Status: New thread
Update 0
Update 1
Update 2
Update 3
Update 4
Each update represents 3 years.
Summary:
In essence, there is a single city (whose name is "Dis") run by an oligarchy of twenty “kings” and one Priest who each have a seat on the Senate. The players represent ruling clans who have to acquire kingships from each other, or they represent some part of the priesthood, or they represent some band of travelling merchants or colonists.
Suffrage is presently universal male suffrage.
The Temple:
There must be three players in the priesthood, called the Prophet, the Priest, and the Dean.
The Prophet makes up prophecies and then sends them to me, to the Priest, and to the Dean. The Prophet may never post IC. The prophecies, as received by me, then tend to come true in the update. The identity of the Prophet is a secret withheld from all except the Priest and the Dean.
The Priest is nominated by one of the city’s elite clans, and this clan will be chosen randomly by me according to the verdict of a junior, non-partisan, acolyte upon looking at some entrails. The Priest has a seat on the Senate and is the only one who is allowed to announce prophecies. Thus the priest can neglect to tell the city about a prophecy or entirely make one up. The Priesthood is held by the Assir Clan and this position is held until either the Priest or Prophet should die.
The Temple (whose public face is the very theoretically non-partisan Priest) commands the great loyalty of the lower classes. How much loyalty it commands depends on how many of the prophecies come true, on how much the Priest tries to get them to do things, and, more than anything else, on the prestige of the Temple (i.e. the Dean). The Priest’s clan’s own prestige being high does not cause the populace to become any more loyal at all to the Temple.
The Dean runs the secular affairs of the Temple in the city. His task is to enhance the glory of God by the maximum aggrandisement of the Temple and to get the greatest possible influence for the Temple. He may not announce prophecies, but if he denounces the Priest’s announcements or otherwise contradicts the Priest he undermines not only the prestige of the Priest’s clan but also the prestige of the Temple itself. Public order may also be negatively affected. The Dean is also head of the city’s civil service. The Deanhood is held by the Picoles Clan and is currently hereditary within that clan.
The Senate:
The city itself is divided into fifteen quarters, each of which elects its own king every decade or so. Three seats on the Senate are held by appointed kings who hold their positions for life, elected by the other kings whenever one dies. The other two (NPC) kings are victorious generals. These take up their posts when acclaimed particularly enthusiastically by the populace, and so there may not always be three. More generals can be appointed as Kings by the senate, but normally only to placate the populace. The twenty-first seat is taken by the Priest. Only elite clans can stand to be elected Kings in the ten quarters of the city.
Otherwise, the Senate can levy taxes and pass legislation, as governments do. All the clans will want to enhance their own prestige through passing senate resolutions and by doing great things on their own.
Clans:
Clans are elite or mercantile. The distinction is thus: elite clans cannot engage in business outside the city's territory (except for ambassadors and purchase of materials for public works), and mercantile clans cannot stand for the Senate.
Clans, as in Daftpanzer’s Nesse, need a speciality. However, these can be wide ranging, covering not only inherently noble pursuits like diplomacy and generalship, but also more plebeian affairs such as trade within the city, metal-working and the arts.
The Stats:
Each faction has a turnly income, measured in Shillings (why not?) and an upkeep value.
Most of your clan's assets will cost you upkeep.
Upkeep values per turn are as follows:
Soldier: 4 shillings.
Warhorse: 4 shillings.
Labourer: 2 shillings.
Beast of burden: 1 shilling.
The initial cost of each of the above items is twice the upkeep value, although elite clans can avoid the initial double payment on soldiers by levying from their farms or buying armour from the metal-working clan.
Other things will cost you upkeep: potentially, corruption will, and so might anything else you build or invest in. Ships cost an upkeep of 10 shillings and can be purchsed at 40 shillings from the NPC Lepserian Clan. You can use your income on what you like. Ask me for the cost.
Income can be stored away physically (but of course it can be raided physically too) in a treasury. This is also shown in the stats. When you bank shillings, you should tell me where to store them.
Every clan has a membership, representing the wealthy benefactors and investors of the clan. These members alone can be used in your private army, but only as cavalry. Your prestige increases if prestigious, rich, sorts of people join you, and your prestige declines if you let riff-raff into your clan. Each member gives you a subsidy each year of 1 to 6 shillings depending on their wealth (but you always have to pay for their horses if you want them to have horses). Your membership can increase for many reasons, and increased popularity and prestige will encourage new members. You can give your members some things to do in your orders, but they will not really exert themselves, and you must remember that they are the, aristocratic or at very least middle-class, bosses and owners of the clan, and not the workers. They cannot be used for menial or day-to-day work.
Every clan has a prestige stat. At the end of the NES, the prestige stat determines the “Winner”. It also causes the clan to gain members and get popular respect (and thus victory in elections). Of course, the Temple always has greater popular respect than its prestige stat would indicate.
Other Things:
The map is lower down the page with a description of the city.
Orders, I hope, will be concise but interesting, with a clearly defined spending section.
Stories may cause their writer to receive a bonus. I appreciate all efforts to make this world more vivid and interesting.
How to join this NES:
Please apply to play by giving your clan a name, a speciality, a brief description/history, and say whether you want to be near anything in the city such as the port or the city centre, or if you want to be outside the city walls, or whatever. I would prefer it if you didn’t recycle names from other NESes; this is a tedious practice. Remember I need a Prophet and a Dean and some merchant/colonist clans as well as elites. In fact, I would rather have no more than 8 elite clans. Here is a template.
Clan Name:
Clan Type: (Elite/Mercantile/Dean)
Speciality:
Description/History:
Other:
Update 0
Update 1
Update 2
Update 3
Update 4
Each update represents 3 years.
Summary:
In essence, there is a single city (whose name is "Dis") run by an oligarchy of twenty “kings” and one Priest who each have a seat on the Senate. The players represent ruling clans who have to acquire kingships from each other, or they represent some part of the priesthood, or they represent some band of travelling merchants or colonists.
Suffrage is presently universal male suffrage.
The Temple:
There must be three players in the priesthood, called the Prophet, the Priest, and the Dean.
The Prophet makes up prophecies and then sends them to me, to the Priest, and to the Dean. The Prophet may never post IC. The prophecies, as received by me, then tend to come true in the update. The identity of the Prophet is a secret withheld from all except the Priest and the Dean.
The Priest is nominated by one of the city’s elite clans, and this clan will be chosen randomly by me according to the verdict of a junior, non-partisan, acolyte upon looking at some entrails. The Priest has a seat on the Senate and is the only one who is allowed to announce prophecies. Thus the priest can neglect to tell the city about a prophecy or entirely make one up. The Priesthood is held by the Assir Clan and this position is held until either the Priest or Prophet should die.
The Temple (whose public face is the very theoretically non-partisan Priest) commands the great loyalty of the lower classes. How much loyalty it commands depends on how many of the prophecies come true, on how much the Priest tries to get them to do things, and, more than anything else, on the prestige of the Temple (i.e. the Dean). The Priest’s clan’s own prestige being high does not cause the populace to become any more loyal at all to the Temple.
The Dean runs the secular affairs of the Temple in the city. His task is to enhance the glory of God by the maximum aggrandisement of the Temple and to get the greatest possible influence for the Temple. He may not announce prophecies, but if he denounces the Priest’s announcements or otherwise contradicts the Priest he undermines not only the prestige of the Priest’s clan but also the prestige of the Temple itself. Public order may also be negatively affected. The Dean is also head of the city’s civil service. The Deanhood is held by the Picoles Clan and is currently hereditary within that clan.
The Senate:
The city itself is divided into fifteen quarters, each of which elects its own king every decade or so. Three seats on the Senate are held by appointed kings who hold their positions for life, elected by the other kings whenever one dies. The other two (NPC) kings are victorious generals. These take up their posts when acclaimed particularly enthusiastically by the populace, and so there may not always be three. More generals can be appointed as Kings by the senate, but normally only to placate the populace. The twenty-first seat is taken by the Priest. Only elite clans can stand to be elected Kings in the ten quarters of the city.
Otherwise, the Senate can levy taxes and pass legislation, as governments do. All the clans will want to enhance their own prestige through passing senate resolutions and by doing great things on their own.
Clans:
Clans are elite or mercantile. The distinction is thus: elite clans cannot engage in business outside the city's territory (except for ambassadors and purchase of materials for public works), and mercantile clans cannot stand for the Senate.
Clans, as in Daftpanzer’s Nesse, need a speciality. However, these can be wide ranging, covering not only inherently noble pursuits like diplomacy and generalship, but also more plebeian affairs such as trade within the city, metal-working and the arts.
The Stats:
Each faction has a turnly income, measured in Shillings (why not?) and an upkeep value.
Most of your clan's assets will cost you upkeep.
Upkeep values per turn are as follows:
Soldier: 4 shillings.
Warhorse: 4 shillings.
Labourer: 2 shillings.
Beast of burden: 1 shilling.
The initial cost of each of the above items is twice the upkeep value, although elite clans can avoid the initial double payment on soldiers by levying from their farms or buying armour from the metal-working clan.
Other things will cost you upkeep: potentially, corruption will, and so might anything else you build or invest in. Ships cost an upkeep of 10 shillings and can be purchsed at 40 shillings from the NPC Lepserian Clan. You can use your income on what you like. Ask me for the cost.
Income can be stored away physically (but of course it can be raided physically too) in a treasury. This is also shown in the stats. When you bank shillings, you should tell me where to store them.
Every clan has a membership, representing the wealthy benefactors and investors of the clan. These members alone can be used in your private army, but only as cavalry. Your prestige increases if prestigious, rich, sorts of people join you, and your prestige declines if you let riff-raff into your clan. Each member gives you a subsidy each year of 1 to 6 shillings depending on their wealth (but you always have to pay for their horses if you want them to have horses). Your membership can increase for many reasons, and increased popularity and prestige will encourage new members. You can give your members some things to do in your orders, but they will not really exert themselves, and you must remember that they are the, aristocratic or at very least middle-class, bosses and owners of the clan, and not the workers. They cannot be used for menial or day-to-day work.
Every clan has a prestige stat. At the end of the NES, the prestige stat determines the “Winner”. It also causes the clan to gain members and get popular respect (and thus victory in elections). Of course, the Temple always has greater popular respect than its prestige stat would indicate.
Other Things:
The map is lower down the page with a description of the city.
Orders, I hope, will be concise but interesting, with a clearly defined spending section.
Spoiler example :
Lepserian/NPC
Speciality: Shipwrights
Income-upkeep-tax: 300 shillings-160 shillings-30 shillings=110 shillings
Treasury: 400 shillings
Members: 50, contributing 150 shillings out of your income
Prestige: 0
Assets: 16 ships for sale at 40 shillings each!
Spending:
30 shillings on 15 labourers to start work on another ship.
40 shillings on hiring 4 armed guards for the shipyard.
50 shillings in protection money to the Scara'moosche.
Unfunded Actions:
Send a labourer to the market every day to advertise our ships.
Sail a ship over to the islands to learn new shipbuilding techniques from the people of Bok.
Sell the ship that the Ogluy clan ordered.
Contingencies:
If anyone tries to damage the ships, tie them up and take them to the Senate for trial.
Speciality: Shipwrights
Income-upkeep-tax: 300 shillings-160 shillings-30 shillings=110 shillings
Treasury: 400 shillings
Members: 50, contributing 150 shillings out of your income
Prestige: 0
Assets: 16 ships for sale at 40 shillings each!
Spending:
30 shillings on 15 labourers to start work on another ship.
40 shillings on hiring 4 armed guards for the shipyard.
50 shillings in protection money to the Scara'moosche.
Unfunded Actions:
Send a labourer to the market every day to advertise our ships.
Sail a ship over to the islands to learn new shipbuilding techniques from the people of Bok.
Sell the ship that the Ogluy clan ordered.
Contingencies:
If anyone tries to damage the ships, tie them up and take them to the Senate for trial.
Stories may cause their writer to receive a bonus. I appreciate all efforts to make this world more vivid and interesting.
How to join this NES:
Please apply to play by giving your clan a name, a speciality, a brief description/history, and say whether you want to be near anything in the city such as the port or the city centre, or if you want to be outside the city walls, or whatever. I would prefer it if you didn’t recycle names from other NESes; this is a tedious practice. Remember I need a Prophet and a Dean and some merchant/colonist clans as well as elites. In fact, I would rather have no more than 8 elite clans. Here is a template.
Clan Name:
Clan Type: (Elite/Mercantile/Dean)
Speciality:
Description/History:
Other: