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::The Mound Builders - A federation of tribal kingdoms who share blood and cultural ties, all under the guidance of the Son of the Sun aka the highest chieftain. Knowing for building vast earthen mounds for temples and their impressive fortifications.
::The Mound Builders - A federation of tribal kingdoms who share blood and cultural ties, all under the guidance of the Son of the Sun aka the highest chieftain. Knowing for building vast earthen mounds for temples and their impressive fortifications.
::Mound Builders, Fortification Specialists
::Mound Builders, Fortification Specialists
:Arc
::Crucis Federation - A ramshackle conglomeration of weak states descended from Jibril refugees that were denied entry into Hylel by the accords of the Sunset Treaties, held together by the force of will of a self-admitted dictator. Fighting with a ragtag army, General Kohl has utterly capitalized on the lapse in Chosen power in order to carve out a personal empire for himself as the first step of an intensely ambitious plan. Regardless of his methods, the common people are enamored with his promises and, more importantly, his results.
::Man of Iron, Ebony Road


==Mal's Temporary Map Notes==
==Mal's Temporary Map Notes==

Revision as of 22:07, 5 November 2013

Ascension Isle

Overview

This is a site for the rules-in-progress for the proposed Ascension Isle SD, which is based off concepts from the Burning Wheel RPG. These rules should in no way be taken as fixed, and are open for modification and suggestion by the players.

And now the Disclaimer. Ascension Isle will be a bit different from most SDs in that it will encourage inter-player conflict and combat, and will be a bit more restrictive on player creative control as a result. Nations must be built so that they fit into the world, and also so that they pose ready made foils for the major conflicts now spreading across the world of Arth. The rules will be designed so there can and will be winners and losers. This means your nation may be destroyed. Because time marches on, if you fail to post or control it, it may be destroyed while you are not even paying attention. The game will also include rules for ANY player to take on a "GM-like" role through paying points and try to twist the events of the world and its NPCs to their advantage. Because of this you cannot claim full creative authority for your nation and remove it from play if things do not go as you like. By posting in this SD you accept these rules, and even if you leave, your nation - which will have become part of the world - will remain. If these rules aren't agreeable to you, you're free not to participate. Don't say I didn't warn you.

Current suggested focus - Nation Traits. These will define your power, and most will do something. Throw out your suggestions but don't worry too much about the actual mechanics. Those won't be nailed down for some time.


If you are interested in this SD, please list your name below with a brief one sentence blurb about your proposed power. Also list any special requirements. For example *ahem*

IXJac
Kingdom of Ixcelion (Jibril) - A monarchist nation with a brash young king and an ambitious reforming high priestess, following the liberationist ideal and determined to save the world from itself.
This nation would like either the Holy City trait and/or Fleet of the Flag.

You can post more than one nation idea, in fact I encourage it. Once we get into more detail, look for possible commonalities between your nation and those of other players. Yes, this is a nation SD and everyone wants to play something unique and different, and indeed that's most of the fun in playing these games - but your nation has also been living with its neighbours for some time. Look for points where they might have crossovers or commonalities, particularly if it doesn't harm your own concept. For example, if religion isn't a big deal to you, consider adopting the faith of one of your neighbours.

On that note, regarding ethnicities, this isn't our world. There's no particular reason they have to be grouped like on earth. The Chosen were also pretty eclectic, and not above a little genetic tempering and architectural advice now and then. All that to say you can justify pretty much any ethnicity or national style. However, whatever ethnicities you choose, they'll logically bleed over a bit. There's no reason you can't have a civilization with Mayan pyramids sitting right next to another with Muscovite onion domes, but there should then be some cultural crossover between them. You guys have been living with each other for some time, remember. It might create some interesting combinations.

Many traits can only be taken by one person, but if someone else has already asked for the one you want, don't let that stop you. There's no dibs here. Once nations are being finalized and placed on the map unique traits will be assigned based on some fair process - a blind bid or random roll maybe. So that means you may not get a coveted trait, so try not to make it central to your concept.

Jibril - the center of Chosen power

Norseman
Republic of Aquitaine (Jibril) - A newly created republic filled with heresies, strange new practises, political chaos, and upheavals.
Foreign Faith, Government by the People, Civil Disorder, Expeditionary Experience, and preferably something that'd allow deals with foreign spirits.
Peel
Kingdom of Illumina (Jibril) - A monarchy saved from the fires of revolution by a brilliant young commander who now dominates the weak king.
Civil Disorder, Chosen Mandate?, Empyrean Church, Wondrous Architecture, Colonialist or Principalist
Zeronet
Zephiricon Eccelsiocracy (Jibril) - The Kingdom of Zephiricon has been overthrown by a radical sect of the Inquisition, who supplicant themselves before thaumatic technology itself, seeing it as the manifestation of the divine on earth brought to them by the chosen.
This nation would like the Holy City trait, Empyrean Faith, Lord Tyrant, Active Inquisition
Sephiricon Eccelsiocracy (Jibril) - The Kingdom of Sephiricon has been overthrown by a radical sect of the Inquisition, who do not worship the chosen, but supplicant themselves before thaumatic technology itself. They believe the chosen were cast out of heaven for practicing magic and vow to rid the world of this magical influence so that heaven may be restored.
Reformation, Active Inquisition, Lord Tyrant
Screwball
The Republic of Dumbar (Jibril) - Do you hear the people sing, singing the song of angry men?
Government by the People, Colonialist, Expeditionary Experience, possibly Demos Warren and No Gods, Only Men or Foreign Faith.
Andronicus
Kingdom of Walstan (Jibril). Once there was a nameless Witch. One day she said "I should go here, and make myself at home." And she did. Nobody was able to find her since, afterall, Walstan hadn't had a witch in a hundred years. But as she was not found neither did she find her name. Time passed and one day she found a helper and she was pleased. Now, at the start of the Revolution, the Witch thought to herself ,"I have this enchanted mirror, and the Queen is alone..." She didn't need her name, did she?
Chosen Mandate (D), The Scandal (F), The Sidereal Circle (D), Civil Disorder (D)
Dacis
The Imperial Assumption (Jibril) - If the Chosen are gone, then the chosen of the Chosen are now the rulers of All Under Heaven.
Chosen Mandate (D), Reformation (D), Colonialist (D), Expeditionary Experience (D)

Heylel - the Zenith Empire

Mal
NotShinto the Religion
The spiritualist, animist belief that all aspects of the universe from the movement of celestial bodies the operations of clockwork are controlled by millions of spirits. Its philosophy on magic is that mages ultimately, in some way, serve their magic. Has the urge to go out into the world, erecting shrines and recording local traditions and to fight against monotheism.
Silence
Tempest Shogunate
Long ago dishonored, guardians of the coastal wards, elite anti-chosen force. Once tried to stem the decline of the Empire with a previous Shogunate and was cheated out victory. Now very bitter and opportunistic (including secret Dero ties) they wish to turn the Empire down a new path of Renaissance and Glory.
FBH
The Blue Lotus Society (AKA White Turban Rebels)
Magical rebels who wish to teach everyone magic and create a society of equals.
Mad Wookie
Keepers of the Imperial Regency (No sand this time!)
They see the tending of the Imperial bloodline as their responsibility, and traditions and rituals must be followed to prevent further weakening brought on by seditious thinking. May or may not have hidden a last viable heir to the Throne shortly before the destruction of the capitol.
Arete Draconic (D), Imperial Dragons (F) and /wavesarms
Kerrus
The Dragon Tribes of Arrar
A bunch of dragon-blooded elves who worship dragons as gods, and see themselves as their chosen people. Formerly insular, the dragon speakers now discern that the will of the great dragons lies in expansion and conquest.
Trait Concepts: Draconic Pacts (E), Dragon Speakers (F)
Rask
The Harmonious Courts of the Fairy
Various types of fairies arranged in a system of hierarchical courts, eager to arrange the land according to their geomantic principles. As these rarely include smoke-spewing eyesores, it will be necessary to reforge the Empire into something fresh and strong that can deal with the rest of the world from a position of authority.
BM
The Knights Thaumaturge
An order of warrior-mages that served the empire, amassed monetary and magical power, and now seeks to influence the failing empire to eliminate the weaknesses the Royals brought and create a stronger unity. Proud adherents to the Arete Draconic, who emulate the legendary Dragons of old.
Tentative traits: Arete Draconic, Dragon's Roost,
Oseng
Tund Province - The Imperial Army was sent in to restore order and enforce martial law after a rebellion, and they simply never left as Imperial power and authority waned.
This nation would like: War-Mages, Imperial Training/Troops, Military Order/Law
Aeon
The White Moth Covenant
A secretive order of vampire monks who watch over and protect the mortal inhabitants of the small mountain province they call home. They practice a heretical form of ancestor worship, which employs necromancy - both as a tool for communing with the spirits of the dead, and as a weapon in times of war.
Tentative Traits: Army of Spirit, Army of Bone.

Mikaela - the Southern Zone

G
The Confederacy - (Mikaela) - An newly established state born out of an old dream, bound together by ethnic ties, religious zeal, and an overwhelming desire for revenge. A new future awaits on the far side of victory, glory and eternity for the righteous martyrs.
Shrike
The Forged - A race of traumatized former nature spirits (dryads) that have been magically remade, exiled from their ancestral grove on Jibril after the Chosen destroyed it and have now made a new home on Mikaela. They will put the crumbling, baroque edifice of the Chosen to the flame just as was done to them.
Requesting No Gods Only Men, Revolutionary, Forgemasters, Jannisaries-equivalent, Hedge Wizards (maybe)
Potential goals: Retrieve Mana Sapling(s) from the Black Grove and plant a new one in Mikaela
100thlurker
Kaisareia tou Hayastan
An ancient empire seemingly content to be privileged traitors, the Kaisareia surprised many when its armies - banners flying - hurled themselves against the mercenaries from Jibril as the first ashes of the War in Heaven drifted from cerulean skies; the first martyrs in the conflagration that freed the continent.
Exhack
The Gamyaza Khanate - (Mikaela) - A fledgling empire of landless nonhumans once ruled over by their neighbors as second class citizens, the War in Heaven has allowed them to seize their own destinies under the leadership of the Yaza tribe. They are masters of mounted desert warfare and have seize control of many of the cities they once defended as slave-soldiers, using the mighty and fast Simurgh birds that only they may tame. Their religion is a mix of sky and fire shamanism and ancestor worship that has been syncretically transformed into a formal doctrine by the record-keeping and proselytizing of NotShinto missionaries.

Rafaela - the Northern Zone

Oseng
The Mound Builders - A federation of tribal kingdoms who share blood and cultural ties, all under the guidance of the Son of the Sun aka the highest chieftain. Knowing for building vast earthen mounds for temples and their impressive fortifications.
Mound Builders, Fortification Specialists
Arc
Crucis Federation - A ramshackle conglomeration of weak states descended from Jibril refugees that were denied entry into Hylel by the accords of the Sunset Treaties, held together by the force of will of a self-admitted dictator. Fighting with a ragtag army, General Kohl has utterly capitalized on the lapse in Chosen power in order to carve out a personal empire for himself as the first step of an intensely ambitious plan. Regardless of his methods, the common people are enamored with his promises and, more importantly, his results.
Man of Iron, Ebony Road

Mal's Temporary Map Notes

Just putting down prospective mapping stuff.

An effort has been made to reduce ambiguity within hexes. The following general rules apply:

  • When there is a clear land connection from one hex to another by land, you can move there by land, even if it looks like you'd have to circle around a contorted coast.
  • The same applies for sea travel so long as there is a clear connection by sea.
  • When there is no connection, you must travel to another hex and from there to the hex you want.
  • In tiles where there is both land and water, naval units can coexist and interract.
  • If the coastline comes up to the edge of a hex without protruding, you still cannot interact with that hex from the sea one hex over. That coastline is effectively impassible. In order to land, bombard or embark, the relevant coastline must meet the sea within a single hex.

Rivers:

  • Rivers flowing through flat tiles are likely navigable.
  • Rivers flowing through hilly terrain might be navigable, especially if flat terrain resumes on the other side. Failing that, there might be some future mechanic to make it navigable with a set of locks (a fortification?) or something.
  • Rivers flowing through mountains are unlikely to be navigable.

Terrain

Mountain
Mountains are terrain where the barrier to passage is primarily in massive rises and drops in elevation to the extent that most everything else pales in comparison. Cold temperatures are quite literally the icing on top.

Tundra
Tundra is an unpleasant, more or less treeless terrain. In summer, they are tolerable, even colorful locales that often share qualities with marshes, meaning you can expect everything to bog down while you get chewed up by mosquitoes. In winter (which lasts most of the year), the bitter cold makes the land practically impossible to navigate.

Desert
Deserts are dry terrain where the land itself is not particularly onerous to traverse (unless you ordered hills with that) and the barrier is rather the difficulty of supplying water. This is harder on people and even harder on animals, unless they are desert adapted. As a rule, desert animals are more irrate, less manageable and smellier than regular ones. However, deserts are above all hard on machines, being that many of them rely on steam (which, as it turns out, is water) and civilized operating temperatures. Sand also tends to get into moving parts and soak up lubricating oil.

Jungle
The thickest of the thick, jungles are so choked with life that you might not even notice whether the ground underneath is flat, hilly, or whether you've been on top of water the entire time. You can also expect everyone to drop dead from Dysentry, Giga Fever or Vampirism if more visible forms of wildlife don't get to them first.

Scrubland
Machete country. Scrubland has few or scattered trees, meaning sunlight and visibility but the ground is thickly covered in shorter growth. This hides hostiles creatures - including infantry - exceedingly effectively. In order to make the land even more unfriendly, just add hills or water.

Forest
Forests are areas where trees form a complete canopy, meaning the floor of the forest tends to be somewhat clear due to lack of sunlight but visibility is highly restricted. Forests get people's way but are especially obnoxious to tanks and artillery.

Savanna
Transitional terrain, savanna includes lighter woodlands and large meadows with sparsely located copses and trees. While there is no movement penalty on its own, it can be quite defensible with the right weapons and maneuvers.

Grassland
This is as pleasant as Arth is going to get. However, do not underestimate water requirements, insects, or solar exposure.

+Water
Adding water is a fantastic way to fuck things over. Putting water in grassland turns it to marsh, forests and scrublands turn to swamps and savannas turn into transitional wetlands.

+Hills
This makes the ground hilly, compounding with excessive vegetation to make travel more difficult.