to be joking :p
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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Holy Tedalonia
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Postby Holy Tedalonia » Wed Jan 30, 2019 4:03 pm

So negotiations done and post is up. Other then Kyrene who else hasn't posted?
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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Novas Arcanum
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Postby Novas Arcanum » Wed Jan 30, 2019 4:12 pm

@Kel Ima take you up on that offer

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The GAmeTopians
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Postby The GAmeTopians » Wed Jan 30, 2019 4:18 pm

Novas Arcanum wrote:@Kel Ima take you up on that offer

Or will I? :p
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

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Saxony-Brandenburg
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Postby Saxony-Brandenburg » Wed Jan 30, 2019 4:25 pm

Ello! Lovely to see you're already ahead of the game! great work!
"When Adam delved and Eve span, who was then the gentleman?"

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Novas Arcanum
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Postby Novas Arcanum » Wed Jan 30, 2019 4:29 pm

The GAmeTopians wrote:
Novas Arcanum wrote:@Kel Ima take you up on that offer

Or will I? :p


You were saying? :p

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The GAmeTopians
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Postby The GAmeTopians » Wed Jan 30, 2019 4:46 pm

Novas Arcanum wrote:
The GAmeTopians wrote:Or will I? :p


You were saying? :p

You were saying? :p
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

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G-Tech Corporation
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Postby G-Tech Corporation » Wed Jan 30, 2019 4:58 pm

Not keeping an eye on things at all, nope nope.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Novas Arcanum
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Postby Novas Arcanum » Wed Jan 30, 2019 5:00 pm

The GAmeTopians wrote:
Novas Arcanum wrote:
You were saying? :p

You were saying? :p


Please he wants a sexy Mayan princess

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Ralnis
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Postby Ralnis » Wed Jan 30, 2019 5:13 pm

Advancements still RNG...

shudders and groans
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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The GAmeTopians
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Scandinavian Liberal Paradise

Postby The GAmeTopians » Wed Jan 30, 2019 5:18 pm

Novas Arcanum wrote:
The GAmeTopians wrote:You were saying? :p


Please he wants a sexy Mayan princess

Please, he wants sexy Asian twins
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

Member of The Council of the Multiverse community. Click me to find out more!

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Ralnis
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Ex-Nation

Postby Ralnis » Wed Jan 30, 2019 5:19 pm

The GAmeTopians wrote:
Novas Arcanum wrote:
Please he wants a sexy Mayan princess

Please, he wants sexy Asian twins

And this is why I go the way of the Hansa.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Kelmet
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Left-Leaning College State

Postby Kelmet » Wed Jan 30, 2019 5:21 pm

The GAmeTopians wrote:
Novas Arcanum wrote:
Please he wants a sexy Mayan princess

Please, he wants sexy Asian twins

:blush: :blush: :blush: :blush: :blush:
Call me Kel
Captain US Army Intelligence

Co-OP and OP Experience

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Saxony-Brandenburg
Minister
 
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Civil Rights Lovefest

Postby Saxony-Brandenburg » Wed Jan 30, 2019 5:24 pm

Kelmet wrote:
The GAmeTopians wrote:Please, he wants sexy Asian twins

:blush: :blush: :blush: :blush: :blush:

:meh:
"When Adam delved and Eve span, who was then the gentleman?"

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Holy Tedalonia
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Founded: Nov 14, 2016
Ex-Nation

Postby Holy Tedalonia » Wed Jan 30, 2019 5:25 pm

Kelmet wrote:
The GAmeTopians wrote:Please, he wants sexy Asian twins

:blush: :blush: :blush: :blush: :blush:

Beware Kelm, the Lord of light doesn't smile upon those that give away to temptation ;)
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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The GAmeTopians
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Scandinavian Liberal Paradise

Postby The GAmeTopians » Wed Jan 30, 2019 5:27 pm

Holy Tedalonia wrote:
Kelmet wrote: :blush: :blush: :blush: :blush: :blush:

Beware Kelm, the Lord of light doesn't smile upon those that give away to temptation ;)

The Lord of Light is a forgiving master...
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

Member of The Council of the Multiverse community. Click me to find out more!

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Ralnis
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Ex-Nation

Postby Ralnis » Wed Jan 30, 2019 5:35 pm

This makes me want to join the horde and wipe out the Alliance.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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G-Tech Corporation
Khan of Spam
 
Posts: 63929
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Jan 30, 2019 5:36 pm

Ralnis wrote:This makes me want to join the horde and wipe out the Alliance.


Or join the (404 Organization not found) headed by the Hierarchy which I may have time to actually create now that my workload is so much lightened :p
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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