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Ambassadorial Relations and the World Engine

Ash Mantle

Adventurer
I'm endlessly fascinated by diplomatic missions and games of intrigue as it pertains to roleplaying games. I think the concept of a game involving players as ambassadors involved in games of intrigue, diplomatic negotiations, establishing trade ties, involvement of espionage, assassination, etc would work remarkably well in 5e given its more narrative focused style of gameplay.

I've always wanted players to be able to establish their own kingdoms, or city-states, or sovereign nations, to put forth their own spin on the world and advance their own created country.
Beyond the Form of Government entry in the DMG, what do you think would be needed for use to build a nation or city?

Something perhaps like a table of most populous race, most populous race in power? And include things like tables of levels of danger, tables of level of corruption, crime, economy, law, lore, society, and war?
Perhaps also include modifiers that will also influence these tables? Like having a nation quality of strategic location may increase the level of danger.

What do you think?
 

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Ash Mantle

Adventurer
I ran a game centred on diplomacy a few years back. I've highlighted in bold what my players created. Basically what they gave me were what sorts of symbols their nation used, what their trade was known for, where their nation was situated, etc.

Whitehall. So named for the exquisite white marble quarried from the distant Alabaster Mountains, this district, almost a city unto itself, is the beginning and termination for the old money of Master. It is here where money is born in both the literal and metaphorical sense; its shining golden mane framed by black onyx, wind tossed yet gleaming, stands the imposing edifice of the Old Mint, a lion rampant upon the battlefield of cutthroat business.
Here too is the womb of knowledge, the towering Scrivener's Sanctuary; said to have been birthed through the wishes of djinn, this literal tower stands radiant in the sunset, seemingly able to absorb the very essence of the air itself and capable of dissecting the knowledge therein.
So too here are the embassies of foreign powers, their presence an anchor, seemingly the only constant, in an otherwise tumultuous world.

Emerging as a sea dragon or dragon turtle from spray and wind, a blue tinged building resides comfortably among other buildings of similar design and nature. Ingenious in design, the embassy of the Phonerian Provinces is rumored to be capable of withstanding even typhoons due to the inherent strength in the coral used as its mortar.

Within the top most floor lies the ambassadorial suite; doubling as both residence and office for Corvus Thrane; ambassador to Master.

The entirety of the ceiling of the building bubbles as if in a wave or current, dome shaped and glassed from above, allowing sunlight and starlight to pour in from on high.

Inscribed upon Corinthian pillars are potent sigils and runes that terminate unwanted egress, that ward against intrusion. Aligned artfully within the centre of these pillars hang tapestries depicting ships at sea; decorating the balance of available space are abstract paintings, their artists long dead, their worth priceless. Worked in expensive marble, a griffon, life-sized and wondrously realistic, frames a well-used fireplace; slender logs of pine await lighting.

A light rain has fallen, sending slivers of water across the enormous glass window panes. Below, pedestrians scurry as ants along the cobblestone streets, their fashions billowing around them in colors of rainbow and black. Top hats perch on nearly every head and canes beat the pavement in a steady rhythm. Firesticks hide in metallic lightposts, well trimmed yet still unlit.

A miniature lake, more vertical than horizontal is positioned at the centre of the room. Walls of force act as glass; and within is life, awash with water plants, and teeming with freshwater aquaria.

The floor is marble tilestones, and yet a warmth seeps through, offering comfort against the autumn chill.

A single massive mahogany desk rests near the fireplace, upheld by oaken mermaids, on top of which myriad parchments sprawl haphazardly, letters, all and sundry. A well oiled and well used ink pot with a phoenix feather quill an island of calm in a sea of bedlam. Crystal goblets compete for space with expensive wines; an opened bottle of Masterian Viperfruit complements the dark red coloration in your goblet.
Missives from the the Blackthrone Wheel, letters of correspondence from the the Expose, invitations from the Arcane Congress. Letters of communication between the ambassador and the Phonerian Provinces.
A thick oak chair, fashionably made, is likewise carpeted in plush, soft fabric, its gentle caress a massage to your back.

Nearby a vallenwood table; heaped with platters of baked fish, dishes of the sea and roast cuts. Plates of delicate porcelain are arranged for your convenience and leisure. What is arrayed before you is merely a prelude to the evening meal.

A slight knock at the door breaks the silence.



OOC: The miniature lake tank provides a constant freshwater source, and the fish therein can be harvested for use by your chefs. The fish and other edibles are replenished daily. You are automatically immune to non-magical poisons and diseases that have to be drunk.

OOC: Heat seeps through the marble tilestones, acting as heating during the cooler months and relieving heat during the warmer months.

OOC: The pillars form the design of the runes of forebiddance, and alarm, and also mute sound

OOC: The tank, heating-cooling system and sound dampening qualities of the pillars are provided for the ambassador by the Conciliatory Chamber of Master; the ruling city-nation council.

Arising from the granite cobblestones is a generously proportioned building. Carved like all other buildings in Whitehall from the same beautiful marble and wrought throughout with black iron, the embassy of Entenossi sits luminous and ominous amongst those of similar hue; a (black) swan amongst swans.

Within the top most floor lies the ambassadorial suite; doubling as both residence and office for Kudran Zondul; ambassador to Master.

The ceiling arches into a dome from which a many-tiered chandelier hangs; currently unlit. Massive windows embrace each wall save one, affording spectacular views, allowing the pink rose hue of sunset to bath the room in a warm glow. From here you can see massive foundries and ironworks that power Master's technological progress, black smoke pour out from therein as lava erupts from a volcano, coating those buildings near it in a thin layer of soot, always present, unable to be cleaned.

Pedestrians scurry as ants along the cobblestone streets below, their fashions billowing around them in colors of rainbow and black. Top hats perch on nearly every head and canes beat the pavement in a steady rhythm. Firesticks hide in metallic lightposts, well trimmed yet still unlit.

The distant peals of thunder sound muted against the sound dampening qualities of the Entenossi banners that reach from ceiling from floor, as if vines upon a tree.
Plush red velvet carpets every available inch of floor, their soft touch oddly warm, offering comfort against the autumn chill.

Shadow wood trees, planted within massive pots, sit sentinel at the four quadrants of the room, their twisting branches forming a thick canopy of vine, green and brown.

A open fireplace, crenellated designs worked into patterns of bats and wolves, yawns at the north wall, thick oak logs strewn about in piles within ready for lighting.

A single massive mahogany desk rests near the fireplace, perched on lions paws, on top of which myriad parchments sprawl haphazardly, letters, all and sundry. A well oiled and well used ink pot with a phoenix feather quill an island of calm in a sea of bedlam. Crystal goblets compete for space with expensive wines; an opened bottle of Masterian Viperfruit complements the dark red coloration in your goblet.
Missives from the the Blackthrone Wheel, letters of correspondence from the Rose Society, invitations from the Arcane Congress. Letters of communication between the ambassador and Entenossi.
A thick oak chair, fashionably made, is likewise carpeted in plush, soft fabric, its gentle caress a massage to your back.

Nearby a vallenwood table; heaped with platters of roast cuts, salads and breads. Plates of delicate porcelain are arranged for your convenience and leisure. What is arrayed before you is merely a prelude to the evening meal.


OOC: The trees provide a constant source of fresh air; you are automatically immune to non-magical poisons or diseases that are inhaled/require inhalation.

OOC: The carpet, as it is autumn provides a constant heat source, so the ambassador needn't be cold. The carpet changes to marble tilestones in warmer months to provide constant cooling.

OOC: The banners form an alarm spell, prevent non-magical eavesdropping, and mute sound.

OOC: All the above effects are provided for the ambassador by the Conciliatory Chamber of Master; the ruling city-nation council.

OOC: A room within this building is keyed to your private parlour suite. You have the only token required for access, although you may lend it to other people. While your embassy is your own territory, your private suite is not, so you can't indulge in illegal acts or activities there unfortunately.
 
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