Two hundred seventy six years ago, the Graylings sailed by the thousands from a distant, forgotten shore. When they landed, they did three things. First, they kissed the ground. Second, they burned their ships. And third, they swore to never speak of the Horror they had endured, ever again. TNESIII: Beyond the Sundered Sea This is a story-based NES set during a period that resembles our own Middle Ages, in a small region of a world quite different from our own. You will control feudal houses (or mercantile families, clans, or some other sort of lineage or institution) who will work, intrigue and fight for survival, greatness, and happiness in a world where dark forces are lurking on the fringes of reality. Basic Rules: You have formed a cast of characters that represents your noble family or other group. You control their traits, actions, and responses to the world around them. You are able to affect the actions of others and the world around you in diverse ways. You can build, destroy, gain access to information, make war, make peace, make alliances, actively aid or interfere in the plans of other players, save the world or ruin it forever. You will also interact with a host of minor characters. Some of them, like your retainers, will largely be controlled by you, with some exceptions, like when they choose to defy you. Others will be controlled by me, and I will narrate their personalities. But the most important characters will be controlled by your fellow players. Player characters (for the most part) will drive the narrative forward, though there are a few triggers for major NPC actions that could upend the NES entirely, if they are used. There is no one particular goal to my NES, besides the creation of an engrossing, emotionally compelling narrative. Your characters will have a variety of goals, which may evolve and change as the great events of the world overtake them. But every character's story is an important part of the NES, great or small. Specific Rules: The most important part of the NES is the stories that you write, however there are significant things that happen outside of those stories. My updates will mostly be delivered in story format, describing what your characters have done through the eyes of the people in the world around them. I will try to avoid, where possible, talking as an omniscient narrator, though I may do it where necessary. Stats, such as they are, are a cursory affair, meant to give you an at-a-glance view of your resources, but the stats are not highly important. What is important is that you realize whether your house is rich or poor, gaining or losing money, how many troops (roughly) you can command and other such things. The heart of the NES will be found in your lineage information, the descriptions of your land and people and the stories of what you do. I will maintain the Chancery section of your stats dealing with funds, levies, and the like, and you will maintain the Lineage section, which describes your families and their ages and traits. Your orders will consist of three things: 1) Updates to the Lineage 2) Spending 3) Summaries of your character goals The last part is optional, if you have sufficiently explained your characters' motivations through your stories. Normal turns will be one year long, except in the event of major wars. When that occurs, we will carry out up to four mini-updates, where the relevant armies move one season at a time on the map for up to four seasons. Then, finally, major battles between players will be resolved on #nes, where I illustrate maps of the generals' forces on the field of battle and they have the ability to command their troops in real time. Character Creation and Traits: All individuals in the NES have lists of traits that help summarize their personality. Most individuals have already created their families and character traits. For those with pre-existing families, all that you need to know is that it is required to add new traits to children when they turn 5, 12, and 16. If you are looking to create a new family, either for purposes of a retainer, or if you are joining the NES in some capacity, please examine the accompanying guidelines for character traits. If you have trouble, please PM me or contact me on #nes. Spoiler Character Creation : Character Creation: After filling out your house template, you will have a certain number of points to spend on your characters. This is equivalent to 3 points per character with a number of bonus points equivalent to your family size. Positive *and* negative traits can be added in the NES through education, stories, roleplaying, and unforeseen circumstances. Your characters will have a minimum number of points to spend, reflected in the following table. Or, you can follow the more detailed instructions below. Column 1 Column 2 Column 3 Family Size (Adults) Positive Points (With Bonus) Negative Points (Minimum) 1 4 2 2 8 3 3 12 5 4 16 6 5 20 8 6 24 9 7 28 11 8 32 12 9 36 14 10 40 15 11 44 17 12 48 18 13 52 20 14 56 21 Note: Add 2 points to the positive and one to the negative column for each child 5-11. Add 3 points to the positive and one to the negative column for each child 11-15. Instructions: 1. To determine your positive trait points, add up your adult (16+) family members and multiply by three. If you want to have 5 adult family members, you have 15 positive points to distribute amongst them. Then add one point per 5-11 year old, and two points per 12-16 year old. So if you want a family of six, with two parents, one adult son, one 13 year old daughter, one 8 year old boy and one 3 year old daughter, you would receive 3+3+3+2+1+0 = 12 points. Then add 1 bonus point for each family member, an additional 6, to get your final total, 18. Then, calculate your negative trait points; this is easy, just multiply your number of family members by 1.5 and round up. 2. Distribute your positive and negative traits as you see fit by spending them on the traits with their point costs listed next to them. You *are* allowed to add additional negative traits, the rules just set a minimum. You can distribute the traits among family members however you like. 3. Check to ensure you're following the rules and submit your template! Rules: 1. All adult individuals must have at least two positive or negative traits (or one of each); if you run out of points, you must assign negative traits. No assigning only neutral traits to leftover family members. 2. All children over the age of 5 must have at least one trait. You can redistribute their points later in childhood as they learn things. 3. Please keep your number of children to a reasonable limit. I cant spend the entire NES keeping track of dozens of children. 4. When new children are born, they have no traits. They receive one trait point at age 5, a second at 12, and their third at 16. You can add and remove childrens traits more easily; doing that to adults takes heavy effort. You can add and remove neutral and negative traits to and from children at any time after they turn 5. 5. If you pick a neutral trait, please choose one or at most two, since most are overlapping or conflicting. Character Traits and Costs: Paragon of His/Her Generation (+*) Special. Can only be added as a bonus through stories, experience, and popular recognition as a truly exceptional figure. Brilliant (+5) - This character has an effortlessly perfect knowledge of the arts and sciences, truly a genius compared to his or her peers. Beloved (+4) - Through constant acts of nobility and self-sacrifice, and in possession of a regal figure, this character has gained the adoration of almost all around them. Heroic (+4) - This character is an extremely inspiring martial leader, both physically fit and skilled in a command role on the battlefield. Dignified (+3) - This character has achieved a decent amount of prestige, and is well-respected by their neighbors. Attacking them without good cause would seem amiss. Innovative (+3) - This character will occasionally come up with exciting and unexpected ideas; theyre not guaranteed to work, however. Master (+3) - Through a lifetime of study, this character has mastered the art of ____. Smart (+2) - This character has a solid overall knowledge of most things, and can pick up new information quickly. Wise (+2) - While lacking in academic knowledge, this character has an intuitive understanding of the ways of the world. Hardy (+2) - This character is strong, and can hold their own in battle. Attractive (+2) - This character is pleasing to the eye. Kind (+2) - It is obvious to any that know them that this character does good for goodness' sake. Loyal (+2) - This individual seeks to serve a greater cause with all their being, and will die defending it if necessary. Trained (+2) - Through years of training, this character has become quite good at ____. Clever (+2) - Not necessarily Smart, this character has a great understanding of social situations and dialogue. In an Amoral character, could be manipulative. Handy (+1) - This character enjoys making or fixing things; they have the natural abilities of a craftsman with no special training. Just (+1) - This character has a strong sense of right and wrong. This tends to improve subjects opinions of them, though it can also cause friction. Friendly (+1) - This character gets along well with people and has plenty of friends. Diligent (+1) - This character is a good planner and steadfast worker, and doesnt usually make stupid mistakes. Artistic/Musical/Literary (+1) - This character is especially skilled at music, writing, or the visual arts. Not very helpful, but adds peace of mind. Skilled (+1) - This character is an above average ____. Lucky (+1) - Be it fate or fortune, the little things up to chance tend to fall this characters way. Moral (+0) - Has a personal code of values they will not betray if possible. Amoral (+0) - Will do anything necessary to achieve their goals, reprehensible or not. Patient (+0) - Prefers to wait before acting. Proactive (+0) - Prefers to seize the initiative. Idealist (+0) - Prefers to believe that the world can be a better place. Cynic (+0) - Prefers to see individuals and the world as flawed and selfish. Pious (+0) - This character is a firm believer in the power of the gods. Temperamental (-1) - While not constantly boiling over with rage, this character has a tendency to get cross when crossed. Distant (-1) - This individual has trouble connecting emotionally with others, and comes across as cold. Slow (-1) - This character isnt dumb, they just...like to take their time figuring things out. Shy (-1) - This character has trouble meeting new people, and lacks personal charisma. Arrogant (-1) - Justified or not, this character has extreme confidence in his or her abilities, to the point of belittling others at times. Depraved (-1) - This character has a slight overenthusiasm for certain unorthodox sexual practices. Not necessarily a problem unless word gets out. Homosexual (-1) - This character prefers the company of the same sex. A public embarrassment and a hindrance to procreation, but not crippling. Vain (-1) - This character cares a little too much about their personal appearance. Dishonest (-1) - This character isnt afraid of bending the truth where necessary. But cheaters never prosper...usually. Wroth (-2) - Even unto violence, this character cannot control his boiling rage. Rebellious (-2) - This character dislikes authority, whether legitimate or illegitimate, and will constantly have conflicts with their superiors. Obsessive (-2) - This individual is fixated on an idea or a person; or they have obsessive behavior that repeatedly manifests with various subjects. Cruel (-2) This character takes a certain amount of pleasure in the exaction of pain, or is simply used to inflicting it. Cowardly (-2) This character flees at the sight of battle and conflict, or at the least is extremely ineffective when facing it. Lazy (-2) - This character is seriously lacking in motivation. Ugly (-2) - This character has not been blessed with a perfectly symmetrical face. Stupid (-2) - This character is seriously slow on the uptake. Sickly (-3) - This character suffers from a serious, incurable illness. Though they endure for now, they are very weak and could die anytime. Crazed (-3) - This character has a serious mental disability like schizophrenia or epilepsy that regularly impairs their ability to govern and may threaten their health. Addicted (-3) - This individual has developed a dependency on a chemical substance, most likely alcohol. This could prove extremely problematic. Incompetent (-3) - This character suffers from an overarching lack of ability that inspires pity in neighbors and terror in subordinates. Diabolical (-4) - This character is a vicious psychopath who lives to terrorize others, and will almost inevitably be hated and feared by all around them. Incapacitated (-5) - This character cannot speak coherently or otherwise act; for all intents and purposes they are a vegetable. Scourge of His/Her Generation (-*) Special. Can only be added by particularly egregious acts of infamy leading to popular recognition as a universal menace. Custom (+/- ?) - Talk to me if you want to add a unique trait. Spending Guidelines: Frustrated with the available funds in your stats? Want to raise more money or accomplish a project? Don't forget, you can do several things: Raise taxes Borrow money from another player or NPC Neglect paying your troops Neglect the divine offices All of these have serious consequences, but that's life! Spoiler : Raising Troops: Most troops in your domain are sworn to your service in return for your protection, and in the case of your retinue, expect some form of payment. In a time of war, some of your levy (the percentage dependent on prestige and vassal opinion) can be added to your retinue to form a larger army. However, if this is insufficient, you can use excess funds to acquire mercenaries. Hiring mercenaries is an ongoing expense, and will increase your upkeep. Unless you are highly wealthy or in dire need of additional troops, it is recommended to rely on your retinue and levy before resorting to the hiring of mercenaries. 1 to induce a trained knight to join your service (requires sufficient prestige) 1 to hire 5 men at arms or warriors 1 to hire 5 riders (if Fennacht) 1 to hire 5 pikemen (if urban) 1 to hire 10 bowmen 1 to hire 20 light infantry 3 to hire a ship 1 to provide food and water for 100 troops for one campaign season when not living off the land Please note that in most cases, the troops you send to war will be living off the land, which means taking food from the locals, or hunting and foraging. Where this is not possible, or you choose not to do it, you can establish funds to purchase supplies for your troops. This may endear you to the local population, or it may be necessary to keep your troops from starving if you have a large army or are marching through desolate countryside. Bribery and Ransom: 1 to bribe a commoner (if receptive) 5 to bribe a lesser noble (if receptive) 15-25 to bribe a major noble (if receptive) 1-10 to ransom a lesser noble 10-30 to ransom a greater noble Please note that bribery and ransom guidelines are merely guidelines, and particularly when dealing with players, other values can be negotiated. Construction: 15 to build a small castle or holdfast 25 to repair or reinforce a large castle 50-100 to build a large castle 10 to build a small temple 25 to build a large temple 50-100 to build a truly impressive temple or monument ??? to build a town or village Funds can be dedicated to building settlements or expanding villages, but whether or not that settlement will succeed or fail is dependent on the quality of the land and resources, available population to live there, and local security. Other: 1-5 to hold a small feast 5-10 to hold a grand feast 5-10 to hold a small tournament 15-25 to hold a grand tournament Characters can enter into a tournament and win prize money which is put up by the holder of the tournament. Holding and winning a tournament are both a good way to earn prestige. Loans may be taken out from other players, but must be directly borrowed from funds that they have in their treasury. Running a negative ledger balance is functionally equivalent to not paying or underpaying your troops, and will cause their morale to swiftly drop, possibly causing rebellion or defection.