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<blockquote data-quote="Archon Basileus" data-source="post: 6968419" data-attributes="member: 6855545"><p>Ok. I’ve been meditating about this, since we are trying to convey a certain ambience within the confines of our game. The game starts at the last breath of the Dark Ages for the tribes involved. There are several countries and independent lands, and kings might rise and fall in an alarming pace. It’s the historical age of “petty kingdoms”, if you will. </p><p></p><p>Right now, the country, so to speak, is divided in twenty different territories, all formally independent from each other. Economic and political relations make them rely on each other for protection and survival. Almost all of them have a chieftain of their own, generally a member of the noble class (a Jarl) of a rich family, even though some places might end up electing a member of the commoners (Karl) that has land, riches or armed supporters. Note that more than half these territories are mainly pantheonists (pagans), with the remnant being pagan variants or demiurgic. This is particularly important, since demiurgic areas are influenced by southern culture (from across the sea) and are prone to defend a feudal organization for the country (with unity under one king, a formal noble class, an organized army, orders of knights, and so on).</p><p></p><p>Northeast holds two other countries under the same situation. One of them is entirely pagan, though, and prone to unification under pantheonist banners. Both are dubious allies to the country where we begin, and might wage war if enough advantages are to be found. What stops them from invasion is the ongoing conflict between them and within their own frontiers. </p><p></p><p>At south, a collection of petty kingdoms sprawl throughout an expansion of planes and river valleys. Some of them are in the first stages of feudal development, already implementing religious knightly orders and a nobility scheme under a ruling king. They tend to view kings as sacred leaders, differently than the northern countries, that see it more as a station for capable leaders and commanders and less as a divinely granted position.</p><p></p><p>To the southwest we have the core of demiurgic countries. Some of them wage war against the southern petty kingdoms, others wage war against their similar counterparts. All of them have historically been the victims of sea and land invasions perpetrated by the players’ peoples. </p><p></p><p>I’ll add a map and the names for the nations soon enough. But this is mostly so you guys can conceive your characters for now.</p><p></p><p></p><p></p><p>I’m going as close as possible to Viking society, without losing the complexities it entails. That being said, you have three classes: Jarls (noble leaders, so to speak), Karls (freemen) and Thralls (slaves). Lords are generally found in traditional Jarl lineages, but that might change. Since this is a Dark Ages narrative, what counts the most is the power a man can amass. Legitimacy through law and tradition is important, but it might be trampled by practices and economic interests. For the most part, decisions are made by a meeting of the people (the Thing). Depending on the balance of power, the Thing will elect a Jarl for the area it occupies (each of the territories I mentioned earlier will have a collective that meets once a year, where every freeman gets a vote). Notice, though, that strong leaders with a good deal of armed men or with enough cunning might be able to trample this tradition in favor of their own desires. </p><p></p><p>As for the kings…. Well, they appear when a leader becomes rich and strong enough to influence several territories, gaining support of other leaders to himself. In that case, he might declare himself or be declared king. When such a thing happens, it’s only natural he listens to those that supported him. A king might have an entire gathering of Things for councilors, defining laws and matters of war by reuniting them all. Other kings might simply answer to a diet of Jarls that lead the territories that are his allies. Others, gathering enough power, might listen to no one, forcing their decisions through intimidation and blood. The current king has lost influence, since he’s advanced age stops him from going on raids or to make war. His sons are trying to keep his influence, but obviously each of them gather its own allies, and the future of the kingdom is uncertain. Odds are it will disappear into more petty kingdoms. Also, there are lands up north and into the south that never truly recognized the man as king, and these areas are now a constant source of conflict.</p><p></p><p>Economy works around two main assets: land and gold. It’s a lot like the kingdom of the franks at this point. Land is important, but it demands stability to produce enough. Farmers are valued, but everyone understands the importance of easy-to-carry fortunes. Coin, gold and spoils are relevant. Slaves are not only valuable but also the ones that work the land for the most part (even though there are paid workers everywhere these days).</p><p></p><p>Well, this is the bare-bones version of the idea. I’d like to hear your opinions about it. Soon enough I’ll name areas and people and present the narrative, but first I need to see if you guys agree with the scenario. There’s plenty more, but I’m trying to limit myself to the necessary for character initial work.</p><p></p><p>Also, I had a few good ideas for both pure-human and rebranding versions of the game. As the others give their opinions, I’ll set the nails on it!</p><p></p><p>EDIT: also, consider that there are several roles to be fulfilled within society that demand noblemen and freemen alike. Personal guards, political allies (Much like the twelve peers of Charlemagne – our deer paladins!), law speakers (those that proclaim laws old and new to the masses at meetings), heralds, champions, priests, etc. At some countries, the way these roles are fulfilled might change. Here, all of these positions have separate individuals for them, even though sometimes they might be absorbed or sprung around the Things.</p></blockquote><p></p>
[QUOTE="Archon Basileus, post: 6968419, member: 6855545"] Ok. I’ve been meditating about this, since we are trying to convey a certain ambience within the confines of our game. The game starts at the last breath of the Dark Ages for the tribes involved. There are several countries and independent lands, and kings might rise and fall in an alarming pace. It’s the historical age of “petty kingdoms”, if you will. Right now, the country, so to speak, is divided in twenty different territories, all formally independent from each other. Economic and political relations make them rely on each other for protection and survival. Almost all of them have a chieftain of their own, generally a member of the noble class (a Jarl) of a rich family, even though some places might end up electing a member of the commoners (Karl) that has land, riches or armed supporters. Note that more than half these territories are mainly pantheonists (pagans), with the remnant being pagan variants or demiurgic. This is particularly important, since demiurgic areas are influenced by southern culture (from across the sea) and are prone to defend a feudal organization for the country (with unity under one king, a formal noble class, an organized army, orders of knights, and so on). Northeast holds two other countries under the same situation. One of them is entirely pagan, though, and prone to unification under pantheonist banners. Both are dubious allies to the country where we begin, and might wage war if enough advantages are to be found. What stops them from invasion is the ongoing conflict between them and within their own frontiers. At south, a collection of petty kingdoms sprawl throughout an expansion of planes and river valleys. Some of them are in the first stages of feudal development, already implementing religious knightly orders and a nobility scheme under a ruling king. They tend to view kings as sacred leaders, differently than the northern countries, that see it more as a station for capable leaders and commanders and less as a divinely granted position. To the southwest we have the core of demiurgic countries. Some of them wage war against the southern petty kingdoms, others wage war against their similar counterparts. All of them have historically been the victims of sea and land invasions perpetrated by the players’ peoples. I’ll add a map and the names for the nations soon enough. But this is mostly so you guys can conceive your characters for now. I’m going as close as possible to Viking society, without losing the complexities it entails. That being said, you have three classes: Jarls (noble leaders, so to speak), Karls (freemen) and Thralls (slaves). Lords are generally found in traditional Jarl lineages, but that might change. Since this is a Dark Ages narrative, what counts the most is the power a man can amass. Legitimacy through law and tradition is important, but it might be trampled by practices and economic interests. For the most part, decisions are made by a meeting of the people (the Thing). Depending on the balance of power, the Thing will elect a Jarl for the area it occupies (each of the territories I mentioned earlier will have a collective that meets once a year, where every freeman gets a vote). Notice, though, that strong leaders with a good deal of armed men or with enough cunning might be able to trample this tradition in favor of their own desires. As for the kings…. Well, they appear when a leader becomes rich and strong enough to influence several territories, gaining support of other leaders to himself. In that case, he might declare himself or be declared king. When such a thing happens, it’s only natural he listens to those that supported him. A king might have an entire gathering of Things for councilors, defining laws and matters of war by reuniting them all. Other kings might simply answer to a diet of Jarls that lead the territories that are his allies. Others, gathering enough power, might listen to no one, forcing their decisions through intimidation and blood. The current king has lost influence, since he’s advanced age stops him from going on raids or to make war. His sons are trying to keep his influence, but obviously each of them gather its own allies, and the future of the kingdom is uncertain. Odds are it will disappear into more petty kingdoms. Also, there are lands up north and into the south that never truly recognized the man as king, and these areas are now a constant source of conflict. Economy works around two main assets: land and gold. It’s a lot like the kingdom of the franks at this point. Land is important, but it demands stability to produce enough. Farmers are valued, but everyone understands the importance of easy-to-carry fortunes. Coin, gold and spoils are relevant. Slaves are not only valuable but also the ones that work the land for the most part (even though there are paid workers everywhere these days). Well, this is the bare-bones version of the idea. I’d like to hear your opinions about it. Soon enough I’ll name areas and people and present the narrative, but first I need to see if you guys agree with the scenario. There’s plenty more, but I’m trying to limit myself to the necessary for character initial work. Also, I had a few good ideas for both pure-human and rebranding versions of the game. As the others give their opinions, I’ll set the nails on it! EDIT: also, consider that there are several roles to be fulfilled within society that demand noblemen and freemen alike. Personal guards, political allies (Much like the twelve peers of Charlemagne – our deer paladins!), law speakers (those that proclaim laws old and new to the masses at meetings), heralds, champions, priests, etc. At some countries, the way these roles are fulfilled might change. Here, all of these positions have separate individuals for them, even though sometimes they might be absorbed or sprung around the Things. [/QUOTE]
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