Post by Darko on Apr 14, 2017 19:17:04 GMT
In the early 42nd millennium, the Imperial world of Ignatio Prime - renamed for a heroic Space Marine commander in the Great Crusade who sacrificed himself defending the people - was suddenly engulfed by a warp storm. Every Astropath on the planet screamed in union as their minds were simultaneously destroyed by the empyrean. At night, the stars became invisible and by day, the sun's warmth seemed so fearful of the planet that a blanket of snow fell in the middle of summer. The finest minds and experts convened at the request of the planetary governor in the planet's capital city, where they deliberated for six days and six nights. Finally, they concluded the storm would not dissipate for at least several centuries - if the Emperor smiled upon them. Logicians calculated that the planet only had enough food reserves to last for three years. The planetary governor allegedly went mad and shot himself, or so the rumours say. Word quickly spread that the world was cut off from the Imperium and governor Reginald the ninth had abandoned his people in their hour of need. People began to panic, fighting for scraps of food and Throne Gelt. The Adeptus Arbites took the streets to regain control of the citizenry, initiating marshal law and executing dissidents by the hundreds.
The noble houses in control of the rest of the planet realised that the chain of command was breaking down and that they would have to look out for themselves from now on. There was no one to call for help. No reinforcements. No Imperium.
You're on your own.
In this game, set in the 40k universe, a single planet is now isolated from the rest of humanity and is on the verge of descending into absolute mayhem. The leadership has broken down, the paramilitary Adeptus Arbites have assumed control of the capital city and are asserting their own authority. However, it is a big planet, and you, as leader of one of the noble houses in control of a large piece of territory, must decide how to proceed. Human nature will soon assert itself as everyone vies to control the scant resources left, consolidate their own power or just straight up go mad. The planetary governor is dead with no heirs leaving only the regional governors and their private resources to decide what to do.
Most of you will know how nations games work. Here's a quick recap. Every 'turn' you will PM me your orders and research, and then I will post the results in the public thread. In this game, I plan for each turn to be one full year, both to allow for plenty to happen, keep the pace of the game reasonably fast. Oh, and because it's 40k - a setting that begs for large scale decisions with massive consequences over long periods of time. That's half the fun.
So in essence this is much like a typical nations game, albeit in space, in 40k. I'll create a map at a later date, so for now just register interest below. Feel free to write some background for your noble house/regional governor character, although be aware that your leader may potentially change throughout the game - however you will ultimately have a large degree of control over this. Only through death or being deposed can you lose your character against your will.
Each faction will have a number of stats, ranging from 0 to 10, with 10 being the best and 0 being critical, usually with dire ramifications.
Zeal:
Loyalty:
Economy:
Agriculture:
Treasury: (Note: treasury can go up to 100)
Inner circle:
This is a council of advisers and subordinate leaders to your faction leader who may have different bonuses and drawbacks.
Regional Governor - your faction's leader. Individual titles may vary. All major decisions and political discussion is orchestrated by your leader. As necessary, it may be prudent to replace your leader with other candidates, however this can have wider consequences. Alternatively a leader can become so revered and pivotal to your operations that they become a high-priority target for your enemies.
Magos - the highest ranking member of the Machine Cult in your faction. They are the ones who keep your war machines functioning, your economy producing weapons and equipment, as well as the ones you have to go through to try and research new technology. Particularly at first, this will be a difficult task due to the Adeptus Mechanicus reviling innovation by ancient decree.
General - the commander-in-chief of your military forces. They determine the effectiveness of your troops in battle.
Chief Enforcer - the commander of your internal police forces. They ensure your populace stays in line and they enforce the laws dictated by the Governor.
Spymaster - an individual responsible for bringing information to your leader through informants, bribes and investigation. They are also the ones who organise assassinations, subterfuge and, obviously, spying on your enemies.
High Priest - initially the highest ranking member of your faction's Adeptus Ministorum contingent, they oversee all matters of the faith and are considered holy individuals. This makes them powerful and influential, with considerable sway over the general populace. Appeasing them is wise, manipulating them is difficult and they can be a thorn in your side - but they are also incredibly useful at keeping the Emperor-fearing population in check.
Obviously this is just a work in progress and I don't ideally intend to start this for another week or two at least. I'd love to finish Black Valkyrie first but eh, whatever happens, happens. This is mostly just designed to be a relatively fun but simple RPG for me to GM during the exam season over the next few months and going into summer.
I plan for each turn to be posted at the end of the week, so nothing will be too rushed. This isn't going to be the grand, sweeping narratives of some past nations with 20,000 word write-ups - both for my sake and yours. This is going to be like how they used to be originally. Simple and fun. I know most people are probably a bit weary of me doing so many 40k RPs, but we've never had one like this and as it's my first nations game, I thought I'd stick to what I know. If this one is successful then I might do another one in the future, possibly post-apocalyptic or fantasy homebrew style.
Anyway! The setting is designed so that despite the fact it's 40k, over time, you guys can get really imaginative. Being cut off from the rest of the Imperium gives you a lot of freedom, so I expect things will get very interesting.
When I have more time I will do the map, as well as a simple faction/nation creation process and probably create a list of different traits with advantages/disadvantages for you guys to choose from to give yourselves unique buffs and drawbacks right from the start. I'm not sure exactly what form that will take yet, but again, as with the rest of this RP I plan to keep it pretty simple.
I am 100% open to you guys giving suggestions and even submitting background for this world, its history and so forth. It'll be a lot more fun to fight over and try to preserve/destroy this world if you guys actually give a shit about it.
But for now you should mostly focus on creating the heart of your factions; your noble house and leader. It won't necessarily give you any benefits, but will let you go into the game with the type of mindset you want. Of course, we'll work out all the details later.
I will also probably create some sort of side thread for IC negotiations or something like that too, to make all that characterization worth it.
Also, I know the title might sound a bit funny. I just came up with it on the spot, it might change, it might not. I needed a placeholder anyway.
The noble houses in control of the rest of the planet realised that the chain of command was breaking down and that they would have to look out for themselves from now on. There was no one to call for help. No reinforcements. No Imperium.
You're on your own.
In this game, set in the 40k universe, a single planet is now isolated from the rest of humanity and is on the verge of descending into absolute mayhem. The leadership has broken down, the paramilitary Adeptus Arbites have assumed control of the capital city and are asserting their own authority. However, it is a big planet, and you, as leader of one of the noble houses in control of a large piece of territory, must decide how to proceed. Human nature will soon assert itself as everyone vies to control the scant resources left, consolidate their own power or just straight up go mad. The planetary governor is dead with no heirs leaving only the regional governors and their private resources to decide what to do.
Most of you will know how nations games work. Here's a quick recap. Every 'turn' you will PM me your orders and research, and then I will post the results in the public thread. In this game, I plan for each turn to be one full year, both to allow for plenty to happen, keep the pace of the game reasonably fast. Oh, and because it's 40k - a setting that begs for large scale decisions with massive consequences over long periods of time. That's half the fun.
So in essence this is much like a typical nations game, albeit in space, in 40k. I'll create a map at a later date, so for now just register interest below. Feel free to write some background for your noble house/regional governor character, although be aware that your leader may potentially change throughout the game - however you will ultimately have a large degree of control over this. Only through death or being deposed can you lose your character against your will.
Each faction will have a number of stats, ranging from 0 to 10, with 10 being the best and 0 being critical, usually with dire ramifications.
Zeal:
- How devout your population is to the God-Emperor of mankind. Low zeal can lead to corruption and even chaos worship. Some may actually embrace this at their own risk, however most are wise enough to resist the eternal damnation of their souls. High zeal will lead to overall benefits across your faction such as greater military resolve and your populace working harder, gradually increasing your economy. However a more zealous populace will resist innovation and change, while a less zeal population will be more open-minded to adapting to new ways of life.
Loyalty:
- How loyal your population is overall to your current leader. Low loyalty risks your leader potentially being deposed. High loyalty increases prosperity and security.
Economy:
- Your economy is based on how hard your citizens are working, and will determine how much excess income you get (which goes into your treasury). If your economy is too low you won't be able to fund anything, including armies, which will lead to anarchy and riots, eventually followed by the breakdown of society as a whole if the situation isn't remedied.
Agriculture:
- A measure of your faction's ability to produce food. Being cut off from the rest of the Imperium and thus the shipments from nearby Agri-worlds, investing in agriculture will eventually become vital to the survival of your faction. Finding ways to Disrupt the agriculture of other factions is a cunning way to indirectly damage them. If your agriculture is too low then your populace will begin to starve.
Treasury: (Note: treasury can go up to 100)
- An abstract measure of your faction's wealth, resources and assets. Expensive decisions such as raising a new army and outfitting them all with carapace armour will use treasury. A stable treasury should be around 25 to 40. Any less is a concern and more is extreme prosperity.
Inner circle:
This is a council of advisers and subordinate leaders to your faction leader who may have different bonuses and drawbacks.
Regional Governor - your faction's leader. Individual titles may vary. All major decisions and political discussion is orchestrated by your leader. As necessary, it may be prudent to replace your leader with other candidates, however this can have wider consequences. Alternatively a leader can become so revered and pivotal to your operations that they become a high-priority target for your enemies.
Magos - the highest ranking member of the Machine Cult in your faction. They are the ones who keep your war machines functioning, your economy producing weapons and equipment, as well as the ones you have to go through to try and research new technology. Particularly at first, this will be a difficult task due to the Adeptus Mechanicus reviling innovation by ancient decree.
General - the commander-in-chief of your military forces. They determine the effectiveness of your troops in battle.
Chief Enforcer - the commander of your internal police forces. They ensure your populace stays in line and they enforce the laws dictated by the Governor.
Spymaster - an individual responsible for bringing information to your leader through informants, bribes and investigation. They are also the ones who organise assassinations, subterfuge and, obviously, spying on your enemies.
High Priest - initially the highest ranking member of your faction's Adeptus Ministorum contingent, they oversee all matters of the faith and are considered holy individuals. This makes them powerful and influential, with considerable sway over the general populace. Appeasing them is wise, manipulating them is difficult and they can be a thorn in your side - but they are also incredibly useful at keeping the Emperor-fearing population in check.
Obviously this is just a work in progress and I don't ideally intend to start this for another week or two at least. I'd love to finish Black Valkyrie first but eh, whatever happens, happens. This is mostly just designed to be a relatively fun but simple RPG for me to GM during the exam season over the next few months and going into summer.
I plan for each turn to be posted at the end of the week, so nothing will be too rushed. This isn't going to be the grand, sweeping narratives of some past nations with 20,000 word write-ups - both for my sake and yours. This is going to be like how they used to be originally. Simple and fun. I know most people are probably a bit weary of me doing so many 40k RPs, but we've never had one like this and as it's my first nations game, I thought I'd stick to what I know. If this one is successful then I might do another one in the future, possibly post-apocalyptic or fantasy homebrew style.
Anyway! The setting is designed so that despite the fact it's 40k, over time, you guys can get really imaginative. Being cut off from the rest of the Imperium gives you a lot of freedom, so I expect things will get very interesting.
When I have more time I will do the map, as well as a simple faction/nation creation process and probably create a list of different traits with advantages/disadvantages for you guys to choose from to give yourselves unique buffs and drawbacks right from the start. I'm not sure exactly what form that will take yet, but again, as with the rest of this RP I plan to keep it pretty simple.
I am 100% open to you guys giving suggestions and even submitting background for this world, its history and so forth. It'll be a lot more fun to fight over and try to preserve/destroy this world if you guys actually give a shit about it.
But for now you should mostly focus on creating the heart of your factions; your noble house and leader. It won't necessarily give you any benefits, but will let you go into the game with the type of mindset you want. Of course, we'll work out all the details later.
I will also probably create some sort of side thread for IC negotiations or something like that too, to make all that characterization worth it.
Also, I know the title might sound a bit funny. I just came up with it on the spot, it might change, it might not. I needed a placeholder anyway.