Difference between revisions of "Ascension Isle: Introduction"

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::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.
 
::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
 
::This nation would like: War-Mages, Imperial Training/Troops, Military Order/Law
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 +
:Screwball
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::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.
  
 
====Heylel====
 
====Heylel====

Revision as of 13:20, 2 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

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
Zepiricon Eccelsiocracy (Jibril) - A Ecclesiastical nation ruled by Inquisitors who have embraced a new creed of Empyrean belief, the worship of thaumatic technology itself and the elimination of the heresy of magic from the world.
This nation would like the Holy City trait, Reformation, Active Inquisition
100thlurker
The Kaianide Dynasty/The Counter-Reformation (Jibril) - The heart of the Empyrean church has been calling calling for Communion amongst the faithful to radically reassess the doctrine and structure of the Church, even as the veteran armies and pehlivas of the Kaianide dynasty that protect the Exalticon sharpen their sabres for the coming war they sense on the horizon.
Requesting Chosen Mandate, Reformation, Holy City, Principalist, Liberationalist, and Expeditionary Experience
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
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.

Heylel

Mal
Silence
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
Kerrus
Rask
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.

Mikaela

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 Hayastan (Mikaela) - An ancient empire held together by nothing but sheer obstinancy and the crushing inertia of centuries of Empyrean orthodoxy in the face of the armies of a resurgent continent determined to exterminate their faith.

Rafaela

Exhack
The Gamayaza Nations - (Rafaela) - A tribal confederation of landless bird people, vengeful after centuries of being deprived flight by their human neighbors and relegated to second-class citizens. Now sponsored by the Dero, they are masters of taming beasts and sole riders of the deadly giant birds known as Simargl.
Requesting the traits 'Beastmasters' and 'The Mounted Horde'.
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