Discovery NES I: Bethel

Dance.Down

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Discovery NES I:
Bethel



Across from our great world is a vast new one.
One of curious wonders and unknown delights.
Great rivers seemingly made of gold; mountains carved from emerald and topaz; trees that bear the sweetest of fruits!
All of this and more simply waiting for us,
our pious and well-deserving hands to pluck and take for ourselves.



~Malik Tamid, Discoverer of the New World




January 1st of the year 1442 A.F. marks the death of an era and the birth of something new. The great wars that had thrust the old world continents of Zariji and Tigu into turmoil have been ended with the signing of the Peace of Darku, bringing about the destruction of the ancient Kanon Empire and the rise of the seven successor kingdoms: Masset, Kherbala, Sahe, Isetmut, Ideran, Takkor, and Gali. Without missing a beat the seven infant countries descended into byzantine schemes typical of the now dead empire.

Some fifty years before, while the two-century civil war ravaged the western-most kingdom of Jankol financed the expeditions of Malik Tamid, a Gannan citizen of the Kanon Empire by birth, but an explorer at heart who held no ties to any nation. In his quest to find a direct route to the lands of Chonjin he instead found the continent of Bethel. Malik's findings had a delayed effect on the old world; while Jankol quickly began sending more expeditions westwards and founding new settlements in the new world, most of the other nation-states busied themselves with either aiding the crumbling empire or its dissidents. Fifty years later the empire finally fell to the rebellious factions and of the seven successor states only Takkor could claim to have ties to the old empire. Then three of the new states, Kherbala, Masset, and Isetmut, set their envious eyes westward, not being all too inclined to allow Jankol all the spoils that Bethel could yield.

What followed was a haphazard dash to claim land and the three successor states successfully secured stakes in the new world. While some, Masset and Kherbala, explored north where they would later find Yithuru, the focus for the time being was Bethel, a large continent made up of jungles and tundra alike and completely alien in the old world's eyes.

Concept and Goals

Now, some of you may know me from my last NES that got two updates in before real-life forced it to fail. I am terribly embarrassed about that and promise to not allow this to happen again, and Discovery NES I: Bethel is a part of this apology.

Discovery NES I: Bethel will not have the normal nation-wide focus as most NES's, players will instead play a single individual who will play an important role in shaping history, specifically the history of the 'new continent,' Bethel. As these key individuals players will be explorers, conquerers, missionaries, pirates, and all other roles common to the Age of Discovery/Colonisation*. This NES will still bear an element of fantastical possibilities, so the deeds that can be done may be akin to the things accomplished by the culture heroes and heroines from mythology/fantasy novels.

What I expect for players to get out of this is a change to become more involved in an NES by controlling a single person without those traditional vices dogging NES's with broader scopes. I will strive to make this NES about the players and impose as few restrictions on them as possible so long as these actions are within the realm of reasonable possibility. If you want to be a pirate and just spend your whole time plundering, so be it! Although the real fun of this NES comes from the things to be found inland. :mischief:

On my end I want to make this NES about storytelling. I hate, HATE math with a passion despite having a passingly good grasp of its advanced machinations (why exactly four years of adv. calc. is required for a creative writing/history major is beyond me), so I will be trying to do as little of it as possible for this NES. Instead I hope to use the personal accounts of the players to create a grand story that makes some sort of sense and bears all those little things we love in any good novel. While I am starting out with a small story arc it will only remain that: a small story arc until the actions of the players takes control of the 'plot'.

*For the sake of fun the ages of discovery and colonisation are being condensed into one- the nations of this world set up successful colonies as they explored rather than waiting centuries before the great France, Spain, and England-like figures sowed their seed.
 
Creating a Character

Background

Religion

Religion is very central to how a character is expected to act as well as determining what paths are open to him/her. For the sake of simplicity characters will only be able to be members of the Church of the Way (also sometimes referred to as Raphim's Way), but if you really wish to pursue a character who is a Ketim then PM me and I will PM you the oh-so-secretive ways of Ketism.

A Short History
Once there were three faiths that dominated the Old World. First there was Ketism, the precursor of the other two though small and contained to a single group called the Ketims. From Ketism came the Teachings of Ozm and then the Church of the Way, but during a great outbreak of plague roughly 95% of Tigu's population was destroyed and soon there after the Teachings of Ozm disappeared almost entirely as the people of Zariji assimilated the few remaining Tigans.

Raphim lived hundreds of years ago (roughly between 10 A.F. and 80 A.F.) and was a chieftain of a small tribe located between the Hyimin Desert and Medean Sea, but later in life became a prophet after he spoke to God. God ordered Raphim to not write down the words, but instead to live them as best as he could and teach through action, stating that words had failed his last chosen people the Ketims. Raphim, being a pious man, obeyed, but he told his wife Yashe, a Ketim woman by birth, who was free from divine constraints and wrote what her husband told her. Furthermore she taught her children and told her close friends who in turn taught their own children and husbands of this new way. Eventually a this new teaching was able to win over a significant amount of tribes close to Raphim's via the efforts of many wives.

Raphim's first born daughter, Iona, sized upon this opportunity and claimed that she was a true disciple of her father's way, as she had been the first to be taught by her mother. She claimed that it was through divine ordinance, not mere chance, that she was the first to be taught and that it was a sign from God that he wished for her to be a ruler among the people. A few tribes deferred to Iona and joined underneath her and her family, but many more women of other tribes, and even a few men, claimed that through Yashe's efforts they too had been made true disciples by being among the first and thus wisest taught. War ensued between Raphim's tribe-turned-kingdom, much of the efforts lead by his children as at this point he was an elderly man, and the other 'divine' contenders who also fought among themselves. By his death Raphim's tribe had won out against the other tribes and Iona had secured a position as the leader of this new empire by promising that the 'disciples' who had also lodged their claims were recognized as that, disciples, and therefore them and their descendants were given authority to rule over the lesser people.

This created the Kannon Empire and it was ruled, up until recently, uninterrupted by empresses and emperors descended from Raphim's line.

The Commandments

I am your Lord and God, worship none other than me
Make not yourself an idol nor use my name for ill
Keep to your faith and devotion in me and observe my rites and rituals
Honor not only your makers- your mother, your father, and myself, but also your enemies
You shall not wrongly murder
You shall not commit adultery
You shall not covet your neighbor or their possessions and not wrongly take what is not yours

These commandments are not unique to Raphim's Way, but originate from Ketism. The three religions, Ketism, Ozmus, and the Way, all use this set of commandments to define what is right and what is wrong, but of course there are vagaries and each interprets them differently.

Raphim's Way Guideline

Honor is distinctly important in Raphim's Way when compared to the other two Old World religions. There is a strict code to follow when interacting with your family, your friends, your lover, your betters, your subordinates, and your enemies and any breach of this code is considered not only an affront to sensible nature but to God himself.

For men honorable behavior would be to be a man of action first, words second. In this setting's society a man whose words define his actions rather than the other way around is seen as slimy and seedy, not to mention fairly unholy and disrespectful. When interacting with the family it is to be in a manner that is brusque, but supportive. When interacting with a lover it is to be in a manner that is passionate and all-consuming.* When interacting with a superior it is to be in a manner that is humble and loyal. When interacting with a subordinate it is to be in a manner that is firm and fair. When interacting with an enemy it is to be in a manner that is decisive and just.

For women honorable behavior is much more flexible, as women are allowed to be creatures comprised of both their words and actions. In this setting's society a woman whose words defines her actions is acceptable, and for that they would follow a similar code of conduct as a male's, although a woman who is more immersed in the verbal and written worlds is expected to be gentle, but inflexible in their decisions as words are more likely to be gateways for sinful actions. In terms of the family all women, regardless of their chosen fields, are to be devoted to protecting the well-being of their family members. A brother killing a brother over a great matter of honor is acceptable, but a sister killing a sister over the same matter is unforgivable under any circumstance.

Devotion to God comes directly through actions for men (and some women) and through words for women. Traditionally women are the ones who preach about God and are viewed as the spiritual conduits for his normally incomprehensible word. However the Church of the Way is lead by one male, normally the first born male of the Raphim line, who acts as the be-all-end-all in spiritual matters while virtually every one underneath him is a priestess. Of course men serve the church as priests, but rarely and only if they show an extraordinary capability to understand and analyze the divine doctrines, but even then they are normally looked down upon for being too weak to be 'men of action'.

*In fact a school exists that teaches that a man may connect to God through the worship of beauty, as beauty is a divine creation and that by seeing beauty in a chaste manner will give way to connecting to God, the origin of all this beauty.

The Nations

Players can be directly from the Old World, specifically from one of the four colonial nations, or they can be a native to Bethel born in one of the colonial settlements. Where you are from plays an important part in shaping your capabilities, selecting your patrons, setting up your allegiances, and how you act, but remember: nothing is set in stone.

Jankol (Gan-Coal)

Brief Overview

Jankol has long been a kingdom independent of the Kannon Empire. Set up by those few tribes united by their hatred of Iona's triumph over them they kept to their declarations of divine rights to be rulers and fled from remote corner to remote corner until they finally settled in the Zathan peninsula where the Kannon Empire was content to let them stay if only because of the difficulty posed by the great Zathan mountain range shielding the peninsula of the same name.

The Kingdom of Jankol is a small realm and much of its focus is maritime. As such it has consistently boasted a thriving economy and prosperous noble families- although most of the wealth is owned and distributed by the crown and church.

Society

No man or woman can do anything of significant value in Jankol without going through the proper channels. The peasants must talk to their petty lords, the petty lords must talk to the greater lords, and the greater lords must talk to the King and Queen of the realm before anything can be done. By adhering to such a rigid social structure Jankol has managed to maintain a very stable society in both economy and politics. It is through this tireless devotion to endless petitions that the kingdom has steadily advanced to be among the foremost realms in trade, although were it to discard the more restrictive laws and practices the kingdom could become richer still.

Wealth is a very central driving force in the Jankol society and it is generally on the minds of everyone belonging to the kingdom. Wealth must be acquired not through brazen mercantile feats, but decisive and well-thought out planning. Money is so important to the Jankol society that it is a common practice for the lesser lords to buy their way into the greater families and it is a thriving business for each caste to sell their sons and daughter's hands in marriage to enterprising and rich individuals beneath them.

Ten great families who can trace their lineage directly back to the original 'disciples' who objected against Iona's rule have always existed throughout the kingdom's history and because there is no central bloodline like what was within the now ruined Kannon Empire the greater lords constantly compete for the position of the throne and it has passed from dynasty to dynasty. Civil war has yet to visit the realm only because of the great threat posed by the once formidable Kannon Empire, but now with it gone who can say that the greater families will not take up arms against each other?

Religion, strangely enough, remains a prominent aspect of the Jankol society. Unlike all the other castes the priestesses of the Way do not answer to anyone but the foreign Raphim head of church, acting more so as distant observers than active participants of the everyday life. Out of respect the religious figures in the Kingdom of Jankol choose not to act upon their 'allegiance' to the Grand Priest belonging to the Kannon Empire so long as they receive great tithes from the kingdom's secular subjects. However with the collapse of the Kannon Empire and the confusion it has cast over the one homogeneous religious world there has been talk of the Jankol church separating from the central church in favor one independent of imperial influences; the rulers of the kingdom would be extremely pleased to see this.

Current Rulers

King Arsoro VI & Queen Tassina I

The current face of the kingdom happens to be Queen Tassina who has more sway in the day-to-day ruling of the realm while her husband simply enjoys the fruits of being a king. However his subjects do not hold him in ill light because of his fairly decadent ways- in fact they hold him to be the quintessential Jankol man of the era: a man who is so rich in both coin and spirit that he may lead a lifestyle that allows for him to enjoy everything that God has put on this earth.

Tassina also dwells in the hearts of the people, if not the nobles. Recently she passed an act which saw the elevation of the merchant or petty lords caste by granting them freedom to purchase land in the New World so long as it is paid to the crown. This complete subversion of the greater lord's normal dominion over the petty lords has ruffled more than a few feathers and with the collapse of the Kannon Empire some of the more ambitious families may even move to usurp the throne or carve out their own kingdoms.

Isetmut (Ez-et-mutt)

Brief Overview

The southernmost successor state bordering Jankol along it's (Isetmut's) south-eastern border, it is a great land of golden plains and vast forests populated by a fairly romantic population with a fascination for intrigue. As a realm that has just secured its independence in the past century Isetmut has quickly gained its political legs and contended with the other nation-states by nigh-endless scheming and sly politicking. Isetmut's first king was one of the most prominent rebels and causes of the old empire's downfall and from his actions the kingdom itself has gained a reputation as a political leader.

During the turmoil of the drawn-out civil war within the Kannon Empire the territory that is now Isetmut attracted a large sum of people who coveted the rich and fertile farmland to be found, and throughout the terrible period of bloodshed and death the region grew prosperous. As it stands now, some centuries after the empire's fall and a century after the establishment of the kingdom, the realm is stable and wealthy for a new state. While it is not in the same league of mercantile endeavors as Jankol it has more than surpassed the smaller kingdom in political importance and military might.

Society

"As unworthy beings true words and decisive actions are the stuff of truly pious men and women," a priestess tells to her parish, "and so take to heart every thought, but make sure that you do not keep it there."

Like all successor states of the Kannon Empire Isetmut is a society whose religion pervades all aspects of life. No action is done for the self, but for the glorification of God. This take on life is magnified within Isetumut's society in the form of a thriving local political scene and along with it a writhing underbelly of seedy intrigue. The people of Isetumut, as numerous as they are, can all claim to have some role in either sphere of their society and most have stock in both.

Religion in the kingdom is as important as it is anywhere else. The priestesses and priests often are the most passionate of people, even if they keep to ancient texts rather than preach to the masses. Each and every woman and man in the kingdom can claim to be a devout adherent to Raphim's Way and specifically the sect that promotes the worship of beauty is strongest in this kingdom. As such Istemutans have rightly gained the reputation of being people of action and are the source of much of this era's Romantic figures. The perfect man and women, the perfect lover, and the perfect warrior all tend to be from the large kingdom. What they do neglect to acknowledge, however, is the blacker half of the kingdom's society.

The nobility in particular are known for their extravagant nature bordering decadent. Huge feasts lasting weeks and keeping high born men and women from their normal duties, giant masquerade balls where everyone is masked and encounters often lead to extra-marital liaisons, and great tourneys of strength that more often than not ends in the death of its participants are all common in the kingdom and while some of the lesser people may grumble the majority of the population shrug and go about their business believing that the nobility is simply entitled to their celebrations as they are the descendants of the first disciples. In the eyes of many other kingdoms Isetmutan nobles are all at once horribly sacrilegious and brilliant trend-setters, and it is not unknown for many foreign courts to adopt more watered down forms of Isetmutan celebrations.

Current Rulers

King Khonut II & Queen Ithe I

The king and queen of Istemut are no better than the people they preside over. Both are praised for their extravagance and their secret exploits are often whispered; both adhere to the philosophy of action before word and are each involved in the kingdom's huge military; and both are terribly pious, but in a skewed way.

Particular of the two is their inability to grasp the more important day-to-day aspects of ruling- if there is not a grand decision to be made they simply find it hard to care. Instead it has been left up to a grand council of greater lords to preside over these domestic issues and the nobility readily accepts this role as it grants them far more power than most other kingdoms. Truly it would only take a pair of very week monarchs unloved by the people for the nobility to usurp the throne, but for now the Djeosh line continues to produce the kings and queens of the nation.

Messet (Mess-et)

Brief Overview

Southwest of Isetmut is the somewhat smaller Kingdom of Messet. Dwelling in a landscape that is largely hilly and eventually giving away to a large plateau in the center of the kingdom. Many mountains snake out from the inner plateau and a small range partially blocks the kingdom from Isetmut. Because of all this mountainous terrain the vast majority of the kingdom's people dwell in the southwestern and northern regions where the mountains and hills give way to lowlands. Particularly in the southwestern basin, where many rivers descend into making the soil fertile, there are numerous settlements and roughly 60% of the population resides in these rich towns and cities.

During the reign of the Kannon Empire and after its destruction the region has been one of numerous cultures conflicting with each other, namely highland against basin, coastal against inland, and northern against southern, creating a kingdom that has a tenuous grip over the region and only nominal control over most of its people.

Society

The only real uniting force keeping Messet's people together is the Church of the Way and now with the dissolution of the Kannon Empire and its absolute authority over the church it is a wonder that religion has still kept the many different cultures under the rule of a single kingdom. Religion is so important to the Messetii that it has managed to convince the otherwise conflicting cultures that uniting under a king and queen who are descended from the original disciples, but this does not stop the people from skirmishing against each other. It is common for highland raiders to come down into those settlements on the fringes of the fertile basin to plunder and rape, claiming that their actions are blessed by God because the highlanders had once lived in the basins eking out quiet lives. Northern and southern nobility rarely agree with one another unless it is about a matter that revolves around curbing the highlanders and in most other situations are constantly attempting to undercut each other. Although religion has united them underneath the Kannon Empire and later the Messetii crown it has also developed a distinctly martial culture where the people are more prone to war than words.

Still, the kingdom manages to be prosperous if only because of the richness of the basins in the southwest and north. These areas are the centers for culture in the Old World and the coastal towns attract hundreds of artists and poets seeking to capture the beauty of the surrounding land and its people. Even more merchants are attracted to the southwestern basin due to the close proximity to the southern continent of Zeniji where virtually all of the goods from the western half of the continent make their way through Messet.

Current Rulers

Queen Fashya I & Late King Haddah II, Chancellor Jan'on

Messet is currently ruled only by a queen who married into the royal line as a daughter of a prominent highland noble. With the death of her much older husband Haddah no end of rumors have come about claiming that the queen had a hand in her husband's death and more than a few noble families would love to see the young queen pushed from the throne. However, Queen Fashya has managed to keep her throne by playing upon the tensions of all the various factions within the kingdom and has received help from her close friend and rumored lover Chancellor Jan'on.

The chancellor was a last-minute appointment made by the late king a few weeks before his death, causing many to regard the man with suspicion. Worse yet he is a Ketim from the distant Kingdom of Uvshai, making him a heathen as well as a foreigner in some eyes. Jan'on, much to the disgust of many nobles, is a man of silky words and is more than able to flit through the dangers of the Messetii court because of his silvered tongue.

Kherbala (Kerr-ball-ah)

Brief Overview

The only colonial force present in Bethel that hails from Zariji, Kherbala is a huge kingdom that stretches from the northern border where it meets Messet to the southern tip of the continent known as the frigid falls. Due to its immense size the kingdom has a diverse range of environments and peoples, ranging from desert-dwelling merchant-nomads to half-feral junglemen to pale-skinned tundra tribals.

Kherbala is not a monarchy in the traditional sense, instead it is a great republic which elects its members from a few noble families who can claim to have the blood of the original disciples flowing through their veins. A hereditary tyrant of the Daikan bloodline presides over the council as a very limited king, though in times of war or such dire circumstances they have complete control over the nation.

Society

"Many we may be, but we are still one within the council."

During the decline of the Kannon Empire Kherbala was united into a kingdom by Daikan the Great who was a jungleman by birth. Through his conquest over those loyalists to the empire the kingdom was forged as his means of opposition to the empire and upon his death rather than dissolve into many petty kingdoms for the empire to reconquer it came together as a republic. Kherbalans take great pride in this unity and each no matter what their culture by birth identify with the council that presides over them. The republic's society is broken down into hundreds of provinces which in turn are broken down into even more municipalities, each and every one having its own representative. In actuality there are two councils, a greater and a lesser. The greater council has far fewer speakers and is composed of the provincial leaders, while the lesser council is a massive swarm composed of all the leaders of the municipalities and to get anything done the council is often times divided even further into smaller councils.

Still the republic is by no means a modern one. Virtually all of the representatives hail from the noble families and the masses in general are not given a voice unless there is an uproar against the decisions. Byzantine politics reign supreme and while Isetmut is known for its love of intrigue, Kherbala is known for its need of intrigue; if a lull were ever to cause the politicians from squabbling amongst each other chances are the republic would break apart into many smaller kingdoms.

Religion acts as the great unifier for all the many cultures within the republic and in truth no other existing nation can claim to have as much spirituality as the republic. Despite all their qualms each and every group can still call the other kinsmen due to the shared faith and with the destruction of the central Church of the Way alongside the Kannon Empire the Kherbala Republic is the first of the new nations to begin to motions to form its own central church.

Current Rulers

Tyrant Aris I

A fairly young man still coming to terms with his new position as tyrant, Aris has little love of politics and is known for his brazen nature. He personally commands the military, a duty that no tyrant has taken up since the death of Daikan the Great, and has seen to its reconstruction to make it a more efficient force. While he certainly lacks many allies within the senate he has the hearts of every general and soldier under his command.

The young tyrant also has taken a great interest in the distant continents in the New World and has gone to great expenses to fund expeditions to the unknown north as well as renew interest in the older colonies in Bethel. Most of the explorers now heading to Bethel now come with Aris's coin in their purses.

**Colonial Characters**
For characters born in the colonies simply take the mother nation's society/over view and dilute it a little, adding in a bit of a rugged colonial flair (not separatist).

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Creating a Character Cont.

Ability Scores

There are seven ability scores that will represent your character's capabilities in an abstract fashion. These attributes are Acumen, Agility, Charisma, Courage, Dexterity, Intuition, and Strength. Of the seven six can be put into either physical scores or mental scores, with Agility, Dexterity, and Strength belonging to physical and Acumen, Charisma, and Courage belonging to mental. Intuition is a slightly more amorphous score that influences both the physical and mental so it is a class in of itself.

Acumen
Your ability to reason, understand abstract concepts, and apply known information. This is an attribute that is generally low for social class I, medium for social class II, and high for social class III.

Agility
Your ability to move quickly and do things such as dodge a blow or gigantic boulder. This is an attribute that has no real differences in any social classes.

Charisma
Your ability to influence others be it through stunning beauty or persuasive speech. This is not necessarily a representation of your character's physical attractiveness. This is an attribute that is generally low for social class I, medium for social class II, and high for social class III.

Courage
Your ability to resist demoralizing events and make quick decisions. This is an attribute that is generally high for social class I and medium for social classes II and III.

Dexterity
Your ability to work with your hands in doing precise actions such as taking apart a mechanical contraption, threading a needle, or preforming intricate hand gestures common to religious rituals. This is an attribute that is generally low for social class I, high for social class II, and medium for social class III.

Intuition
Your ability to judge on the spot and make hunches. It is an ability that has no overt associations with actions, but influences all of them. This is an attribute that is generally low for social classes I and III, but high for social class II.

Strength
Your ability to exert physical force, be it through swinging a weapon or pushing a log. This is an ability that is generally high for social class I, low for social class II, and medium for social class III

Social Classes

Each character will begin with a social class and this may move up or down as the game progresses. There are three social classes represented by the roman numerals I, II, and III.

Social Class I

Men and women of the lowest castes in all the societies, this ranges from simple farm-bound peasants in Isetmut to the wilder peoples on the fringes of the Kherbala Republic. Generally as the lowest classes these characters will be used to back-breaking work and enduring the hardships common to the lowest orders. They are somewhat stronger than the other social classes, but due to the lack of proper education are often not as learned.

*Perks*
+1 Strength or +1 Courage
~You have to be truly hardy to endure what the lower classes call 'every-day life', whether it is plowing your fields or fending off ravenous wolves

Social Class II

Before there really only were two social classes, I & III, but II came about as towns grew and the middle-class along with it. Members to this social class are the tavern keepers, cloth-spinners, and guardsmen, but also they are the rich merchants, bankers, and financiers who hold no noble titles yet still have a substantial amount of wealth and own some land. They tend to be more accustomed to working with their minds or their hands, giving them a slight edge in either realm.

*Perks*
+1 Intuition or +1 Dexterity
~Either you work with your hands or you work with your mind, but either way you tend to do it quickly because time is money

Social Class III

The nobility is really the only occupants of Social Class III, you could argue that priestesses may fit this as well, but it is rare that any member of the clergy comes from a non-noble family. The nobles are just that: nobles. They are rich lovers of life and reap all the fruits that the lesser classes sow. The nobility in this setting generally is educated in either etiquette or secular studies.

*Perks*
+1 Charisma or +1 Acumen
~Whether it is by sheer charm or confusing words the nobles of the Old World kingdoms keep the rest of the population in check

Histories

Each character will have a history that determines their beginning skills, equipment, and situation. I will provide a detailed list of sample histories, but I also encourage you all to make up your own or alter the ones I provide to make your characters unique and truly your own. PM me the proposals so we may hash out all the details.

Jankol

*Perk*
Knowledge (Trade I) (Provides knowledge of the basics of trading and how to secure good deals)
~Even if you are a lowly peasant, as a Jankol acquiring wealth is natural to you and you know the in's and out's of spotting a good deal from a bad one
+1 Intuition
~Jankols simply just know things, they cannot really explain it, but their hunches tend to steer them in the right direction

Jankol Explorer (Available to Social Classes II & III) (Available to Males and Females, pref. Female)

Plain and simple you are one of those elite few educated in Jankol's University of Geography and Mathematics set up some decades ago. As a graduate you are well versed in navigation by all means currently known, astronomy, simple and complex mathematical equations, and can speak the trade tongue of the native Paronia population. What you do lack, however, is a proper martial education- but that is what your companions are for, right?

As of the beginning of the game you have managed to secure patronage via a Jankol greater family or the queen herself and have landed in the small coastal colony of Nezam ready to start your push inland.

*Beginning Equipment*
Sextant (Provides better navigation at sea)
Compass (Reduces chances of becoming lost)
Telescope (Provides better chances of spotting distant objects of interest)
Explorer's Ornate Brigandine (Provides adequate defensive protection; Bears Jankol Royal Coat of Arms & Coat of Arms of the Explorer's University; Rich in quality)
Explorer's Ornate Rapier (Provides adequate offensive ability; Bears Jankol Royal Coat of Arms & Coat of Arms of the Explorer's University; Rich in quality)
Horse (Provides faster movement when in flat terrain, hinders movement when in rough terrain)
1,500 Gold Pieces
6 Months worth of Rations

*Companions*
10 Men-at-Arms (provides benefits in combat)

*Perks*
Knowledge (Navigation III) (Provides best possible knowledge of navigation at sea and land)
Knowledge (Astronomy II) (Provides good knowledge of astronomy)
Knowledge (Mathematics II) (Provides good knowledge of mathematical equations)
Knowledge (Nobility II) (Provides best possible knowledge of your realm's nobility and good knowledge of foreign nobles)
Language (Paronia Trade Tongue) (May speak trade tongue of the native Paronia Empire)
Noble Patron (Provides steady supply of gold and food delivered to Nezam; May report discoveries for extra gold and titles)

Jankol Man-at-Arms (Available to Social Class II) (Available to Males and Females, pref. Male)

You are a soldier and what else could you bother to be? All things can be solved with a sword or coin and often times you get both. For as long as you can remember you have been a professional soldier of sorts, whether it was beating the :):):):) out of some merchant who refused to pay his dues to a greater family or serving in the Queen's army stationed along the Zanathan mountains you have had a weapon in hand, but coin was always at the back of your mind.

As of the beginning of the game you have signed on with some Jankol expedition crossing into the unknown Bethel in-land. Your party has landed in the southern-most, and coldest, coastal colony of Tassoro and are a week into your journey inland.

*Beginning Equipment*
~Excellent Quality Weapon~ (Weapon of player's choice, Provides excellent offensive ability)
Hauberk & Lamellar (Provides good defensive protection)
200 Gold Pieces
4 Months worth of Rations

*Companions*
9 Men-at-Arms (Provides benefits in combat)
1 Jankol University Graduate Explorer (Provides benefits of navigation and communication with natives)

*Perks*
(Weapon) Training III (Provides best possible training with weapon of choice)
Knowledge (Tactics I) (Provides adequate knowledge of modern military tactics)
Hardy II (Provides good natural resistance to adverse elements found in nature)

Bey of the Gold Moon (Available to Social Class III) (Available to Males and Females, no pref.)

You are a member of the elite order of Furusiyya (horsemen/horsemanship) and are both shrewed merchant and valiant warrior. You are the stuff of Jankol poems and the darling child of the people. Membership among the Beys of the Gold Moon is no easy feat and you have more than proved yourself. However, this has not come without your fair share of hardships: you have made more than a few enemies along your path to power and sometimes find it difficult to deal with the current state of the clergy- who you see as leeches upon the kingdom- but surely these things will not impede your path to wealth and glory?

As of the beginning of the game you have arrived in the capital Jankol colony of Batrem where there is a Gold Moon Chapterhouse where all you need to do is say the word and supplies will be drawn for your expedition in-land for the luxuries just out of reach.

*Beginning Equipment*
Slender Iron Lance (Provides good offensive ability and excellent offensive ability when used on horseback)
Ornate Shamshir (Provides good offensive ability; bears personal coat of arms and is rich in quality)
Ornate Kiliji (Provides good offensive ability; bears personal coat of arms and is rich in quality)
Ornate Horseman's Shield (Provides adequate defensive protection; bears personal coat of arms and is rich in quality)
Ornate Plated mail (Provides excellent defensive protection; bears personal coat of arms and is rich in quality)
Armored Warhorse (Provides faster movement in flat terrain, hinders movement in rough terrain; excellent offensive & defensive ability)
2,000 gold pieces

*Companions*
4 Squires (Provides benefits in combat, grants extra actions)
1 Bey of the Golden Moon (Provides benefits in combat and trade)

*Perks*
Sword Training II (Provides good training with swords)
Spear Training II (Provides good training with spears)
Mounted Combat Training III (Provides best possible mounted combat training)
Knowledge (Trade III) (Provides best possible grasp of trade)
Knowledge (Religion I) (Provides basic knowledge of religion)
Knowledge (Nobility III) (Provides best possible knowledge of your realm's nobility and foreign nobles)[/QUOTE]
 
Isetmut

*Perks*
Knowledge (Streetwise I) (Provides a basic knowledge of the seedy elements and factions in a given place)
~Every Isetmutan, even those in the colonies, know the important figures within the realm
+1 Charisma
~The Kingdom of Isetmut is a flowery one, as are its people

Isetmut Pirate Captain (Available to Social Classes I, II, & III) (Available to Males and Females, no pref.)

You know, life is not so bad. Sure you have no real home other than your ship and yeah it is a bit of a pain being chased by bounty hunters and colonial soldiers, but you know what? You have a good set of friends, all the rum you could want, and best of all freedom.

As of the beginning of the game you are somewhere in the middle of the Djera-Nefas Bay and have a crew clamoring for some booty.

*Beginning Equipment*
Cutlass (Provides adequate offensive ability)
Imported Eastern One-Shot Flintlock Pistol (Provides amazing offensive ability... for one shot)
Thick coat (Provides poor defensive protection)
Compass (Reduces chances of becoming lost)
Telescope (Provides better chances of spotting distant objects of interest)
Sextant (Provides better navigation at sea)
Small Ship (Provides adequate navigation over water)
50 Gold Pieces
2 Months worth of Rations

*Companions*
15 Buccaneers (Provides benefits in combat)

*Perks*
Sword Training I (Provides adequate training with swords)
Naval Combat Training III (Provides best possible training while fighting at sea)
Knowledge (Navigation II) (Provides good knowledge of navigation at sea and land)
Knowledge (Astronomy I) (Provides adequate knowledge of astronomy)
Language (Paronia Trade Tongue) (May speak trade tongue of the native Paronia Empire)

Isetmut Shaded Sun Priest/Priestess (Available to Social Class II & III) (Available to Males and Females, pref. Females)

As a devoted priest or Priest or Priestess of the Shaded Sun you are among the most brilliant theological minds. Chosen at a young age you were raised in a secluded country monastery and when you reached adolescence you were sent to the cities where you spent your awkward years learning not just the scripture, but also the in's and out's of Isetmut's grandiose network of intrigue for the benefit of the church. Now that you are an adult you find yourself tasked with travelling to the colonies to spread the good word and whether or not you care for it matters little to the priests and priestesses above you.

As of the beginning of the game you are in the capital colonial city of Memthys where you are to meet someone.

*Beginning Equipment*
Quarterstaff (Provides adequate offensive ability)
Ornate Heavy Robes (Provides poor defensive protection; bears the symbol of the central church and is rich in quality)
Holy Book
300 Gold Pieces
1 Month worth of Rations

*Companions*
None

*Perks*
Quarterstaff Training I (Provides adequate training with quarterstaves)
Knowledge (Religion III) (Provides best possible knowledge of religion)
Knowledge (Nobility III) (Provides best possible knowledge of Isetmutan nobility and foreign nobles)
Knowledge (Alchemy I) (Provides basic alchemical knowledge)
Knowledge (Astrology III) (Provides best possible knowledge of astrology)
Knowledge (Streetwise II) (Provides a good knowledge of the various seedy elements and factions in a given place)
Spy (Your years of training in the arts of subtly have paid off well)

Isetmut Impoverished Mercenary-Poet (Available to social classes I & II) (Available to Males and Females, pref. Males)

You have fallen on hard times. You were born without much in material wealth, but a great amount of strength in both your words and body. Early on in life you made a few extra coins form your talents as a minstrel of sorts until you attracted the attention of a few mercenaries after one particularly nasty bar fight. When they offered to take you on you readily joined and found the life of a soldier to not be like what it was in the tales, but still you pressed on till you and your fellows were scattered during a count's private war. Now, some years after that awful conflict, you sit in the New World with no coin to your name and little else but your horse, sword, and quill. You don't even have the paper to record this oh so tragic tale.

As of the beginning of the game you are in the small colony of Suttari looking for work.

*Beginning Equipment*
Worn Shamshir (Provides good offensive ability)
Battered Horseman's Shield (Provides adequate defensive protection)
Horseman's Lamellar (Provides good defensive protection)
Light Warhorse (Provides faster movement in flat terrain, hinders movement in rugged terrain; good offensive ability; adequate defensive protection)
0 Months worth of Rations

*Companions*
None

*Perks*
Sword Training II (Provides good training with swords)
Mounted Combat Training II (Provides good training with fighting on horseback)
Poet (You have a way with words and can make your sentences beautiful in ways no others can)

Messet

*Perks*
Hardy I (Provides minimal natural protection against the adverse elements of man and nature)
~The Messetii know hardship to be a bitter friend due to their constant struggles against one another and while they are a weaker kingdom individually they are strong
+1 Strength or +1 Courage
~Constant warfare has kept either your mind or your muscles honed and ready for testing

Messet Conqueror (Available to Social Classes II & III) (Available to Males only)

You are the stuff of gallant, if somewhat brutal, legends. A nobleman by birth, warrior by trade, you are among the most pious men in the Old World and while you may not be able to debate theology with High Priestesses you more than make up for it with the ferocity of your devotion. You have been tasked with exploring Bethel's inland and more importantly converting the natives. If they choose not to learn the true faith, well, simply stab them till they comply.

As of the beginning of the game you are at the largest colony currently to be found in Bethel, Gomsa, where you are preparing for a large expedition the huge Maya River.

*Beginning Equipment*
Ornate Curicass (Provides adequate defensive protection; bears your coat of arms and is rich in quality)
Ornate Light Lance (Provides good offensive ability; provides excellent offensive ability when mounted)
Ornate Schiavona Broadsword (Provides good offensive ability)
Warhorse (Provides faster movement in flat terrain, hinders movement in rough terrain; provides good offensive; provides good defensive protection)
Compass (Reduces chances of becoming lost)
Telescope (Provides better chances of spotting distant objects of interest)
Holy Book
1,000 gold coins
8 months worth of Rations

*Companions*
20 Men-at-Arms (Provides benefits in combat)
5 Squires (Provides benefits in combat, grants extra actions)
2 Messet Conquerors (Provides benefits in combat)

*Perks*
Sword Training III (Provides best possible training with swords)
Spear Training III (Provides best possible training with spears)
Mounted Combat Training II (Provides good mounted combat training)
Knowledge (Religion I) (Provides basic knowledge of theology)
Knowledge (Navigation I) (Provides basic knowledge of navigation on land and sea)
Knowledge (Astronomy I) (Provides basic knowledge of astronomy)
Knowledge (Nobility II) (Provides excellent knowledge of Messet nobility, and good knowledge of foreign nobility)

Messet Dervish (Available only to Social Class I) (Available to Females only)

You have been a wandering mystic for your entire life. Born to a mother who was one herself and raised to be one exactly like her. You can only call the rags on your backs, tabar zin axe at your side, and holy book in your hands. Throughout your life you have wandered all across the Messet kingdom and was granted passage upon a ship to the new world where you hope to spread the holy word to there as well.

As of the beginning of the game you are in the second largest colony of the New World, Liore, possibly seeking a party to travel with in-land, begging for alms to redistribute to the truly poor, or aiding the ill with your near-magical herbal lore.

*Beginning Equipment*
Tabar Zin Axe (Provides excellent offensive ability)
Holy Book
2 Months worth of Rations

*Companions*
None

*Perks*
Axe Training III (Provides excellent training with axes)
Knowledge (Religion II) (Provides good knowledge of theology)
Knowledge (Herbal Lore III) (Provides best possible knowledge of herbs and their effects)
Knowledge (Mysticism III) (Provides best possible knowledge of mysticism and related rituals)
Knowledge (Astrology I) (Provides basic knowledge of astrology)
Knowledge (Astronomy I) (Provides basic knowledge of astronomy)

Messet Hashshashin (Available to Social Classes I, II, & III) (Available to Males and Females, no pref.)

In the highlands exists an elite order of warriors-priests who are chosen from the local tribes to undergo induction within this secret society; there they receive intense martial training alongside secular and religious education. Upon becoming a full member they are tasked with going out into the world and observing perceived religious enemies, eliminating these people if it is deemed necessary. You are a member of this organisation and your task has lead you to the New World where any number of threats to the central Church of the Way can be growing.

As of the beginning of the game you are in the prosperous colony of Zajkor looking for information on your target.

*Beginning Equipment*
Shamshir (Provides good offensive ability)
Plain Priest's/Priestess's Robes (Provides poor defensive protection)
Holy Book
2 Months worth of Rations

*Companions*
None

*Perks*
Sword Training II (Provides good training with swords)
Knowledge (Religion II) (Provides good knowledge of theology)
Knowledge (Nobility III) (Provides an excellent knowledge of Messetii nobility as well as foreign nobles)
Knowledge (Streetwise II) (Provides a good knowledge of local factions and seedy elements)
Stealthy (You have been trained to neither be seen nor heard)

Kherbala

Being such a large realm Kherbalan histories get no over-arching set of perks, but instead get stat perks with each specific history.

Kherbala Desert Nomand (Available to Social Class III Only) (Available to Male and Female, no pref.)

You are one of the hardy people hailing for the northernmost area of Kherbala. You are used to wide empty deserts and a life of constant motion, but as of late the 'civilized' republic has been closing in on your territory. Now, animosities aside, these people still are your kin, if not in blood then in spirit, and you cannot take up arms against them without the heaviest of conscience weighing down your swords. Instead, like any civil Kherbalan, you have taken the issue through the proper channels and after years of waiting been granted express passage to the New World to set up a colony of your own. Of course more hostile factions exist, but you ignore them for the time being and have endeavored to cross the Atlantik Ocean to find a less crowded home.

As of the beginning of the game you are in the colony of Quetzipon where you have heard rumors of a great arid area far to the north-west of the continent.

*Beginning Equipment*
Scimitar (Provides good offensive capabilities; Excellent offensive capabilities when mounted)
Heavy Robes (Provides poor defensive protection)
Nomad Horse (Provides faster movement in flat terrain and is not hindered in rugged terrain due to its hardy nature)
Compass (Reduces chances of becoming lost)
Telescope (Provides better chances of spotting distant objects of interest)
600 Gold Pieces
14 Months worth of Rations

*Companions*
15 Desert Tribesmen (Provides benefits in combat, navigation, and scouting)

*Perks*
Sword Training II (Provides good training with swords)
Mounted Combat II (Provides good training with mounted combat)
Hardy III (Provides excellent natural resistance to adverse elements of man and nature)
Knowledge (Navigation- Land II) (Provides good knowledge of navigation on land)
Knowledge (Astronomy I) (Provides adequate knowledge of astronomy)
+1 Intuition, +1 Courage (Life in the desert has conditioned you to being a person more used to braving life's hardships with quick and often correct decisions)

Converted Jungleman (Available to Social Class II Only) (Available to Male and Female, no pref.)

Despite the Raphim's Way dominating most of the Old World, there are still a few pockets of pagan religions. You hail from such a pocket, surprisingly enough located in the Kherbala Republic, albeit on its fringes. As a young child you were taught the heathen blood rituals of common to the unenlightened junglemen, but thankfully before your soul could be lost forever your pagan tribe was vanquished and you taken in by a kindly organisation of priestesses. These women educated you as best as they could and did away with any pagan traces of your past, instilling you with a proper upbringing and molding you into a truly pious citizen of the republic. Upon entering adulthood you endeavored to bestow this gift onto another woefully pagan culture: the natives of the New World. With the blessings of your long-time caretakers and all the coin you could gather you have set off to Bethel in hopes of increasing the Church of the Way's fold.

As of the beginning of the game you are in Mikyrial awaiting a fellow clergyman, a priest who has managed to learn the tongue of the Paronia people.

*Beginning Equipment*
Quarterstaff (Provides adequate offensive ability)
Plain Clergyman's Robes (Provides poor defensive protection, bears the symbol of the new Kherbalan Church of the Way)
Holy Book
500 gold coins
2 Months worth of rations

*Companions*
None

*Perks*
Quarterstaff Training I (Provides adequate training with quarterstaves)
Knowledge (Religion II) (Provides good knowledge of theology)
Jungleman (Your heritage marks you as someone remarkably different, you are taller, more muscular, and prone to great physical acumen. While these differences make you an oddity to many others in the Old World, the natives of Bethel may find you more like themselves)
+2 Strength
~Junglemen simply are naturally stronger, possibly among the strongest men and women in the Old World

Escaped Skelle Slave (Available to Social Class I Only) (Available to Males and Females, no pref.)

You were ripped away from your kinsmen from the deep southern part of Zariji and cast into a life of slavery. Common to your people you were of course rebellious and very standoffish to your masters, so as punishment you were sold to a prominent merchant based in the New World. Unbeknownst to them this would play out in your favor. You met a Paronia slave who taught you his tongue and together you two plotted your escape. Sadly he was killed during the breakout, but you were able to get free and made your way inland.

As of the beginning of the game you are somewhere west of Quetzipon and not entirely sure if you are safe or not.

*Beginning Equipment*
Crude Spear (Provides poor offensive ability)
Tribal Regalia (Taken from your now dead comrade)
0 Months worth of Rations

*Companions*
None

*Perks*
Hardy III (Provides best possible natural resistance to adverse elements of man and nature)
Skelle (Your pale skin, fair hair, and blue eyes mark you for an outside and it is likely that if you are caught again you will be forced into a life of slavery once more)
+1 Agility, +1 Courage, +1 Intuition
~Life as a Skelle in the frozen wastelands is tough, but life as a Skelle slave is even tougher. That you were even able to escape shows that you are an extraordinary individual possibly destined for greater things


Of course most of these histories really only work if it is played by a single player, hence why I encourage you all to create your own and run them by me so I can make sure that they will be lore appropriate and balanced!
 
Creating a Character Cont.

Character Template

Character Name: This is the character's name, pretty simple, but try to keep it in line with the setting, meaning Arab-like, Indian-like, Iranian-like, so on so forth (I use
http://www.squid.org/rpg-random-generator to generate the names)

Age: This is actually kind of important, note that I say kind of. Try to keep things reasonable, like no 16 year old grizzled soldiers or spry 60 year old soldiers. Age of majority for this setting is 17, most nobles would finish their martial training by time they were 20

Gender: Also important for this setting. Remember that males tend to be forced into more active roles, such as soldiers and whatnot, but females are preferred for command types and are more often 'knights' (Beys) than men.

Nationality: Choose from the four provided, if colonial put colonial before the nationality (ex. Colonial Kherbala)

Social Class: What social class the character belongs to, it is either I, II, or III

History: The title of your history, ex. Impoverished Mercenary-Poet or Messet Conqueror

Attributes Each and every character will start out with a base of 2 for each attribute. The attributes are out of 12. You have 15 points to spend and any state increase over seven costs 2 points for every 1.
Acumen: 2
Agility: 2
Charisma: 2
Courage: 2
Dexterity: 2
Intuition: 2
Strength: 2

1-2 Poor
3-4 Average
5-6 Above Average
7-8 Excellent
9-10 Phenomenal
11-12 Inhuman

Perks: List perks here and their general effects. Players will be able to choose two perks at the start of the game to further customize their characters if they choose from one of my provided templates. Newly created histories can choose up to six perks.

Equipment: List equipment here

Companions: List Any Companions here


Perks
Perks are those various things things that grant some kind of bonus to the character. More often than not these perks are passive and only influence how your characters fair with certain actions (ex. A character with 'Knowledge (Navigation III)' has a better chance of going in the right direction than a character with 'Knowledge (Navigation I)'). Some perks will have no obvious benefits at all, but will gain importance as the story progresses.

Perks will be listed as followed:

Perk Name; Perk Levels (Benefits)
Notes/Explanation of the Perk

Martial Perks
These are all perks that revolve around how well your character fights. As there is no real math behind the combat in this NES the perks more so act as a guideline.

Spoiler :
(Weapon) Training; Levels- I, II, III, IV, V (Grants varying degrees of proficiency with specified weapons)
Only levels I - III are accessible from the beginning, levels IV & V represent complete mastery and god-like skill with a weapon and can be attained only though the story.

Dirty Fighting; Levels- I, II, III (Allows character to fight in less-than-honorable manners)
A useful little perk for those characters without scruples, but it probably would never be taken by any religious warrior of any sort.

Mounted Combat Training; Levels- I, II, III (Allows proficiency with fighting while atop a mount)
With the mounted combat training perk your horse also becomes a weapon so long it is a warhorse! Trampling enemies is nice and all, but the horse also provides a defensive bonus and it will be less likely for you to be wounded during combat. Granted, it costs a bit to take care of a horse and ration prices will increased considerably. You also have one less action per turn if you have a horse and no squire to take care of it, though you can risk it and not take care of the horse for that turn...

Naval Combat Training; Levels- I, II, III (Allows for efficient fighting at sea)
With this perk you can fight at sea far better than a landlubber ever will.

Defensive Fighting; Levels- I, II, III (Provides better defense at the cost of offense)
This perk is for those players who want characters that are like walls in battle. You sacrifice some offensive capabilities in exchange for a better defense.

Quickshot; Levels- I, II, III, IV (Provides ability to fire projectiles, specifically arrows and bolts, faster)
Any ranged-based character really should grab this perk. It does what it's name implies: allows for your character to fire off their missiles at a faster rate. Channel Legolas to get a good image of what level IV can do.

Second-Wind; Levels- I (Allows for player to keep fighting when they normally would go down)
Effectively this means that in a battle your character is more likely to keep fighting to the death before being knocked unconscious. When I am writing the updates I will take this perk into account if you have it and alter the course of the battle accordingly.

Bowman; Levels- I, II, III (Allows for the player to be an even better archer and increases ranged offensive ability)
With the advent of crossbows and the strange 'pistols' filtering from the Eastern World bowmanship is fast becoming an obscure art, but it is still deadly if practiced by a determined archer. Even with level I of this perk you are a far better archer than most and by level III an arrow shot from your bow rarely misses its mark.

Rage; Levels- I (Allows for player to sacrifice defensive ability in exchange for offensive)
Turn your warrior into a berserker type! They'll slice through enemies more often, but more then likely end up hurting after the battle. Great combination would be Rage+Second-Wind.

Battle-Field Tactician; Levels- I, II, III (Companions preform better in combat)
Perfect for those characters who want to be battle-field leaders. You simply know how the tide of battle is going and adapt with it. High intuition and courage characters would make this perk shine in combination with the Knowledge (Tactician) perk.

Hardy; Levels- I, II, III (Provides a natural resistance to adverse elements created by man and nature)
The hardy perk simply means your character is used to the wear and tear on the body brought on by a rough lifestyle. This perk is limited to warrior-histories and a few martial-clergymen histories.

Battle-Field Medic; Levels- I, II, III (Provides the ability to treat some wounds after they are taken without the need of a proper doctor)
This perk is very useful useful if your character has the Knowledge (herbal lore) perk or comes prepared with medical kits out the wazoo. Each rank taken means you can treat yourself and others better, but without a proper healer around it is dubious if the wounds will heal correctly. This does not include treatment of sicknesses.

Secular Perks

Spoiler :
Knowledge (Religion); Levels- I, II, III (Provides knowledge of religion, specifically the Church of the Way)
Having this perk will allow your character to participate in theological debates, talk down angry mobs simply by spewing religious poop at them, and in general twist the important holy doctrines of this world to their benefit. Note that this is knowledge only of the Central Church, not Ketism or whatever the hell the Bethel Natives worship. Those two are completely separate perks not accessible from the start unless special conditions are met. However, having level III of this knowledge gives you some insight in how Ketism operates.

Knowledge (Navigation); Levels- I, II, III (Provides a knowledge of how to navigate on land and on sea)
Having this perk makes you more the explorer and less likely to find yourself up the creek without any paddle, so to speak. It is rather hard to come by and as such it is limited to knowledge level I for all characters who do not have it to begin with.

Knowledge (Nobility); Levels- I, II, III (Provides a knowledge of the nobility of your character's nationality)
This skill is nice if you expect to be dealing with the upper echelon of society and particularly important if you want to go down the path of claiming land and titles. While the knowledge of which nobles is restricted to your character's nation of origin with each level you also gain a little bit of understanding of the most important figures in the other nation-states.

Knowledge (Streetwise); Levels- I, II, III (Provides a knowledge of the various factions and seedy elements of a given area)
This skill is less of a bookish knowledge and more so a measure of how well you can pick up information about a certain place- specifically knowing what to look for opposed to what is junk. With each level you gain more and more able to sift through rumors to get the kernels of truth.

Knowledge (Lore); Levels- I, II, III (Provides a knowledge of folk-tales, myths, etc)
Having this skill is handy, but frowned upon in general. It is considered terribly backwards to learn about the pagan past of the Old World before it turned to the light that is the Central Church, but who knows what you may find in the annals of history. Since this is such a difficult knowledge to have it is restricted to level I for all characters save for the more secular ones, namely priestesses, priests, anthropologists, and historians. An exception to this would be histories that have a bit of a bardic tradition, they are allowed to take up to level II from the beginning.

Knowledge (Herbal Lore); Levels- I, II, III (Provides a knowledge of various plants)
This skill has a bit of a dubious use in this setting. Level I is more or less useless due to it giving you the basics of herbs common only to the Old World, but level II and III allow you to make scientific guess on the properties of various New World plants due to your better grasp of how plants and their uses work. This is even more useful when used in combination with Alchemy.

Knowledge (Alchemy); Levels- I, II, III (Provides a knowledge of what mixtures of ingredients it takes to produce various concoctions)
Alchemy in this setting is a bit more viable, though whether or not lead can be turned into gold has yet to be seen. Within the realm of current possibilities this perk will grant you the ability to combine ingredients to make tinctures, poisons, salves, and so on so forth. The higher the level the easier it is for you to make the items and the more likely you will succeed. No matter what the level you can always try to make a potent final product, but whether or not you succeed at making what you set out to make or making anything at all depends on the level.

Knowledge (Astronomy); Levels- I, II, III (Provides a knowledge of the the celestial bodies in a scientific sense)
Astronomy is a somewhat field of study that has a somewhat lesser effect on common gameplay, but when used it is generally used to great effect. At levels II & III the character is considered to be able to give professional analysis of the subject.

Knowledge (Astrology); Levels- I, II, III (Provides a knowledge of how the celestial bodies effect mankind)
A pseudo-science in our world, astrology has yet to be proven or disproved in the NES's setting. The study of astrology will allow for characters to predict how the movements of various celestial bodies will influence other people, but more often than not this will not have an obvious effect on gameplay. Instead there will be times when knowledge of Astrology can be very beneficial when dealing with things that may seem unnatural or downright weird.

Knowledge (Trade); Levels- I, II, III (Provides a knowledge of how to conduct trade and what deals would be considered good or not)
Even though buying and selling will be done in a more abstract manner (you tell me what you want, I tell you if it is available, how much of it is, and how much it will cost) this perk will allow for your characters to make purchases at a lower amount of gold with each level. Also when dealing with discovering various new goods the knowledge of trade can help you evaluate how precious the items are and even trade level I will give you a considerable advantage when negotiating deals.

Knowledge (Mathematics); Levels- I, II, III (Provides a knowledge of mathematical theories and whatnot)
I may hate math, but it can still play a role in how the stories of various characters play out. This perk simply represents your character's ability to grasp the various kinds of math and not just arithmetic, but those crazy weird problems that can unravel time and space if they are ever solved. As much as I hate to say it, it helps to know math. Due to the highly academic nature of this field it is limited to social class II & III and only to histories with more secular bents.

Knowledge (Physics); Levels- I, II, III (Provides a knowledge of physics and whatnot)
Much like math I hate physics, but much like math it still has its uses. Knowing about how things move through space and time may prove useful in weird supernatural ways, but if all else fails you'll be able to make some interesting traps with your oh-so-good knowledge of how things are supposed to move. Due to the highly academic nature of this field it is limited to social class II & III and only to histories with more secular bents.

Knowledge (Tactics); Levels- I, II, III (Provides a knowledge of grand military strategies)
Best used in combination with the martial Tactician perk, having this represents your character's knowledge of the theories of warfare as well as a grasp of various documented strategies.

Knowledge (Mysticism); Levels- I, II, III (Provides a knowledge of the more mystical aspects of Raphim's Way)
Like all religions Raphim's Way has its stranger aspects that deal with thing such as infernal and celestial spirits or bestowing blessing upon others. The Mysticism perk means that a character knows of these obscure and frowned upon rites and rituals, but this is not magic by any means.

Knowledge (Nature); Levels- I, II, III (Provides a knowledge of the natural world and various survival techniques)
This perk is essential to any ranger-types. Not only does it include knowing how to track and read signs for human activity in the immediate region, it also includes those fun things such as fishing, logging, and weatherlore. It is a catchall perk, but due to this very nature it is only very general and vague knowledge up until level III is attained. You can easily get by without this perk, as much of what the perk covers is common sense and nothing that a good intuition score cannot fix.


Of course you can request a perk be added and I'll think up/work with you on its benefits.
 
Rules

Actions
This may include bustin' a move!

Each turn your characters will be allowed to do up to five (5) actions per turn. Here is a list of sample actions and their descriptions:
Spoiler :
Explore (Direction)~ Your character moves in the direction you specify, though they may move south instead of north if they lack navigating skills/a navigator/navigating tools. You can specify that your character moves along at a faster pace (forgoes some chances to stumble across things), a normal pace (regular chance to stumble across things), or a slower pace (higher chance to stumble across things). Moving at a slower pace takes more time so you will use twice as many rations than normal. Moving at a faster pace uses half the normal amount of rations, but may have a dire effect on your well-being and morale, as well as that of your companions. The hardy trait offsets some of these negative penalties.

Gather/Hunt~ In times of desperation you may gather and hunt for food. Spending more action points increases your chances of success for the turn, possessing certain perks (knowledge (nature), hardy) also increases your chance of success. You can assign this task to companions so that your progress and other actions will not be hindered.

Scout (Direction)~ Yes there is a difference between scouting and exploring. Scouting sends some of your companions out ahead of the rest (you determine how many) and they are to keep an eye out for any obvious dangers or oddities. Of course if you are alone scouting does nothing. Note that while scouting may alert you of potential threats, it will only alert you of threats in that general direction!

Extra Rest~ Taking extra rest means your progress is slowed down, but it also means you will be more refreshed and prepared for whatever may be coming ahead. It is recommended that if you are wounded or any of your companions are wounded that you take the extra rest action. There is a downside to all this extra rest though... it leaves you open to ambush, but this can be solved if extra rest is taken in conjunction with the scout action.

Track~ You track down a certain individual or thing using all the abilities you can muster as well as the resources at hand. How successful you are depends greatly and is very situational. You can track and explore at the same time, however the split focus will mean you may move past certain details in either action. To offset this you can order a companion to track.

Train (Specify Skill)~ You can train up your skills in your character's free-time, simply specify what you wish to train. This includes skills not listed, like learning how to tie a knot or learn a new language. You can even specify a specific thing within a perk you have to gain a mastery over it (example, possessing the Knowledge (Alchemy) skill you decide to train your character to make a Hemlock-based poisoned with great efficiency).
You may receive training from named companions; I will provide you with what these companions can potentially teach you. Taking this action more than once per turn on the same subject means you spend more time studying/training it so it decreases how long it will take to learn. I will not reveal how long it takes to learn anything, as there is an element of randomness to it. Higher attribute scores correlating to the skill (strength to combat training, acumen to studying) also decreases how long it takes to grasp the skill.


Interact with (Person/Group/Thing)~ You spend the turn building up a relationship with the specified target and though this naturally happens if you spend a lot of time around the person/group/thing devoting an action to it speeds up to process. Please detail how you go about this interaction and know that the results may not always be positive. If you are interacting with a tribe/faction that does not move alongside you you must remain in place for that turn to gain the full effects of the action, otherwise you only gain 1/4 of the potential positive effects and it may even be taken as an insult by the intended target!

Trade with (Designate)~ Plain and simple, you trade with the designated target. If you have the opportunity to trade I will tell you what can be found and how much it for what price. Making small purchases pertaining only to your character, such as purchasing rations for themselves only or buying a new sword, does not count as an action and can be done for free, but if you choose to make it an action then your character will scour the markets/haggle like mad until they get the best deals.
When trading in this manner designate an approach as either charming, intimidating, logical, or none. An attempt to trade with a specific approach may or may not yield benefits depending upon the nature of your character.


Attack (Designate)~ Pretty simple here. You attack someone. Please list how you wish to go about this attack or if you have enough faith that I will not screw you over do not list it at all. :p

Each turn I will send you a further list of possible actions that you may take that is specific to your character and their situation, and of course you can ask to take actions I have not detailed in that list or the one above!


Combat
Assimilate This!

Combat is a rather hands-off affair in this NES. If you have prior knowledge that an attack will occur/decide to attack someone you will tell me how you wish to go about said combat. Otherwise you get little say in it and it is up to me and various preexisting conditions.

Companions
A Sword Isn't Your Only Pal!

Companions will undoubtedly play a big role in your character's story because what is a hero without a supporting cast? There are two primary kinds of companions: named and unnamed.
Spoiler :
Unnamed Companions~
These poor schmucks are the red-shirts trailing behind your character just waiting to die. Until then they generally will preform a single action, such as grant a benefit in combat, let you have an extra action, or provide bonuses to navigation. Unnamed companions can be hired from any place where people congregate, all you have to do is spend an action seeking out a likely candidate.
Sometimes named characters can emerge from the murky ranks of the faceless companions.

Named Companions~
These individuals are your lieutenants and close friends, the people who augment your character and aid them in more ways than one. They can also screw you over completely due to their nature being fleshed out than that of the unnamed companion. A named is like a watered down PC in many cases. They have a character template of there own, alongside various perks, equipment, and background traits they may have. The defining differences, however, is their lack of proper attribute scores and addition of 'relationship' score. Instead of numbers for their attributes they have a system that designates their various skills as either poor, good, or excellent. In some rare occasions a named companion can break past the excellent bracket and move into the phenomenal and supernatural range.

The relationship score is a representation of just how well you are doing with that character. +'s means positive increases, while -'s means negative increases. Of course, being as flighty as player characters, they can still screw you over even if they have all the +'s in the world and remain your stalwart ally if they have more -'s than a Republican take on Obama. It's up to you to decide and guess how they will act depending upon your past experiences with them and current knowledge of their personalities.

A benefit of having unnamed and named companions is that actions can be dispersed amongst them. It is often better to have one person hunting, another tracking, a few guys scouting, and someone tending to wounds while you all are moving along to your destination or having some downtime.


Companion Template
Spoiler :
Name:
Age:
Nationality:
Social Class:
History:
Relationship Score: (+'s), (-'s)
Attributes
Acumen:
Agility:
Charisma:
Courage:
Dexterity:
Intuition:
Strength:
Equipment:
Perks:


Food
Something Not Very Funny!

Food, of course, is important to the survival of your characters and you need plenty of it if you intend to have a character who will become the stuff of legends.
Spoiler :
You can acquire food through various means including: buying in bulk from a city/tribal village; robbing other travelers and plundering villages; and hunting and gathering what you can from nature. Purchasing food becomes increasingly expensive as you have more and more companions and you require more food for more companions.

Food is represented by Rations and this includes water; rations are counted by how long they will last you in terms of months. A character can carry three months worth of food on their backs, but anything above will require the aid of a pack animal (further increasing the cost of the food) or run the risk of overtaxing the individuals carrying the food. Thankfully pack-animals do not count towards mounts that must be tended to and are more background creatures and thus are not listed in the equipment- if you have 4+ months of rations it is assumed that you have some poor beast trudging along behind you.

Of course this slows down your progress considerably and you travel slower. Your normal rate of movement is .5 for expeditions consisting of more than 6 months of rations and .3 for anything over 15. Hence why it is recommended that you find a comfortable amount of food necessary to complete a journey and not over pack. However, food does spoil and it can be stolen by others or eaten by wild animals so carrying the bare minimum is not recommended. Just because you have ten months worth of rations does not mean it will last ten months!

In extreme climates, such as deserts, tundras, and mountains, you consume more rations than normal. The exact rate is x2, so 10 months worth will only last 5, but will still be counted as 10 months when rate of travel is factored in.


Mounts
Equus!

If you are lucky enough you will get the chance to own a mount, but this is not a duty completely devoid of responsibilities.

Mounts means that the party requires more rations, specifically .5 more rations for every mount. When only one mount is in the party round up.

Rate of Travel

Depending upon the size of your party and how much you carry you will move slower than normal. As I dislike having to do much math I will only be providing the following chart as a general representation of how you will be effected rather than a be-all-end-all air-tight mechanic.

Rate of Travel Chart
Spoiler :
~Between~

1-10~ Faster Rate (1.5)

11-20 Companions~ Normal Rate (1)

21-50 Companions~ Slower Rate (.5)

51-90 Companions~ Very Slow Rate (.3)

91+ Companions~ Crawl (.1)

~Carrying~

0-2 Months of Rations~ Faster Rate (1.5)

4-6 Months of Rations~ Normal Rate (1)

7-11 Months of Rations~ Slow Rate (.5)

12+ Months of Rations~ Very Slow Rate (.5)

To compare the two charts to figure out how fast you should be moving simply average the rating between the two (Example: 15 Companions with 15 Months of Rations, Normal Rate v. Very Slow Rate averages out to Slow Rate of travel)


Players are encouraged to write stories and given the nature of the NES journals that just contain little blurbs about how your character reacts to things would be nice!
 
Orders

I would like orders to be sent to me via e-mail with the title/subject: [Player] Orders for Turn [X]

The format for orders is as follows:

Last Turn's Player Character Stats

Last Turn's Named Companion's Stats

Turn's Orders

Miscellaneous questions and concerns or notes in general that you want to address to me privately


--------------------------------------

Sample Orders:

~PC Stats~

~Companion Stats~

Action 1: Explore Southwest, keep an eye out for the strange jaguar-monster we heard about in the village we just passed.

Action 2: Train up my bowmanship with ~companion~ teaching me all that they can.

Action 3: Continue to train up my bowmahsip with ~companion's~ instruction.

Action 4: Send 5 Men-at-Arms as scouts to the south-south eastern way of our travel, aiming to see if any of the tribals we just passed are following us.

Action 5: Tend to the mounts.

Notes*
You rock my world!
 
Update Zero
http://forums.civfanatics.com/showpost.php?p=8588063&postcount=82
Update One
http://forums.civfanatics.com/showpost.php?p=8638649&postcount=121



Political Map of the Known New World
Spoiler :

bethelhanddrawn.jpg


Terrain Map of the Known New World
Spoiler :

bethelterrain.jpg


Political Map at the End of Update 1
Spoiler Update 1 Hand Drawn Map :

bethelhanddrawnupdate1.jpg

 
Player: Taylor Flame
Character: Amendis
Spoiler :
malemerc3.jpg


Character Name: Amedenis

Age: 25

Gender: Male

Nationality: Isetmut

History: Isetmut Impoverished Mercenary-Poet

Social Class: Social Class I

Attributes:
Acumen: 3
Agility: 4
Charisma: 6
Courage: 5
Dexterity: 3
Intuition: 5
Strength: 5

Perks:
Sword Training II (Provides good training with swords)
Mounted Combat Training II (Provides good training with fighting on horseback)
Poet (You have a way with words and can make your sentences beautiful in ways no others can)
Knowledge (Streetwise I) (Provides a basic knowledge of the seedy elements and factions in a given place)
Hardy I (Provides minimal natural protection against the adverse elements of man and nature)
Knowledge (Nature I) (Provides a knowledge of the natural world and various survival techniques)

Equipment:
Worn Shamshir (Provides good offensive ability)
Battered Horseman's Shield (Provides adequate defensive protection)
Horseman's Lamellar (Provides good defensive protection)
Light Warhorse (Provides faster movement in flat terrain, hinders movement in rugged terrain; good offensive ability; adequate defensive protection)
0 Months worth of Rations

Companions:
None

Player: Haseri
Character: Kebirkha
Spoiler :
maleassassin1.jpg


Character Name: Kebirkha

Age: 21

Gender: Male

Nationality: Messet

Social Class: I

History: Messet Hashshashin

Attributes
Acumen: 4
Agility: 5
Charisma: 4
Courage: 5
Dexterity: 4
Intuition: 4
Strength: 5

Perks:
Sword Training II (Provides good training with swords)
Knowledge (Religion II) (Provides good knowledge of theology)
Knowledge (Nobility III) (Provides an excellent knowledge of Messetii nobility as well as foreign nobles)
Knowledge (Streetwise II) (Provides a good knowledge of local factions and seedy elements)
Stealthy (You have been trained to neither be seen nor heard)
Knowledge (Navigation I) (Provides a knowledge of how to navigate on land and on sea)
Knowledge (Herbal Lore I) (Provides a knowledge of various plants)
Hardy I (Provides minimal natural protection against the adverse elements of man and nature)

Equipment
Shamshir (Provides good offensive ability)
Plain Priest's Robes (Provides poor defensive protection)
Holy Book
2 Months worth of Rations

Companions: None

Player: T_F
Character: Katrsnas
Spoiler :
malenomand3.jpg


Character Name: Katṝṣṇas

Age: 29

Gender: Male

Nationality: Kherbālāyās

Social Class: III

History: Kherbālāyās Desert Nomad

Attributes
Acumen: 5
Agility: 3
Charisma: 4
Courage: 7
Dexterity: 3
Intuition: 5
Strength: 5

Perks:
Sword Training II
Mounted Combat II
Hardy III
Knowledge (Navigation- Land III)
Knowledge (Astronomy I)
Knowledge (Nature I)

Equipment:
Scimitar
Heavy Robes
Nomad Horse
Compass
Telescope
600 Gold Pieces
14 Months worth of Rations

Companions:
15 Desert Tribesmen

Player: Seon
Character:Talia
Spoiler :
femexplorer2.jpg


Character Name:Talia

Age: 21

Gender: Female

Nationality: Jankol

Social Class: III

History: Jankol Explorer

Attributes
Acumen: 5
Agility: 4
Charisma: 7
Courage: 3
Dexterity: 3
Intuition: 6
Strength: 3

Perks:
Knowledge (Navigation III) (Provides best possible knowledge of navigation at sea and land)
Knowledge (Astronomy II) (Provides good knowledge of astronomy)
Knowledge (Mathematics II) (Provides good knowledge of mathematical equations)
Knowledge (Nobility II) (Provides best possible knowledge of your realm's nobility and good knowledge of foreign nobles)
Language (Paronia Trade Tongue) (May speak trade tongue of the native Paronia Empire)
Noble Patron (Provides steady supply of gold and food delivered to Nezam; May report discoveries for extra gold and titles)
Knowledge (Trade I)
Knowledge (Nature I)
Knowledge (Herbal Lore I)

*Beginning Equipment*
Sextant (Provides better navigation at sea)
Compass (Reduces chances of becoming lost)
Telescope (Provides better chances of spotting distant objects of interest)
Explorer's Ornate Brigandine (Provides adequate defensive protection; Bears Jankol Royal Coat of Arms & Coat of Arms of the Explorer's University; Rich in quality)
Explorer's Ornate Rapier (Provides adequate offensive ability; Bears Jankol Royal Coat of Arms & Coat of Arms of the Explorer's University; Rich in quality)
Horse (Provides faster movement when in flat terrain, hinders movement when in rough terrain)
1,500 Gold Pieces
6 Months worth of Rations

*Companions*
9 Men-at-Arms (provides benefits in combat)
1 Jankol University Graduate Explorer (Provides benefits of navigation and communication with natives)

Player: Thomas.Berubeg
Character: Amarjeet
Spoiler :
malebey1.jpg


Name: Amarjeet

Age: 22

Gender: Male

Nationality: Jankol

Social Class: III

History: Bey of the Gold Moon

Attributes
Acumen: 4
Agility: 3
Charisma: 7
Courage: 3
Dexterity: 4
Intuition: 5
Strength: 5

Equipment:
Slender Iron Lance (Provides good offensive ability and excellent offensive ability when used on horseback)
Ornate Shamshir (Provides good offensive ability; bears personal coat of arms and is rich in quality)
Ornate Kiliji (Provides good offensive ability; bears personal coat of arms and is rich in quality)
Ornate Horseman's Shield (Provides adequate defensive protection; bears personal coat of arms and is rich in quality)
Ornate Plated mail (Provides excellent defensive protection; bears personal coat of arms and is rich in quality)
Armored Warhorse (Provides faster movement in flat terrain, hinders movement in rough terrain; excellent offensive & defensive ability)
2,000 gold pieces

Companions:
4 Squires (Provides benefits in combat, grants extra actions)
1 Bey of the Golden Moon (Provides benefits in combat and trade)

Perks:
Sword Training II (Provides good training with swords)
Spear Training II (Provides good training with spears)
Mounted Combat Training III (Provides best possible mounted combat training)
Knowledge (Trade III) (Provides best possible grasp of trade)
Knowledge (Religion I) (Provides basic knowledge of religion)
Knowledge (Nobility III) (Provides best possible knowledge of your realm's nobility and foreign nobles)
Battlefield Tactician
Battlefield Medic

Player: Megaman_zx
Character: Mahk’shad Aravi
Spoiler :
maleslave1.jpg


Character Name: Mahk’shad Aravi

Age: 35

Gender: Male

Nationality: Kherbala

Social Class: I

History: Escaped Skelle Slave (Modified)

Attributes
Acumen: 2
Agility: 5
Charisma: 2
Courage: 6
Dexterity: 3
Intuition: 3
Strength: 5

Perks:
Dirty Fighting II
Rage I
Hardy II
Knowledge (religion I) (Provides a basic knowledge of the Way)
Knowledge (Lore- Skelle III) (Provides a masterful knowledge of the skelle lore and few others can claim to know as much about the southern tundra barbarians)

Equipment:
Rags (Provides poor defensive protection)
Chains (Hampers mobile ability)
2 Scimitars (Provides good offensive ability)
0 gold
0 Months of Rations

Companions:
None
 
-Reserved for Just in Case

You guys are now all free to post and claim various histories and make up your own. I will have all the rules and such posted by Friday at the latest. Looking forward to modding this!

By the way six players will be my initial max, but I will be expanding this amount as time goes on and opening up even more backgrounds (the other Old World Nations, some Eastern World Nations, and even a few New World cultures) for PC use.
 
Expressing interest ^_^

Though I was hoping you'd continue the Geerios one, that was fun. But this looks fun too.
 
Yeah, I'd rather be doing that too, but I do not have the time right now to juggle all those stats. I'll go back to it eventually, though; it's an idea I really love. So do not lose hope!
 
I am so in this game:p.

What to choose, what to choose... Explorer, merchant, assassin, pirate, or navy?
 
Expressing definate interest in the Messet Hashshashin.
 
Now that's not fair. How was I suspposed to know that?

It does say "Of course most of these histories really only work if it is played by a single player, hence why I encourage you all to create your own and run them by me so I can make sure that they will be lore appropriate and balanced!", so I guess the preferred limit is 'one'.
 
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