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Incubus

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This thread shall contain game info and provide insight into how everything works. If you have any questions that you feel need to be answered, feel free to post, I'll write up some info on the question, and delete your original post to reduce clutter in the thread. I'd rather have them here than in PM however, as it means all the stuff I need is located within the one thread, rather than having to open a dozen PM windows, and it means I don't get multiple messages about the one thing.

I'll also strive to make each new post on a new topic with a heading in the title field, so that it forms a search-able manual of sorts. As of such, I'll add a table of contents at the end of this post, with links and everything.

Table of Contents

1. General Info
2. Avaliable Races
3. Population and Resources
4. Basic Gameplay
 
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Incubus

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1. General Info

The Kingdom PbP Game puts the player in the role of a sovereign of a fledgling nation in a high fantasy setting. They rule their kingdom in whatever way they see fit, towards whatever goals they desire. Build a strong economy, set up a trade league, or conquer your neighbours and build a might empire. The choice is left to the player.

As the player's avatar personally undertakes certain areas, others may need to be left up advisors or underlings. A ruler certainly cannot personally manage every city they possess, nor can they manage their army's expedition and the capital, so they will need to prioritise and select their ministers and generals carefully. Managing both the happiness of one's underlings and the general populace will be important to ensure your kingdom is free from rebellions and treason.

Each player will chose an avatar from one of three classes to rule over a number of races/societies. Even this choice will affect their popularity, and certain combinations are inherently more difficult than others. For example, the Dark Elves, an inherently matriarchal society, will have problems respecting a male ruler of any class; while the Orcs, a warrior society, have little respect for a Governor class ruler. Certain combinations will thus have other complications, usually that of shadow leadership, to make them playable, although by technically being an underling it puts you in a very precarious position indeed. Thus it is only recommended for players who feel confident in the game's rules.

The three classes of ruler one can select are listed below. The general advantages and disadvantages listed below are subject to modification due to racial selection; certain races treat the classes very differently. Mystics in particular are especially situational, as each race does them slightly differently, it varies a lot from listed below.

Warlord

The warlord has a military background. In a more civilised society, they are likely a great general with many victories to their name. In a more barbaric one, they're the biggest, strongest, greatest warrior. Either way, their military ability is valued by their people, and their ability to inspire unquestioned.

Generally the lower classes(or equivalent) will respect the Warlord more, as they are inspired by the fame and deeds accomplished by them, or awed by their reputation. Military life is something they can relate to, and a war hero is someone everyone can love.

Likewise, the nobility(or equivalent) mistrust or scheme against the Warlord more often. Often viewing them as a brute or simpleton who understands nothing about the non-military matters, and fearing the respect of the common people they wield.

Naturally, the Warlord performs better in battle than the other two classes, and armies raised in his kingdom are slightly better. Armies personally led by the Warlord also receive a substantial boost. However, due to his warlike reputation, diplomatic relations with nearby kingdoms are more difficult, as they fear an invasion.

Governor

The Governor is an individual who has learned or been taught how to rule, often from a young age. In a civilised background, they're a scholar and a nobleman with a keen interest in economics and diplomacy; in a more barbaric background, they're often a shadow ruler hiding behind another, manipulating them to do their bidding. Either way, they're masters of managing the economy of a kingdom, and better at keeping everyone content.

Generally, the Governor is the most skilled at balancing relations, and doesn't incur any particular penalties from a class. Of course, they don't gain any bonuses either, but this skill also applies out to diplomacy, where they gain a bonus.

The Governor will also gain slightly more resources each harvest as they set in place more efficient systems. This bonus is compounded in the area they're personally managing, as they can ensure their system is implemented optimally.

Of the three classes, the Governor performs least will in a military situation. Their knowledge and skill in the area are typically rather limited and while the common soldiers may still appreciate having their ruler lead the army, the other officers will not be so approving of such things.

Mystic

The Mystic is an individual who wields magic power of particular note amongst his people, or something equivalent. In a magic rich race, they are a paragon of magical power, a protégée. In a race where magic is less common, they are no less powerful, but stand-out all the more because of it. As mentioned above, of all the classes, the Mystic changes the most from race to race, and the text below is only a rough guideline that may not be accurate to each race.

Generally, the Mystic is both feared and mistrusted by their people, imposing a slight penalty to the happiness of each class. However, their advisors, ministers and generals are all the more loyal through some combination of seeing through the clout surrounding them to fearing the consequences should they disobey or betray the Mystic. It is also more common for other individuals with magical ability to be available to appoint as staff.

Likewise, their diplomatic relations can also be somewhat strained due to the awe inspiring reputation. Having a powerful mystic next door would make any ruler nervous. However, the resource production of an area managed personally by the mystic will increase dramatically as their magical talents are put to use. Army strength is also boosted by the presence of a mystic, as their powers are put to use to alter conditions into ones more favourable. A mystic may also be able to field special units as they call upon their power.
 
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Incubus

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Statesman's Lodge(OOC Thread)

For OOC banter and the like.

If you wanted to play one of the races I listed in the signup thread but I haven't added to the info thread (a blank entry with a bold title is added for the purposes of this) please let me know and I'll add them to the list.
 
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Incubus

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2. Avaliable Races

The race you select is very important to your game as it affects more or less every single detail. Each race has its own distinct characteristics and some have their very own style of play due to various racial needs. It is important to note that not all of your citizens are necessarily members of the title race; it's not uncommon for some races to take others as slaves and use them as a source of labour.

The list below will list not only the names of the races, but also their alignment, racial characteristics, the different classes that make up the society, and how they view rulers of each available type(See 1. General Info for leader classes). There will also be some descriptions of an military units of that race that can be recruited from the various social classes.

Humans
Alignment: Lawful Neutral. Normal human societies have long since discovered the need for order and typically form into a structured feudal society.

As you'd expect, humans make up the vanilla of the setting. They have particular no strengths nor weaknesses in any aspect and are thus suitable to people not comfortable with the complexity of the game in order to allow them to adapt to whatever play style may suit them. They are a common people, who seem to be able to adapt well to any environment; often by cutting it down and turning it into farmland.

They are, however, a deeply religious people, as the only magic they are capable of wielding is granted to them by their gods. A ruler will always be challenged to balance the need of the crown with the demands of the church, lest they find themselves in trouble with either.

Upper Classes: Feudal Nobility, Clergy.

The upper classes of human kingdoms are an opinionated bunch. While both the nobles and the clergy have in abundance wealth and power, they constantly squabble amongst themselves over petty things, which can prove problematic to a ruler. A tradition of intermarriage between the noble houses also means that almost all of them can make some sort of claim to your throne, so you'd best either keep them happy or watch your back. And while there's no president of the church trying to set up a theocracy in your place, the power they hold over the people suggests it may only be a matter of time, should they take a disliking to you.

Of course, keep them happy and they'll field powerful military units who supply their own equipment. The Feudal Knights may not work well together as a unit, as each strives out outdo the others rather than working together, nor do they listen to orders particularly well, but their raw power is undisputed. Likewise, the Church Knights rally morale around them and fight as a more cohesive unit, albeit one of zealots who are incredibly difficult to control and will almost never listen to an order to withdraw. The great power of these units does come with some cost; while they're practically free to recruit so long as the nobles or church like you, losing them will greatly impact on their happiness, so one must strive to keep them protected.

Middle Classes: Merchants and Artisans

The middle classes are also a wealthy lot, at times even more so than the nobility due to the latter's tendency to whittle away their money on frivolous things. Both clever merchants who gouge the lower classes and resell their goods for tenfold the price elsewhere and entrepreneurial craftsmen who built a store and went into business for themselves ensure that trade flourishes within the kingdom, given a chance. In the end, the middle classes are content so long as profits can be had and invading armies are kept away from their homes.

The middle classes may not be entirely fit for military service, but they can nonetheless assist in their own way. Expert Quartermasters can keep an army's food costs down, and should your kingdom be invaded, or trade routes otherwise blocked by enemy armies, they'll be happy to provide elite mercenary units and caravan guards to help deal with the problem.

Lower Classes: Peasants, Serfs and Slaves

The lower classes are a miserable, downtrodden bunch; and the sad truth of it is they're used to it. As long as they remain fed and sheltered, they'll generally remain free of rebellion risk no matter what their lord may inflict upon them. As with most races, the lower classes are the workhorse of the realm, and the system wouldn't survive without them holding it up.

The majority of your military forces will likely be drawn from there. While morale and discipline may initially be low, dedicated military units (rather than temporarily recruited militia) will soon learn to fight well together, and stand their ground. After all, a soldier is held in higher regard than a farmer and sadly is more guaranteed to get a meal than the one who grows the food as well.

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Human Warlord

The Human Warlord is a great hero and general. While he may hold renown for his own military prowess, he really shines with his firm grasp of tactics and inspiring words. As the standard description for the Warlord, he is beloved by the lower classes, mistrusted by the Nobility, raises better troops in his kingdom and grants armies he leads a substantial boost in strength and morale. However, fearing his reputation, neighbouring kingdoms will be less trusting and more inclined to go to war with him.

Human Governor

A pampered and educated noble, the Human Governor is an intellectual in all regards. Still, born and raised to rule, no one questions their authority in such matters and their economic ideas and reforms may yet bring the kingdom great prosperity. Furthermore, their cultured and learned background grants them a bonus in diplomacy, as well as the ability to juggle the needs of each class so that none are naturally inclined against him. That said, their knowledge of warfare is theoretical at best, and almost invariably not up to date; they are far from the model of the modern major general, and are best left away from the frontlines.

Human Mystic

Fire shall rain from the skies and strike down the non-believers. Although he is born of the royal line of blood, the Human Mystic entered the clergy, usually because they were not the crown prince. And due to their lineage, they ascended quite high in the church. Now, after an unfortunate accident left them heir to the throne, wielding the power of their god they seem intent to turn the kingdom into a theocracy. The upper classes are torn and factionalised even moreso than usual as the truly devout are separated from traditionalists who see their status under siege by these reforms. However, the common people are very accepting of the idea of a church state. However, the Human Mystic will have to adhere to the whims of the divine if they want to retain their support, and must tread carefully to avoid a civil war in the upper ranks; or perhaps instigate an inquisition to purge the non-believers and purify the nobility.

Elves
Alignment: Lawful Good. The Elves are beings of great magical power, but they use it benevolently in attempts to better the world. However, they do often come across as haughty and overbearing as they instruct others to change their ways for the good of all, and look down upon lesser races.

The way their actual society works is nothing special, other than the caste system is based on magical potency rather than heritage alone. That said, the Highborn tend to intermarry to strengthen the magic in their bloodline, while the lower classes have little to no magical talent at all, and those who do have talent can rarely find the opportunity to train and develop it. While they may treat their workers better, the system isn't all that different from how your standard caste system works, although one should never attempt to tell an Elf that.

Upper Classes - High Elves

The greatest in magical power are entitled to the greatest privileges in Elven kingdoms, the reasoning being that those with the greatest magical gifts; that most important to the elves, need an environment where they can spend the majority of their time studying and developing their gifts. How much luxury is necessary for such things is open to debate, but typically the luxury surrounding them is forged by their power, and not by the taxes imposes on the lower classes; that money goes into research. Of course, good luck explaining that.

Ultimately, the upper classes prefer to be left to their own devices and trying to get them involved in assisting the kingdom is an awkward task. Some Highborn may be interested in field testing some of their research from time to time, offering a boost in economical matters or a military unit for a short while, but before long they'll want to return to their studies again and keeping them from doing so will only anger them. The only time they can be relied upon to come to the kingdom's aid is when lands are invaded; even then they won't be happy about it. Still, there are few forces more devastating in the world than that of the Highborn Gyphon Knights, wielding both lance and arcane power from the skies, most find them incredibly difficult to deal with.

Middle Classes - Merchants, Artisans and the Educated

As is often the case, the middle classes are populated by the wealthy and business minded; in elven lands these are often highly intelligent individuals who lack the magical gifts to make it further. Also, due to the seclusive nature of the upper classes, they're typically the best source for individuals to aid in managing the realm; such as advisors, governors and military officers.

Due to the nature of the elf mindset, the middle classes are more concerned with general prosperity than wealth alone. They will periodically call for more availability of education in the kingdom, and if a neighbouring kingdom undertakes too many questionable policies they may begin pressuring to lead an army there to show them the error of their ways. It is through the middle classes that the reputation of the elven kingdom is truly emulated, but they are a valuable ally to have. The middle classes can be marshalled into units of heavily armoured Elven warriors who fight with skill and grace; martial combat is always a part of education as it disciplines mind and body.

Lower Classes - Workers.

Those born without an education or magical talent are forced to resort to physical labour to survive. They are typically treated better than other lower classes, but conditions are regardless less glamorous than those above. Still, the opportunity for education exists to a reasonable number and should they prove successful enough they may yet advance their station, while others just plain prefer what they call an "honest living".

The lower classes form the same kinds of military units you'd see across the board from lower classes. Not as well equipped as their higher stationed cousins, they make do with what they can, and may still be drilled into dependable units in their own right.

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Elf Warlord

The Elf Warlord is a majestic warrior mystic who has refined his spells and magics to be suited for martial purposes. A towering pillar of might, his skill in marshalling troops in undisputed and his reputation widely known. Unfortunately, in the eyes of the elves, none of the above make him qualified to rule in times of peace. Elven society will follow the rule of a warlord in times of war, but he is always seen as a temporary ruler under the need for his guiding hands is no more. This means he'll come to power because the kingdom is at war, and should peace be declared, pressure will immediately begin mounting for him to step down. Seemingly starting pointless wars for the sake of extending his rule will also be received poorly by the kingdom, so a warlord will have to balance affairs carefully or otherwise outshine his competition as a ruler to stay in command.

Elf Governor

In a rare case of someone from the middle class becoming ruler, the elf governor leads with practicality, benevolence and wisdom. Taking the job mainly because all of the Highborn were busy with their private pursuits, you immediately gain their resentment and will have a difficult time ahead of you as they hold your lack of magical ability against you. The middle and lower classes, however, will be much more supportive of you, however. Initial diplomacy may also be more difficult with some kingdoms, as your lack of noble heritage causes them to show a lack of respect for you; although this only really affects first impressions.

Elf Mystic

The magi lord, the Mystic is respected by the other magi as being the best amongst them. Sadly, they are often more interested in their own experiments than ruling, and lands under their direct control suffer from this. Thankfully, due to the diligent work of middle classes, the realm as a whole doesn't suffer over-much. Typically fulfilling the stereotype of what it is to be a highborn elf, they don't attract any additional diplomacy penalties for their aloof nature. Furthermore, due to their magical prowess, other magi are more forthcoming about their experiments, providing magical effects to the realm more often in attempts to impress their leader, and of course, they themselves will toss their hat into the ring, so to speak.

Wood Elves
Alignment: Chaotic Good. In contrast to their High-born brethren, the Wood elves live a more rustic, simple life, staying closer to nature rather than seeking to advance their magic to new heights. While they retain the benevolent spirit of their cousins, their society has reverted to a more tribal-like culture, with what one does for a living determining one's caste, rather than the other way around. This mindset makes them come across as less haughty and arrogant, but more primitive, perhaps even savage to some; ironic considering their deep history and complex culture.

That said, their mindset makes them a very private people, who rarely form large settlements, preferring to space themselves out, and only come together in times of great need. They're also opposed to taking more than they need from nature as doing so would disturb the natural order. Dealing with the harshness of the elements and sudden disasters such as famines are considered part of nature, and something they'll have to overcome as it occurs as a way of testing themselves. In the end, this makes them a tough and proud people, if one few in number.

Upper Classes - Shamans, Witch Doctors and Elders

Middle Classes - Hunters and Warriors

Lower Classes - Craftsmen and Gatherers

Dark Elves
Alignment: Lawful Evil. Dark Elf societies are a cruel oppressive regime that follows a strictly enforced order of rules, but indulge in many dark hobbies.

Dark Elf societies are a strict matriarchy, with all men automatically regarded as being the lowest class of citizen, barely above the slaves. As with all elven societies, bloodlines only influence who is likely to become upper class; magical power and the knowledge to wield it are more important than lineage alone. An unusual genetic irregularity results in males being born with no magical aptitude, hence the reason for this female dominated society. Dark Elves suffer substantial diplomatic penalties with the other elves, as they simply do not see eye to eye, and will frequently wage bitter wars upon one another. They also retain the elven penalties with associating with dwarves, as the dwarves don't see enough difference between them and any other kind of elf. Dark Elves also have an interesting relationship with demons; it is perfectly acceptable to enter into a bargain with them as long as you remain perceived as the dominant party; a noblewomen with a few pet demons is very popular in the courts. However, being perceived as subservient to a demon is disgraceful.

Upper Classes - Magi

Just like their elven cousins, the upper echelons of Dark Elf society are ruled by the magically advanced. Every single member of the upper classes is an accomplished and talented spell-weaver, be it in arcane arts, channelling the power of their gods, or dark powers granted by the infernal. This makes power struggles all the nastier as not only does everyone have an ego, but the power to back it up and not much in the way of morals holding them back. Still, the laws of the society mean that rarely does anyone take an overt action, preferring to subtly work against one another; spies, assassins and poisons remain very popular. A wise ruler will play them against one another to ensure no threats become directed at her, as such shadow games are inevitable.

The nobles themselves rarely fight, and when they do, they do not form units with other nobles, instead leading a retinue of their personal guard, be it dark elf, demon or a mixture of the two. As you'd expect, this kind of unit prefers to act autonomously, and is not above ignoring orders to do what it believes is best. Still, few nobles will throw their lives away foolishly, nor would they dare return with the shame of cowardice branded upon them, so they tend to do fairly well on this regard. They will however, if their plans suit it, take control of other units nearby to orchestrate their own plans, and may not be so conservative with troops that aren't their own. Ultimately, while a powerful and independent force, give them too much rope and you'll have the threat of a power struggle on your hands.

Middle Classes - Lesser Womenfolk

The middle classes are populated by the majority of the other dark elf women. Ranging from artisans and merchants right down to maids, they still have a reasonably equal social standing simply due to their gender, even if their financial situations are widely diverse. All in all, these are women with little to no magical prowess who make an "honest" living through other means, they tend to be just as deceitful and treacherous as the upper classes without the power to back it up. While the majority of the physical labour is left for the lower classes, certain members of the middle classes are not above a more physical profession, resulting a fairly diverse range of torturers and even guards and soldiers from this class.

Military units from this class tend towards highly trained and cruel units who work fairly well together. With a tendency towards morale breaking shock units who prefer cruelty to efficiency and slave taking to outright killing, they don't make the best main-line units; but they can have devastating effects on enemy morale when put into action, making them an ideal support choice for an army. That said, not all fall into the above category, with elite guard units able to execute the enemy with brutal efficiency.

Lower Classes - Men and Slaves

At the bottom of Dark Elf society rests their breeding stock and captured slaves, as well as the women who have shamed their heritage by submitting to a man. This is not to say all the men are treated badly; it is not uncommon for a women of high status to have some favourites who are treated well and pampered and whose only duties are to keep her happy, but such individuals have no official power whatsoever, and the very implication that they might hold some kind of power or sway over their mistress usually creates enough of a scandal to see them put to death lest they shame her, often in violent and painful ways. The smart ones take their own lives before such things can occur utilising less brutal means. The majority of the kingdom's physical labour, and armed forces, are drawn from here and lacking any power to alter the system most just try to stay out of trouble.

As with most lower classes troops, they can be trained up into elite units in their own rights or be recruited temporarily as militia. Dark Elf militia fights especially well because each and every one of them is aware that death on the battlefield is a much kinder death than the punishment for cowardice. Slave troops have it especially bad, as they are usually magically enchanted so that if they break and run, parts of their body will explode; sometimes they are lucky enough for it to be a part that results in their instant death, usually they are not so fortunate.

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Dark Elf Warlord

A Dark Elf Warlord usually seizes power by gaining enough military fame and prowess that they gain control of the majority of the kingdom's army, and march upon the capital. Understandably, this causes a fair amount of unrest among the upper classes, but as powerful as each of them may be, they're aware they cannot fight an army and the Warlord leading it and expect to come out on top. As with all the Dark Elf societies, the lower classes are meek and easily controlled so they get no special bonus for being a warlord. However, due to her robust and battle hardened nature, she finds herself much more well prepared for assassins and better able to resist the effect of poisons, and her obsessive drilling ensures the armies are extremely prepared for battle; the bonuses she confers to them exceed those of other nations' warlords. Finally, any army she leads would sooner die than face her wrath.

Dark Elf Governor

A master of deceit and guile, a Governor probably seized the throne after a series of carefully made assassinations that simultaneously let everyone know she was behind them without leaving a shred of proof to get her in trouble. Be her the daughter of the ruling line, or the founder of a new one after the old one was tragically wiped out in a series of unfortunate accidents, either way she is a political force to be feared. Many of the nobles dare not plot against her lest they end up falling prone to their own unfortunate accidents, leaving her free to spend more time attending to other matters. Likewise, her cut-throat reputation extends beyond borders, making neighbouring kingdoms more complacent in fear. Of course, all this focus on the subtle arts leaves her little time for more overt things, such as military matters, and so due to a lack of attention her armies require more upkeep. Furthermore, she is in particular risk of a military coup as the leader of a great army feels a lot more secure about their safety and thus more willing to cross her.

Dark Elf Mystic

The Sorceress Queen of the Dark Elves is perhaps the most legitimate heir, considering their power structure, and being the top dog in magical power certainly means the other members of the high class are more likely to turn their attentions to each other as they angle for better positions under her. However, perhaps a drawback of her amazing power, the Dark Elf Mystic cares little for statecraft and would rather seek to further refine her magical prowess, and other entertainments. The kingdom as a whole will be less productive under her rule, especially in the areas she personally oversees, although at random a certain aspect of the realm may dramatically increase in productivity as it becomes the testing subject of her latest experiment and the magical charms she weaves cause wonders. Such things do not last long, however. Dark Elf Mystics usually have an established place on the demonic hierarchy, their sheer power allowing them to be treated like a demon lord in their own right by lesser demons, although this may also result in occasional demonic invasions from rivals in the underworld.
 
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Tassadar

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Re: Statesman's Lodge(OOC Thread)

Currently, I'm between asking for Vampires or just going for Dark Elves. I'd need to see the descriptions for both to make any kind of decision.

Though, an idea I had was to go human mystic, but be the wizard behind a puppet kind that disguises herself as a servant, or somesuch. Just thinking out loud.
 
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Re: Statesman's Lodge(OOC Thread)

To be brief, Vampires are a template race that's applied over the top of most others. In a nutshell they replace the nobility of the race, and give different ruler options (as in the classes will give different bonuses.)

Their nobility has trouble turning against their lord directly due to blood bonds, however they often manipulate and work against each other and even you indirectly. Their noble military units are very powerful, even amongst noble units, but cannot function during daylight. The growth rate of their nobility, however, is heavily stunted. Their population will always be tiny compared to what the noble class in a normal kingdom would be like. Plus, in general your diplomatic relations will take a hit because there's something... off... about your kingdom.

And I'll try and get Dark Elves up within the next few hours.
 

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Re: Statesman's Lodge(OOC Thread)

As I said in the sign up thread, I'm intrigued by the idea of being an Amazon society, probably with a Mystic (Shaman) ruler.

Probably this would be an altered Human society - is this all right?
 
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Re: Statesman's Lodge(OOC Thread)

I listed Amazon as a separate race in there because they fall into a much more tribal society, rather than feudal one listed under "human". I'll add that to the list of races to write up.
 

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Re: Statesman's Lodge(OOC Thread)

Yeah I'm torn between regular human, Amazon, and Vampire...
 
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2. (cont)

Dwarves
Alignment: Lawful Neutral. Dwarf society values efficiency and practicality to any particular ethical or moral code. In fact, they look upon societies held back from doing what they perceive is the most intelligent action due to some notion of morals. That said, they are not without some standards, it is equally abhorrent to do something for the sake of personal pleasure, especially if it is hardly efficient. All in all, diplomatic relations are strained with everyone less efficient than a Dwarven empire, which is to say anyone who is not a dwarf.

Day to day life flows smoothly with everyone knowing their place and jobs and performing them dutifully. The very idea of a lazy dwarf is both a hilarious joke and a deadly insult, depending on context. Of course, with all this clockwork-like process, the room for experimentation is severely limited, and freedom of choice almost as much so. Sadly, this means their military forces are sorely out of date in terms of tactics, or do not adapt well to fighting outside their mountainous homeland.

Upper Classes - Overseers.

For the upper class of a society, the overseers are surprisingly spartan in terms of wealth and estate. This is largely due to the dwarven mindset, the idea of a rich, pompous fop ruling over the workers is utterly foreign to them. Instead, the Overseers work hard to ensure things continue to run smoothly, planning and organising projects down to the tinniest detail. There are no petty rivalries here, each Overseer is assigned a holding of a standardised size and concerns themselves wholly with it; only looking to other holdings for examples of how they could perhaps better manage things.

As the entire dwarven caste system is based on need, there will always only be as many overlords as there are areas that require them. Dwarven military also follows the patterns of their entire society, with each overlord serving as a general if military force is required. Clad in ancestral armour, they are certainly a fearsome sight to behold, although their tactics are often outdated and predictable.

Middle Classes - Foremen

The next tier of Dwarven society are the foremen; those who supervise the workers and ensure that plans are carried out according to their Overseer's instructions. They are not above working, far from it; they work at least as hard as those under them on any given project, while instructing on what needs to be done.

Again, the number of foremen are directly proportional to the number required. Each one organises a particular area, be it mining, construction, smithing, farming etc. and they periodically change their focus to broaden their skills, should they be called upon to step up and become an overseer. In military matters, they serve as unit commanders, putting their already disciplined labour teams to work in a different field.

Lower Classes - Workmen and dependants

At the bottom of the social order are the workers themselves, who diligently carry out the instructions of their foremen. They make up the majority of Dwarven society and work hard to ensure the status quo is preserved. Also in this group are the dependants, small children too work, elders too old for physical labour who are often still put to use teaching skills to the children, and those who received crippling injuries as a result of work; perhaps the only concession against what is not most efficient that exists in the entire society is to see those looked after, as those born with disabilities or defects that render them unable to work are abandoned.

As you'd expect, these men form the rank and file of the dwarven military, taking up whichever arms is decided necessary to defend their lands or claim new ones to expand their empire.

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Dwarf Warlord

As with all Avatar Chocies, the Dwarven Warlord holds the rank of Grand Overseer. What separates him from the others is extensive military experience and knowledge, enough so that he acknowledges the shortcomings of his society in such matters and seeks to find solutions to them. Of course, one must not stray from the path of efficiency in attempts to do so, lest they find themselves replaced by one who will better serve the society. Still, the opportunity for military progression exists, it's just a matter of finding the right moments to seize it and modernise your military.

Dwarf Governor

The paragon of what it means to be an Overseer, the Dwarven Governor ascended to Grand Overseer by being the most widely knowledgeable and efficient leader. Due to this, they are particularly close-minded, perhaps even downright xenophobic when it comes to other nations, preferring not to associate with lesser peoples. Still, with the way they run things, there's little risk of problems at home.

Dwarf Mystic

As Dwarves lack magical ability, mostly due to finding the experimentation required to develop the art inefficient when they see no need for it, Dwarven Mystics are geniuses who discovered a new way to further the cause of efficiency. Granted the title of Grand Overseer for their innovations, they are given more freedom than most to experiment with inventions due to their history, although they're expected to provide results to justify any reduction in progress.
Orcs

Undead

Lizardmen
 
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3. Population and Resources

This section covers the things that are absolutely vital for a ruler to grasp if they are to succeed. Effective management of both population and resources are vital to ensure your realm is able to function.

First and foremost, you are no doubt aware by this point that your population is segregated into three broad categories; upper, middle and lower class. Each of these have their own likes and dislikes as defined by your race's culture, and keeping them at least content will prevent them from causing problems for you. In most cases, the higher the class, the more dangerous a threat they pose to you so if one is forced to prioritise, keep in mind that the lower classes being unhappy will likely slow down production, whereas the upper classes may cause your demise.

While there are specific things the each class will like based on your race, some things are more or less universal. Sufficient Food is needed to sustain your people, and rationing out more food than necessary will only increase happiness in most societies.

The Upper Classes are often impressed by Prestige, which literally compares various accomplishments you've made against those of neighbouring kingdoms to give a relative score. Things like successful military campaigns, great cathedrals and places of learning, impressive palaces and great statues and memorials all increase prestige, naturally at a substantial cost to the treasury. But after-all, what good is money; no one will remember a king for being rich, but it's hard to ignore a national monument. The more prestigious your nation, the faster your nobility will grow.

The Middle Classes tend to be more concerned with Wealth. A healthy treasury is a healthy kingdom, and as this class is typically populated by merchants, it pays to come from the place whose coin is considered the greatest value. Investing in trade and diplomacy are good stepping stones for a flourishing economy. The wealthier your nation is, the faster the middle class will grow.

The Lower Classes typically won't grumble much as long as they're fed and the kingdom remains free of invaders. In the end, they'll always be the workhorse of the kingdom and there's little they can do about it. It's only when conditions grow bad that they begin to band together to see action taken. That said, lower taxes on the lower classes, which translates directly into less resources gained per harvest, and higher rations will result in a higher growth rate of the population.

Resources

Food - The single most vital resource. Represents a wide variety of food that can be preserved and stored safely for years. Generally, this is produced from farms or fisheries, but it may vary based on race.

Luxury Food - Represents food that cannot or has not been preserved. You can produce this from places that produce food, but it will not survive long, being destroyed if it is not used the season after it is harvested. The Upper Classes typically take a happiness hit if they are not fed Luxury Food, but anyone else will gain a boost if they are.

Raw Materials - This represents lumber, stone, metal ore and any other resource that can be worked into something else. Another important resource as it is used for so many things. In addition to its ability to be refined into a more valuable resource, Raw Materials are essential for any construction projects.

Trade Goods - Raw Materials can be refined into Trade Goods to increase their value. Representing a variety of things from refined products to luxury goods, they are a finished product that is inherently worth more than raw materials whose primary purpose, as the name would suggest, is as sale or a gift to a neighbouring kingdom.

Military Equipment - This represents a wide variety of gear, including armour, weapons and tools required by military units. Depending on the unit, a number of these may be required in order to raise the unit, and may also be required as an upkeep cost paid every 4 seasons; although a unit who fails to pay this upkeep cost does not immediately disband, it merely takes a penalty until the upkeep is paid.

Gold - The lifeblood of the economy, your gold measures your kingdom's wealth, and is a natural result of trade. Major diplomatic agreements will also often include gold as well. Other than from other kingdoms, one may be lucky and strike gold in their kingdom as a random events, although the odds of such are fairly low. Gold can also be refined into Luxury Trade Goods, which are not listed here. These goods are very valuable but often difficult to find a buyer for, although they carry a lot of weight as gifts.
 
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Re: Statesman's Lodge(OOC Thread)

Apologies for the delays. I'm likely going to take a break from races for a while to write up more of the actual howto stuff, such as the research system. Ideally, I want to get a few games running soonish to keep this alive, I'll probably start off with 3 games to give me a chance to beta test it.
 

Shrike7

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Re: Statesman's Lodge(OOC Thread)

No worries. I've been checking back every day or two, I'm pretty sure others are as well.
 
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Basic Gameplay

Gameplay in the Kingdoms Game is divided into both years and further divided into seasons. Understanding when you can undertake certain actions is important to successfully managing your realm. Generally speaking, one undertakes largescale actions such as redistributing the population of their realm or assigning nobles to their estates on a yearly basis, as such things are too difficult to be able to do at just any time. Smaller things, such as assigning workloads and projects to specific areas are done in a season by season basic.

For kingdoms in a temperate climate, the season in which major actions can be performed is spring and for kingdoms in a tropical climate the season is early dry.

How management actually works, however, is not particularly complicated. Your lands will have a number of population units in each province. These population units represent the entire population for the area, however only the lower classes need to be assigned work tasks for each season.

Each province will have a number of building slots based on the size of the settlement there and in the case of empty slots different types of construction projects based on the surrounding terrain. Each building or project can be assigned population units in order for it to produce results, and based on the building there is a maximum number of units that can be assigned. Mid-year, certain buildings may also require a minimum number of population units as to not incur a loss of previous production, such as a harvest having fields lost due to a shortage of hands.

In addition to the distribution of labour, other actions that can be taken are altering the focus of certain middle or upper class pursuits by adjusting your research and/or trade policies, sending out diplomats to nearby kingdoms and/or adjust diplomatic policies, and responding to random events.

(to be continued)

Societies/Guilds

These are organisations you can establish within your realm in order to regulate and develop industries. There are a broad range of societies available to various factions and may benefit your realm in various ways. One common advantage, however, is that they'll provide a small number of speciality military units for recruitment, to represent the moments of that society. For example, a woodsmen's guild, which provides both raw materials from lumber and food from hunting, can usually provide woodsmen militia, men already skilled in both axes and bows for recruitment, who'll prove to be superior troops on the battlefield compared to say the kinds of militia raised from farms.

Societies, however, have their own agenda, needs and interests. Their happiness will be tracked individuality, rather than the general happiness of the classes, and failure to keep them content may result in them becoming less co-operative or even leaving in search of better kingdoms.
 
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Re: Statesman's Lodge(OOC Thread)

Paying attention to this, naturally.
 

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Re: Statesman's Lodge(OOC Thread)

Take your time. I've got nearly zilch free time at the moment anyway.
 
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Re: Statesman's Lodge(OOC Thread)

Alright, I'm just gonna throw this out here now.

In the latest post in the game info thread, about seasons and years, I know what I want to do with it, but I'm having trouble thinking of things to classify into each category. I'm thinking of leaving it unfinished for now, if anyone has sort of actions they're unsure of, please post so I can add them into the thread etc.

I might try getting the first couple of games going soon and working out the rest of the details once I have a live example to work off, which will help me work out what needs refinement. So if you're interested in playing one the properly written up races, or really really interested in playing one of the incomplete ones and are an awesome enough RPer/give me enough incentive to write them up so you can play them because I think it'll be a fun enough game to make it worth it, please send me a PM over the next few days. Feel free to include whatever ideas you have for things in it, the most interesting/promising PMs will win the chance to participate in the first round.
 

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Re: Statesman's Lodge(OOC Thread)

Hmmm...

Well, I'm sticking with dwarves, nonetheless... but I wouldn't call myself an awesome RP'er. So I won't PM for a beta slot. Though I won't turn it down if you don't have any responses... :p

The only questions I have, thus far, have to do with warfare. I'm guessing it'll be closer to Risk or Rom3K than, say, Panzer General? Send out an army during Spring, fighting occurs each season? I assume training is every season, but can you muster new units each season, or just during Spring?
 
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Re: Statesman's Lodge(OOC Thread)

I've haven't gotten around to writing up your military stuff, but it's a year long activity. You marshal your troops in spring, gives the raw recruits a chance to get some training, campaign during summer and into autumn you start to look for a place to set up for winter. For the tropical climates, you martial and campaign during the dry season, and take cover during the wet.

Getting new troops in seasons other than spring will either be hiring mercenaries, recruiting already trained troops, such as the kinds available in limited number from your middle and upper classes, or basically conscripting the peasantry and handing them a pointy stick. Regardless, they'll be taking penalties as they're not used to serving in the kingdom's army and are thus more likely to disobey orders/flee.

You're welcome to push on campaigning into the winter/wet seasons, depending on climate, but expect to take heavy losses and desertions.

As far as actual army control, if you personally lead your army, you'll get a lot more direct control in how it fights, but if you leave it in the hands of one of your officers, you'll only be issuing general orders/objectives and getting results.
 
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Ahroxha Ashnest - Dark Elf Kingdom (Shrike7)

Year 1, Spring (hereafter this will be in the post's title)

"Congratulations on your ascend to the throne, Queen Ashnest, greatest amongst us, who's supreme power is without question. All of your loyal subjects eagerly await your proclamations as ruler, as I must remind you, you are yet to set policy on a number of things. But first, I am told, you want to take stock of the situation with the realm at present, so I have brought these reports to show you."

"Your capital province of Laroiwen is the jewel of your realm. Erm, well, to speak honestly, it is the only province of your realm. I know that petty politics are beneath one of such majesty as yourself, so you might not recall that the once great Dark Elf kingdom in these parts splintered into a series of smaller states. Fear not, noble queen, as greatest of all the leaders, your right to rule them all is unquestionable... yet those other states still insist on questioning it.

We are the northern most Dark Elven province of the former Empire, so if your ladyship pleases, we could perhaps remain disinterested with the warring south, short of defending ourselves. Sooner or later some fool is bound to challenge us- er.. your right to the throne, but we have little to fear from them as long as you're in charge.

As to our... other neighbours... the west is mostly unsettled. There are some unclaimed lands, moving into a mountain range we have not explored beyond. To the east lay some light forests, which thicken. I believe deep within those forests, our savage cousins the wood elves live, although reports are sketchy at best. And some ways north, near a river a human settlement lays; perhaps a source for fresh slaves ripe for the picking, my queen?

Still, in the diplomatic side of things, we have no real contact with anyone at this point in time. If you wish, we could change that, but we hardly need the goodwill of those weaklings to aid our growth.

Now, unfortunately, we have yet to actually establish a formal research society, so we are unable to establish a research policy at this time. We also lack a merchant's guild, although I hardly see the need for one honestly. We would need to have some kind of worthy ally to trade with for that to be at all worth bothering with.

Lastly, onto civil matters. Currently, your realm is currently populated by 10 population units, naturally all assigned in your capital province. Perhaps if we prove ourselves superior to those other dark elves who would be queen, more worthy magi and other womenfolk will flock to your banner, bringing their slaves with them.

The upper classes are content at present. They seem to accept your rule. The middle classes are slightly concerned about the lack of productivity in the realm at present, but I'm such if such matters are truly important you'll attend to them in a timely manner. The lower classes dare not resist your might.

Now then, on to your actual lands. Your capital province consists of the following:


Province Settlement Slot - Town (Moderate Settlement)(no max pop)
Building slot within settlement - Keep (Modest Palace)
(unused building slot within settlement)
Basic Palisade (Settlement Defences)
Possible construction options in your town would be to establish some kind of guild or society, and from there develop its industry. At present, you could establish a research, magic, craftsman or trade society, although doing so is not without cost.

You could also establish a training grounds for your army. This would give them a dedicated place to train new troops, rather than simply using the grounds around your keep.

Being the major settlement of the region, there is no maximum amount of population that can be assigned here. In fact, the more assigned here, the faster it shall grow into a bigger settlement.


Province Resource Slots

Building Slot on Plains - Farm (max 4 pop, produces 16 units of food per pop assigned to it each harvest)

(unused building slot on plains) - (Farm can be constructed for 1 food and 2 raw materials, takes 4 turns)

Building Slot on Woods - Woodsman's Guild (max 1 pop, produces 1 raw materials and 1 food per turn)

(unused building slot on hills) - (Surface Mine can be constructed for 5 raw materials, takes 2 turns)

(unused building slot at borders) - (Border watchposts can be constructed for 2 raw materials, provides basic notification of movement at borders)

(road slot) - Dirt Tracks (Can be upgraded to Basic Roads for 10 raw materials, takes 4 turns)
Of course, any construction process requires a unit of the population working on it if it is to be completed, but most things can be completed within a season. Also, be aware that your farms require a consistent workforce to maintain crop levels, if you reassign the population from them before the harvest, you'll lose some of your crop.

Lastly, we need to look at your current storehouses. At the moment, your kingdom has...


Food - 50 units
Raw Materials - 10 units
A.. er... modest holding, shall we say. Do not forget, your population ideally requires a unit of food each turn per population unit, although you could perhaps impose rationing on the people, or if you're feeling generous, assign extra food. Allocation of food really only affects the lower classes anyway, unless you assign almost no food at all, of course. I think that just about covers everything... oh, your personal staff. Right now, I, your humble advisor, am the only member of your personal staff. If you wish to discuss perhaps hiring more, or have any other questions, do not hesitate to ask me.
 
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