Wednesday, August 3, 2016

Player Survey

I've you've been invited to play and you would like to, complete the player survey HERE.

If you have any questions or concerns, Email the GMs.

Taking Actions

Each nation with a single PC receives 5 actions per turn. Each nation with 2 PCs receives 6 actions per turn; 3 each. You will not know which nation has 1 or 2 PCs. Below are different types of actions you can take, but you are not limited to the ones below:

  • Increase a trait
  • Build something
  • Grow your population
  • Spy on another nation
  • Sabotage another nation
  • Assist another nation
  • Hide an action
  • Produce an heir
  • Hold a festival
  • Assassinate someone (within your own nation)
  • Write a letter 

You must write a description of each action you are taking. If you chose to write a letter, you must include the written letter in the package back tot he GM at the end of the turn; this letter will then be delivered to the PC it is addressed to. Each nation will have 2-3 people you may write to; you will not know which are run by the GMs and which are run by the PCs.

You will not always succeed. Other factors may influence your actions. You will receive an explanation for your results with every new turn.

Keep in mind that depending on what you do, other PCs may hear about it in their own rumors!

The Known World

The known world is a continent in the middle of the Arashi Sea. The continent is currently broken into 7 nations. Below is a description of each of these, and a brief description of their notable people.

The Ice Hills

The northernmost nation is known as The Ice Hills, and it is known for being made up of hearty, rugged people able to withstand the arctic winters. Large predators roam around in the warmer months, and it is a rite of passage for teens on the cusp of adulthood to go out on hunting parties. Their leader is the Chieftain, a great warrior who leads their people with strength, honor, and a measure of fear. Amongst their advisors is an elderly shaman said to be able to bring back warriors from the dead.

Westlight

South of The Ice Hills and along the western coast sits the forest nation of Westlight, ruled by two royal monarchs, the King and Queen. Some of the monsters from the north make incursions on their northern borders and of this reason they have several orders of knights, one of which patrols the land defeating monsters and making it safe for everyone. They are known for their rich oral history and takes of chivalry and valor. Prized timber grows over the entire nation and is their greatest export.

Badaoin

East of Westlight lays Badaoin, a mountainous nation rich in gemstones and ore. The people there value hard work and put in several decades in the mines before retiring to elderly communal villages where they enjoy the relative ease a life of austerity provides. Underground hot springs act as the focal point for many communities, and council leaders are all elders who have retired from labor. The current ruler is an Elder who has held the role for over a decade.

The Red Empire

The Red Empire is a nation south of Westlight and is also along the western coast of the continent. It was once a collection of smaller nations and city states, until the first Red Emperor one generation ago united them all under one banner after a bloody campaign. The inquisition, led by a high ranking military officer called the High Inquisitor, still seek out rebellion and dissidents throughout the country. The land itself is fertile and produce much of the continent's food.

Avannis

Avannis is a small nation nestled between The Red Empire and The Sun Tribes Federation, know for it's amazing architecture in the capital city and quality of artisans. The governing body is actually the Academy, with the High Chancellor being the head of the academy as well as the nation. There is no military to speak of, but it maintains excellent trade arrangements with its neighbors because of the excellent artisan items it produces.

Sun Tribes Federation

The Sun Tribes Federation is a large desert nation of nomadic tribes and horse people, south of the great mountains of Badaoin.  Moisture is trapped up in the Badaoin mountains, so the air in the Federation becomes very dry in the summer. Rains in the winter bring the desert oases to life. The current leader of Federation is the Warlord. The spiritual leader of the land is the High Priestess who is said to commune with the Moon Mother.

United Southern Cities

The most southern of nations, The United Southern Cities, or the USC, is a thin coastal nation that wraps around the entire bottom tip of the continent. It is a collection of numerous port cities with a non-militarized (and instead mercantilized) navy. The centralized government collects tariffs from all foreign importers and uses the proceeds to provide relief and aid to those affected by the annual storms that destroy the coastline. The head of the nation is the Governor, an elected official who sits at the head of the Sea Council. The Commodore is their right hand adviser, who commands the fleet of merchant ships and is responsible for the defense of all fishers.

The Arashi Sea

The sea has always been a dangerous one and sailors who make their living upon it are known to be the most foolhardy thrill-seekers of anyone. Fishermen are paid well for their years of service, and pearl diving is an ancient profession passed down through hereditary lines to keep the secrets of navigating the dangerous waves. The northern waters are much too cold for anyone but the ice fishers to venture out onto it, but the incredibly dangerous storms of the south are legendary in their potential for destruction.

Money & Magic, and the Lack Thereof

Money

You may have noticed that there is a lack of money noted in your State of the Nation sheet. This is on purpose. Every nation uses their own currency, so barter is really the best way to do anything between nations. We've allowed for the possibility for a nation to be rich regardless of how many coins are in their coffers.

Magic

This is a high fantasy game but no one has magic.

Yet.

Understanding Your State of the Nation Sheet

Every round you will receive a State of the Nation sheet. This gives you valuable information on your nation. At the top will be a description of your nation and recent rumors, which should reflect the outcome of any actions you took the round before. You will see listed which actions are successful and which were not.

Beneath that will be your scores for the following national traits:

  • Military
  • Agriculture
  • Arts/Religion
  • Science/Tech
  • Spy Network

Your values will range in score from 1 to 10, but no nation begins with higher than a 4 in anything at the start of game play. You can take actions to increase these values, or you can take actions to utilize them to aid something else. You may only use each trait for an action once per turn.

For example: Sue wants to raise her nation's military from a 3 to a 4. For her action, she will use her agriculture score of 4 to provide food incentives for new recruits to her nation's militia. In her next State of the Nation, if she is successful, her military will be at a value of 4. Her agriculture will stay at 4; she will not lose anything by having used it. Sue would not be able to use agriculture to raise both her military and her science in the same turn - she could only use it for one action each turn.

Using a higher value trait for your nation is more likely to succeed. For example, Sue is more likely to increase her military from a 3 to a 4 by using her agriculture of 4, than her arts of 1.

Introduction

What is this game?

This is a fantasy-based game of politics where players take on the roles of world leaders/advisors/generals. World information is posted online (here) but all play takes place through snail mail. You will receive, every month or two, a Status of the World, a response to your actions, and correspondence sent to your character, either from an NPC or from other players. You will then respond to the GM with what actions you wish to make (the options will be detailed on another post).

So will I play a character?

Yes! You will play the leader of a nation, or a nation's advisor, general. You will get to control your nation as well as your character. The characters will be pre-generated, but each one will be awesome. You will fill out a player survey at the beginning, and a character will be matched/adjusted just for you.

Will I get to RP with other people?

Of course! You can chose to form alliances or rivalries with any country you wish - and in some cases those may already be part of your nation's history. A few select people may choose to work with a partner, in which case you will both share your nation's actions and responsibilities. There may also be a chance for a get-together or LARP as the game progresses.

Why is the player list secret?

You won't know who else is playing the game so you can't communicate outside of the official channels. We don't want to give an unfair advantage too ne person over another because of who they know. Also, it will increase the risk you'll feel posing an alliance or truce!

Where can I find out more information?

More information will be released and updated on this blog as the game is written and prepared. Once you have been invited and you have completed the Player Survey, you will be considered an active player.