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Society OverviewRuling Body:The governing bodies are as follows:1.The Council of the Gods2.The Senate3 The GuildsWhen needed, these governing bodies conveine, Such as when a rule is broken
or on some rare occasion a law needs changed or added (this is for the Gods
Council as they are the GM's and help run the game and is something truly
rare). The Council of GodsThe Council of Gods is made up of the 8 God/desses of the Land of Shadow Realm. These are the God/desses of Death, War, Peace, Love, Fate, Wisdom, Magic, and Creation. Each of these positions has it's own duties in helping run the game. Depending on the amount of Believers that a God or Goddess has, the more powerful that God or Goddess is. This is reflected by a raise in Hit Points (HP) . The Base HP of a God/dess is 15 HP. The ceiling is 25. For every 5 believers, a God or Goddess gains 1 HP. These are Powerful entities, though their are limits to their power. Each is in charge of his or her own Provence. These Provinces at times overlap each other and for this they must work together. -------------------------------------------------- The SenateThe Senate consists of 2 reps from each of the Lands Clans,Tribes, and Kingdoms, and from each of the lands families. It also has 2 reps from the Lands Rogues Faction, depending on the population of the Rogues. There must be at least 20 Rogues for a Rogue Faction. The Senate meets when one of the laws of the land are broken, or a new one needs made or gotten rid of... The Senate holds no power over the game itself like the Gods, but instead, it is the governing body of the Realm. For the most part, it governs alone, but should it be needed, the Gods or the Guilds can step in to keep the Realm in order, and make things fair for all the players so no one group runs the entire world. RoguesRogues are those whom have no social group perse. Whether this is by Choice or consequence. The Rogues choose 2 spokespersons from their numbers as their voices in the Senate. FamiliesA Family is the bridge between the rogues and a full clan. A new Clan is a family first before it becomes a clan. Families are between 5-11 members. They start with the same HP structure that the rogues have, but they offer positions that allow higher HP then a Rogue can ever achieve. A family would have 500-1,100 NPC units ClansA clan is the second highest social group in Shadow Realm. They have 12 - 49 members A clan has higher HP. a clan would have 1,200-4,900 NPC units TribesThis is the next step up for a social group to evolve into, A Tribe has between 50 - 99 members. a tribe would have 5,000-9,900 NPC units KingdomsThis is as high as a group can hope to acheive. A Kingdom has 100 or more members. A kingdom would have 10,000+ npc units. -------------------------------------------------- The GuildsThe Guilds of the land are the groups that bind the classes together and keep them operating under their ethical codes, codes of honor etc.... and keep the Realm from becoming too corrupt. etc... -------------------------------------------------- For every member of a group, that group gets 100 NPC units for quests or war, the group gets to choose what manner of units they have. A necromancy / black mage type group may wish lich units, zombie units, and ghouls, etc, a more knightly based group would want paladins, crusaders, and clerics, etc... these units are for use in war and in quests and what type they are is entirlley up to the individual groups, giving them an extra bit of storyline, all units are created equal. that means a family would have 500-1,100 npc units, a clan would have 1,200-4,900 units, a tribe 5,000-9,900 and a kingdom would have 10,000+ npc units...
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Families |
Clans |
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Arthurian Kingdom (Ak)
Bloodfang Greecian Myths Goblin Kingdom (Gk) Soul Reapers (sR) |
DeSade Desciples of Nod (DoN) |
Tribes |
Kingdoms |
| none | none |
The Gods of War and Peace watch over this Guild.
The Knights Guild keeps order among the ranks and classes of fighters that generally operate under a code of honor. The honor of the warrior. The Knights themselves must operate under a much higher code than expected of the other fighting ranks however, they are to live and die by their code, and their code is enforced by all the knights of the kingdom. This Guild ultimatley controls all the Lands Knights. The Knights Guild may strip the knighthood from a dishonorable knight if it is neccessary. They may also suspend the Knights privelage to spar or Quest.
Knights of Social Groups obey their clans in all things so long as
their actions are honorable. The Knights Guid clearly defines waht
is honorable or dishonorable for a Knight. If a Knight acts dishonorably,
this Guild takes him to trial. If he or she is found guilty, punishment
is decided and immediatly dispensed. A Knight may be restricted from
quests and spars for a time, demoted to a lesser Knight level, stripped
of knighthood, or even killed if the act was found dishonorable enough.
If a Knight is ordered to act in a dishonorable manner, honor dictates
that he or she remind their leader that this act is of the dishonorable
nature, and if the leader insists, honor dictates that the Knight report
their order to the proper authorities, and break with their Social
Group and become a wandering knight until such time as they find an
honorable clan (they may also stay clanless if they wish, and
remain a wandering knight) If the group in question seeks retribution
on this Knight, he is under the protection of every Knight of the
land, because he is under the protection of the Guild itself. (all
for one, one for all etc) No Knight of the Land may seek to harm
this Knight, or the Guild will Immediatly strip them of their Knighthood
and mark them for death. The Social Group attempting to get this
Knight to act dishonorably and seeking to punish him after he leaves
them shall be brought to trial in front of the Councils. If found
guilty, they will be stripped of their status and all privilaes of
a resident social group in the game, (HP, and voice in the Senate).
After a long while, if they act honorably etc, it can be restored
by the Councils if they vote them back in, but if they are again
voted out for similar deeds it is forever. The Knights Guild is the
closest thing to police in the Land, and they enforce the laws, and
seek to keep the peace in the Land.
The Knights Guild is also responsible for classes other than just Knights, Examples of what classes you would find here are knights, swordsmen, samurai, calvary, templars, paladins, barbarians, berserkers, rangers, soldiers, militia, archers, constables and other lawmen, mercenaries, and guards... (and also some bounty hunters, though this is a grey area)
Watched over by the God/dess of Magic.
This Guild makes sure that the rules and laws of Magic are not broken. If they are, the one doing so is dealt with. Punishment may be restriction from magic duels, and questing, or even taking away the magic users abilities for a time, or even permanently. The severity of the offense dictates the punishment, the Magic Users Guild makes the call... if it is a minor offence, magical powers may be suspended in the person in question, for a determined amount of time. A major offense is punishable by taking away all magic ability forever. This shall make the guilty party Human if he or she is a magical creature. They will become Mundane (incapable of magic for the rest of their life).
In this guild you would expect to see Mages, Wizards, Sorcerers, Bards, Illusionists, Invokers, Evokers, Diviners, Seers, Shamen, Conjurers, Necromancers, Shapeshifters, Alchemists, Elementalists, Enchanters, witches....
This Guild keeps the spiritual ranks and classes in order. In the beginnings of the Realm it will be a subguild of the Magic users guild, until it is large enough to be operated individually, however, they will never truly be seperate, as one would expect they would work together in many things.
In this Guild you would find Priests, Priestesses, Clerics, Druids, Healers, Apothecaries, herbalists, midwives...
Honor among theives... Only a catchy phrase? perhaps... but we all
work under our own ethical codes....
This Guild is very good at keeping itself hidden just well enough to
not be brought to justice, yet seen enough to inspire fear in those
that know of it's existance... and lets face it, everyone knows, it's
just no one is talking... and those that try typically don't live long
enough to say a word...
As you may recall reading in the knights guild, the knights guild contains the honorable fighters of the land, here is where the ones that don't give a fig about honor fit into society... the backstabbers, etc
Think of this guild like a medeival mafia... many well to do business fronts, bodies found mutilated in back alleys, if they are found at all...
Here you will find the Theives, pickpockets, cut throats, pirates,
and swindlers of the realm;
As well as the Ninja, Assassins, Spies, Black Knights, and the less
than honorable bounty hunters...
Here you will find the smell of capitalism! This Guild exists to help regulate prices and make sure the citizens are not being fleeced, making sure that everyone gets quality merchandise at reasonable prices (we hope, that is at least what they tell us they are about... some say the Theives and assassins guild has infiltrated this guild, but when we looked for them to ask them to explain this we couldn't find them... left town perhaps...)
Here you will find all aspects of commerce classes and positions... Blacksmiths, Armorors, Pub owners, Merchants, street vendors....
There are three Elder Gods in Shadow Realm. Each Elder God holds domain over three power centers. Each of these three power centers has an office of a Minor God that holds power over only that power, and answers to the Elder Gods. It is the responisibility of the Elder God over these positions to fill them, and to ensure that the job is being done.
These 3 work under Creation:
The Goddess of Nature Oversees all things of Nature, and the Elements.
Oversees births (and resurrections in correspondence with Death and Fate.).
oversees deaths and makes sure that they were legal and right, if Death believes that they were not, s/he may work with Life and Fate to resurrect the character.
These 3 work under Thorne:
oversees all wars, makes sure that they are IC and that OOC is not brought into it. Watches out for cheating, if cheating is discovered War can take away the cheaters ability to fight at all. (CM's 'Combat Masters' are Wars minions.)
Weaves the web of Fate. oversees the Quests, runs quests (QM's ''Quest Masters' are Fates minions) Keeps an eye on story lines to make sure that they flow well and stay IC at all times.
Acts at times like a Muse. Players bring new ideas to Wisdom so that they are brought to a vote anonymously. This lets everyone vote on an issue without prejudice to the source of the idea. Whether it be for or against the player that was the source. If an idea is voted in, the player that brought it to Wisdom is given the credit for it in the "Chronicles of the Muses" Page, kept up by Wisdom.
These 3 work under Maeve:
oversees magical systems. Makes sure Magic is used correctly in the game. Oversees theMagic Users Guild. Can suspend a characters ability to use Magic, natural or learned.
oversees Peace, negotiations, and treaties and bonds between clans.
oversees marriages and divorces, defines the social rules for courting.
Each Lesser God or Goddess starts out with 15 Hit Points (HP), and one Avatar with each 5 believers they get 1 more HP, but they can get no higher than 25 HP. When a God reaches 20 hp he or she is allowed another avatar, and another at 25, at this point the hp they earn in believers is divided among their avatars until they reach their ceilings as well.
Each God or Goddess is alloted 3 Avatars to help them with their duties
at full power. They start with one and work their way up to 3 as they
gain followers (see above). These Avatars are likened to angels, and
are the servants of that God or Goddess. . Once a God/dess is at 25
HP they themselves can no longer gain anymore HP themselves, instead
they give any HP they earn after this ceiling is reached to their avatars.
The Avatars start out with 10 HP, and they receive more when their
God/dess gives them more after they themselves have reached their HP
max. The Maximum HP that an Avatar may receive is 15. The strongest
Avatar is as powerful as the weakest lesser God.
This HP ladder system will inspire the avatars to work diligently for
their Gods, the better job they do, the more people believe in their
God, the more people believe, the stronger the God, the stronger the
God, the stronger the avatars. This makes the Gods and the Avatars
work to the best of their ability for the players and the game itself,
for their own best interest. In the end, everyone wins.
1.The Elder Gods are the Heads of the Gods Council.
2.Gods do not attack or harm the other players unless it is in defense of themselves or someone under their protection. In an extreme circumstance, Gods may even hunt down one who attacked them or someone under their protection, for example: Their Avatars, Priests, Family, or any others they have declared under their protection. The Gods also have the power to mete out Justice, should it be called for. Preferably, it is brought to the Gods Council and a Council decision is made...however should it call for it, a God can mete out justice on the spot..BUT ONLY IF CALLED FOR! Afterwards the Gods Councl will review the situation and determine if any further action needs to be taken.
3.The Council of Gods enforces the rules upon each other, when one looks to have stepped out of line, or is no longer able to perform their duties for RL or IC constraints The Council of Gods can strip them of their power and place in the game, and another may be set up in their place.
4.The Gods must follow the same rules as anyone else in the game, though IC as gods they have the power to have information that a normal character would not, such as what is said in logs given to them as evidence, such is the power of omnipotence, a power of a God, this shall not be used unless a game rule is broken.
5.Each God office changes somewhat with the god that holds it, they may use their powers differently or call their avatars something different (avatar is a general description of the Servants of the Gods) Creation may call hers Divas, Love may have Cherubs, War can have Horsemen....... Setting up their own system is up to them.
6.Gods of Dubhar Tiliath, the Shadow Realm must remember, that while their character may be written to behave a certain way, and we wish to be as true to our characters as possible, certain aspects must be sacrificed to fulfill the obligations as a God. In other words..you can not run a muck as you normally would. The gods have guidelines that must be followed.
7.The Gods must be able to seperate IC from OOC. The Gods are able to RP yes, by all means, do so and have fun, but the Gods also have an OOC responsiblity to the game that must not be forgotton. For example: A god may not step down from their position as part of a SL.
8.When Gods are being chosen by the Goddess of Creation and the Elder Gods, OOC will be taken into account as well as IC. Since the Gods must interact and deal with the public of Dubhar Tiliath, the Shadow Realm on an OOC basis often, we must be assured that they can be fair and rational OOC.
9.As Dubhar Tiliath, the Shadow Realm is still a very new land, the Gods hold a large part of the responsibility to help it grow. They accept this responsibility when they accept their Godhood. If this means staying in AnLar when there is no one else their and waiting for someone to come in, fine.
10.The Gods are expected to show at least the bare minimum of respect
to their fellow Gods. However, should the Gods decide a fight, etc...
are part of a SL, that is left to them to RP at their discretion. Do
be sure to inform the other Gods that it IS in fact part of a SL, however.
Copyright 2003 Thorne Meripen, All Rights Reserved.
All work property of Thorne Meripen unless otherwise specified.