Faction Tracker

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Provolution

Sage of Quatronia
Joined
Jul 21, 2004
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Faction Tracker - Term One

Tribal Council Faction

Traits:
None defined yet

Spoiler :
* The leader is often considered the "best" at something -- strongest, wisest, smartest, etc.
* Members of the council are chosen by the leader with consensus of the council, and of the tribe.
* The leader may step aside peacefully and transfer power to another member of the council, or even a non-council member.
* The members of the council may take on individual responsibility for leadership of some aspect of the tribe.
* The council does not normally interfere with day to day activities, except for dispute resolution, to give general advice, and in times of emergency.
* The leader's and council's decisions are final. (whether they are enforceable is another question)
* A good leader and council will usually maintain their position by limiting their use of power to that which is necessary, and by being responsive to the tribe's needs.

Organization:

Those who wish to be leader of the tribal council try to show the members that they are worthy of leadership, by deeds and by words. A leader may emerge by attrition, or by obtaining support of more faction members. Opinions of the tribe (non-members) are also important, the faction may reject a potential leader due to negative reaction to that candidate from the tribe.

Once a leader is selected, he may appoint other faction members to whatever other positions are needed. If two or more members desire a particular position, the leader may devise contests of strength, wisdom, intelligence, popularity, or other methods to distinguish them. Once the leader makes a choice, the council and tribe may agree or disagree. A wise leader faced with disagreement over the choice may decide to stick by the decision (at peril of losing the leadership position), or relent and choose another.


Mysticracy Faction

Traits:
Spiritual/Charismatic (Brennus)
Spoiler :

This faction is based around an autocratic ruler who has some sort of "divine right" to rule, whether that be through our pagan religion or any of the world religions.

Operation:

- This faction will decide upon a leader (Grand Mystic), prior to the faction vote, in some internal fashion.
- This leader may or may not appoint advisors and governors.
- The leader may pass on his powers to a member of his choosing at any time.
- The leader will rule absolutely; his/her word is final in all matters including legal, military, and foreign and domestic policy.
- Even though this leader rules absolutely, the metagame rules still apply (such as reporting events in-game, playing the correct amount of turns, etc.)

Organization:

Within the Mysticracy faction, members may nominate themselves or others to be the leader, and through the use of internal polls, deals, or some other means, one leader must be chosen from all candidates. This must be done before this faction officially puts in its bid to run the national government.

Each prospective leader must name a successor. If for some reason the leader should "fall ill" or "die," the successor would take over, naming his/her own successor if needed.

After the leader is chosen, the rest of the members of the faction become the "Conclave." Conclave members are called “Mystics” and can be associated with places once they are established. The Conclave has no real power unless granted by the Grand Mystic, however.

Members:
AluminumKnight
Strider


Warlord Faction


Traits:
Protective/Charismatic (Churchill)

Spoiler :
The Warlord Faction seeks to carve out a solid state within the foundation era, which will be economically and military self sufficient.

Organization:

Warlord is to be chosen by the Faction by direct election within the Faction on the basis of having the best military skills for the nation.

The Warlord will be in charge of all military and foreign affairs, as well as ruling the country and the Court itself, which also called the "Old Cabal of the Five Flaming Owls".

The Warlord will appoint a High Shaman, who will be the supreme leader in terms of religion, law and culture.

The Warlord will appoint a Steward, who will be the supreme authority in ways to expand the economic base and the treasury of the nation and administer the regional planning.

The Warlord will appoint a Grand Master, who will be in charge of all city building, city planning (Grand Master also mayor in capital city), science and building wonders. The Imhotep of our proud nation so to speak.

The Warlord will appoint a Master of the Hunt, who will be in charge of all expeditions throughout the continent at hand.

Warlord, High Shaman, Steward, Grand Master and Master of the Hunt represents the "Old Cabal of Five", which is the Faction Shadow Government.

Selected Traits:

Traits: Charismatic and Protective (Churchill traits)


Faction Member Privileges:

Ownership and Land

Each Faction Member will as a reward for their loyalty, be awarded 1 tile of land each around the capital.

Independence
Each Faction Member will be granted the full autonomy over their military unit, to be named after themselves and to be inherited throughout all ages to their descendants.

Titles

Each Faction Member will be given a title relevant to their Faction function, a title passable to their descendants.

Honors

Each Faction Member will be given the right to name a landmark after themselves, to be decided in the Faction.

Opportunity to Distinguish Oneself

Each Faction member may serve in the way they see as the best in order to distinguish themselves. They can serve under :
  • The Warlord (Fighting Wars as part of the Warband)
  • The High Shaman (Spreading Culture and Religion as part of the Owls Temple)
  • Steward (Increasing wealth and productivity in the nation by stewarding our lands),
  • Grand Master (Building wonders and promoting science)
  • The Master of the Hunt (conducts all expeditions of the realm.)

No Faction member should interfere with another warriors activity at a separate location (voting rights restricted to physical presence, you must be with the Master of the Hunt to vote over where to send the scout, you must be with the Warlord to help direct the armies, you must be with the Steward to help decide on the use of the land and the resources and you must be with the Grand Master in order to promote Wonder builds, research and city planning. Finally, you must also be with the High Shaman in order to decide on religious, spiritual and cultural matters, as well as writing religious scriptures.

Great People will also be handled by the following groups:

Great Prophet (High Shaman)
Great Engineer (Warlord)
Great Scientist (Grand Master)
Great Merchant (Steward)
Great General (Warlord)
Great Artist (Master of the Hunt)

Political Program


Warlord Faction wants to open for a Mid-Term election for non-Faction players. This election will appoint the Mayor of the second city in our nation. This election will be held by the end of the 2nd week in the term.



The Philosophers of the Legion Faction


Traits:

Spiritual and Aggressive (Alexander)


Spoiler :
The Philosophers of the Legion Faction is based on the right that only the enlightened and truely brave may rule the lands. We seek expansion of our minds and logic, while crushing those of inferior intellect beneath our clubs. Our nations Way is the right Way, and all those across the world will hear, even if we have to use force to make them listen.

Our leaderhead is Alexander, his traits are Philisophical and Aggressive.

Elections
The Enlightened One rules with the wisdom of countless ages. It is with this wisdom that he/she shall lead us into the legends of history.

The Enlightened One is elected from the current philosophers in the faction. An election within the faction will commence to decide who shall be the Enlightened One. Anyone within the faction may nominate themselves or others for election.

Faction Positions
The Enlightened One has control of both faction policy and direction, as well as all Great People.
The Enlightened One appoints his trust, and major duties to the Followers of the Way.The Followers will be chosen strictly by the Enlightened One. There are four Ways to which the followers will be selected for. They go as follows.

Way of the People: The Follower taking this path has control over the capital city and the surrounding lands. That follower seeks what to have the city produce, as well allocating citizens to work the land of our cities. He shall also be in charge of dealing directly with the citizens by announcing faction decisions.

Way of the Fist: The follower taking this path has dominance over all our military might. He has the right to train our soldiers in whatever method need be, whether its to better navigate the hills, or better fight archers, amoung others. It is through this followers adherence to the Way that we will make our enemies armies tremble in fear.

Way of Pure Order: The follower taking this path shall have dominance over the law and order of our great nation. It shall be this followers privelege to write up our nations laws and to be the final word in the judicial realm. He shall run the Public Forum, where all breakers of the law shall find themselves.

Way of the Horizen Seeker: The follower of this path shall be in control of our exploratory forces. His mandate is to expand our knowledge of the percieved end of the world, and what lies beyond it.(With this said, any warrior or military unit chosen by the Way of the Fist follower to explore, is passed to the Horizen Seekers control) This follower is also given the right to negotiate and deal with foreign entities, effectively becoming a foreign diplomat.

The followers can be replaced at any time by the Enlightened One.
In event of the death of The Enlightened One, one of the Followers will be chosen by faction election to be the new leader.

Membership
All are welcome in the Philosophers of the Legion. Once joined, said patrons shall be known herewith as philosphers. They shall have the privelege of joining the Followers and The Enlightened One in discussion and alteration, of our faction. All ideas made by philosophers shall be taken more seriously amoung our numbers than those by a non faction member. The Followers have the right to appoint Apprentices. These Apprentices represent the philosophers amoung us who help enlighten and guide the Way the Follower has taken. Their job is to help their supporting Follower in any ways they need help. Apprentices will most likely be appointed to Follower status over philosophers.

Faction Vision
We exist, and we realize it. There is much to know about this world, but so much is still left unseen. We must explore far and wide, both in the world and our minds, so we can achieve a higher meaning the other tribes can only clamour for. It is our understanding of existance that gives us the Right of supremacy. It is by our nations thinkers and lovers, that we shall seize the passion of victory, and spread our influence wide. We can not idle by and watch as the rest of the world grows old on its own ignorance. We must stand up for justice and logic, and crush those who seek to defy our nations glory. For truely, to have understanding, but not the will to spread it, is the greatest crime imaginable. [/CENTER]

This is all still a rough outline. Please feel free to critique as you see fit. Also note that this is not set in stone, and if anyone ends up joining, we can discuss all grievences you might have.


Clan (Faction) of the Shadowed Hands, Preliminary Draft


Traits:

Financial/ Organized (Darius I)



Spoiler :
We are an elite group with talents of physical strength and ingenuity. Our methods can be both amazingly subtle and impressively overt. We assert that our natural qualities make us most fit to lead, and we intend to guide this tribe, even if we have to force the opposition into submission.

Governmental Civic:
Despotism

Other Civics:
Barbarism
Tribalism
Decentralization
Paganism




Authority will be vested in a Chieftain or a Chieftess, hereafter referred to as the Chief, by a clan majority at the beginning of the clan's rule.

Enrollment: Before game creation, anyone wishing to join this faction may do so as long as they renounce all allegiances to other factions. Subsequent enrollment will require sponsorship by either the Chief, or at least 2 clan members in addition to the renunciation of allegiances.

Powers of the Chief: Where not superseded by metagame rules and the several clan agreements to be mentioned below, the Chief will assume complete authority over the clan and tribe. The Chief shall command our troops, govern our cities, manage our workforce, increase our wealth, set our research goals, determine our traditions, engage in any necessary diplomacy and/or subterfuge, et cetera. The Chief, at his or her whim, may delegate these responsibilities (as well as the responsibility of playing the saves) freely to clan members, and with clan approval to non-member citizens.

Clan abilities: On a periodic basis (i.e. a week, subject to metagame rules), clan members who resent the rule of our current Chief may attempt to overthrow the Chief. For the overthrow to be successful, a majority of clan membership must support the coup, and have reached a consensus on who shall replace the Chief. Until both are accomplished, the reigning Chief retains power. A coup may also be attempted if the Chief passes his role in its entirety (permanently) onto another member. The succeeding Chief assumes power until the coup has reached a majority and consensus as established above in this paragraph.

Clan members and citizens are free to voice advice to the Chief and any delegates empowered by the Chief. Any advice so given is not binding in any way, and the Chief shall decide at his or her mercy our course of action.

Non-member Citizens: They are to be recognized as having a potential that the other thousands of rabble we shall rule do not have, but nothing more. However, the Chief may appoint a role to them, but only if the clan unanimously approves of it. If, after a non-member citizen is appointed to such a role, at least one clan member withdraws support, the non-member citizen's role is relinquished.

Titles: The Chief may assume additional titles at the Chief's leisure, and the Chief is free to give titles to delegates and clan members. Non-member citizens, except those who are appointed by the procedure in the above paragraph, may have no titles.

The naming of landmarks, cities, units, etc:
The Chief may name these things after himself or herself, or other clan members. Non-member Citizens may only have nonmilitary units named after them, and they shall not own land.


By majority vote, the clan can decide to give up its ability to overthrow the Chief, who from that point forward will have absolute (excepting metagame rules) power until the end of the term.


Mission:
We shall explore and dominate the world. All lands shall bow to us. We will maintain superiority over our neighbors, and our enemies shall be scouted out and then dealt with through intrigue and calculated force. We will endeavor to know everything and everyone.
 
Moderator

Can you please sticky this "Faction Tracker" ?
 
I think people want these factions, but you are right, another forum.
 
Either the thread should be stickied, or removed (we got a faction link thread already, maybe you can combine them ? )
 
Don't want to lose the content for posterity's sake, but we keep updating it and bumping it to the top.

I guess the best thing to do is close the thread and let it fall down the list.
 
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