RTJ Requirements.   Posted by The Cloaked One.Group: 0
The Cloaked One
 GM, 6 posts
 We are the music makers
 & the dreamers of dreams
Tue 16 May 2017
at 00:45
RTJ Requirements
Copy & paste this form as a reply in the thread below. Edit as needed, and when you are ready for approval either send me a PM or add a line in the top of your entry asking for approval.

The RTJ is the skeleton on which you will build your nation-state. Once approved the details of your RTJ application will become the facts of your nation, only some of which can be changed in later play. Your leader and government may change, for example, but the terrain and geography of your starting territories, it's natural resources and major features, will not.

There are no set limits for how to answer any of these categories. Instead, I call upon your own good judgment to strive for a sense of balance, realism, and creativity. Applications where one nation seems to have everything will be rejected. Remember - this is a cooperative storytelling group. Nations with weaknesses, gaps in resources, imperfect governance, etc. makes good fodder for writing. If your nation has none of its own natural sources for creating steel, that is an excellent reason to trade with a neighbor.. or go to war with them and take it for yourself.

Note that your nations do not need to be the "same" in order to be somewhat balanced. Nor does each nation necessarily need to be equal to the other. We are writing, not competing. A very small nation with access to powerful magic or advanced technology can still pose a serious threat to a larger nation, though you had best hope they never learn your tricks.

If you have any questions about the RTJ please feel free to discuss in the main OOC thread or by PM.


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Overview


Sing us a song, tell us a story. Give at minimum a few paragraphs worth of creative description telling us what your nation is like. There's no limit, but make sure it's legible and try to restrain yourself and save the novel writing for our in-game threads.


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General


Nation State: The name your nation is known by throughout the realms

Government Type: Deviations from well-known forms of government are allowed, but you need to name it, explain it concisely & make sure it is well thought out

Duration of Government: When this particular government was created. I encourage you to use somewhat vague answers, but you can be specific if you want. (ancient, old, average, young, new)

Cultural Type: Details about your actual culture come later. Use this as a simple category for what your people *do*. (Agrarian, Raiding, Nomadic, Hunter-Gatherer, etc. and possible combinations)

Leader or Ruling Body:

Religion: Most cultures have one or even many religions, but it is not required. Having no religion at all is its own kind of religion, in a way.

Factions or Groups:

Population: (tiny, small, medium, large, huge)Nearly all populations in the ancient world were minuscule by today's standards. Rome, one of the largest ancient cities ever to exist held only a million people at its peak and would be considered huge. The population of medieval Italy is estimated between 10-13 million, also quite large, compared to medieval England around the same time period estimated at 3.7-5 million, more average.

Use this website as a reference point:
http://www222.pair.com/sjohn/blueroom/demog.htm


People of Interest Describe a few of denizens of your great nation, whether they are important or just interesting.


Races: Primary inhabitants. Small transient populations, visitors, etc. don't count.

Fantasy races are allowed, such as Orcs, Dwarves, and Elves, but please make a serious effort to bring originality to the table. As magic in this setting is quite rare, whole nations comprised of inherently magical beings are not allowed - no Kingdom of Angels, no Empires of the Undead. Vampires might rule a given nation, but they will be very small in number compared to the peoples they rule.

Use the cultural section to add more detail, but bear in mind that nations with a mixture of races may experience racial tensions, infighting, oppression, slavery, and a number of other issues.

Major Settlements:
These are the largest, most advanced or most strategic settlements of your nation. Some may be important because they are large and rich, others because they are holy. Name them. Describe them in a few sentences or a paragraph each. They can be expanded on later. Minor towns and settlements can be created ad-hoc during play but feel free to list them here if you want.

Terrain & Geography:
The fastest, easiest way to do this is to borrow an analogue from the real world to paint a mental picture. "Coastal mountains, e.g. Norway" or "Vast flat swampland, e.g. Everglades" are examples. However, be as descriptive as you want. This world is fictional but it more or less obeys the basic laws of physics. Deserts will not exist next to tundras, it will be warmer towards the equator and colder near the poles, it rains alot in some places but not in others, etc. Assume the environment works almost exactly like our Earth, just with more colorful inhabitants and the occasional tasteful exception.


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Technology & Magic


Lores of Magic:
All True Magic is powerful, and also rare. Use the Rules of Play as a guideline for what's allowed, and use this category to describe the particular brand/flavors of magic known within your kingdom, who uses it, how, and why.

Focus on broad descriptions of the history, culture & nature of your magic, not specific spells and ingredients or minor details. That can be defined in-play as long as you maintain internal consistency & don't try to just invent a magical solution to the problem of the day.

Also describe how magic is viewed in your culture.. is it shunned, is it venerated, is it considered divine, is it reserved for the aristocracy or taught to any who can learn, etc.

Not all magic is created equal, it does not all work in the same way, nor can any one person possibly master all of its branching currents in a single lifetime. More magical knowledge has been lost and forgotten throughout the ages than will ever be known at any one point in time. Not all cultures possess magic, but most have the potential to. Those who do guard their secrets to the mystic arts ferociously while always watching their foes and friends alike for opportunities to grow more powerful and wise in the ways of the arcane.

State of Technology:

Use a brief analogue from history to set the tone, and then add any desired details.  (ancient Roman, late Aztec Empire, medieval European, etc.)

Technology is its own form of magic, sometimes understood by very few, but powerful enough to change the world. A culture's technology is a way of binding and shaping the forces of nature to the will of its people, of destroying enemies, and building a road towards prosperity and enlightenment.

The highest allowed technologies will end up relatively close to Renaissance Europe, possibly including black powder. I reserve the right to nix & allow tech on a case by case basis to preserve the "medieval fantasy" flavor of the game.

Base all technology on real-world science and history. Some extrapolations or creative interpretations are encouraged, and it is not necessary that your culture got to a certain development the exact same way it happened in the real world. Just make your explanations plausible, and carefully consider the impact a technology will have on your culture and nation.


Monsters & Beasts:
The elephants of ancient India were fearsome and potent weapons in battle. But in this world, the bones of dragons and other terrible and powerful creatures can still be seen in distant lands, or in the personal collections of kings and sorcerers.

If such creatures are known to stalk the wilderness of your realm, or perhaps if they are used in warfare or transportation, describe them here. Other creatures of less significance can be added in-play, but anything really powerful or influential should be stated and approved. Like Magic this is really an open-ended topic, so be mindful of your toys, of the real impact they will have on your nation and the world at large, and of the consequences should they ever break loose, get stolen, or go extinct.



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Economy & Trade


Trade & Resources:
All nations have some form of economy, and rely on natural resources to survive in a harsh and unforgiving world. Even peoples without any form of currency barter for goods and services. Take note that many nations of the world have their own forms of currency, their own ways of doing business, and place different values on different goods.

Describe here what your nation produces, what they consume, whether they make it on their own or import it from neighbors, and HOW. Do they use trade caravans? Canoes? Sailing vessels? Oxen or camels or slaves? I don't expect this to be 100% comprehensive and complete, but try to hit the high notes and don't leave out anything too important.

Land, Currency & Taxes
The higher a nation's level of technology the more likely they are to have robust commerce filled with a myriad of products and capacities. The invention of a minted currency, the presence or absence of banking institutions, the ability to keep & communicate accurate records, laws for the protection of property and person, all contribute to a bustling and growing economy. Most nations of the world will have some or all of these features at least to an extent, though others will not, and some may even choose to ignore such 'modern' concepts in favor of tradition or honor.

Note that even cultures with a minted currency do not necessarily use it everywhere. Rice & grain tributes were still common, and the poor may rely on barter as much if not more than trading bits of coin. There are as many ways to pay for a thing as stars in the sky, but most nations choose to mint a currency out of some form of precious metal that holds value no matter how far you travel.

I strongly suggest you do some research on ancient cultures and how they conducted their trade and business. It will go a long way to breathing life and a sense of realism into your nation.


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Warfare


Why and how a nation goes to war is as integral to their history as where they live and what they eat. Tell me what your people fight for, where their warriors come from, how they are trained, the weapons they use, etc. Take your cues from ancient cultures, but feel free to garnish and invent on your own within reason. Like anything else there are many ways to fight a battle and wage a war, and most wars are won and lost long before battle is ever joined.

Things you should think about are how the armies are organized, who controls them, how are the warriors trained and equipped, how do they provision themselves whilst on the march, do they stick to roads or roam the forests in wild bands, etc.


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Culture & History

I saved the best for last. The culture & history of your nation is literally it's heart and soul. This will almost certainly evolve and grow over time, but make an effort here to build the image of a society that knows itself, a culture that lives and breaths, and the history of a people you would love to write and read about.


Important Traditions: Some cultures cannibalize their dead relatives, others worship the trees and the stars at the solstice of every season. Others bless the new year's crops with the sacrificing of a hundred bulls, and at times even King's must heed the words of the seers. Some rulers even sacrifice members of their own family to ensure good omens and safe passage for their armies.

Be as creative here as you like, but bear in mind that tradition anchors your people together. Without such traditions, how would they know who they are?

Festivals & Events:
The big to-do's. Is there an election held every ten years on top of a sacred mountain? Does your wandering tribe of nomads gather in one spot every now and then to trade goods, women and stories? Maybe the coming of Spring is celebrated every year with a grand jousting tournament, or the doors into your mountain halls are sealed at the beginning of every Winter to protect against raiders from neighboring tribes.

These blend closely to Traditions but differ slightly because festivals and events usually happen at regular intervals, or every now and then during special circumstances.


History of the Government:
History is a huge subject. In this section describe at least briefly how and why your current prevailing government came to be, and where it is supposedly heading.

History of the People:
The stories of the people are passed down from generation to generation, sometimes chronicled in great tomes by wise men, sometimes sung by enchanting minstrels and sometimes bitterly argued around dinner tables and in bawdy taverns. The history of the ancient world of course depends on who you ask.. but one thing always remains true. History is written by those who survive.

History of the Land:
Did the realm your peoples inhabit always belong to them? Where did they come from? How did they come to make this place their home? Was it once a desert, long ago, but has now grown lush and fertile?

Lores & Other:
The world is known to harbor many great mysteries and ancient powers as yet unseen and hidden. These bogey-men and monsters may be real, as some are known to be, or they may simply be stories drummed up by parents trying to scare their children into bed, or still yet maybe they were true once but have fallen so far out of common knowledge that no living soul can truly answer.

This message was last edited by the GM at 16:30, Sun 21 May 2017.

The Clans of Gorhal
 player, 7 posts
Tue 16 May 2017
at 03:52
RTJ Requirements
Approved. Your RTJ has been moved to its own thread, which you can treat as your own personal library/wiki/index. Anything that you want to add or canonize about Gorhal should be added into that thread. If it should not be IC knowledge, make sure to put spoilers around it and notate accordingly.

Example:
As time goes on and you add details about lands, characters, tribes, etc. in active threads or just when you are feeling creative, you should return to your index thread & add the information. It will act as a reference point for us all throughout the duration of the game.


Now you can start playing! Group 2 will be the in-character threads. Plan one with another player or come up with your own and invite them to join.

Enjoy

This message was last edited by the GM at 01:08, Thu 18 May 2017.

The Baagu Remnants
 player, 2 posts
Tue 16 May 2017
at 09:45
Re: RTJ Requirements
Approved. Your RTJ has been moved to its own index thread. Treat this as your personal library to add more and more detail to your nation as time goes on. This is not subject to any additional approval, so write what you think is fitting, but keep it in line with the theme of the game and the nation you have created.

Now you can start playing! Group 2 will be the in-character threads. Plan one with another player or come up with your own and invite them to join.

Enjoy

This message was last edited by the GM at 01:08, Thu 18 May 2017.

Kal'Sadrith
 player, 2 posts
Sat 20 May 2017
at 05:27
Re: RTJ Requirements
Approved.

This message was last edited by the player at 13:29, Mon 22 May 2017.

The City-State of Kaergoth
 player, 1 post
Sat 20 May 2017
at 14:50
Re: RTJ Requirements
Approved

This message was last edited by the GM at 16:18, Sun 21 May 2017.

The Kastvian Dominions
 player, 5 posts
Sun 21 May 2017
at 17:03
Re: RTJ Requirements
Approved, and nice to read! I look forward to learning more about Kastvia.

I would suggest you increase the size of your nation by at least tenfold. You are not required to do this, and can go with whatever number you want, but once you begin play whatever number you have chosen is what you have, no changing it later.

For comparison:
Kaergoth has a single city of nearly a million people, and is still considered "small"

Gorhal & Kal'Sadrith are listed as "large", which based on my notes under the population category could mean anywhere from 6-15 million in total population. These are good benchmarks for large nations that cover alot of territory.


In your population description you estimate around 10,000. This is exceptionally tiny, with 10k being around the average population for any one moderate sized city in medieval times.

For every city of 10,000, you would probably have 50-100 villages across the landscape, each with between 50 and 300 people. You can see how this math adds up.

Even better, remove all talk of numbers from the Population section and just go with "tiny" or "small", which leaves room for you to wiggle in whatever works with the writing as you go forward, and everyone understands that Kastvia just has a small population.

Use this website as a reference point:
http://www222.pair.com/sjohn/blueroom/demog.htm


I also noticed you have two "History of the Government" sections.. please merge those sections when you can.

Congrats!

This message was last edited by the GM at 17:03, Sun 21 May 2017.

Angara
 player, 5 posts
Wed 24 May 2017
at 02:47
Re: RTJ Requirements
Overview

“Slovnyy, the cold, forested region to the northeast, which is home to bears, wolves, and barbarians, is also home The Empire. 60 years ago, Anotoly Kroshenkov unified the Seven Cities under his rule and gave birth to The Empire of Slovnyy. In the years since, the nation has grown immensely. The barbarians that plagued the countryside have been all but wiped out, and scientific innovations have led to increased production of simple goods and a better quality of life for all within. The winters are less perilous and more beautiful.

Bards, poets, artists, and philosophers flock to Zolotingrad and Andrev to visit the Great Hall and attend the theatre, to see the wonderful architecture and feel safe within in the Wall. Slovnyy is a breeding ground for culture and industrial progress. All are welcome in the Zimniy Dvorets during the extravagant Winter Ball. St. Grendell’s Cathedral is open to those who seek Ravik’s Truth. Come, visit the Motherland.”

-From “A Guide to the East,” by Aldous Cox


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General

Nation State:  The Slovnyyan Empire

Government Type:  Military Dictatorship. Tsar Anotoly Kroshenkov and the noble Aristokratya rule with a velvet glove. The Orden Mechey enforces the Tsar’s laws among the populace and secures him within his palace, the Zimniy Dvorets.

Duration of Government:  Relatively new, several decades but not quite a century.

Cultural Type:  Rapidly industrializing agrarian.

Leader or Ruling Body: Tsar Anotoly Kroshenkov and the Aristokratya.

Religion: Most subscribe to The Church of Bright Lord, a religion that worships Ravik, an unintelligent entity that fuels the Storm and keeps the world alive, and the one who has predestined the Kroshenkov line to rule. Currently, the religion is in decline, and people are turning to more pagan practices. This is “discouraged” by the Orden Mechey.

Factions or Groups:
-The Aristokratya: The 5 noble families of the city-states included in the Empire.

-The Gil’dya Torgovtsev (gil-d-ya tor-gov-sev): A government sponsored Merchant’s Guild that controls vendors within the city-states and handles trade with other nations.

-The Orden Mechey (or-den me-k-ee): The Order of Swords in Common. They are a police force that enforces the Tsar’s rule and keeps him secure with his palace.

-The Orden Pocheta (or-den pok-et-a): The Order of Honor in Common. They are an order of honorable knights who roam the continent as Ambassadors and Peacekeepers, under the Tsar’s seal.

Population:  Large. The cities are very densely populated, as work in the production foundries is easy to come by and pays well, in most cases. However, famine strikes easily, as farmland is hard to come by.


People of Interest
-Tsar Anotoly Kroshenkov: Ruler of the Slovnyy Empire and Ravik’s chosen.

-“The Bloody Baron,” Povetil’ Vladimi Elva: Director of the Orden Mechey.

-Povetil’ Pavel Viktorov: Director of the Orden Pocheta.

-Sergei Sokovich: Head of the most wealthy of the Aristokrat families.

-The Rat of Zolotingrad: A legendary thief.

Races: Mainly human population, although dwarves and elves make up a large portion.

Major Settlements:
Zolotingrad-The Golden City, situated a few miles from the foot of Mount Korakresta and straddling the Seryy River which guides freshwater from the mountains peak. The city is a hub of trade and holds the Gil’dya Torgovtsev’s HQ. It gained its moniker from the insanely large deposit of gold it was built above. The Great Hall, a Museum of prodigious pedigree, is located here, as well as many theatres.

Andrev-Situated up in Mt. Korakresta, Andrev is a small city, despite its swelling population. It started as an agrarian village with wooden walls, and has grown into a beautiful marvel of architecture in the last 70 years. Artists and poets flock to its absinthe stained streets, in order to find inspiration in its aesthetics. The buildings in Andrev are all works of art in and of themselves, with vibrant colors and gorgeously engraved dome roofs. It is home to the Orden Pocheta.


Terrain & Geography:

Eastern Europe, Ural Mountain region.

Zolotingrad sits at the base of Mt. Korakresta, whose peak hits 6,217 feet. From that peak flows the Seryy River, which eventually snakes into the beautiful Seryy Lake. It’s entirely fresh-water, and supplies most of its surrounding area with drinking water. Most of the landscape is evergreen forest and tundra to the far north. The weather is cold year round, and its inhabitants have adapted quite well.


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Technology & Magic


Lores of Magic:
Magic is associated with evil in Slovnyy. Ancient lore holds that those who are able to practice its secret rites and cast its mysterious spells have been chosen by Protivnik, The Enemy, as his servants. These people can use the True Magic, but they are also cursed. Koshi the Deathless is one of the most commonly known myths supporting this. He was a powerful king who made a deal with Protivnik. Koshi gained the power to summon anything he could ever wish for, but no matter how old he became, or how mutilated his body was, he could not die and he could not regenerate himself. The legend says that Koshi still lives as dust floating on the winds in unbearable pain for all eternity. There are no known living practitioners of any sort of magic in Slovnyy. Some theorise that the Rat is able to perform his elaborate heists to such efficiency due to magic. The Tsar refuses its existence, but the Orden Mechey has a secret anti-sorcery division.

State of Technology:
Early Russian Empire
The Slovnyyans possess the secret of black powder through the efforts of the renowned Nikolas Borshkov. He spent 12 years laboring over his formula, and has recently submitted his first drafts of what he calls rozetka dlya goreniya, or “Combustion Recepticle.” The cause of the Empire’s stunning progress since its formation was the creation of the Foundry Glade. Lower class workers are paid “fair” wages to craft necessary products, such as scythes, swords, clothing, nails, lumber, in a huge facility far away from the Seven Cities. The products of their labour are then distributed by caravan to the cities based on what is needed.
All Slovnyyan cities are protected by walls built from cement imported from Kal’Sadrith and reinforced with iron spires. The gates are heavy metal portcullis contraptions, designed to keep intruders at bay. In the event of a siege, pikemen would stand at the gate, ready to impale any who would dare come close. The streets are lined with shops and open air marketplaces, their signs written in the foreign alphabet crafted by the Empire at its formation along with the Slovnyyan language. An extensive sewage system keeps the streets clean.

Monsters & Beasts:
-The Okleyki-medved’: Known in Common as Banderbears. They are a unique creature to this area. Banderbears are large, and very intelligent. Despite their fearsome appearance, they are peaceful herbivores, and do not attacked unless provoked. Of course, this hasn’t stopped the Empire from breeding aggressive Banderbears for use in battle. Their huge claws and long arms shred through armored opponents on the battlefield, and the moss that grows in their fur gives them a natural camouflage in their native forests. There are groups of citizens who adamantly oppose this practice, as the Okleykimedved’ are becoming an endangered species.

-The Ptitsa-loshad: Pegasi. These wondrous beasts roam the Slovnyy countryside and its skies in droves, but are very aggressive towards humans, dwarves, and elves alike. They are nearly impossible to domesticate, and only one legend refers to someone actually riding one.

-The Uzhas: A terrifying creature that roams the wilderness. No man has encountered it and lived to tell the tale. The only evidence of its existence is the bones it leaves behind.
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Economy & Trade


Trade & Resources:
Slovnyy is built on gold and fur. Mt. Korakresta and the lands surround are rich in ore and wildlife, and these are the Empire’s main raw exports. What they don’t sell, they send to the Foundry Glade to be processed into clothing, weapons, and other useful items, which they trade with other nations for food, as the soil is harsh, and makes agriculture difficult and inefficient. The Gil’dya Torgovtsev regulates the caravans and keeps the roads safe through the employ of mercenaries.

Land, Currency & Taxes
Very few Slovnyyan citizens own land. Those that do are considered minor nobles and are relied upon to keep that land efficient in producing food for the nation at large, lest the government seize it and put it in the hands of someone more capable. Farmable land in Slovnyy is rare, and thus is considered priceless. A man who owns a plot of land with fertile soil is given the highest honor bestowed upon those lower than the Aristokratya, and it is considered the highest symbol of wealth one can attain.
Slovnyy operates on a minted currency dubbed a rooblin. Rooblin’s follow a quite standard division, platinum to gold to silver to copper; copper rooblins being worth the least. The only difference between a rooblin and a standard coin is the face of the Tsar printed on the side. The currency was made this way to make trade with other countries easier to standardize and to make a Slovnyyan rooblin easily identifiable.
Farm owners are expected to give 90% of their crop yield back to the government, and as such, no taxes on currency are placed on the agrarian citizens of the nation. Those who live in the city, however, are tracked using a social identification program led by the Orden Mechey. Each citizen of Slovnyy is given a small iron medallion at birth, as well as the appropriate paperwork, to signify their citizenship. These citizens are able to freely enter and exit the cities, and are expected to pay a 40% income tax to the Orden Mechey.


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Warfare

Slovnyy does not maintain a military force. The closest thing the nation has is the Nochnoy-Dozor. A force of civilian conscripts tasked with defending their respective cities. Its main offensive force in a time of war is their militia. All city dwelling folk are strongly encouraged to maintain a quality arsenal and training children in swordplay is an integral part of education. A boy is considered a man when he can best his father in a duel to the submission, and how early that happens reflects his father’s skill, driving the father to train harder as well. The efficiency of the Foundry Glades in weapons manufacturing makes acquiring good arms surprisingly easy. Street vendors sell steel rapiers and broadswords on every corner. You can find a grindstone at every other house. The Orden Pocheta will also assist in an open ground battle if necessary. They ride into battle in their shining armor atop pure-bred stallions, lances trained on the heart of the enemy. The legend of their battle-prowess is told throughout all areas they have been encountered. It is said that one Pocheta Knight is worth 100 orcish regulars.


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Culture & History

I saved the best for last. The culture & history of your nation is literally it's heart and soul. This will almost certainly evolve and grow over time, but make an effort here to build the image of a society that knows itself, a culture that lives and breathes, and the history of a people you would love to write and read about.


Important Traditions: In Slovnyy, the dead burnt on funeral pyres. The people are very reverent towards fire, as it was what separated them from life and death in the early days of their civilization. They still remember the bitter winters that stole mothers and children with its biting frost. The ashes left from these funerals are used in Church rituals, and are considered to be spiritually cleansing. (Fun fact: In Slovnyy, it is consider bad luck to put out a fire, it is more prudent to let it burn out on its own. This is because the early Slovnyyans were afraid that the fire would not return.)


Sorry, last few bits of culture are still in the works! I got distracted by the map. This is what I have so far.

This message was last edited by the player at 02:18, Thu 25 May 2017.

The Cloaked One
 GM, 19 posts
 We are the music makers
 & the dreamers of dreams
Wed 24 May 2017
at 21:40
Re: RTJ Requirements
In reply to Angara (msg # 7):

Looking good so far! History & culture are the best parts ;)


Sounds like you are aiming for the max-level tech, and have mostly abstained from magic to do so. As with the discussion in PMs I'm okay with this in spirit so far.

Bear in mind that black-powder should be exceptionally rare, valuable and difficult to produce.. even with your foundries. Consider it to be of equivalent value & subject to much of the same rules as magic. Which, in this setting, it basically is. Whether that is a limitation in raw resources, in personnel trained to make it, whatever, is up to you.

A few elite units armed with muskets/rifles or a handful of cannons is kosher.

An army all wielding muskets and bayonets, or gatling guns, or large numbers of cannons/mortar, is not.

You continue to refer to broadswords and mounted knights so you seem to be on the right track.

Please revise the statement of 6-million living in your capital. Rome and Beijing were pretty much the pinnacle of large cities in our comparative histories, with 1-1.5 million respectively. Remember these cities were also the capitals of large, multi-state empires, larger than any player nation at the start of the game. You also cite a lack of arable farmland, which would further increase the difficulty of maintaining such a large population in one location.

As with others, I encourage you to simply remove the number, and instead say "large" and something to the effect of "lots and lots of people live in Zolotingrad".


Also, did you clear the trade agreement with Kal'Sadrith? It's reasonable to suggest pre-existing trade relations, but you want to make sure that player has agreed first.

This message was last edited by the GM at 21:45, Wed 24 May 2017.