Create Your Own Society

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orangedragonfire
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Create Your Own Society

Postby orangedragonfire » Mon Aug 15, 2016 11:22 pm UTC

This is a roleplaying game along the lines of the Create your own Country games. (Links here, and here; also I guess this and this, though they didn't get as far). The basic idea is that instead of having control of a single person you control an entire country.

In this game, instead of a country you control a group of people linked by something other than nationality. One part of the society. So you could have the military, be in charge of religion, control the merchants, or spies, or really whatever you can come up with. Or even two or three areas. But the more you try to do at the same time, the more difficulty you'll face; more on that when I explain how the game will be run.

You can change what you are in charge off over time. So for instance a religious group might over time get enforcers and gradually take over more and more military duties. Then, the original religious purpose of the group could fade as other beliefs take over, and you are left with a purely military focus. So you definitely aren't stuck in the role that you originally want to try.

Player interaction is a focus here, so you are encouraged to take on roles that complement or oppose other players.

---

In order for the game to be able to span large amounts of time, we'll be jumping forward ever so often. Basically skipping the boring periods until we once again get to interesting parts. With each jump, the players will be presented with situations that they need to address. At least one such situation, and possibly more depending on what they've done so far, what the current situation is, etc. Especially important to note is that if your group tries to be in control of too many different aspects, then you'll get more and more situations to deal with. This is basically a soft balance measure to make sure that one player doesn't get too much power without putting in a lot of effort to balance all the problems that come with such power.

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We'll be starting very far back, technologically, around when the first larger civilizations formed. Apart from that, I won't define too much of the world, in order to leave more freedom for the players to create the groups of people they want. This allows you to basically form the world as you'd like it. Introduce landscape necessary for your group such as ocean for fishermen or mountains for miners; decide how the world works if your group touches upon religion or magic (though that understanding will be basic at this time, and thus will be changed over the course of the game); and explicitly shape the type of society that we start with if you want to have part of the ruling class. If there are classes in this society.

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Sign-Up:

Player Name: (your name)
Group Name: (the name of your group; The Black Shadows; The Underground Conspiracy; Lonely Farmers; Mighty Hunters; The Chosen; ...)
Aspects: (short words to describe which aspects of society your group deals with. Suggestions include Military, Religious, Trade, Leadership, Food Production, Internal Affair, Espionage, other Production, Craftsmanship, Indoctrination, Rebellion, ...)
Description: (a longer description of how your group fulfils your aspects, as well as how it acts in general)
Leadership: (how your group is run, if applicable)
Relations: (relations to the groups of the other players. What your group thinks of them, knows of them, how it acts towards them etc.)

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phillip1882
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Re: Create Your Own Society

Postby phillip1882 » Mon Aug 15, 2016 11:42 pm UTC

sounds like fun.
player name: Phillip
group name: Worthy Art Thou
aspect: Religious
description: believes in three high deities, Grama the female god of birth and childhood. Estra the gender-less god of marriage and adulthood, and Destra the male god of old age and death. believes all three are necessary for life and thus are a blessing to society. all three phases have a cermony of celebration.
leadership: women pick from the most fertile to bear children. men preside over the funeral services with song. both men and women dictate how children will marry.
relation: have to wait and see on this one i guess.
good luck have fun

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Djehutynakht
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Re: Create Your Own Society

Postby Djehutynakht » Tue Aug 16, 2016 4:10 am UTC

Alright. I think that we can do a fair bit with this one. So I'd definitely like to see what happens. Hopefully the usual crew shows up, as well as some new faces.


Sign-Up:

Player Name: Djehutynakht

Group Name: Scuole di Sant Isabella

Aspects: Charity, Confraternity

Description: The Scuole di Sant Isabella is fashioned loosely on the concept of a Venetian Scuole. At this stage, the Scuole exists as a confraternity of lay citizens. They currently range from lower classes to well-off merchantry--no real nobility or very higher classes of note.

As an entity, it exists as a sort of community organization. Members collude to oversee various activities in the neighborhoods, and to ensure the general welfare of members. Scuole members band together to provide for the wellbeing of those who have fallen sick or on hard times. They support the families of members who have died, and help provide children with apprenticeships. Significantly, they guarantee funeral and burial rites for deceased members; this promise of final dignity is a significant draw for members.

Charity is a significant part of their work. While most Scuole activity is comprised of ensuring the wellbeing of other members--acting as a sort of insurance and mutual reliance organization--the organization also dedicates some effort to providing charity for those of the lowest, basest, poorest classes of our society, who are too poor and wretched to be part of the organization. The Scuole tries to provide food for these people when possible.

The Scuole also holds festivals, large street parties, on important holidays. The largest and most important for them being the feast day of Sant Isabella.

Although members come from a few different strata in society, they are united by particular adoration of the Scuole's patron Saint, Isabella, a charitable patron figure who, according to legend, was a noble woman of high birth who nonetheless ventured among the lower classes, spending her own fortunes in providing for their needs until left with nothing but her own, richly embroidered, clothing.

Leadership: The Scuole is run by a number of committees, all of which are responsible for coordinating different activities (there's the Funeral committee, the Festivals Committee, the Poor's Charity Committee, the Widow's Committee, etc...). All of the committees are overseen by the powerful Elder's Committee, which is the overarching leadership body of the Scuole, comprised of fourteen members.

The composition of each committee is decided by a vote of the entire membership.

As a general rule, those who are richer and have higher societal status tend to have more power and influence in the Scuole. However, no group dominates, and there exists an informal balance of power between the different factions of society which exist in the Scuole, often played out in the informal horsetrading of support, favors, and patronage conducted prior to each election.

Meetings currently take place wherever space is available; boys are sent through town to spread word of locations for general meetings.

The Scuole is governed by its overarching charter, the Kartemika 'Sabellika.

Relations: To be revised, as there is currently only one other group. Though it is very possible that members of other groups may be members of the Confraternity.

The Scuole, being dedicated to its patron saint, Isabella, obviously has a religious connotation to it. What religion.... I dunno yet. Since Worthy Art Thou is the only current religion, it might be that. But I'll see where this leaves me before making the final allegiance clear.

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Djehutynakht
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Re: Create Your Own Society

Postby Djehutynakht » Tue Aug 16, 2016 4:57 am UTC

So, ODF, what do we do now? Are we waiting from a thing from you or do we just go at it?


Addendum:

Below is the symbol of the Scuole di Sant Isabella.

The wheat, above, represents food and sustenance. The coins on each side represent prosperity and charity.

The jug in the center represents a dual meaning: it is both the wine that quenches the thirst of the living, the wine of festivals and celebration. And it is also that which is used to wash and anoint the bodies of the dead in their last funeral rites.
Attachments
SantIsabella.png

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Lawrencelot
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Re: Create Your Own Society

Postby Lawrencelot » Tue Aug 16, 2016 9:33 am UTC

Player Name: Lawrencelot
Group Name: Scouts of the High Plains
Aspects: Exploration+++, Trade+, Military+, Technology+, Religion+
Description: The Scouts of the High Plains are a group of people who focus on getting to know the terrain around the country. Exploring the terrain can lead to the discovery of new trade routes with other civilizations, and it could lead to military advantage by spotting strategic points and by reconnaissance. To improve their abilities, new technologies such as horseback riding, map making or seafaring need to be discovered. A side goal of the group is to find or establish new holy places for their deities and to search for the gods or their descendants.
Leadership: The Scout who travelled to the furthest point from the capital is always the leader of the group. Cartographers try to be as accurate as possible in determining who this is, but cheating and deception are not uncommon here.
Relations: The Scouts have a positive attitude towards Worthy Art Thou and work together in establishing and maintaining places of worship outside town.
The Scouts are neutral towards the Scuole di Sant Isabella, since that group mainly focuses on activities in town while the Scouts operate in the wilderness.

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Sir_mat
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Re: Create Your Own Society

Postby Sir_mat » Tue Aug 16, 2016 10:18 am UTC

Player Name: Sirmat

Group Name: Centa Collective

Aspects: Research, Religion (minor)

Description: The Centra Collective is a small religious group (predominately made up of noblemen and women) dedicated to the ideal of averages, a mathematical concept only recently discoverd. Their only deity is a formless being who resides in everything, essentially being everything at once. They also think that the world must have a geographical center, a place that shares the most traits with other places discovered. The search for this center is the backbone of Centa's research efforts.

Although their belief in averages seems to imply they would be very egalitarian, they actually aren't. Giving higher status to commoners, in their view, this would also improve other's lives, in the end becoming a new state of inequality. They visualize this as a scale, a generally held Centa motto being 'The world keeps its own balance.'

Leadership: The Centra have no official leadership, instead, followers are encouraged to submit opinion pieces to the yearly Cetra Review, with the most common ideas of the year considered scripture for the year.

Relations:

Worthy Art Thou: Relations with this group are fairly amicable, with their religious beliefs being fairly compatible, in particular, Centra is very pleased overall with this group's acceptance of the non-gender of the deity.

Scuole di Sant Isabella: While having similar ideals, Centra believe that giving as much focus on the poor as they do to be a waste of time.

Scouts of the High Plains: On the one hand, this group's exploration data makes calculating the average spot relatively simple, but on the other, their wonderlust is frowned upon, being seen as not being fit to stay in the eventually discovered center of the world.

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plytho
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Re: Create Your Own Society

Postby plytho » Tue Aug 16, 2016 11:25 am UTC

This sounds like a fun thing to try. It's my first time playing one of these, so tips and tricks are welcome.

Player name: Plytho

Group Name: Harvesters of the sea

Aspects: Food production+++, Exploration+, Craftsmanship+

Description: The harvesters of the sea control all fishing and other sea-related harvesting activities, up to and including the busy fishmarket. Fishing includes mostly coastal plus some whaling. Other activities are related to nearby rocky islands and atolls where harvesters collect swallow's nests, bat guano and some pearl oysters. Acces to the sea is granted to harvesters only. Poacher's boats are confiscated or destroyed. The focus of exploration is expanding profits by finding valuable fishing grounds. The harvesters are not a religious group, but they do have a number of superstitions and rituals. Many harvesters are members of the main religions. The harvesters craft their own boats, nets and other tools of their trade and will sell some of their work at the fishmarket.

Leadership: A council of elder harvesters, representing the different activities, lead the group. They oversee acceptance of new members and set prices for the daily catch.

Relations:
Centa Collective: Neutral: Centa harvesters are not asked to be part of exploratory missions. Exploration does continue which causes friction between the groups.

Scouts of the High Plains: it's complicated: Due to the complementary nature of land and sea exploration both groups employ cartographers, exchanging information and improving the quality of their maps which benefits both groups. On the other hand, the scouts' leadership rule has caused some harvesters to fear sailing to far. As sailing beyond the furthest disovered land area could undermine the scouts' leadership position.

Scuole di Sant Isabella: Neutral: some harvesters are members

Worthy Art Thou: Neutral: some harvesters are followers.
Pronouns: he him his
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Echo244
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Re: Create Your Own Society

Postby Echo244 » Tue Aug 16, 2016 1:54 pm UTC

Player Name: Echo
Group Name: The Society of Graces
Aspects: ++Internal Affairs, +Diplomacy, +Espionage, +Magic (so dabbling in a lot of fields)
Description: A group shrouded in secrecy, mystery and intrigue, at least some of which is their own. A group of powerful women, often seen to be of noble birth but recruiting - quite selectively and for unknown qualities - from all ranks of society throughout the known world, and - it is whispered - beyond. They can often be identified - when they want to be identifiable - by their habit of openly wearing shortswords, a mannerism often seen as most unbecoming ladies of status. Often seen in the company of the rich and powerful, they offer advice, wisdom, pleasant company and a remarkable ability to gather information from odd places. False rumours abound about them, but it is only rarely that anyone is sufficiently unwise to repeat one of those suggestions to their face, as it sometimes ends in a brief demonstration that the shortswords they wear are not merely for display purposes, and kept wickedly sharp. They are also known to use magic, albeit not often in public, and rarely anything as crude as a fireball. When asked about such things, the members often smile and note how rarely they need to resort to such things, and yet the smile manages to communicate that they're more than capable. Having access to the ears of the rich and powerful is their main means of operation - a honeyed word in one, a poisoned word in another, rarely do they need to slip a dagger in to a third to achieve their aims. They are often kind and generous to those in need, but some say this is only to offset the envy at their status and positions.
Leadership: Collaborative amongst the members to set directions for the group, with a central leader to make decisions based on that direction. The manner in which they do this is unknown, but works across the group wherever they are.

Relations:

Worthy Art Thou: Kindness is extended in their direction; the Graces are not affiliated with any religion in particular, but see such societies as ways to both boost and publicise their own charitable works. Kindness but not trust; religions are viewed as dangerous allies, often with opinions and goals that threaten the Graces, and all it takes is a new interpretation of the texts to change things.

Scuole di Sant Isabella: A friendly relationship on the most part. The Graces know they are very much not a positive association for the Scuole to be seen to be making, and yet they share much in terms of their outlook. Behind the scenes, favours and information are traded and even sometimes freely given, and members of the Graces sometimes leave and join the Scuole. They are never, publicly, members of both societies. Isabella is viewed among the Graces as one of their role models, though not entire; their view, noted with a wry smile, is that she should have kept a sword as well as her clothes, for she might have accomplished more.

Scouts of the High Plains: Neutral overall. The Scouts knowledge of country and travel offers a flow of information that rivals the Graces', and the ability of leaders to have a second opinion is occasionally... inconvenient. However, this is rare, and they sometimes co-operate, as their information sources are often from different spheres.

Centa Collective: The Graces distrust religions, and have yet to understand the value of deliberate pursuit of averageness. They are... not hostile, but see no shared goals, no value in co-operation, and thus offer nothing freely.

Harvesters of the Sea: The Graces are extremely unhappy about the control of sea travel and monopolisation of a food industry. Not openly hostile and still sometimes working with individual Harvesters, they demand the highest of prices while not ceasing to undermine the Harvesters control, and to try and secure free flows of people and goods across the waters. Oddly, the Graces' information network is unimpeded by the lack of sea travel.

Symbol: The Graces rarely bother with anything so formal, and yet they are known to have a symbol for occasional use. A pair of scales, the left pan being depressed by a hand.
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JackHK
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Re: Create Your Own Society

Postby JackHK » Tue Aug 16, 2016 5:08 pm UTC

Player Name: Jack

Group Name: The Threefold Confluence

Aspects: Internal Affairs+++, Law+++, Research++

Description: Situated along the river Urkaam, where both tributaries Torsane and Karniv join, these three buildings are at the heart of the city. The Threefold Confluence is the government of our country, and is divided into three parts:
The Library: Here is the biggest library in the lands - containing records of everything known to humankind. Or, at least, everything that someone has seen fit to share. Also kept in here are the records of the biennial census that is taken of the land. Members of government can do research themselves here, but more often they are advised by the researchers whose job it is to be informed on many topics. This is principally where new laws are discussed and proposed amongst those citizens with enough prestige to be allowed in. (Surprisingly many of said citizens happen to be part of the Society of Graces, but that's probably a coincidence 8-) )
The Hall: In this room, the 49 current Voters assemble once a fortnight to hear debates on new laws and then vote on them. The voting is done in secret, using either white or red balls to express approval or dissent, respectively. The legislation to be voted on is generally written by the Library, although outside interest groups can also submit new laws, provided the Hall staff are given enough... incentive to add it to the agenda.
The Courts: Here, crimes of sufficient magnitude to warrant a trial are tried by a jury, traditionally of 7. The Courts are staffed by people familiar with the law (traditionally former librarians or Voters), who act as advisers to the jury.

Leadership: There are no elections for the position of Voter. Instead, any land-owning citizen of the nation can submit their name to the lottery, out of which 49 names of pulled for each fortnight. In practice, Voting cohorts are determined months in advance, in order to give people time to come to the city. It is considered an honour to be a Voter, so there are plenty of volunteers from all backgrounds (wealthy enough to own land, that is).
Thus the only permanent members of government are the librarians, the lawyers, and administrators.

Relations:

Centra Collective: There is a surfeit of Collective Members among the librarians, especially, since the city has its own thriving subculture of the Centra. Some from this group have recently started calling for an alteration to the lottery which ensures each Voting Cohort is representative of the nation, to make sure it is as average as possible. In practice, however, this tends to mean that they want each Cohort to have at least a few Centra on it. Most everyone who works at the Confluence agrees that this would ruin the purity of the lottery system.

Harvesters of the Sea: There is much resentment among the Harvesters that only land-owners can enter the Voter lottery, so tensions are pretty high. This is not helped by the heavy taxes the government has imposed in exchange for the granting of a monopoly. Fortunately, they rarely have occasion to sail all the way upriver to the city. That doesn't mean protests don't happen - a fire broke out during the last riot, burning down most of the religious quarter. Renovations are still ongoing, but it is obvious that this has only hurt their chances for more equal representation in government.

Scouts of the High Plains: The Library is well-stocked with artefacts and documents the Scouts have brought back with them, so there is plenty of goodwill there. Again, they have little representation in government, but they seems much less incensed about this than the Harvesters, since they rarely have cause to desire representation, and there are many librarians with Scout relatives. They are less appreciated in the Courts, where Scouts convicted of a crime are often smuggled out of the city, never to return to face punishment. There is talk of banning Scouts from becoming staff in the Courts, to prevent this from happening.

Scuole di Sant Isabella: The Scuole members eschew politics for the most part - they are the one group who rarely enter themselves for the lottery (though this may also be down to how few of them own land). Nevertheless, they get favorable treatment in the Hall, since few can bring themselves to vote for laws opposing a charitable endeavour. A statue of Sant Isabella was recently installed in front of the Courts, to some controversy - officially she acts to remind Jurors to be fair in their decision.

Society of Graces: Though not over-represented in the Cohorts, the Graces do have great influence, in that they propose almost half the laws that are eventually put to the vote. There are almost always members in the Library, and in fact the Library is one of the few places where Graces and Scuole members will freely associate. Even so, they have always refused to donate any works on magic to the Library.

Worthy Art Thou: The majority of citizens are members of this religion, with varying devoutness. Thus it is not hard to see the influence of Worthy thought in much of the legislation that is passed in the Hall, such as that pertaining to inheritance upon death.

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Djehutynakht
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Re: Create Your Own Society

Postby Djehutynakht » Tue Aug 16, 2016 5:51 pm UTC

Relations Update:

Worthy Art Thou: Still giving it just another day or two to see if any other religions pop up, but WAT is going to be my working default for time being.

Scouts of the High Plains: As mentioned, neutral. The Scuole primarily consists of city-dwellers, and those nearby the city. The Scouts' operations in the wilderness leaves little overlap between the two groups.

Centa Collective: Neutral. Membership between the two groups does not often overlap because the Centa are primarily made up of nobles. Many of the common members of the Scuole do not entirely understand this whole 'balance' thing their members go on about. Some among the artisnal classes resent what they view as a noble elitism , but seeing as many of them sell wares to these people, they keep their mouths shut. Some among the more upward-aspiring merchants view them with interest.

Harvesters of the Sea: Relatively neutral. There is some overlap as some of the fishermen are members, having their own little faction within the Scuole. Tensions sometimes rise when the others consider the price of fish too exorbitant, though the Scuole creates a forum environment where other factions of society can then vent their complaints to Harvester members, who can then bring this message back to the others.

Society of Graces: Being secretive and mysterious, the Society is the subject of whispered rumors and exaggerated tales by lower-society members of the Scuole. Some of the more prudish see their behavior as bizarre. There is thought to be little overlap, due to the Graces' noble connotations. However, the Scuole as a whole respects the charitable intentions expressed by the Graces, and is appreciative of their shared admiration of Sant Isabella. As a whole, though they're whispered about in some corners as funny, the Scuole as a whole views them with respect and friendliness.

The Threefold Confluence: The Scuole is currently unsure of what to make of this government, and their recent installation of a statue of Sant Isabella (I don't know if ODF/others will have objections about someone laying claim to being the whole government (though you left areas like military and bureaucracy open), or if any rival governments pop up, etc. etc.)

The Scuole di Sant Isabella, I would say, is a fairly political organization. But their politics have tended so far to be those of local, community politics. Politics of the people, informal and without enforced authority. They are wondering what the actual working of the government will be like. Will it mostly just be a nobles-competing-for-power thing, or is it going to try to actively shape the lives of the city's citizens? In one case, the Scuole can ignore it... the other, less so.

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Lawrencelot
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Re: Create Your Own Society

Postby Lawrencelot » Tue Aug 16, 2016 6:50 pm UTC

@odf: I'm not sure what the 'situations' will look like, but in case you haven't thought them out yet I propose this situation: the creation of a world wonder. Another situation that would be more linked to my own group would be: establishing a colony on an island/continent.

Updated relations:
Centa Collective: The Scouts are friendly towards the Collective, giving them information about the terrain around us in exchange for crucial findings in mathematics and geography.

Harvesters of the Sea: The Scouts enjoy their cooperation with this group, as mentioned. To prevent a Harvester from becoming the leader of the Scouts, some Scouts have recently started exploring the high seas instead of the high plains. As this is a new area for them, they depend even more on the knowledge of the Harvesters.

The Society of Graces: The Scouts are wary of this group. Although there is some exchange of information, this usually happens with distrust.

The Threefold Confluence: The Scouts are neutral towards this group: there is a thriving cooperation with the Library, but relations with the Court are tense, while the Hall is not that interesting for the Scouts, as mentioned.

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Djehutynakht
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Re: Create Your Own Society

Postby Djehutynakht » Tue Aug 16, 2016 7:22 pm UTC

If one walks through the streets of the city, looking closely, one will notice, embedded in the walls of a number of shops and houses, small, earthen tiles. On each of these tiles is a small, crude carving of a wine jug. The Vessel of Life and Death, the symbol of the Scuole di Sant Isabella.

Today, one would notice, as one walks through the city, an above-normal amount of coming and going from each of these buildings to the others. Of course, there was usually a fair amount of coming and going between these buildings, as members of the Confraternity conducted business with each other or stopped to talk to friends or exchange gossip or get on with confraternity business. But today, it seemed that each member of the Scuole was determined to visit as many of his fellows as he could possibly manage. For there was news to spread, and implications to discuss.

Arxus is dying.

Arxus the Baker is a prominent member of the Artisinal Class. Owning one of the largest bakeries in the cities, he primarily served more upper areas of the city--merchants, and even some nobles. This gave Arxus relative prosperity and status for an artisan, and a great deal of respect for the quality of his goods.

Arxus is also a prominent member of the Scuole di Sant Isabella. He holds one of the seats on the powerful Elder's Committee, the overarching governing board of the Scuole.

Arxus will be survived by five sons and three daughters. The oldest son will inherit the bakery, and the title of familial patriarch, and continue to employ his brothers in the business. Four of Arxus' five sons (the last one is not yet of age) and one of his daughters are members of the Scuole. However, all are relatively young, and junior members.

Arxus is well aware of his impending demise, and has gathered his family around him. He has also been saying his final goodbyes to many of his friends from the Scuole.


Horsetrading has already begun over who will replace Arxus. Upon his death, a coveted and powerful seat on the Elder's Committee will be open. A week after the funeral, an election will be held to fill it. Everybody is eyeing the seat with careful consideration. Different factions in the Scuole will want to assure that the newly elected member best represents their interests.

Rumors have already began circulating about who will seek the seat. Theoretically, the seat is open to any member of the Scuole, although obviously those who run are expected to be well known and well-connected members. Out of respect, none will openly flaunt their intentions before Arxus has died, although one of the first signs of potential candidacy will be large tributes to the recently deceased during the funeral procession.


The Funeral Committee has begun preparations for the rites, procession, and burial.

SantIsabella2.png
SantIsabella2.png (5.89 KiB) Viewed 4989 times

______________________________________________________________


Philip:

You mentioned that WAT funeral services are overseen by men, who sing during the funerals. If I decide to follow a WATtian style of religion, feel free to dictate any other aspects of the funeral or burial rites I should be observing.

Also, what is the WAT view on, say, Saints and things of that nature?

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Echo244
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Re: Create Your Own Society

Postby Echo244 » Tue Aug 16, 2016 7:25 pm UTC

Relations update:

The Threefold Confluence: Friendly and mostly open. The Graces support the concept of the rule of Law, and actively support it even on the occasions when those forming it... resist their guiding hand. As a result, they are more free than usual with the sharing of information and knowledge that might support it, and only occasionally shape such information to their own ends. However, there are points where this friendliness and openness ends. The Graces do not share their knowledge of magic, and, while broadly obedient to the rule of law around the Threefold Confluence, recognise sharply its limits, and find that the grey areas are often the best in which to... effect changes that suit their agenda. They do their best to be politely discreet about such things, but don't exactly stop their activities.

Djehutynakht wrote:The Scuole di Sant Isabella, I would say, is a fairly political organization. But their politics have tended so far to be those of local, community politics. Politics of the people, informal and without enforced authority. They are wondering what the actual working of the government will be like. Will it mostly just be a nobles-competing-for-power thing, or is it going to try to actively shape the lives of the city's citizens? In one case, the Scuole can ignore it... the other, less so.


One soon turns to the other. The Society of Graces push towards the latter, with the betterment of all levels of society - and diminishing of any threat to themselves - in mind.
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orangedragonfire
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Re: Create Your Own Society

Postby orangedragonfire » Tue Aug 16, 2016 7:38 pm UTC

Djehutynakht wrote:So, ODF, what do we do now? Are we waiting from a thing from you or do we just go at it?

I suppose you can just start if you want, but I'll try to give you a situation to act on soon.

Lawrencelot wrote:@odf: I'm not sure what the 'situations' will look like, but in case you haven't thought them out yet I propose this situation: the creation of a world wonder. Another situation that would be more linked to my own group would be: establishing a colony on an island/continent.

Those are good ideas. I will consider them for future situations. Also, if you want to do one of these, you don't need to wait for a situation. Starting to build a world wonder or sending an expedition to found a colony are good things to do. These would then likely lead to situations later on, as there are problems with the construction or dissent in the colonies or something like that.

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Re: Create Your Own Society

Postby Djehutynakht » Tue Aug 16, 2016 7:42 pm UTC

Update: Arxus continues to linger on his deathbed. Many continue to eye the soon to be open seat on the powerful Elder's Committee.

Also of note, the Festival of Sant Isabella is soon approaching, and the Festivals Committee is in full preparation mode. The Festival, is, of course, the largest event organized by the Confraternity, and one of the biggest street events in the city.
_____________

ODF, are you going to make your own faction, or just mod?
Last edited by Djehutynakht on Tue Aug 16, 2016 7:43 pm UTC, edited 1 time in total.

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Re: Create Your Own Society

Postby Djehutynakht » Tue Aug 16, 2016 7:42 pm UTC

Remove.

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Re: Create Your Own Society

Postby orangedragonfire » Tue Aug 16, 2016 8:08 pm UTC

Situation

A Town wants to be Free


Nolair, the northernmost town of the small kingdom, has decided that it wants to be independent. It has stopped paying taxes, drafted a new set of laws and taken over strategic buildings. Several people who protested have been publicly hanged.


Details relevant for each faction:

Worthy Art Thou:
Spoiler:
The teachings reflected in the new laws show a divergent version of the ones common in the center of the kingdom. This is not surprising, as cities and towns further out do not have too much contact with the capital, and often start to form their own beliefs. In this instance, they consider Grama to be the main Estra, with Grama and Destra mere servants. These 'lesser' Gods are to get only shrines while all temples would be dedicated to Estra.

Scuole di Sant Isabella:
Spoiler:
Many of the core members of the rebellion are also members of the Scuole. But then so are most of the ones who have been hanged. It seems that this bid for independence spawned from discussion circles based in the Scuole, but it has now gone way beyond simple discussion. The main argument of the rebellion is that all the money they would normally spend on taxes could be dedicated to charity instead.

Scouts of the High Plains:
Spoiler:
As the town furthest to the north, this is a very important base for the Scouts. The leaders of the rebellion have promised to keep their town open to the scouts in return for support for their cause.

Centa Collective:
Spoiler:
A very lengthy letter has been sent to the Collective explaining how the secession of Nolair furthers the balance of the world.

Harvesters of the sea:
Spoiler:
As a coastal town, Nolair depends quite a bit on fishing. Furthermore, as long as Nolair has support from the Harvesters, any attempt to starve the town or embargo it would fail. As such they are willing to pay quite a bit for such support. They offer the same monopoly to be upheld, but with lower taxation; as well as a large amount of gold up front.

The Society of Graces:
Spoiler:
Shockingly, this declaration took the Society by complete surprise, despite their formidable information gathering capabilities. Inquiries with agents and members in the town have been met the following letter:
"We who formerly belonged to your ranks now are free. As we are aware that this goes against the Graces upon which your Society was founded, we call us the Disgraced. Do not attempt to interfere in this matter, or you will regret it."

The Threefold Confluence:
Spoiler:
One of the major points they claim in their declaration is the difficulty for them to participate in the lottery. Since they live so far from the capital, it would be a large investment of time and money to travel to the capital to enter.

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Re: Create Your Own Society

Postby orangedragonfire » Tue Aug 16, 2016 8:09 pm UTC

Djehutynakht wrote:ODF, are you going to make your own faction, or just mod?

I will make a faction, but attempt to keep it passive.

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Re: Create Your Own Society

Postby Djehutynakht » Tue Aug 16, 2016 8:15 pm UTC

Are we prohibited from reading other faction's spoilers, I presume? Or were spoilers just for space?

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Re: Create Your Own Society

Postby orangedragonfire » Tue Aug 16, 2016 8:20 pm UTC

They were for space. Read them if you want; I'll specifically mark any that you are not allowed to read.

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Re: Create Your Own Society

Postby orangedragonfire » Tue Aug 16, 2016 8:40 pm UTC

Grey Servants
We live to serve.
We serve to live.


Player Name: orangedragonfire

Group Name: Grey Servants

Aspects: Servitude

Description: There is a final way out for people who are about to die. Whether you are convicted and your sentence is death; or there is a duel you can't hope to win; or maybe you are just poor and starving to death. One last option; join the Grey Servants (though if you are dying or disease or old age this is not an option). This is not something you can take back. You dedicate your life to serving whomever you are assigned to to the best of your ability. In return, you are assured a place to stay, food, and acceptable treatment. Clothes, though just a grey cloak. Also, work.
Grey Servants are required to shave their head (if their work allow this, some have to travel a lot), and wear nothing but a grey cloak, with exactly the same colour and bland cut. Due to this, they all look very much alike.
Usually, rich people have Grey Servants. You'd think this is because they are the ones that can afford them, but that is not the case. Grey Servants are employed for a tiny, symbolic amount of money. No, people do not have Grey Servants because they are rich; they are rich because they have Grey Servants. With their negligible pay, they easily make a lot of money of having Grey Servants.
There are no official rules for how to treat Grey Servants. But it is known that if you mistreat them - according to these unknown criteria - then all of your Grey Servants will leave you. This can easily break a successful enterprise or a rich family.
Any children you have while you are a Grey Servant will also become a Grey Servant, unless somebody else adopts them.

Leadership: It is said that some Grey Servants develop prophetic powers. These have grey skin, looking withered. They do not serve anybody in particular, instead being available for the general public; answering questions. Not too many ask, though, since they have a reputation of being really creepy. Also, their answers are famous for being cryptic. These Grey Prophets are the ones that assign Grey Servants to their new employers, and withdraw them if they are mistreated.

Relations: Grey Servants don't really care whom they serve.

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Re: Create Your Own Society

Postby JackHK » Tue Aug 16, 2016 8:42 pm UTC

[senior lawyer]:

Well, oh dear. This is a difficult situation indeed. The trouble is, any attempt to lengthen the waiting list for Voting Cohorts carries the risk that "outside forces" will find out who's in the Cohort and try to influence how some Voters vote, ruining the whole point of the lottery.

Perhaps promises of federalisation will help to pacify the rebels? I'm afraid I'm not au fait with the northern provinces... Are there any suitably important cities in the north the Library could propose setting up a secondary Confluence? I have always said that excessive centralisation was becoming untenable as we expand our territories...

[\senior lawyer]

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Re: Create Your Own Society

Postby JackHK » Tue Aug 16, 2016 9:00 pm UTC

JackHK wrote:Well, oh dear. This is a difficult situation indeed. The trouble is, any attempt to lengthen the waiting list for Voting Cohorts carries the risk that "outside forces" will find out who's in the Cohort and try to influence how some Voters vote, ruining the whole point of the lottery.


[Second Librarian, Sato Rik]:
(whispering) I mean, not that this isn't already a problem. They had to extend the grace to 3 months a few Votes back, you know, because of the one case in Merih? Dratted first-born daughter of the one Harvester family with any land at all to their name! Couldn't she have chosen to wed after the solstice? I hear equinoxes are good for balance too, since she's a damn Centra. No respect for the Three!

I suppose all I can agree on is we need faster transport, and quickly. Sortition worked all very well when we had just the one city! You could ride out of the country in two days flat. In any direction! These days news take weeks to get anywhere! Why, I hear the damn Nolair revolt started months ago! Especially if we're ever going to extend the suffrage. I fear nothing else will ever appease the Harvesters...

But, what alternative is there to the Lottery? Of course it's not the most efficient system in the world - you can see how well absolute monarchy's going for all those Faelnivi states.

I should talk to Avin, she has some interesting theories on the separation of airs [OOC: gases]. It's all wizardry to me, though. If she thinks she can get people to fly without jumping off the Vaibor cliffs, I'll believe her.

Where's a drasted Grey when you need one? You! I need a message sent to her Grace Avin, asking after the transport research. And make sure it arrives before the Festival - she'll be out all that day, making sure she's seen by all the right people...

[\Second Librarian, Sato Rik]

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Re: Create Your Own Society

Postby Djehutynakht » Tue Aug 16, 2016 9:32 pm UTC

Geographical Notes, so far established:

-Nolair is the furthest town North in the kingdom.
-Nolair is a coastal town.
-The Capital city is to some degree inland.
-The heart of the capital is where the tributaries Torsane and Karniv join into the river Urkaam.
-Urkaam, presumably, flows to the sea.
-The fringes of our borders presumably contain high plains.
-There is a place called Merih.
-The travel time from the capital city to the border regions takes 'weeks'. No further elaboration.

I've started to design a mental image, but don't know if I should post my map in case it discourages people from making new innovations.

Government notes:
-ODF's post states that we are a Kingdom. Given the current period in time, it makes sense.

-The Trifold Confluence, which claims to be our government (or at least part of it), has no mention of any sort of a monarch. It seems to be an Oligarchic Sortition, with notable bureaucratic/meritocratic elements.

Just to keep this conflict in mind. Maybe a miscommunication. Maybe more clarification and elaboration required. Or maybe competing claims to government... hmm.....
____________________________

Nolairian Response:

The Elder's Committee of the Scuole di Sant Isabella has requested that the local Governor's Committee of the Scuole in Nolair send representatives to the capital to update them on the current situation in Nolair, given purported involvement by members of the Scuole.

There are whispers among the power brokers of the Scuole. It has never gotten involved in these sorts of political matters before. Many are of a mind that this sort of activity should be discouraged, or even quashed. Most Scuole members are town-dwellers, and most of the important figures in the organization are from the capital. These members also do not want to incur the wrath of the government, should the Scuole itself be linked to the rebellion.

However, others are whispering of opportunities. If Scuole members are at the forefront of the rebellion, might that give the Scuole influence and power within the newly-independent Nolair? But what is that power worth, anyways?

And some worry about stability. Local chapters of the Scuole in outlying towns have a fair degree of autonomy in their operations. Some worry that should the Nolair rebels be ignored, they would break away. How can the Scuole control its members? Is it even worth it?

The Elder's Committee has met for a meeting. Arxus, on his deathbed, has not been able to attend, but is demanding updates, and occasionally sends messages.

Arxus, with his strong connections to the capital and their elite, would normally have been one of the most staunch voices against the rebellion in Nolair, although a fair one. However, since his funeral preparations are already underway, his influence is considerably diminished.

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Re: Create Your Own Society

Postby JackHK » Tue Aug 16, 2016 10:42 pm UTC

Geographic notes:
We must assume that the mouth of the Urkaam is quite far away from Nolair, or else that the Urkaam is not navigable to the sea, since one of the main complaints the Nolairans had was that they are to far away to easily participate in the Lottery. I can't imagine our nation is so big it takes months to sail down the river to the sea. I suppose though that Sato may have been exaggerating for hyperbole's sake.

Political notes:
It will be exciting to try and reconcile the Threefold Confluence with a monarch, indeed.

Anyway:

Many years ago, a motion was approved to proclaim, among other days, the Festival of Sant Isabelle a holy day. As usual, taxes have been temporarily lifted on fish and meat entering the city, along with other important cities around the country.

There is to be a demonstration of some of the research that the Library is involved with on the outside square, including new developments in the study of light, and the preliminary study of airs. Most anyone who is anyone in the city [OOC: does the city yet have a name?] will be in attendance, of course.

In other news, many Scouts are boycotting the Library for their discovered artefacts or drawn maps, due to controversy over possible plans in the Courts to ban Scout members from the district around the Courts buildings.

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Re: Create Your Own Society

Postby Djehutynakht » Tue Aug 16, 2016 11:45 pm UTC

At the moment, I've been imagining the ocean as being on our west coast, with the Urkaam flowing westerly, with Nolair up the coast, on a bit of the country that sticks more north than the rest of it.

Of course, there's no basis in this, but it's how I've been picturing it.

I imagine the Urkaam would be navigable to the sea, or it would be kinda bad to put a capital there. Plus you mentioned the fishers occasionally (rarely, but occasionally) sail up it.

As of now, there is no name for the capital that I'm aware of, no.
______________

Government-wise... yeah. Kingdom vs Confluence thing I'd be interested in hearing about.

Maybe we have no King and it's just a screwup. Maybe we're a constitutional monarchy where the king has limited powers, or is merely ceremonial. Maybe King and Confluence are two rival governments competing for the country. Or maybe the Confluence is only a municipal government for the capital (which would solve the distance/voting problem)

I imagine ODF didn't actually mean to make a government conflict, but I like screwing with things. We could go with it, or pretend it never happened.
__________________________________


The Elder's Committee of the Scuole continues to debate the matter in Nolair.

The Festivals Committee continues to prepare for the Feast of Sant Isabella. This year's feast will be especially large and very significant.

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Re: Create Your Own Society

Postby orangedragonfire » Wed Aug 17, 2016 1:05 am UTC

Regarding the kingdom thing:
Yeah, I didn't quite think that through. Should have used the word country instead. Anyway, for now we could just say that the country was founded by a king, and the name has stuck around, regardless of our current government. That doesn't introduce immediate political confusion, but allows for stuff like "true heir" plotlines later.

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Re: Create Your Own Society

Postby Soupspoon » Wed Aug 17, 2016 1:11 am UTC

orangedragonfire wrote:Regarding the kingdom thing:
Yeah, I didn't quite think that through. Should have used the word country instead.

Don't worry too much about the logic, or lack thereof. Others haven't. (Or have taken it to a logic beyond.)

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Re: Create Your Own Society

Postby Sir_mat » Wed Aug 17, 2016 7:11 am UTC

Spoiler:
I think it would be a good idea to have some sort of Google Doc to put all this information, having to scroll through this thread will get confusing, especially once we get to multiple pages. Also, a map would be good, or at least something to get rough relative positions of everything.


[A Public Letter in Response to the 'Nolair Independence Document' Submitted to The Centa, From the desk of Arrider Dohn]

I noticed with some sadness that the letter sent from Nolair bears striking resemblance to work submitted to the Centra Review. Surely we are meant to be better than this, dear Collectite? Whoever is spearheading this campaign has misunderstood one fundamental point. Due to Deity's essence inside all of us, the will of the collective people is the will of Deity. The will of a few power hungry revolutionaries are simply slander. Hanging people is akin to silencing the will of the world. The world will not balance itself if you intend to kill its voice.

Alas, I digress....


Dohn sank back into his chair. What else could he say to the rebels? It was hard to argue on religious merit, what with the right of free will. But Deity aligned! There was something infallibly wrong about usurping the status quo. The rebels should know that, the style of their letter implied they had at least one Centra Collectite among them. Idly, he wondered who it was, and dammit, how to get through to them.

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Re: Create Your Own Society

Postby Djehutynakht » Wed Aug 17, 2016 7:54 am UTC

Arxus the Baker has died.

The Scuole di Sant Isabella has declared a period of mourning for their fallen elder.

An honor guard of Scuole members marched this morning to the house of Arxus, where they delivered the gifts of Life and Death to Arxus' widow and eldest son at the threshold, as is customary. The Widow received three loaves of bread and three coins, representing the Scuole's support and charity for the deceased member's family (though here strictly symbolic, as Arxus was relatively well off). The eldest son was given the Amphora of Washing Wine, to be used to wash the body of the dead before burial.

Arxus' funeral procession will be held in a matter of a few days.


With his death, a seat on the powerful Elder's Committee, which governs the Scuole, is now open. Elections will be held a week after the funeral rites.

Any Scuole member is eligible to put forward their name for consideration in the elections.

Members are now wondering whether ongoing events in Nolair will in someway affect the dynamics of the election.
Although informal, the first signs of potential candidates will be those who offer particularly lavish tributes at Arxus' funeral--a display of power, capability, and dedication to the organization.

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Re: Create Your Own Society

Postby plytho » Wed Aug 17, 2016 9:12 am UTC

In a massive treehouse on a windswept island, a meeting is going on. Behind each of the nine heavily tattooed figures hangs a plaque holding one sword and two tattooed arms. The tattoos are a part of the secret language of the Harvesters. They tell intricate tales of heroics and cowardice, successes and failures, ships and seas sailed. The members of the council have given up their arms as a rite of passage. Without manual tasks to distract them they can focus on the mental task of leading the Harvesters. The practice might have been started after too many council meetings broke into sword fights, but this story undermines the supposed wisdom of the elders.

The council of elders is discussing the nolair situation. The wind blowing, the trees swaying and creaking, the illusion of sailing is always present at these meetings.

Norbert: "It seems the Nolair rebellion has qualms with the confluence similar to our own. You wouldn't happen to be involved in the uprising would you Lisa?"

Lisa: "And what if I was, my friend? It is of no consequence now. The rebellion is what it is and it's up to us to use it to our benefit."

Bess: "We're ready"

Heads turn to the oldest and most respected member of the council. It had been months since she last uttered a word.

Barr: "Not yet, just a couple more.."

Bess: "We're ready. I've been hearing about just a couple more since I gave my arms to this council. We're ready now. We have the supplies to keep everyone fed, to keep building ships and to live off the islands and the sea. With Nolair claiming independence we even have a landside ally with a decent port. If any time is right, this is it. Keep Nolair fed for now and send a messenger to the Hall with our ultimatum."

Using light boxes, messages are sent trough a network of islands and ships to all Harvesters. "begin exodus"
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Re: Create Your Own Society

Postby plytho » Wed Aug 17, 2016 9:20 am UTC

Bursting in to the Hall during a session, Tari the speaker intimidated quite a few of the voters as she entered. Standing 2.10m tall the muscular woman adorned with tattoos did not wait for attention, she demanded it as she began to bellow her speech.

"TARI THE SPEAKER, SPEAKING FOR ALL THE HARVESTERS OF THE SEA: YOU HAVE A SITUATION ON YOUR HANDS AND YOU HAVE NEED OF THE HARVESTERS FOR RESOLUTION. HOWEVER, BY EXCLUDING US FROM YOUR GOVERNMENT WE FEEL CLOSER TO NOLAIR THAN TO YOU. WE ARE TEMPTED TO FORM OUR OWN NATION-OF-THE-SEA AND ALLY OURSELFS TO NOLAIR. WE KNOW AT THIS YOU NEED US MORE THAN WE NEED YOU. YOUR GRAIN RESERVES ARE DWINDLING THIS YEAR AND MANY CITIES DEPEND ON US FOR FOOD. HERE IS YOUR ULTIMATUM.

EITHER YOU CONSIDER US PART OF YOUR COUNTRY AND SEE SEA AS EQUIVALENT TO LAND, PROVIDING US WITH AN APPROPRIATE NUMBER OF VOTER SEATS. AS OUR CARTOGRAPHERS INDICATE THERE IS ABOUT AS MUCH SEA UNDER OUR CONTROL AS THERE IS LAND UNDER YOURS. SO WE ASK FOR 24 VOTES GENEROUSLY LEAVING LAND WITH MORE THAN SEA. IF YOU ACCEPT WE WILL FOLLOW THE COUNCILS RULING ON NOLAIR AND STOP SUPPLYING THEM.

OR, WE ARE NOT PART OF THE COUNTRY AND WE SHALL TAKE OUR LEAVE. I WILL COLLECT YOUR ANSWER IN ONE WEEK"

In the meantime, all over the country Harvesters are gathering their belongings and setting out to sea.
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Re: Create Your Own Society

Postby phillip1882 » Wed Aug 17, 2016 10:19 am UTC

side note: I think you have my scenario wrong, you say Grama is the main Estra with Grama and Destra mere servants. I think you mean Estra is the main Grama. regardless, my actions are the same.

Bothers and sisters of Worthy Art Thou. A group that has torn off from the citizenry has placed Estra as the most high god, and has relegated Destra and Grama as mere servants. its our sacred duty to bring them back join the right way of viewing things. come let us send two of our fertile women to remind them of Grama, and two men of song, to remind them of Destra.
good luck have fun

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Re: Create Your Own Society

Postby Lawrencelot » Wed Aug 17, 2016 11:20 am UTC

Although the rebel's offer towards the Scouts borders blackmail, Great Scout Wal has decided to support the rebellions, but only in case of an attack from the capital. The terrain between the capital and Nolair is well known to the Scouts, and traps and ambushes are second nature to them. Wal promises to not harm any diplomats, merchants or other civilians that travel between Nolair and the capital, but the military should be warned. The Scouts of the High Plains do not have any intent to harm the relations with other factions, and are willing to discuss the matter of Nolair.

Explorations in all parts of the country are still on-going, with the lands and seas in the North as focus points. There are rumours of a large, fertile island in the north. Thirty Scouts have volunteered to explore it, and we would like to ask the Harvesters of the Sea if they can miss 10 seasoned seamen for this project in these times of turmoil.

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Re: Create Your Own Society

Postby plytho » Wed Aug 17, 2016 1:39 pm UTC

Lawrencelot wrote:Explorations in all parts of the country are still on-going, with the lands and seas in the North as focus points. There are rumours of a large, fertile island in the north. Thirty Scouts have volunteered to explore it, and we would like to ask the Harvesters of the Sea if they can miss 10 seasoned seamen for this project in these times of turmoil.


The Harvesters are willing to help mount this expedition, providing ships and sailors. Due to the current (possibly temporary) exodus some difficulties and delays may arise before a successfull departure.
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Re: Create Your Own Society

Postby plytho » Wed Aug 17, 2016 2:01 pm UTC

While many Harvesters have responded quickly to the exodus order. Others are hesitant. Most among the hesitant are scuole members or craftsmen with a more land-oriented customer base. They intend to leave a little later if things might turn sour.

One of these craftsmen is Haik, a young sailmaker. Haik has been getting strange and challenging requests from a certain grace Avin. He's been making strange 'closed sails" that seem more like bags. Grace Avin pays richly so Haik keeps making them. Avin returns every week with the sails torn, claiming the sails are not sufficiently strong for high winds. Haik's been getting better and has great hopes for his latest try. He's expecting news tomorrow so he won't leave just yet.
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Re: Create Your Own Society

Postby orangedragonfire » Wed Aug 17, 2016 2:22 pm UTC

phillip1882 wrote:side note: I think you have my scenario wrong, you say Grama is the main Estra with Grama and Destra mere servants. I think you mean Estra is the main Grama. regardless, my actions are the same.

Well... I think I meant to write "Estra is the main God with Grama and Destra mere servants". Not sure how I managed to mess that up. But given how strange and convoluted religious texts can be, we can still go with what I wrote originally. It doesn't need to make sense without decades spent studying the matter.

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Re: Create Your Own Society

Postby Djehutynakht » Wed Aug 17, 2016 4:46 pm UTC

In the midst of their mourning for the Baker Arxus, members of the Scuole di Sant Isabella have been caught up in all of the recent events. There is so much to be discussed. So many impacts. Where to begin...

The Scuole has been surprised by all of the outright defiance to the nation, and the open willingness to threaten the government and support the rebellion in Nolair. Some members mutter, with an air of resentment, how Scuole members supporting the rebellion in Nolair ended up hung, while those from other groups who speak so brazenly have yet to be punished in any way near as severely.

Regarding the Scout's threat to make the wilderness dangerous should the military act, this is one of those unabashed defiances to the government that members whisper about, but as Scuole members are rarely involved in Scouting activities, they have no practical concerns for the Scuole's own interests.

Regarding the Harvester's threats of exodus from the country, it has been met with uproar and derision. Many Scuole members, especially those who live nearer to the coast and get much of their diet from supplies of fish, are furious that the Harvesters would dare to pull such a stunt. and endanger both their direct food supply and the price of food across the country.

They are tempted to turn their anger to Scuole members of the Harvesters, but the Scuole, recognizing the importance of not alienating this group, have been tempering it. However Harvester members have been asked to convey the Scuole's extreme displeasure to their elders, and to remind the elders that their monopoly on fish shall only be respected so long as people can buy their fish at fair price. It should also be noted that they cannot expect to live on the sea forever, and that it is in part Scuole shopkeeps and craftsmen who retrofit their boats and sell them supplies.

In the meantime, Scuole members rely on their supplies of fish from remaining Scuole Harvester members, and from those who fish in the countries lakes and rivers, which were never included under Harvester jurisdiction.

With regards to the Harvester's vote seeking, the Scuole has no problem. However, Scuole members have been heard saying that if the fishermen get votes, they want to demand the same from the government. "Whai, meh house is right just about the same size as one of those dere fisher boats" one member commented. "Seems roight that for the same bit o' room we shoul' ha' the same bit o' say in tings. An' I don' go threatenin' to cut the whole blazin' country off from moi leathergoods, neither".

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Re: Create Your Own Society

Postby Echo244 » Wed Aug 17, 2016 6:28 pm UTC

OOC: Kind of assuming that Grace Avin is one of mine, otherwise it's an odd name/title clash...

<Edit> Argh, *her* Grace. Misread, editing. </Edit>

/OOC:

"We who formerly belonged to your ranks now are free. As we are aware that this goes against the Graces upon which your Society was founded, we call us the Disgraced. Do not attempt to interfere in this matter, or you will regret it."

The Grace of Letters tried to control her voice as she read the letter to the assembled Society Representatives. Notes of both annoyance and amusement filtered through, in this private setting.

Echo swirled the tea in her somewhat awkward drinking vessel, thoughtfully. "This is that Anfair girl?"

The Grace of Letters nodded. "No signature, but the handwriting matches, plus it's on that slightly second-rate paper she insists on using. No code, no subtext, no signs of stress in the writing, nothing immediately obvious in the way of enchantments or hidden inks. Not sure who else is involved, but it looks like Miss Anfair is in on it, and actually means it."

The Grace of Dances snorted. "I knew she was trouble. Terrible student. No attention to detail, never cared for anything beyond what she could use immediately. Why did we bring her on board again?"

Echo looked over with a rather wistful look. "Increasing our network in the north. We've always looked on it as one of the safer, kinder places, and were looking to bring her - or rather, her family contacts - on board to keep a little more of an eye on it since we were shifting a few of our more delicate eggs into that particular basket. Looks like that one backfired."

Dances concurred. "More than a little. But at least we know that while she may have taken our resources, she hasn't taken our knowledge."

The Grace of Learning bristled slightly at that one. "How so? You think we never taught her anything?"

Echo intervened swiftly. "More that she never learned much. For instance, if she truly wants us to leave the rebellion alone, she's gone a long way to ensuring that we can't. We taught her the Principles, right?"

Learning nodded. "The Principle of Conflict. Never start a fight you don't have to. Never threaten, just curtsey, withdraw, and make a note to kill them later."

The Grace of Blades, slightly restless, chipped in "So what do we have left in the area?"

The Grace of Letters answered "Right now, nothing. It's not just the Anfair network, it's our existing agents - some with personal ties to others, some with a distinct dislike of the Anfair family. I suspect some sort of communication intercept operation is in place, rather than the whole network flipping on us."

Blades threw herself back in her chair, frustrated.

Echo sipped at her tea. "It's no good going in blind. And our normal communications are being intercepted. We need information. Friendship, make a list of known contacts in that area - cut the Anfair network off the list, that would be rude (and would never work anyway), then throw in known merchants, Scuole contacts, local businesses and the like. Letters, write to them all on nonsense issues - inquiring after some odd herb, ordering a bolt of woollen cloth, whatever, and quietly fish for information on their health and prosperity. Nothing that trips anyone's attention, just get them writing about the rebellion."

Friendship nodded, but Letters was less sure. "Won't these just get intercepted as well?"

Echo shook her head. "Send some by mail, some by trusted messenger, some with friends from the Scuole, with recommendations for the bearer. I don't mind throwing light on what is not exactly part of our network, and making a few relationships direct rather than through us, for a greater chance to get information. Scatter our methods, use non-standard means and methods of return, make sure something gets through. But more importantly, whoever's behind all this should know us. We play to the letter. We're not interfering, just gathering news. So far. Stopping the flow of information is... graceless."

Letters snorted. "Rather sums up Miss Anfair's whole approach, really."

Blades wasn't getting distracted. "What else. Active assets?"

Echo pondered. "Where's Magic when you need her?"

Learning chipped in. "Still off chasing rumours that Ancient Illusion spell in the desert somewhere. Damned thing is an illusion itself if you ask me."

Echo nodded. "And yet... sometimes long shots pay off. Issue a moderately strong recall request, which she'll ignore, but it's enough to get her attention. Blades, pick a few members from whoever's available - maybe Eleanor, she's resourceful - and head for the region around Nolair. Steer clear of the rebel held areas, just put out feelers for where their intended border lies. Make friends, give donations, kiss children, save puppies, that sort of thing. Information always leaks through. Get people talking. Put members in to neutral towns, secure... roomy accommodations and make friends."

Friendship interjected "Eleanor's still busy assisting Avin with that balloon project. Long shot, but, well. Breaks the monopoly of the Harvesters, and could get us anywhere else we want. How about Neela instead?"

Echo frowned. "Isn't she the one who suggested we should wear clothing in the colours of the local dirt so as to appear less stained after travelling?"

Friendship looked slightly pained for a moment. "Yeeeees, but right now unconventional solutions and outside pattern behaviour may be what we need. Besides, she's passed our training and could do with being given something to do as a sign of our confidence in her. And she's one of our more... robustly combative members. She's likely to be needed at some point."

Blades nodded. "Subtle arming up, then?"

The tea swirled again as Echo pondered. "Not exactly. Just laying the groundwork for when we do. We don't know what's behind this yet - there's an outside chance it's something we want to support - but the immediate hostile acts and threats can't be something we just ignore."

"And the Anfair girl? Want me to teach her a lesson?"

"Yes, I think that's called for."

Blades grinned and reached for a heavy axe hanging on the wall, about to heft it until Echo's voice stopped her. "Of *manners*. Invite her and friends to tea. Somewhere neutral, one of our secluded guesthouses - the one out past the village of Altua should do. Have support watching the road up for an attack, but otherwise, make it non-confrontational. Go alone, nothing but your shortsword. Talk. Take the nice tea, not that she'll appreciate it. If nothing else, she'll value information on our intentions, while we fish for anything regarding her actions."

A chastened Blades released her grip on the axe. "As you wish."

Echo moved on. "Other matters?".

The Grace of Friendship chipped in quickly. "What about the Widows and Orphans we have around Nolair? Contact?"

Many societies cared for Widows and Orphans. Few did so for those they made, like the Graces. Some were of clients they had failed, or as part of an intended outcome. Most were of those of their enemies. Clothing and educating the children, if not recruiting them outright, was one of the best ways to avoid a vengeful heir trying to undo prior work.

Echo shook her head. "They are not contacts, we don't use them. The Anfair girl never got involved with them. They're safe - or at least not deliberate targets - while they're quiet. They keep a low visible profile, and we don't want to make them look like agents."

Friendship wasn't giving up. "They'll want to know what's going on. Reassurance that we're not abandoning them."

The tea swirled some more in Echo's cup. "Agreed. Reluctantly. Leave off the quiet pushing for information with them, though, and put in reminders to stay safe. Other matters?"

The Grace of Charity spoke up. "What are we going to do about the robbery of the Countess? The whole area's up in arms. So much was taken. Not much to her, but a lot to most other people."

Echo frowned. "She's got lands around Nolair, hasn't she?"

Friendship answered "Farms, a small estate, a few houses. Some lands, nothing much important to her personally".

Echo nodded decisively. "OK, take the money, return it as 'recovered' - minus a small amount that the dastardly thieves must have already spent. Reward to charity, doing the right thing, upholding the law etc. etc."

The Grace of Shadows leaned forward from her habitual haunt by the wall, annoyed. "But we robbed that! It's ours!"

Echo grinned fondly. "True, in the simplest sense of things, but right now we need friends more than money. The Countess won't care about the money, but she will about not looking like an easy target. She won't care about Nolair either, but someone in her household will, and between goodwill and having made the Countess less of a nightmare for a while, we should get some information from someone. Farm output, availability of casual labour for their harvest, market prices, something we can put together to tell us something. We might even get a safehouse, at a pinch. Right now that kind of connection in a sudden black zone is worth what we took. Other ideas?"

Shadows wrinkled her nose, but acquiesced. This made sense. After a polite pause, Charity moved on. "Arxus?"

"Good turnout to the funeral, but don't let that delay you, Blades. We fulfil our promise of promoting Madam Garrard for the vacant role, but she won't get it, she's far overreaching because she undervalues longer term ties over fleeting popularity. Still, keep dropping her name at festivals and balls, in the right ears. She'll move up the ladder somewhat, if not as fast as she wants. Assure her that if she doesn't get the seat - which she won't, but say 'if' - then our support will extend far beyond this election. It's always nice to have an asset who thinks you're doing them a favour."

Charity added "Suggest we hold back our efforts on other matters during and immediately after the funeral. Make our respect more than a show. It'll add weight to later efforts, and besides, Arxus was a friend. Wait until others have openly started campaigning before we offer our suggestion."

"Concur. Anything else?"

Shadows chipped in "There was that absurd ultimatum from the Harvesters, while more importantly, most of them have pulled out. Make trouble for them while they're gone?"

Echo nodded. "Enough for our purposes. Start pushing those proposals for mooring fees, customs inspections, fish hygiene standards and quotas under the noses of similarly-minded contacts in the Confluence, and anyone else the Harvesters have picked a fight with. Everyone needs a foothold, so let's make sure they get charged for this one by the square metre when they come back. They need to sell as much as everyone else needs to buy, so let's push for change while they're busy demanding something else. When you're left without a voice, you're weak."

"Rather brings us back to the Nolair matter, doesn't it?" noted the Grace of Learning.

"Uncomfortably so" admitted Echo. "So. Anything further?"

There was not. The Graces went about their business.

TLDR:

Non hostile approach but moving members, some senior, toward Nolair. Make new area contacts to replace those not giving us information.
Contact with whoever sent the letter, non-hostile, respectful and polite if somewhat hinting of muscle being used later.
Low profile for anyone the Society cares for in Nolair.
Widespread fishing for any kind of information - gossip, news, names, anything - from anyone we know in the Nolair area.
Give back money stolen from a wealthy noble, exploit the resulting situation for information and a safe house in Nolair.
Respectful presence at the funeral of Arxus. Subsequent gentle campaigning in favour of a minor Scuole member taking his seat.
Pushing for all sorts of taxes, quotas and restrictions on Harvesters, while they're gone.
Last edited by Echo244 on Wed Aug 17, 2016 8:12 pm UTC, edited 1 time in total.
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JackHK
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Re: Create Your Own Society

Postby JackHK » Wed Aug 17, 2016 8:06 pm UTC

OOC: Echo, my apologies if I wrote it unclearly, but I did intend to write Avin as being a member of the Graces.
\OOC
The Library and the Courts have been working feverishly since receiving the Harvester's ultimatum to draft legislation that will, if not please everyone, at least irritate everyone equally. Finally they have today released the proposal to the public, which would essentially do four things:

Extend the Lottery to all Property owners, defined as the legal owner of a building or other place where a person or people lives [including boats - hint, hint].

Expand the Hall to 97 people per week, both in order to ensure the Halls will be as representative as possible and to ensure the government be more efficient at passing new laws.

Pay for the travel costs of anyone picked for the Lottery, paid for by profits made from inventions coming out of the Library's research wing.

Set up official building in the major towns and cities where anyone can meet and discuss ideas for new laws, draft legislation, and send it to the capital to be proposed, though a quota on the volume of proposals will be set.

---
This comes at a fortunate time, as city-dwellers' discontent with the current system is growing, and there are fears that there may be riots inspired by the actions of the Harvesters and in Nolair, demanding the right to participate.

It is expected that this will pass in the Hall, since even many land-owners have noticed the rising tensions as more and more people start to realise that they are subject to taxes they cannot try and change, and finally people are realising that they might be able to change things. Whether this is by law or by force - well, I doubt many care.

A spokesperson for the most recent Vote has also directly address the Harvester's demand for 24 of the Hall seats. They announce that the conclusion of the Hall is that, if the Harvesters want more seat, they should from now on volunteer as many of their property owners as possible to the Lottery.

The funeral of Arxus will take place in a couple of days, and the Festival begins the week after. Part of the reason this law was proposed so quickly is to avoid general unrest as large crowds fill the city.

[Sato Rik]:
Well, hopefully we can take some of the wind out of the sails of the Harvesters with this new legislation, even if it doesn't completely quell the Nolair rebellion. I doubt even paying for their travel will encourage too many from there to volunteer - who'd want to travel for 2 weeks straight just to sit in the Hall listening to debates and Voting? I should send another message to Avin; I wonder if she could stress how much her magic flying boats will reduce travel times, during her presentation at the festival...

Although to listen to her, you'd swear that her project will solve all the problems of society in one fell swoop! She's even been in contact with a Harvester, of all people, and won't stop going on about setting up a network of the things anchored to the ground in every town, and having them send messages along the lines by "light-boxes" or some such Harvester device. She says it will be dozens of times faster than sending a horse! Don't believe half of it myself, but then, that's the Society for you.

[/Sato Rik]
Last edited by JackHK on Wed Aug 17, 2016 8:22 pm UTC, edited 1 time in total.


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