Shalrirorchia
20-08-2006, 17:32
COMPANION THREAD: http://forums.jolt.co.uk/showthread.php?t=496372&page=2&highlight=Shalrirorchia
Nations in this particular PW will be gauged with several different characteristics, some of which I have borrowed from other systems and some of which I have devised on my own.
(Very) BRIEF BACKSTORY-
The world of Aulien is just beginning to come out of the dark ages caused by the collapse of the Empire. Once a world-spanning entity, the Shaedaeharn Empire was reduced to rubble and myth. History does not record the reasons for the Great Fall, but that does not matter. The new world is looking to write its' own history.
RULES-
First off, I welcome you to the Ruins of Shaedaeharn, a P.W. or persistent world for the nationstates forum. I am the founder and head god of R.O.S., Shalrirorchia (although that is not my name in-game). I am responsible for moderating the game world, for settling player/player disputes, and for causing dreadful things to happen at random on occasion in the Realm. :D
All players wishing to join this persistent world must do several things:
1.) Examine the Cultural Organization List and the Civics List. Players (as of this time) receive 15 points for joining, which they may then distribute amongst Orgs and Civics as they see fit. You may of course distribute them evenly amongst the categories (Level 3 is considered "average" for the sake of ratings), but I suggest that you consider a more salient Culture with strengths and weaknesses that will be fun to roleplay repeatedly.
2.) Write a backstory for your culture and include your picks off of the Cultural Org and Civics lists. Then send that information to me in an email with the subject line "ROS CULTURAL ENTRY- (Your CultureName Here). Cultures need to have a "serious" name and a plausible history (I encourage players to conspire with each other and develop histories that include each others' cultures). If I approve of your culture, I will post it on this thread with my official STAMP of approval. If not, I will send you a nice little e-mail asking you to make adjustments and re-submit. (my email is arisianfederation@gmail.com)
Human cultures are the norm, but there are nonhumans to be had as well. There are also gods (moderators and the founder), plagues and monsters (the mischevious pranks of the gods). I support and appreciate creativity....if you have an uncoventional idea, throw it at me and we'll see what we can do.
CULTURAL ORGANIZATION LIST
------------------------------
WEALTH, ECONOMY, AND RESOURCES-
"From dust we came and to dust we shall return."
Every culture relies, ultimately on the resources available in the environment. Stone and ores to craft tools and food to feed a population are all drawn from the land itself.
4 pts. INSANE- The Culture is the very definition of material wealth. It has the money and materials to do just about anything it desires, from large public works to maintaining standing armies. It has a large, well-developed economy that reaches far. Goods from this culture are known around the world, and their merchants are not an uncommon sight both abroad as well as at home. They are a dominant economic force in their region, if not a dominant economic force in the world.
3 pts. WEALTHY- The Culture is relatively wealthy, although its' coffers are not limitless. There is enough in terms of resources to meet all of the civilization's needs, and many of its' desires. Public projects are common, and this Culture's soldiery will not want for coin. The society is a powerful economic force in its' region, and its' trade goods will generally be recognized around the globe.
2 pts. ADEQUATE- The Culture has sufficient resources to sustain and defend itself. Public works projects are not as common as in a Wealthy Culture. The Culture's trade is enough to supplement its' income, although trade alone will not pay the nation's bills.
1 pts. POOR- The Culture's resources are slim. Valuable resources are not easily found in the culture, and the economy is smaller and less developed. There is enough in terms of natural resources to support the culture, and perhaps a little extra (in case of national crisis), but this nation will not be building a Versailles any time soon.
0 pts. ABYSMAL- The Culture has been cursed by the Gods with poverty. Resources such as iron and coal are scarce. The land itself may still be fertile (leading to an agricultural state), but this nation will rarely threaten its' neighbors, and public works are uncommon (save for highly wealthy individuals).
GEOGRAPHICAL LOCATION-
"Location is everything!"
4 pts. STRATEGIC- The Culture owns a piece of land with exceptional value in terms of geography. It may sit astride a major trade route (or more likely SEVERAL trade routes). In addition, the Culture is easily defended...the Culture can use the land to its' advantage and thwart all but the most determined or serious of invasions.
3 pts. IMPORTANT- The Culture is based in a territory that is both defensible and important, though not so much as a Strategic culture. Assaulting such a culture will be difficult, but not impossible.
2 pts. STANDARD- The Culture rests on territory that is easily reached and that confers no appreciable defensive bonus or penalty.
1 pts. VULNERABLE- The Culture's territory is in a bad locale. Either they are too far out of the way to take advantage of the trade its' wealthier neighbors are enjoying, or the territory is wide open and unbroken...making the movement of armies all too easy.
0 pts. RIDICULOUS- The Culture sits on territory twisted by a freak act of nature. They are out-of-the way and their lands are exposed to incursions of other nations.
TECHNOLOGY AND SCIENCE-
"The spear or the shiny red button?"
4 pts. STEAM AGE- The Culture enjoys the benefits of the mighty steam age. It has the technology to develop complex machines and craft magnificient works of architecture. Primitive musketry and rifles are the leading edge of the Steam Age's military forces.
3 pts. HIGH MIDDLE AGES- The Culture commands the technology of the High Middle Ages. Complex machines are common, but steam-powered machines are not. High-grade steel is abundant, as is complex and majestic architecture.
2 pts. EARLY MIDDLE AGES- The Culture possesses technology equivalent to the early Middle Ages. Simple machines are common, but complex machines are more of a curiosity than a common fixture. Lower-grade steel is common, and there is some higher quality steel as well. Most metal use amongst commoners is of lesser quality...bronze and copper.
1 pts. CLASSICAL- The Culture possesses technology equivalent to classical Rome, with catapults and bronze armor and weapons. Large building projects are less common than in later Ages, but are still accomplished (mostly thanks to the power of human muscle).
0 pts. PRE-CLASSICAL- The Culture is either Stone-Age or very recently post-Stone Age. Metalworking is uncommon, and is limited to small (personal) objects instead of being used for larger projects.
GEOGRAPHICAL AND POPULATION SIZE-
"Size DOES matter!"
4 pts. EMPIRE- The culture is an imperial power spanning a broad geographical area in several regions. It is of sufficient size and density as to represent a nearly insurmountable obstacle...it is unlikely to be completely overrun by an enemy invasion.
3 pts. HUGE- The Culture is a large force in its' region, but does not necessarily have holdings in several regions.
2 pts. CONSIDERABLE- The Culture takes up a substantial regional presence, but its' vistas are typically limited to its' immediate neighbors (and perhaps THEIR neighbors).
1 pts. SMALL- The Culture is smaller than most, taking up perhaps the better part of a province or coastline.
0 pts. TINY- The Culture is limited to the size of a major city and environs, or an island chain.
MAGICAL AFFINITY-
"Fireball beats rifle!"
4 pts. MASTER- The Culture is attuned to the magic around them, spawning large numbers of practitioners. They routinely produce great magical theorists and wielders of magic, and their skill in the Art awes those of a lesser calling.
3 pts. SKILLED- The Culture understands the deep mysteries of magic, and is the home of some of the world's most skilled practitioners. It's wizards and sorcerors are known and respected around the world.
2. pts. FAMILIAR- The Culture is familiar with the basic concepts of magic, but those with the ability to use the Art are far rarer than in Skilled or Master.
1 pts. NOVICE- The Culture's understanding of or skill in magic is atrophied. Magic-users are highly uncommon, and their power is usually far less than those of higher cultural skill levels.
0 pts. NON-EXISTANT- The Culture (whether for social/biological reasons or something else) has no place for magic. Magic is almost unheard of.
Each civilization also gets to choose up to 2 free CIVICS that define the nature of that civilization. Additional civics can be chosen with points drawn from the C.O.L. list (2 points for the first extra civ, 3 extra points for the second extra civ, and so on).
CIVICS
-------
Diplomatic- The Culture is reknowned for the skill of its' diplomats. It garners respect from the international community, and is automatically assumed to know (well) all other cultures in the Persistent World. Those negotiating with the Culture are more readily charmed (or intimidated) by its' envoys.
Financial- The Culture's moneychangers are some of the best in the business. They know how to make money work, how to invest it, and what to invest in. They are shrewd negotiators, and their money talks in both diplomacy and espionage (although not so much as the Diplomatic or Secretive civs).
Secretive- The Culture is a hotbed of xenophobia (or, if everyone really IS out to get you, paranoia is simply good thinking!). The agents and spies of the Culture are a force to be reckoned with.
Elite- The ground soldiers or warriors of the Culture are either fanatical or highly skilled (or perhaps both). The Culture's troops could rub elbows with the ancient Spartans if they wanted to, and are feared on the battlefields of the P.W.
Skilled- The culture's mages and wizards (if any) are highly effective at causing things to explode. It's even better when it is an enemy doing the exploding.
Affinity- The Culture has an affinity for Shadaeharn artifacts and ruins, and finds these objects more frequently (NOTE: The ruins of the Shaedaeharn Empire are my perogative as Founder. Appearances of Shaedaeharn technology, magic, and structurals are cleared by me!)
Nautical- The Culture's sailors and marines are legendary in their exploits. No sane man would wish to cross sabers with them.
Religious- The culture has a dominant religion that draws it together, conferring both social and militaristic advantages (soldier fanatics, unity of purpose).
Philosophical- The culture encourages deep, complex thought. It is the home of great thinkers and dreamers, which leads to innovative new politics, tactics, and economics.
Nations in this particular PW will be gauged with several different characteristics, some of which I have borrowed from other systems and some of which I have devised on my own.
(Very) BRIEF BACKSTORY-
The world of Aulien is just beginning to come out of the dark ages caused by the collapse of the Empire. Once a world-spanning entity, the Shaedaeharn Empire was reduced to rubble and myth. History does not record the reasons for the Great Fall, but that does not matter. The new world is looking to write its' own history.
RULES-
First off, I welcome you to the Ruins of Shaedaeharn, a P.W. or persistent world for the nationstates forum. I am the founder and head god of R.O.S., Shalrirorchia (although that is not my name in-game). I am responsible for moderating the game world, for settling player/player disputes, and for causing dreadful things to happen at random on occasion in the Realm. :D
All players wishing to join this persistent world must do several things:
1.) Examine the Cultural Organization List and the Civics List. Players (as of this time) receive 15 points for joining, which they may then distribute amongst Orgs and Civics as they see fit. You may of course distribute them evenly amongst the categories (Level 3 is considered "average" for the sake of ratings), but I suggest that you consider a more salient Culture with strengths and weaknesses that will be fun to roleplay repeatedly.
2.) Write a backstory for your culture and include your picks off of the Cultural Org and Civics lists. Then send that information to me in an email with the subject line "ROS CULTURAL ENTRY- (Your CultureName Here). Cultures need to have a "serious" name and a plausible history (I encourage players to conspire with each other and develop histories that include each others' cultures). If I approve of your culture, I will post it on this thread with my official STAMP of approval. If not, I will send you a nice little e-mail asking you to make adjustments and re-submit. (my email is arisianfederation@gmail.com)
Human cultures are the norm, but there are nonhumans to be had as well. There are also gods (moderators and the founder), plagues and monsters (the mischevious pranks of the gods). I support and appreciate creativity....if you have an uncoventional idea, throw it at me and we'll see what we can do.
CULTURAL ORGANIZATION LIST
------------------------------
WEALTH, ECONOMY, AND RESOURCES-
"From dust we came and to dust we shall return."
Every culture relies, ultimately on the resources available in the environment. Stone and ores to craft tools and food to feed a population are all drawn from the land itself.
4 pts. INSANE- The Culture is the very definition of material wealth. It has the money and materials to do just about anything it desires, from large public works to maintaining standing armies. It has a large, well-developed economy that reaches far. Goods from this culture are known around the world, and their merchants are not an uncommon sight both abroad as well as at home. They are a dominant economic force in their region, if not a dominant economic force in the world.
3 pts. WEALTHY- The Culture is relatively wealthy, although its' coffers are not limitless. There is enough in terms of resources to meet all of the civilization's needs, and many of its' desires. Public projects are common, and this Culture's soldiery will not want for coin. The society is a powerful economic force in its' region, and its' trade goods will generally be recognized around the globe.
2 pts. ADEQUATE- The Culture has sufficient resources to sustain and defend itself. Public works projects are not as common as in a Wealthy Culture. The Culture's trade is enough to supplement its' income, although trade alone will not pay the nation's bills.
1 pts. POOR- The Culture's resources are slim. Valuable resources are not easily found in the culture, and the economy is smaller and less developed. There is enough in terms of natural resources to support the culture, and perhaps a little extra (in case of national crisis), but this nation will not be building a Versailles any time soon.
0 pts. ABYSMAL- The Culture has been cursed by the Gods with poverty. Resources such as iron and coal are scarce. The land itself may still be fertile (leading to an agricultural state), but this nation will rarely threaten its' neighbors, and public works are uncommon (save for highly wealthy individuals).
GEOGRAPHICAL LOCATION-
"Location is everything!"
4 pts. STRATEGIC- The Culture owns a piece of land with exceptional value in terms of geography. It may sit astride a major trade route (or more likely SEVERAL trade routes). In addition, the Culture is easily defended...the Culture can use the land to its' advantage and thwart all but the most determined or serious of invasions.
3 pts. IMPORTANT- The Culture is based in a territory that is both defensible and important, though not so much as a Strategic culture. Assaulting such a culture will be difficult, but not impossible.
2 pts. STANDARD- The Culture rests on territory that is easily reached and that confers no appreciable defensive bonus or penalty.
1 pts. VULNERABLE- The Culture's territory is in a bad locale. Either they are too far out of the way to take advantage of the trade its' wealthier neighbors are enjoying, or the territory is wide open and unbroken...making the movement of armies all too easy.
0 pts. RIDICULOUS- The Culture sits on territory twisted by a freak act of nature. They are out-of-the way and their lands are exposed to incursions of other nations.
TECHNOLOGY AND SCIENCE-
"The spear or the shiny red button?"
4 pts. STEAM AGE- The Culture enjoys the benefits of the mighty steam age. It has the technology to develop complex machines and craft magnificient works of architecture. Primitive musketry and rifles are the leading edge of the Steam Age's military forces.
3 pts. HIGH MIDDLE AGES- The Culture commands the technology of the High Middle Ages. Complex machines are common, but steam-powered machines are not. High-grade steel is abundant, as is complex and majestic architecture.
2 pts. EARLY MIDDLE AGES- The Culture possesses technology equivalent to the early Middle Ages. Simple machines are common, but complex machines are more of a curiosity than a common fixture. Lower-grade steel is common, and there is some higher quality steel as well. Most metal use amongst commoners is of lesser quality...bronze and copper.
1 pts. CLASSICAL- The Culture possesses technology equivalent to classical Rome, with catapults and bronze armor and weapons. Large building projects are less common than in later Ages, but are still accomplished (mostly thanks to the power of human muscle).
0 pts. PRE-CLASSICAL- The Culture is either Stone-Age or very recently post-Stone Age. Metalworking is uncommon, and is limited to small (personal) objects instead of being used for larger projects.
GEOGRAPHICAL AND POPULATION SIZE-
"Size DOES matter!"
4 pts. EMPIRE- The culture is an imperial power spanning a broad geographical area in several regions. It is of sufficient size and density as to represent a nearly insurmountable obstacle...it is unlikely to be completely overrun by an enemy invasion.
3 pts. HUGE- The Culture is a large force in its' region, but does not necessarily have holdings in several regions.
2 pts. CONSIDERABLE- The Culture takes up a substantial regional presence, but its' vistas are typically limited to its' immediate neighbors (and perhaps THEIR neighbors).
1 pts. SMALL- The Culture is smaller than most, taking up perhaps the better part of a province or coastline.
0 pts. TINY- The Culture is limited to the size of a major city and environs, or an island chain.
MAGICAL AFFINITY-
"Fireball beats rifle!"
4 pts. MASTER- The Culture is attuned to the magic around them, spawning large numbers of practitioners. They routinely produce great magical theorists and wielders of magic, and their skill in the Art awes those of a lesser calling.
3 pts. SKILLED- The Culture understands the deep mysteries of magic, and is the home of some of the world's most skilled practitioners. It's wizards and sorcerors are known and respected around the world.
2. pts. FAMILIAR- The Culture is familiar with the basic concepts of magic, but those with the ability to use the Art are far rarer than in Skilled or Master.
1 pts. NOVICE- The Culture's understanding of or skill in magic is atrophied. Magic-users are highly uncommon, and their power is usually far less than those of higher cultural skill levels.
0 pts. NON-EXISTANT- The Culture (whether for social/biological reasons or something else) has no place for magic. Magic is almost unheard of.
Each civilization also gets to choose up to 2 free CIVICS that define the nature of that civilization. Additional civics can be chosen with points drawn from the C.O.L. list (2 points for the first extra civ, 3 extra points for the second extra civ, and so on).
CIVICS
-------
Diplomatic- The Culture is reknowned for the skill of its' diplomats. It garners respect from the international community, and is automatically assumed to know (well) all other cultures in the Persistent World. Those negotiating with the Culture are more readily charmed (or intimidated) by its' envoys.
Financial- The Culture's moneychangers are some of the best in the business. They know how to make money work, how to invest it, and what to invest in. They are shrewd negotiators, and their money talks in both diplomacy and espionage (although not so much as the Diplomatic or Secretive civs).
Secretive- The Culture is a hotbed of xenophobia (or, if everyone really IS out to get you, paranoia is simply good thinking!). The agents and spies of the Culture are a force to be reckoned with.
Elite- The ground soldiers or warriors of the Culture are either fanatical or highly skilled (or perhaps both). The Culture's troops could rub elbows with the ancient Spartans if they wanted to, and are feared on the battlefields of the P.W.
Skilled- The culture's mages and wizards (if any) are highly effective at causing things to explode. It's even better when it is an enemy doing the exploding.
Affinity- The Culture has an affinity for Shadaeharn artifacts and ruins, and finds these objects more frequently (NOTE: The ruins of the Shaedaeharn Empire are my perogative as Founder. Appearances of Shaedaeharn technology, magic, and structurals are cleared by me!)
Nautical- The Culture's sailors and marines are legendary in their exploits. No sane man would wish to cross sabers with them.
Religious- The culture has a dominant religion that draws it together, conferring both social and militaristic advantages (soldier fanatics, unity of purpose).
Philosophical- The culture encourages deep, complex thought. It is the home of great thinkers and dreamers, which leads to innovative new politics, tactics, and economics.