Daftpanzer
canonically ambiguous
Status: TERMINATED. Sorry, and thanks for all the input into this. Lessons learnt and etc. Please feel free to post any observations.
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IDEA STOLEN FROM NESSOS (StGNES III, StGNES IV) AND TUROOS
-Nesse-
My original goal was a fast low-budget game, where people play as clans/houses in and around a single ancient city, and we see how things develop. However, the number of players is much more than originally anticipated. In fact there is now a well-organised Senate running on the other thread.
For now this NES has very minimal stats - I apologise if this makes things confusing, but its the only way I can see of running this. Ambiguity is fun!
Orders can be via PM, or preferably just in the thread. All I need to know is what your general intentions are at the current time, like how much of your resources/effort you are putting into various project(s).
Any stories will serve the purpose of making me feel guilty for how much time you are spending, and thus more sympathetic to your cause.
This NES is not meant to be entirely serious
As the game has progressed, the following startup details (in the spoiler below) are no longer entirely relevant. It is still possible to join as Nessers and Outlanders, but I will no longer be accepting new Elites or Exiles.
It is also possible to play as foreign factions now. Feel free to PM me about any ideas.
INITIALISATION PROCEDURE:
Your Clan: Your Forum Name
Type: (Elite/Nesser/Outlander/Exile)
Speciality: (Choose only ONE to BEGIN with, please see the appropriate spoilers above)
Description: (This is optional)
Additional details may appear as the game progresses.
INITIALISATION EXAMPLES (silly names and not actually appearing in the game):
Mycenoi Clan: Daftpanzer
Type: Outlanders
Speciality: Cattle Farming
Description: the Mycenoi Clan has long been associated with their hardy highland cows, which require little looking after, leaving more time for singing songs and drinking.
Scipio Clan: Daftpanzer
Type: Nesser
Speciality: Metalworking
Description: the Scipio aim to make it into the ranks of the Elite by monopolising the production of fine swords and armour.
-------------------------------------
IDEA STOLEN FROM NESSOS (StGNES III, StGNES IV) AND TUROOS
-Nesse-
My original goal was a fast low-budget game, where people play as clans/houses in and around a single ancient city, and we see how things develop. However, the number of players is much more than originally anticipated. In fact there is now a well-organised Senate running on the other thread.
For now this NES has very minimal stats - I apologise if this makes things confusing, but its the only way I can see of running this. Ambiguity is fun!
Orders can be via PM, or preferably just in the thread. All I need to know is what your general intentions are at the current time, like how much of your resources/effort you are putting into various project(s).
Any stories will serve the purpose of making me feel guilty for how much time you are spending, and thus more sympathetic to your cause.
This NES is not meant to be entirely serious
As the game has progressed, the following startup details (in the spoiler below) are no longer entirely relevant. It is still possible to join as Nessers and Outlanders, but I will no longer be accepting new Elites or Exiles.
It is also possible to play as foreign factions now. Feel free to PM me about any ideas.
Spoiler In the Beginning :
The primitive city of Nesse is ruled by a fragile alliance of powerful families, the Elites. Then there are the average townspeople and craftsmen, the Nessers. Neither of these classes is into farming much, so they rely on the Outlanders, a class of farmers/gatherers/hunters who live in the surrounding lands. In times past, there was a great king, but the Elites deposed him and Exiled his supporters. In fact, the origins of the city are shrouded in mystery. These days it is home to a wide mix of cultures.
Will Nesse survive the ages? Could it even become the capitol of a great empire?
Religion and government are basically blank slates, to be decided upon by players. The city has long been home to various ancient cults, none of which has become dominant.
The known world is roughly triangular, surrounded by an arc of islands in the north, and connected to an unending desert continent in the south. To begin with, only a small part is known in detail. Nesse is one the upper east side of the world...
The Barbs are powerful tribes who live a semi-nomadic existence. The Nuuds are even more bloodthirsty tribes, who thankfully live further away. Zantis is a small fortified port, an outpost of the great Sea Kingdom. Not much is known about the Pikts. The Hyksoz are new invaders, and are said to be in contact with the distant City of the Easterners.
The mysterious City of the Easterners lies about three weeks travel to the south-east. The mysterious City of Golden Towers lies three weeks travel to the south-west. The mysterious Sea Kingdom is about a week's sailing to the north.
Players can choose to start as a family/clan in one the following categories, each of which has its pros and cons, and stuff to choose from. Obviously, it is entirely up to players whether they seek personal gain, or the greater advancement of Nesse.
About: Elites
About: Nessers
About: Outlanders
About: Exiles
Will Nesse survive the ages? Could it even become the capitol of a great empire?
Religion and government are basically blank slates, to be decided upon by players. The city has long been home to various ancient cults, none of which has become dominant.
The known world is roughly triangular, surrounded by an arc of islands in the north, and connected to an unending desert continent in the south. To begin with, only a small part is known in detail. Nesse is one the upper east side of the world...
The Barbs are powerful tribes who live a semi-nomadic existence. The Nuuds are even more bloodthirsty tribes, who thankfully live further away. Zantis is a small fortified port, an outpost of the great Sea Kingdom. Not much is known about the Pikts. The Hyksoz are new invaders, and are said to be in contact with the distant City of the Easterners.
The mysterious City of the Easterners lies about three weeks travel to the south-east. The mysterious City of Golden Towers lies three weeks travel to the south-west. The mysterious Sea Kingdom is about a week's sailing to the north.
Players can choose to start as a family/clan in one the following categories, each of which has its pros and cons, and stuff to choose from. Obviously, it is entirely up to players whether they seek personal gain, or the greater advancement of Nesse.
About: Elites
Spoiler :
Every Elite family owns at least one war chariot, and is expected to lead the army in open battle. Elites can go on travels with their own small warband, but will probably need help to fight against a whole enemy tribe. As for 'government', the tradition is that no decision is formal until a majority of the Elites have agreed on it (abstained votes do not count). But, that is just tradition.
Naturally, Elite status is much sought after. The position of the Elite is rarely, if ever secure.
Elites may choose one of the following specialities:
Naturally, Elite status is much sought after. The position of the Elite is rarely, if ever secure.
Elites may choose one of the following specialities:
- Fighting - your family has is second to none when it comes to performing on the battlefield. Your family is sure to have the finest wargear available.
- Politics - your family is good at public relations, enjoying greater standing amongst the NPC masses. Your family will also be better at negotiating deals with foreigners.
- Gatekeeping - your family bravely defends the city gates, with the side effect of controlling who may enter, and when. A hefty profit can be made from this.
- Money Lending - your family has a talent for accumulating wealth, and keeping others in debt.
- Other - I'm open to ideas!
About: Nessers
Spoiler :
Nessers are the lifeblood of the city, carrying out day-to-day tasks. They are limited to the city walls, and need special permission to travel abroad. It is the duty of all Nessers to help defend the city during an enemy raid. But Nessers rarely go on campaign abroad - they leave that to the Elites and Outlanders.
Nesser families can attack and rob each other, which is why they might seek the patronage of the Elites, in return for exclusive services.
A clan of Nessers may choose one of the following specialities:
Nesser families can attack and rob each other, which is why they might seek the patronage of the Elites, in return for exclusive services.
A clan of Nessers may choose one of the following specialities:
- Scribes - propagandists, accountants and historians. With some careful manoeuvring, such a family can gain great influence. Scribes will also play a role in diplomacy, and are responsible for sharing knowledge about the world with foreign civilizations.
- Merchants - apparently there is money to be made in buying from one person and selling to another. Merchants are responsible for trading with the Outlanders and any foreigners, subject to any rules set by the Elites.
- Blacksmiths - tools for fighting, farming and everyday life are always in demand. And the Elites also want their fine metal ornaments to wear. Such skills take years to master, which is what makes them so valuable.
- Craftsmen - generally crafty, able to make everything from furniture to heavy duty wargear, such as chariots and catapults. Perhaps they may also be called upon to build boats. Such a family will be at the forefront of technological progress.
- Stonemasons - it is generally desirable to have buildings that don't fall down, especially when building with stone. Stonemasons know the mysterious ratios and angles that achieve this result. Citizens may also want houses that absorb positive energies from the universe and resist evil spirits, but that is another matter.
- Alchemists - these can do more than just poison and medicine. Their tinkering can result in new discoveries, like new dyes and luxuries to trade, or cement to build with, or even gunpowder.
- Wine Makers - in this day and age, it is said that Nessers would sooner riot over lack of wine than lack of food.
- Watchmen - a family dedicated to the defence of the city walls. An honourable job and one that offers a slow and steady rise in reputation. Sneaky collaboration with enemies is a possibility, too. Of course, success in repelling in an actual attack would earn many more favours.
- Street Fighters - general troublemakers or thugs-for-hire. With the proper sponsorship and a bit of luck, such a family can rise to greatness.
- Mystics - a family devoted to the mystic arts. If a cult can gain enough support, it will become a religion, and perhaps even the official religion of the whole city. Who wouldn't want divine favour on their side?
- Other - I'm open to ideas!
About: Outlanders
Spoiler :
Much like the Barbs beyond, Outlanders are literally on the edge of civilization. Through hunting, farming and fishing, they provide an abundance of food for the city of Nesse, in return for various tools and trinkets, and of course the military backing of the Elites. Moving into the city is always an option, but maybe there are greater opportunities outside. With their greater strength and various skills, Outlanders are far more valuable soldiers than the city-bound Nessers, and are expected to join the Elites on campaign whenever the call arises.
A clan of Outlanders may choose one of the following specialities:
A clan of Outlanders may choose one of the following specialities:
- Farming - cereal crops and fruit is the staple diet. A reliable living, if labour-intensive.
- Horse Breeding - primarily bred for use in the war chariots of the Elites. Horses can be difficult to look after, and are only actually eaten as a last resort.
- Cattle Herding - the advantage of cows is that they can be traded and moved around. They can of course be stolen too.
- Sheep Herding - shepherds can make use of poorer, hilly land. They are experts at using slingshots, which comes in handy against enemy humans too.
- Fishing - seafood is a welcome change to the diet. Fishermen are also the pioneers of sailing and boat design.
- Mining - not such a healthy living, but one that can occasionally bring great rewards. Aside from gold and gems, the blacksmiths and alchemists of the city need a supply of other minerals. Masons also need good quality stone.
- Forestry - collecting both timber and furs from the forest. They are no strangers to using big axes.
- Hunting - the hunter's skills in stealth, tracking and navigation are especially valuable in times of war.
- Medicine - knowing what plants and shrooms will heal sickness, or allow someone to connect to the spirit world. The Mystics and Alchemists of the city depend on such knowledge. Wounded soldiers will also appreciate treatment of their wounds.
- Other - I'm open to ideas!
About: Exiles
Spoiler :
(I have decided to include this as a playable option, although its a bit of an afterthought, and a complex one at that.)
The island of Exiles is traditionally a dumping ground for undesirables, that is former Nessers or Elites who made too many enemies at once. Sick people may also be dumped here. The Exiles are left to themselves, with scarce resources to fight over. Only the toughest and sneakiest survive. The island is actually within swimming distance of Nesse, and there is little to stop the exiles from leaving the island, except for the threat of being killed on sight if they return to the mainland. Therefore, it is better to be invited back... Elites may call up Exiles for covert assassinations or other dirty jobs back in Nesse, with the reward of being granted protection and a return to Nesser status.
The Elites are also known to purposely send their offspring to the island of Exiles for a few years, in order to 'strengthen their character'. Many extraneous heirs have died this way. But befriending such people is another way for Exiles to earn a route off the island.
A gang, clan, or miscellaneous clique of Exiles may choose one of the following specialities:
The island of Exiles is traditionally a dumping ground for undesirables, that is former Nessers or Elites who made too many enemies at once. Sick people may also be dumped here. The Exiles are left to themselves, with scarce resources to fight over. Only the toughest and sneakiest survive. The island is actually within swimming distance of Nesse, and there is little to stop the exiles from leaving the island, except for the threat of being killed on sight if they return to the mainland. Therefore, it is better to be invited back... Elites may call up Exiles for covert assassinations or other dirty jobs back in Nesse, with the reward of being granted protection and a return to Nesser status.
The Elites are also known to purposely send their offspring to the island of Exiles for a few years, in order to 'strengthen their character'. Many extraneous heirs have died this way. But befriending such people is another way for Exiles to earn a route off the island.
A gang, clan, or miscellaneous clique of Exiles may choose one of the following specialities:
- Sneaky - expert thieves. They have depended on stealing to survive.
- Death Hand - expertise in sneaky, brutal, and fast elimination of enemies. Such people can also be expert torturers.
- Scheming - expertise in the psychological manipulation of others, exploiting their fears and wants to control them. Such people are also good organizers when it comes to long-term plotting.
- Iron Loyalty - a group of exiles that have only survived thanks to their unbreakable loyalty to each other. With their deep sense of honour, they could become valuable bodyguards and soldiers, if given a chance.
- Other - I'm open to ideas!
INITIALISATION PROCEDURE:
Your Clan: Your Forum Name
Type: (Elite/Nesser/Outlander/Exile)
Speciality: (Choose only ONE to BEGIN with, please see the appropriate spoilers above)
Description: (This is optional)
Additional details may appear as the game progresses.
INITIALISATION EXAMPLES (silly names and not actually appearing in the game):
Mycenoi Clan: Daftpanzer
Type: Outlanders
Speciality: Cattle Farming
Description: the Mycenoi Clan has long been associated with their hardy highland cows, which require little looking after, leaving more time for singing songs and drinking.
Scipio Clan: Daftpanzer
Type: Nesser
Speciality: Metalworking
Description: the Scipio aim to make it into the ranks of the Elite by monopolising the production of fine swords and armour.