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    1. Gaebrael 8 yrs ago

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8 yrs ago
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So, I had this idea for a sort of round-robin world creation. To some degree, it is less roleplaying than collaborative worldbuilding, but I plan to host a few other things in the world once it is finished.



So this is a blank map. The world will be named at the end of the entire thing that will hereafter be referred to as a game, and until then shall only be referred to as the world.

The idea of the game is that everybody contributes to the world from its origin to the renaissance that the Gods depart from. I didn't want to make the game too tabletop-y, so there is really only one mechanic with numbers instituted so that everybody contributes fairly. It should be noted that when I mention the players are Gods, I do not mean that we are roleplaying in a Pantheon. Really, there isn't much character interaction per se as much as worldbuilding through legends.

Before I get into the bones of it all I will talk briefly about the setting. As far as magic and Gods and divine intervention goes, it is very low fantasy. The central point of the world is that everything remains very much internally consistent. The best way to not screw this up is cut down on magic things. Channelers, be they arcane, druid, or divine in nature, should be very rare and poorly understood. That said, spooky stuff exists. The most critical point when dealing with magic is considering the long-term practical implications of this type of magic existing. For example, consider the implications of phoenixes existing in a world. Whenever they crash into tall buildings, as many birds in our world do, giant fires would erupt. The people inhabiting places where they are common would have a few options. Hunt them, make stone buildings, or both. The inhabitants of a certain place known as Firewood, where nests of phoenixes were once common in ancient times, the entirety of Oldtown is made of stone, whereas newer buildings are made of more inexpensive wood and stone combinations. Forest fires naturally created large glades towards the edge of the forest where the Fireland hunters couldn't reach. As a result, the rich, volcanic-like soil across the forest gave way to a successful agriculture industry. Rather than just making them a cool flavor wizard pet, think about how they would act in every society. Think of the types of magic you create in an evildoer's hands, as well as a government's. Don't assume any given magic would just belong to the good or righteous. I suppose the main another piece for the setting is that we will eventually reach something akin to steampunk (I hesitate to use that word, but rather think of the Industrial Revolution + Fantasy races) influenced by low fantasy elements. For fantasy races, keep things interesting, avoid tropes, but also think of the realistic implications of the traits that you bestow upon races. The one hard and fast rule with races as a whole is no immortality. Maximum lifespan should be around two hundred years at a maximum. Minimum lifespan, although encountered much less often, should be twenty-ish years, although softer, and do consider that this is a minimum average lifespan. Note that races at both of these extremes or cool to play with, and the limits are set just so it is possible to write them realistically.

Points:
Every turn, each player has 24 points. All players must use all points, no more and no less, every turn. Each point represents approximately one sentence of writing, so posts should all be of generally uniform length. The only rule for posting schedules is that you may not double post. Various actions can be taken at various times for different amounts of points, more points implying that more explanation and backstory is necessary for a certain topic. As an example, the creation of a new race will warrant significantly more description than the evolution of a new family of the butterfly. Phases of creation allow certain actions at certain times. Phases begin and end basically whenever I feel that they are complete. That said, here are the phases and their various actions and point costs:

Origin:
Sculpt World [12]: Alter the world's coastlines, or create a new continent or island. Describe in detail what circumstances or cataclysm caused the island/continent/coastline to be created.
Designate Terrain Type [3]: Designate certain areas as swamps, forests, wastelands, etc.
Add Flora to Index [1]: Add three types of flora to the index of flora. Give a brief description of each, no more than two sentences per entry.
Add Minerals to Index [1]: Add three types of minerals to the index of minerals. Give a brief description of each, no more than two sentences.
Add Fauna to Index [1]: Add three types of fauna to the index of fauna. Give a brief description of each, no more than two sentences.
Fabricate Sentience [16]: Create an entirely new archetype of sentient creature from the fabric of sentience. Note that the race is not actually created as a group until a culture is created for them in the age of Myth. Note that immortals are strictly prohibited. The maximum average age for a sentient creature is 250 years and the minimum average age is 15.

Myth:
Fabricate Culture [8]: Create an entirely new cultural archetype for a group of sentient creatures.
Fabricate Nation [8]: Create an entirely new nation for a group of sentient creatures with either the same cultural archetype or of one cultural archetype with other creatures of assimilated cultures.
Evolve Race [8]: Alter a creature archetype to create a new creature type. This new creature should bear some resemblance to their original archetype, but still can be considerably altered. An example would be evolving a Yeti from a Giant archetype. Fur and frost resistance are appended, but the creatures and generally recognizable. It should be noted that this is the biological point at which the Yeti and Pureblood Giants can no longer mate.
Add Flora to Index [2]: Add three types of flora to the index of flora. Give a brief description of each, no more than two sentences per entry.
Add Minerals to Index [2]: Add three types of minerals to the index of minerals. Give a brief description of each, no more than two sentences.
Add Fauna to Index [2]: Add three types of fauna to the index of fauna. Give a brief description of each, no more than two sentences.
Designate Terrain Type [12]: Designate certain areas as swamps, forests, wastelands, etc.

Rise:
Fabricate Culture [8]: Create an entirely new cultural archetype for a group of sentient creatures.
Fabricate Civilization [16]: Create an entirely new nation for a group of sentient creatures with either the same cultural archetype or of one cultural archetype with other creatures of assimilated cultures.
Evolve Race [16]: Alter a creature archetype to create a new creature type. This new creature should bear some resemblance to their original archetype, but still can be considerably altered. An example would be evolving a Yeti from a Giant archetype. Fur and frost resistance are appended, but the creatures and generally recognizable. It should be noted that this is the biological point at which the Yeti and Pureblood Giants can no longer mate.
Add Flora to Index [4]: Add three types of flora to the index of flora. Give a brief description of each, no more than two sentences per entry.
Add Minerals to Index [4]: Add three types of minerals to the index of minerals. Give a brief description of each, no more than two sentences.
Add Fauna to Index [4]: Add three types of fauna to the index of fauna. Give a brief description of each, no more than two sentences.
Evolve Culture [3]: Denote a cultural shift in some nations of groups of creatures. This shift creates a new type of culture, recognizable as a descendant of the original archetype culture, but altered dramatically enough to warrant a new strain. This is the point at which physical separation and/or biological differences have created to homogeneous cultural groups.
Alter Race [8]: Create a subtype of a creature type. The alteration that causes this rift between the subtypes should generally be the effect of cultural separation evolving into a physical and finally a biological separation. Specific physical alterations should be minimal, but still, denote the unique and newfound identity of the subtype. It should be noted that subtypes are significantly more disposed to possess the ability to be unified into one nation, whereas types will struggle to identify as a single culture.
Create Nation [6]: Create a new nation of sentient creatures within one civilization.
Chronicle Event [2]: Although the cost of this action is two points, it is expected that events be at least a paragraph. For the Rise, legends are best suited for how ancient heroes triumphed over real or perceived evil. Although myths from this early in history are by no means reliable historical records, they should all contain at least a few grains of truth. When creating a myth, reference as many landmarks as possible. This action may be performed twice with no point value per turn, meaning that this action could be performed twice in addition to a series of actions costing 16 points.
Designate Landmark [4]: Although the cost of this action is four points, it is expected that landmark is at least a paragraph. Landmarks at this stage are best thought of as cradles of civilizations or places of strategic importance. Think of landmarks during the Rise as seeds that will be watered in later ages. This action may be performed once with no point value per turn, meaning that this action could be performed once in addition to a series of actions costing 16 points.

Antiquity:
Add Flora to Index [6]: Add three types of flora to the index of flora. Give a brief description of each, no more than two sentences per entry.
Add Minerals to Index [6]: Add three types of minerals to the index of minerals. Give a brief description of each, no more than two sentences.
Add Fauna to Index [6]: Add three types of fauna to the index of fauna. Give a brief description of each, no more than two sentences.
Alter Race [16]: Create a subtype of a creature type. The alteration that causes this rift between the subtypes should generally be the effect of cultural separation evolving into a physical and finally a biological separation. Specific physical alterations should be minimal, but still, denote the unique and newfound identity of the subtype. It should be noted that subtypes are significantly more disposed to possess the ability to be unified into one nation, whereas types will struggle to identify as a single culture.
Chronicle Event [2]: Although the cost of this action is two points, it is expected that events be at least a paragraph. For the Rise, legends are best suited for how ancient heroes triumphed over real or perceived evil. Although myths from this early in history are by no means reliable historical records, they should all contain at least a few grains of truth. When creating a myth, reference as many landmarks as possible. This action may be performed twice with no point value per turn, meaning that this action could be performed twice in addition to a series of actions costing 16 points.
Designate Landmark [4]: Although the cost of this action is four points, it is expected that landmark is at least a paragraph. Landmarks at this stage are best thought of as cradles of civilizations or places of strategic importance. Think of landmarks during the Rise as seeds that will be watered in later ages. This action may be performed once with no point value per turn, meaning that this action could be performed once in addition to a series of actions costing 16 points.
Alter Culture [3]: Create a cultural sub type.

[More Coming Soon]

If this gets steam, I will post the general phases of creation and the "points" system.
In. This seems really cool.
<Snipped quote by Gaebrael>

That is entirely up to you. If you take those flaws, then yes. You can choose to have no fleet or Cavalry.

<Snipped quote by Gaebrael>

Taking this flaw with more powerful military traits would essentially cut your military in half. You get the boons to your actual military, but a large portion of your forces would still be untrained slaves. The flaw weakens your army as a whole, but the other boons you took could help balance it out. So as a whole your army would be weaker as a flaw, but certain portions could be strong, yes.

I hope this helps answer your questions. Feel free to clarify if I messed something up.


Thank you. I just wanted to clarify that the armies would be distinguished almost entirely by what region they were fighting in. So I would have my unstoppable force in the north rued by Lord Alpha, and a desert slave band ruled by Lord Beta. This would mean that a battle between Lord Alpha and the Gamma Horde would not at all be affected by the Slave Army trait.

Also, apologies for making this less clear than intended, but what I was asking about with the land/fleet flaws was weather it could be construed as minuscule cavalry/navy rather than was necessarily inferior on a per-ship basis. For example, by Battleship could fare well against a Royal Navy Battleship, maybe even beat it, but I only have one battleship. Does that make sense? It just seems like it wouldn't fit my particular idea to have an average sized ancient fleet, being the engineering trait I took and my vision in general.

P. S.: I will make my claim last since my claim depends on everybody else's claim, but the idea is that my nation is essentially a highly profitable toll booth squeezed between two major trading nations, with either the approximate width of a DMZ or a disputed claim over a large tract of desert between them. Kind of like the silk road, except if a band of sellswords often hired to guard the caravans decided to become a nation, claimed a tract of land, built a wall, made everybody who wanted to get through pay tolls, developed a code of honor and weird religion, and sold all debtors into slavery and a few other tricks. The main point is to border and have extensive interactions with two nations, preferably with some coordination between them.
So, looking at the flaws, I am still deciding. These are bound to change as I review and flesh out my nation, or as the selection increases:

Mercenaries and Sellswords: Mercenary companies are vast in your nation. They often form the backbone of your army. This can cause some trouble as they are only loyal to the highest bidder.

I will either take:

Torpid Navy: With hulls broken, shredded sails, and unsteady masts, your ships are very weak and easily sunk. Naval battles will not often go your way. Your fleet is a truly a pitiful sight to behold.

Or

Lame Cavalry: Your nation’s horses are lame, swaybacked, stubborn, and weedy. It is hard to control them, and because of this, your cavalry lacks training and are comparatively weak in battle.

Which would essentially translate to No Cavalry or No Fleet, in my case, since it would be odd to have just one section of the military for some odd reason existent and just really bad versus having like one or two squads or one capital ship that are modern and worth the same value.

The one other flaw I was going to take was:

Serf Slave Militia: The armies of your nation are far and few. In order to fill the gaps in your rank, your nation must place peasants debtors and serfs slaves among the ranks. Unskilled and weak, they are merely placeholders within your empty military.

Now, the clarification with this one is that the way I was planning this, the nation's capital and lush provinces would have all of those fancy military traits I got, and then the desert army or oarsmen (depending on where I place my nation) would be mostly slaves. So really, the traits would apply to two very different armies.

For traits (11 Points, 10 og. plus one from planned extra flaw):

Honorable Emissaries (Can’t Be Taken With A Web Of Whispers): Throughout history your nations peoples are known for being charismatic and honorable. With some of the best and most trusted diplomats, sneakier affairs are more difficult when it comes to both your spies and the spies of your enemies. This is compensated by your ability to obtain information diplomatically, above the radar.

Tempered Equipment: Your battle force has the finest, most expensive equipment. Be it from battle armor to the weapons your soldiers use, it is made from the best resources within your nation. Though if this is paired with the Big Armies trait, it means that only some soldiers will get this good equipment leaving the rest with lesser armor giving an imbalance of equipment.

Disciplined Troops: The troops that you command are highly skilled and disciplined, taught the art of war and all of its' great and important aspects. These men are hardened warriors with training and are ready for combat. If you take this trait along with Centurion Troops, you will have some troops that are not as well trained as others, causing an in-balance within your forces.

Unstoppable Force (Costs 2 points): The world trembles when you head to battle as you leave carnage in your wake. Once you get going, there is nothing to stop the wrath you are to bestow upon whomever invoked you, making your attacks leave a mark on the land. When your nation attacks, they are at a great advantage.

Master Engineers: Your nation’s engineers have become extremely skills at crafting siege towers, siege ladders, tunnels, and other siege weaponry. Your army makes for a fierce force when attacking fortified locations.

Awe-Inspiring Fortifications: The castles within your nation have the most breathtaking views and are the pride of your country. Along with their mesmerizing beauty, the security that roams the halls are top of the line. Not only are these places stunning, they are placed in specific locations within your realm to keep your people safe all while foes sit and admire these structures.

Filthy Rich (Costs 2 points; Requires one of the following traits: Rich Deposits, Far Away Lands, Vital Roads): Your nation flourishes, living in a mythical and extravagant golden age. Your nation’s coffers are brimming with coin. You can spend much more than other nations

Vital Roads (Costs 2 points): Your nation holds control of vital trade routes that travel through your territory. Merchant guild masters pay tariffs and tolls to you. Coin circulates your nation like blood. Leaving you more well off than other nations.

More will be developed later. For now, I am just curious if the traits work. Danke!
Still interested. NS soon.
Interested.
theres this list of tanks/vehicles which is far fro mexhaustive but could be a valid point to make comparisons for. mainly early war vehicles though...

knowledgeglue.com/cost-ww2-vehicles


Thank you!
I have the research done for the navy! Now I just need land forces, then Air Force and then I will be set for technology, and finally infrastructure, and a history section that mostly involves your input rather than mine.
@Gaebrael

Two 32,500 ton Passenger Liners had a combined cost of approximately $21,000,000 in 1931

books.google.com/books?id=u-IDAAAAMBAJ..


Danke!
last law exam tommorrow will be freer and drunker after that.


Congratulations!

@Gaebrael

It's Burma/Myanmar, India, and also Canada which are not included.

I would like to help on the project, but I don't think I'm qualified to do it.


No qualifications necessary in the slightest! Just google!
Next Research Thing:
I need the cost of civilian tankers, passenger liners, and cargo vessels. I might get to some of those before long, but civilian vessels are more difficult to find, as a rule.
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