Difference between revisions of "User:Chénier/Dwilight Project"

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''Notice: This is currently a draft of multiple messages, in their more or less original form. Many of them contradict eachother, they are here to be later compiled into a more coherent form.''
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''Notice: This is a work in progress.''
==The Project==
+
=The Project=
===Preamble===
+
==Preamble==
 
New continent, new opportunities. What we are putting forward is a plan for a realm unlike any other. We want to take into consideration the critics of how some things are misused, and make them right. We want to use a new approach to realm-building. Quite simply, we are attempting to create the "perfect realm''(s)''" ''(details further)''.
 
New continent, new opportunities. What we are putting forward is a plan for a realm unlike any other. We want to take into consideration the critics of how some things are misused, and make them right. We want to use a new approach to realm-building. Quite simply, we are attempting to create the "perfect realm''(s)''" ''(details further)''.
  
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Having layed out the general outlines of the plan, we shall further elaborate on the core concepts before moving on to the main body.
 
Having layed out the general outlines of the plan, we shall further elaborate on the core concepts before moving on to the main body.
  
====Core concepts = Originality, Depth, Fun:====
+
====Core concepts: Originality, Depth, Fun====
 
Originality because, well, it's rewarding, and it adds spice to the
 
Originality because, well, it's rewarding, and it adds spice to the
 
whole continent when something is different. Depth so that those who
 
whole continent when something is different. Depth so that those who
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everyone (not as fun for most players when they have to begin from
 
everyone (not as fun for most players when they have to begin from
 
scratch because their realm was reduced to nothing).
 
scratch because their realm was reduced to nothing).
==Source==
 
===Part 1===
 
Well we talked about the plans like crazy on IRC tonight, an old
 
concept of mine (http://wiki.battlemaster.org/index.php/User:Ch
 
%C3%A9nier/Draft1), revived taking all the new info we have into
 
account, and modified accordingly.
 
  
Key points:
+
==Civilization==
 +
===Name===
 +
'''Tlahtocayotl''', from Nahuatl meaning "kingdom, state, or nation".
  
1) Matriarchy: Feudalism is way more than christian europe. So let's
+
===Culture===
break away from the mold a little, why not a culture which values
+
====Matriarchy====
women over men? This would, of course, be deeply tied to the following
+
We all know of medieval europe, where pre-1300 women were treated as absolutely nothing, and still not all that great after. However, there is no need for the whole of BM to follow christian europe culture, and so we propose an alternative, a shining beacon for all women on the continent, and beyond. A civilization that not only gives them value, but gives them greater value than their male counterparts (overall, some realms of the civilization could/would become patriarchies).
point:
 
  
2) Religion: A religion inspired off the various mesoamerican
+
One notable cultural distinction would be polyandry, where women can hold multiple husbands at the same time. This would not only be an extention of the matriarchy, but would truly be a social adaptation that would have been rather slow to appear in the BattleMaster setting: men are far more numerous than women, such inequality among the sexes is bound to bring forward polygamy.
traditions (Aztec/Inca/Maya/Toltec/etc.), which rules and unites the
+
====Theocracy====
nobles of a certain region, which may span over multiple realms (that
+
Religion is the core of the civilization, everything revolves around it. It is the stable institution that spans over the realms to unite them. These traditions are strongly inspired off the mesoamerican religions, and so come the rituals. Allowing easy communication between it's members, it allows the members of every (potentially small) realms of the civilization to keep in touch with eachother, even if their realms are warring eachother. It allows them all to come together in peace on certain occasions, once again to strengthen the bonds between the warring factions.
would be the goal, to have many realms share it). Though they don't
+
====Warrior Society====
require theocracies, religion is omnipresent, and guides politics and
+
Eternal peace is just as boring as gangbangs and wars of annihilation, so why aren't people doing those border-wars that are preached so much by Tom, which should truly be more fun. So, we take the concept of the [http://en.wikipedia.org/wiki/Flower_war flower wars], for when the civilization is not threatened. The name might make some raise an eyebrow, but these are wargames, strongly tied to the religion. Basicly, the concept is to hold battles between the realms, for the sake of having battles, to spill blood in honour of the dieties and to allow every member of the realms to prove themselves. TOs are useless in these wars, since even though the realms are fighting eachother, they are still part of the same civilization, and exterminating the other is both unthinkable and unprofitable. So in the end, when in "peace", we offer the nobles more combat opportunities than on the war islands, since the consequences for defeat are slim, other than perhaps having a border region looted, and those for victory are great, in terms of morale for the nobility, the honour and prestige gains, and the gold that can be looted. The battles, other than helping strengthen the armies, also entertain them, by giving the nobles something to do other than sit in their capital counting the days pass, and so they are a tool of internal stability.
common-day life (http://wiki.battlemaster.org/index.php/
 
The_Blood_Cult). Human sacrifices are practiced to please the gods,
 
and so we come to the next point:
 
  
3) Flower Wars: Gang-bangs and wars of annihilation are as boring as
+
Another aspect would be the improving of the strength of the nobles themselves, while also entertaining them, allowing them to interact with others, and also giving them more chances to collect gold. This would come through regular swordfighting tournaments, where, since the realms never truly threaten eachother, mass participation could be possible, and with the gains related to joining them, there would be very little reason for nobles not to join them. The desired internal aspect of this tradition is again to entertain the nobles, and therefore improve internal stability, but also to strengthen them up. Constant swordfighting tournaments encourage nobles to train their swordfighting skills, and a civilization where swordfighting is better mastered than elsewhere is a civilization with quite an edge on the strategical aspect. Another facet of this would be a laxer approach on infiltrators, as well as a religious protection. An increased threat also encourages the nobles to train, but this is more aimed at allowing the infiltrators themselves to train and become experts themselves, so that when the civilization is threatened, the invader faces a real threat, on all levels, as he is pacified by sword, shadows, and words.
eternal peace, and so this is the most logical, not to mention fun,
+
===Decentralization===
alternative. Realms agree to declare war on eachother for a set
+
This concept is strongly inspired off the greek city-states, and is rather simple: You have many small realms, losely affiliated, who war eachother and go on with their own lives, but when a threat arrives (such as the Persians), they unite to battle it. In our case, it gives us many advantages. For one, the more realms we have, the more council positions we have. It's really a no-brainer, but that's the point: to hand out power to as many people as possible, to give out opportunities to as many people as possible. The other direct consequence of this is the greater flower war possibilities that grow along with the number of realms, which brings us back to our point discussed above, and leads yet again to a more pleasurable experience for the players. The other, indirect effect, is that many realms also imply smaller realms, which, in turn, are prone to encourage social mobility, since you cannot have a small clique control the whole empire.
ammount of time, and establish rules. For example, only a few regions
+
===Hierarchy===
are allowed to be attacked, and no TOs will be run. What is the
+
This aspect is somewhat inspired off the papal states. Basicly, it'll be a three step pyramid. At the very bottom are invaders that were repelled and pacified (and converted), or any other realm that is converted or converting without the religion being truly a driving force within it. On the second level are all the colonies that are to be founded, these are the realms that truly define the empire, they are varying and hopefully, many. At the top of the pyramid is the founding realm, the center of the empire, the heart of the faith, the craddle of the civilization. It is the island where everything starts, where tournaments are held, and special instutitions are housed. It is, in many ways, comparable to the Vatican.
inscentive? For rulers, it's obvious, it's political stability. If the
+
===Foreign Relations===
nobles are off warring and having glory, then they are pleased and
+
Being so unique and different, one can't help but wounder how this civilization will interact with the others. The main approach put forward here is the cold war mentality, between the capitalist powers of the west and the Soviet Union, more precisely, the peaceful coexistance period. The tensions and mystery and great elements to add excitement to the game, on all levels of power (from mere knights to rulers).
aren't thinking of change. For the nobles, constant h/p gains, and the
 
ability to loot as they want the selected regions. These war-games are
 
a kind of competition, whith deep religious significance, that also
 
allows the warriors to capture their sacrifices-to-be.
 
  
Now, the current idea is to have people start (LJ will resume
+
This aspect brings us back to the monthly tournaments. They are a perfect way to promote strength within the empire, however, they are also perfect ways to demonstrate strength to foreigners, much like the olympics during the cold war (think Rocky IV), as well as the culture with the religious rites associated (human sacrifices) and through interpersonnal contact. This also has an economic effect favourable to the empire and the growth of the capital: such constant tournaments, with reasonnable entree fees, are bound to give the empire an eventual monopoly over the swordfighting tournaments, as others would not be able to attract enough people to make profits.
preaching The Blood Cult on Beluaterra, and will do the same on
 
Dwilight) in Springdale. Once enough strength is gathered, the forces
 
travel to do a CTO of Libidizedd. There, the religion is founded, the
 
hiearchy and politics established... overall, the whole structure of
 
the realms to be are determined. This small island will be The Blood
 
Cult's Vatican, it will be the heart of the civilization. Once it is
 
strong enough, it expands to form colonies around it that will share
 
it's faith. The goal is to have as many colonies as possible (really
 
doesn't matter if they are tiny) so that, in peace time, they may have
 
flower wars with eachother so as to better themselves, and entertain
 
the warriors while no threat is present. If an outside force threatens
 
one of the civilization's realms, they band together to protect
 
eachother, and so the many small realms can resist bigger ones, and
 
are not threatened with destruction themselves.
 
  
We discussed much more, from culture to strategies, but those were the
+
So while it doesn't try to destroy the rest of the world (though convert a good chunk if possible), it does what it can to stay strong, sovereign, and imposing.
main lines. This is basicly shameless advertisement for those who want
 
to create something truly different, that should be fun for everyone
 
(that's perhaps the main goal I had in mind when designing it all).
 
So, if you have ideas, or want to join in, just say so! :P
 
  
===Part 2===
+
==Realm==
 +
===Name===
 +
None has been discussed so far.
 +
===Hierarchy===
 +
This is not a state religion, but rather, these are religious states. As such, religion is intimatly tied to the hierarchy, with priest wielding power and infiltrators a little aside.
  
4) Polyandry: With the number of male nobles far greater than that of
+
Church Elders
female nobles, it's only normal for a society to adjust it's culture
+
Ruler
to reflect the social imbalance. As such, it would not be uncommon for
+
General, Judge, Banker
women to marry more than one man. Their rarity only gives the women
+
Priests
more leverage in the scheme of things.
+
Dukes
 +
Lords
 +
Knights
 +
Church Members
 +
Nobles
 +
Church Aspirants
 +
Freemen
  
5) Polytheism: The whole civilization (the craddle realm and the
+
Complicated scenarios may occur, as you can easely belong to more than one of these classes, but that's intentionnal, especially since church members are more highly viewed than the average noble: in fact, no non-follower should be promoted to any kind of duty, it's undesireable to even knight him if he is not thought to eventually convert.
colonies) worships more than one diety, even though some of them
 
remain rather universal. This has the effect of creating regional
 
dieties, where some of the realms focus on new patron spirits. These
 
would obviously lead to cultural variety, with new myths and values
 
being held across the empire. Besides, pretty much anything passes if
 
it is done "to please the gods".
 
  
6) Human Sacrifices: Yes, of course. This is a tool to stimulate RP,
+
====Groups====
not to mention make politics with foreign realms rather interesting.
+
=====Priestly Council=====
Hangings and lootings can be seen as tools to collect the victims.
+
The advisers to the king, and the council in general. This council holds all the council members as well as the priests, and this is the council where all decisions are approved and taken. People have often complained that the priest was a dead-end class, this shall make it the only (easy) path to achieve political influence, other than being elected to power or being a church elder. This will also favorise the priest class, which is essential to such a religious society, where they will be needed for RPs as well as converting the lands.
Foreign adventurers are free game. A noble that offers his body to the
+
=====Infiltrator Society=====
gods is the greatest gift that can be done to the gods, as long it the
+
Infiltrators are a dealy weapon, if they get to train. They are also a perfect tool to prevent stagnation, through assaults of high-ranking people. As such, as well as to attempt to attract the most infiltrators possible (to rival the Assassins, or surpass them) through extremely lax rules. The infiltrators, with the blessings of the church, are free to do whatever they wish, even stab their own rulers, with the only penalty being the varying prison time. Of course, this would be because they practice the work of the gods, so they would need to be ritualistic about their operations and RP them (just stabbing the king with a fork and running away won't do), and infils not part of this society would be dealt with harshly. As they are a religious society, they also have to do the biddings of the church.
proper ceremony accompanies it, most likely a religious recreation of
 
the myth of creation or something of the like.
 
  
7) Core concepts = Originality, Depth, Fun:
+
==Religion==
Originality because, well, it's rewarding, and it adds spice to the
+
===Name===
whole continent when something is different. Depth so that those who
+
The name remains '''The Blood Cult''', for the added impact it summons in the player.
are active and/or gain power can really immerse themselves in it. Fun
 
so that the average player will enjoy himself and never get bored. The
 
tree together also bring stability, which should bring a long life to
 
the realms, and therefore prolonge the positive experience for
 
everyone (not as fun for most players when they have to begin from
 
scratch because their realm was reduced to nothing).
 
 
 
===Part 3===
 
8) On the gender of the dieties: There are currently 4 gods for the 3
 
goddesses. At first, they may seem odd in a matriarchal society,
 
however on closer examination it just reflects the temporal world:
 
While there are more males than females, it is the females who truly
 
hold the power and most important positions.
 
 
 
===Part 4===
 
9) Sexual division of work: It's a matriarchy, so obviously, the
 
administration of the people would tend more of the side of women.
 
Rulers and judges would therefore tend to be ladies, and since they
 
are the symbol of fertility, they would take care of any food-
 
producing regions. On the other hand, males would tend to manage the
 
ressources and wage warfare, as such their would usually occupy the
 
banker and general role, as well as most marshals. They would also
 
maintain the productive regions, such as cities, mountains, and some
 
forts. While males may hold more *power*, females are more important
 
anyways, due to their religious importance.
 
 
 
===Part 5===
 
10) Decentralisation: Okay, Plato's still fresh in my mind, but hey,
 
we are trying to make a "perfect" realm here, no? So it's back to the
 
idea of city-states. The more realms, the more council positions there
 
are to hand out. The smaller the realms, the more social mobility
 
usually. And for practicality, the more smaller realms you have
 
(instead of one large one), the more flower war opportunities! Like
 
the greeks, all the small realms would unite under a common threat,
 
but would otherwise be free to follow many varying ways of life under
 
the same pantheon, though with their own protector diety.
 
 
 
===Part 6===
 
On Nov 1, 2007 9:31 PM, Dominic <dham0...@gmail.com> wrote:
 
 
 
> 8) On the gender of the dieties: There are currently 4 gods for the 3
 
> goddesses. At first, they may seem odd in a matriarchal society,
 
> however on closer examination it just reflects the temporal world:
 
> While there are more males than females, it is the females who truly
 
> hold the power and most important positions.
 
 
 
Well,  you may not need to create gods and godesses for different things.
 
The aztec dieties came in pairs, with its male and female sides.  (I
 
still don't quite grasp if each of the gendered sides were meant as
 
different entities, or if it was one same god.)
 
 
 
===Part 7===
 
Out-of-Character from Lyse  (4 hours, 35 minutes ago)
 
Message sent to everyone in your realm (132 recipients)
 
That's why we word with the inalienable rights, not against them. The
 
rights, after all, just like the realm, have for purpouse to promote
 
fun.
 
 
 
The doubts I have are on point 9. That requires characters to follow
 
social norms, of a realm unlike any others, instead of going with the
 
old prejudices of time in realm/honour-prestige/whatnot. It also
 
leaves room for misinterpretation, and some unpleasent debate.
 
 
 
However, it's purpouse it to establish a clearer line of aspirations.
 
When you have less options, you are more likely to know what you want,
 
and when there are less people who can get it, you are most likely to
 
get it quicker. At the very least, it's more fun to know that there's
 
only one person in your way before getting a title than knowing there
 
are 10 who've been in the realm a day longer. The goal is to encourage
 
social mobility through specializations (Plato's concept of the
 
classes, with the sex being a determining factor at birth).
 
 
 
Pitch in your opinions, I'm not saying what I done is perfect, this is
 
an attempt to improve it.
 
 
 
Dominic
 
 
 
===Part 8===
 
The problem with point 9 is supporting the matriarchy, to somehow
 
favour female characters, through concrete in-game methods (so that
 
this social reality doesn't get ignored and fade away). However,
 
social norms that can be broken on a whim by a few and make the social
 
hiearchy crumble.
 
 
 
Therefore, if any titles should be reserved for a gender, it should be
 
some that are appointed. However, the system must be versatile, to
 
suit many people's desires. Though the capital realm might be a
 
theocracy, the others must be able to evolve as they see fit, into
 
whatever government they desire. After all, some people preffer
 
monarchies, other republics, etc. The problem with this is that where
 
some places certain positions are appointed, elsewhere they are
 
elected. Therefore, the only things that are universally appointed are
 
knights, marshals, religious rank. Regions are elected at some places,
 
and council positions vary as well.
 
 
 
However, there's an idea that just came to my mind. While it's hard to
 
control those game-created entities, all those message group-based
 
institutions are quite easy to control. As such, we could hold a group
 
of advisors that would be dominated by a sex, while any character has
 
a chance to power.
 
 
 
Also, in the name of diversity as well, a colony being patriarchal
 
would only add to the variety.
 
 
 
===Part 9===
 
11) The Empire: Very decentralised, yet united. The goal, as
 
mentionned before, is to have as many small realms as possible, each
 
going on their own path while remaining true to the religion (which is
 
polytheist and very open anyways). The relation between the colonies
 
and the island realm is truly like the relation between the Vatican
 
and catholic europe during the era of the crusades. While it's
 
imposing on social norms, and manages to unite them on great ocasions
 
somewhat, the politics during normal time remain within the hands of
 
the rulers.
 
 
 
The realms are small and many, and that's intentionnal. Once created,
 
they are imposed a general fundation to build upon, but for most
 
aspects the colonists are free to expand and adapt the realm as they
 
see fit, and to even "discover" their own patron diety. There should
 
(see must) even have a patriarchal colony, so that the males of the
 
empire can gravitates towards there if they become power-hungry or
 
disruptive. That way, the empire can house a wide diversity, and the
 
empire's subjects can all be satisfied.
 
 
 
However, to keep them united, and break the isolation small realms
 
bring, they must be given plenty of opportunities to interact. Sure,
 
discussing with your neighbour during wargames is a good thing, but
 
it's not enough. As such, events must be held to bring them together.
 
The first are pilgrimages. Four major religious festivities per year,
 
at the four soltices (RL, to keep it simple). Perfect opportunity for
 
massive RPs, bring everyone at one place, organise deals, take care of
 
political ennemies, promoting the faith in RP and not just some random
 
number on region statistics, etc. The second are tournaments,
 
prefferably monthly, which would be held in the core realm. Every
 
month, everyone would be able to amass in a single spot, quickly and
 
safely, to boast about their skills, forge new relations, and run a
 
chance at the prize. Once per month also means that anyone that goes
 
to them all, and says one message per tournament, can be reached by
 
anyone else who attended them, so it makes nobles of the empire much
 
easier to contact than would otherwise be normally possible. This
 
tournament would be based on swordfighting (to motivate the nobles to
 
improve the skill, for the better of the realms), and would be RPed
 
with deep religious signification. They should even be RPed as
 
mesoamerical ballgames, which relies on the same abilities and
 
strenghts as swordfighting could. Sacrifices could also be held.
 
However, this is also an opportunity to open the bloc on the outside
 
world, to which it would most likely tend to be closed. It would give
 
an opportunity for the empire's culture to shine infront of the
 
foreigners, who, stunned, gaze upon the grand temples. This would be
 
alot like the olympics during the cold war. Regular tournaments could
 
also have the effect of granting the empire a monopoly over them, as
 
other realms attempting to hold such tournaments would end up having
 
no troop leaders left with the time and gold to afford it, which means
 
that the core realm can almost make a buisness out of it, to finance
 
greater temples in distant places rapidly and whatnot.. In addition to
 
that, it also allows the conversion of foreigners, as the religion
 
could also spread into foreign realms, obviously.
 
 
 
===Part 10===
 
+11) For communication, I was also reminded later of the religion
 
channel. With all of the realms sharing the same religion, it can be
 
used to bring them all together, out of their isolation, into a truly
 
united community.
 
 
 
===Part 11===
 
 
 
Reilwin 
 
View profile
 
More options Nov 8, 1:07 am
 
From: Reilwin <rubydragon...@gmail.com>
 
Date: Thu, 08 Nov 2007 06:07:23 -0000
 
Local: Thurs, Nov 8 2007 1:07 am
 
Subject: Re: Mesoamerican Matriarchy on Dwilight
 
Reply | Reply to author | Forward | Print | Individual message | Show original | Report this message | Find messages by this author
 
Just to note, that there was further discussion on the name of the
 
religion
 
 
 
It's currently gravitating between
 
 
 
1) Ezotl Teocalli (Human Blood Temple, or Temple of Human Blood)
 
 
 
2) Blood Teocalli (most preferred)
 
 
 
and simply
 
 
 
3) Teocalli (Temple)
 
 
 
I can't remember exactly which of the mesoamerican languages this was
 
taken from, but I believe it's from Aztec.
 
 
 
===Part 12===
 
 
V2Blast 
 
View profile
 
More options Nov 8, 6:18 am
 
From: V2Blast <v2bl...@gmail.com>
 
Date: Thu, 08 Nov 2007 11:18:51 -0000
 
Local: Thurs, Nov 8 2007 6:18 am
 
Subject: Re: Mesoamerican Matriarchy on Dwilight
 
Reply | Reply to author | Forward | Print | Individual message | Show original | Report this message | Find messages by this author
 
I'd have to say I prefer the first one, Ezotl Teocalli. I don't like
 
mixing English and Aztec; it just doesn't flow well. And Teocalli's
 
just a bit lacking. :P
 
 
 
===Part 13===
 
 
Gloria Santos 
 
View profile
 
More options Nov 19, 12:47 pm
 
From: "Gloria Santos" <gloria.san...@gmail.com>
 
Date: Mon, 19 Nov 2007 11:47:51 -0600
 
Local: Mon, Nov 19 2007 12:47 pm
 
Subject: Re: [bm-chat] Re: Mesoamerican Matriarchy on Dwilight
 
Reply | Reply to author | Forward | Print | Individual message | Show original | Report this message | Find messages by this author
 
 
 
On Nov 8, 2007 10:34 AM, Dominic <dham0...@gmail.com> wrote:
 
 
 
> I'll admit it has merit... We'll have to think more about it... I'll
 
> consult with a few people who know nothing about the aztecs and see
 
> what the name inspires in them.
 
 
 
Well, I do know a bit about the aztecs, and Ezotl Teocalli just does not
 
sound as shocking as it should.
 
 
 
===Part 14===
 
 
 
Gloria Santos 
 
View profile
 
More options Nov 20, 9:53 am
 
From: "Gloria Santos" <gloria.san...@gmail.com>
 
Date: Tue, 20 Nov 2007 08:53:22 -0600
 
Local: Tues, Nov 20 2007 9:53 am
 
Subject: Re: [bm-chat] Re: Mesoamerican Matriarchy on Dwilight
 
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On Nov 19, 2007 8:37 PM, Dominic <dham0...@gmail.com> wrote:
 
 
 
- Hide quoted text -
 
- Show quoted text -
 
 
 
> On Nov 19, 12:47 pm, "Gloria Santos" <gloria.san...@gmail.com> wrote:
 
> > On Nov 8, 2007 10:34 AM, Dominic <dham0...@gmail.com> wrote:
 
 
 
> > > I'll admit it has merit... We'll have to think more about it... I'll
 
> > > consult with a few people who know nothing about the aztecs and see
 
> > > what the name inspires in them.
 
 
 
> > Well, I do know a bit about the aztecs, and Ezotl Teocalli just does not
 
> > sound as shocking as it should.
 
 
 
> You know I highly value your opinion. Got any suggestions? For the
 
> religion itself, as well as the civilization/empire, and the realms
 
> (could use a prefix/suffix system)?
 
> --~--~---------~--~----~------------~-------~--~----~
 
 
 
Well, I don't know what kind of effect you want.  After all, what we now
 
consider "supernatural" was, for the ancient mexicans, a natural part of
 
their life.  So, Ezotl Teocalli does not have the same effect as Blood Cult,
 
but perhaps that's closer to what you want.  
 
  
===Part 15===
+
===Philosophy===
+
The faith is one which attributes a very high value to life. If fact, like many anymist and shaministic traditions, most of it's rituals are oriented towards thanking or pleasing these nature gods. Like many faiths encourage a form of self-sacrifice to come closer to their gods, followers of the faith bring it one step further with sacrificing what they hold most precious, life itself, with the concept that it is better to sacrifice a few for the many than let the collective needs of the individuals hamper the good of the many. The concept lies on the flow of blood, in an analogy comparing the world much to any form of living body: movement brings warmth, life, stagnation brings  cold and death. Without a beating heart (and therefore without a pulse or flow of blood), a body cools down and dies, decays, therefore, blood must be spilled regularly on this world if we don't want it to stagnate.
+
===Pantheon===
Reilwin 
+
The faith follows a wide collection of dieties and spirits while revolving around sun worship. There are many gods that preach/demand various things, and so it is normal for the realms to pick or create different patrons for themselves, which better represent what kind of realm they want to set up. This allows for more interesting interaction, as well as more flexibility and diversity the please all kinds of different characters. It would also help create myths and traditions to be created across the empire, creating more roleplaying possibilities.
View profile
+
===Rituals===
More options Nov 19, 12:24 am
+
====Sacrifices====
From: Reilwin <rubydragon...@gmail.com>
+
This is the most important tool to stimulate RP, not to mention make politics with foreign realms rather interesting. It lays at the core of the religion, as the flow of blood is bringer of life, and blood must be spilled for the sun to rise every morning (and therefore allow plant life, and life in general). Hangings and lootings can be seen as tools to collect the victims. Foreign adventurers can be free game.
Date: Sun, 18 Nov 2007 21:24:03 -0800 (PST)
 
Local: Mon, Nov 19 2007 12:24 am
 
Subject: Re: Mesoamerican Matriarchy on Dwilight
 
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I think we should put some thought into how coalition defense would
 
work. Communications would be made easier via religion channels, but a
 
clear line of military command would need to be implemented--otherwise
 
there could be unnecessary friction. Not to mention that the more
 
people are involved, the greater the chances there'll be a one who'll
 
make a stupid mistake.  
 
  
===Part 16===
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A noble that offers his body to the gods is the greatest gift that can be done for them, as long it the proper ceremony accompanies it, such as a religious recreation of one of the myths.
Well, we aren't claiming to be "mainstream", so sounding exotic is a
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====Events====
plus. Relating to blood, to give a clear idea of what the founding
+
On the soltices and equinoxes (real life, much simpler), special celebrations will be held according to the time of year it is. The nature of the events will vary, and so well their celebration, but among other things, we will be able to find: royal bloodletting, cannibalism, ritualistic re-enactments and, of course, sacrifices. They will have their associated gods which will be praised for the duration of the festivities.
principles are (the goal being to avoid "humanist" reforms, got quite
 
a prejudice against those)...
 
  
So... Exotic, clear, imposing, mysterious, organised, and civilized
+
===Myths===
are all aspects the name could summon, though I doubt any name could
+
====Creation====
contain all those elements at once.
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See original content [[The Blood Cult#Creation_Myth|here]].
 +
=Draft=
 +
* [irc://irc.quakenet.org/battlemaster #battlemaster]
 +
* [http://groups.google.com/group/battlemaster-sd/browse_thread/thread/8c823e9326691c96 BattleMaster Social Discussion (Forum)]
 +
* [[User:Chénier/Draft]]
 +
* [[User:Chénier/Draft1]]

Latest revision as of 04:52, 19 December 2007

Notice: This is a work in progress.

The Project

Preamble

New continent, new opportunities. What we are putting forward is a plan for a realm unlike any other. We want to take into consideration the critics of how some things are misused, and make them right. We want to use a new approach to realm-building. Quite simply, we are attempting to create the "perfect realm(s)" (details further).

For this, we have centered our attention on three aspects of the game, originality, depth, and fun to make playing in our realms as rewarding an experiance as possible. The cultural model we have used, one that seemed to fit our objectives better and better as we progressed, is the mesoamerican model (Aztecs mainly, Mayas, Incas, and others as well).

Having layed out the general outlines of the plan, we shall further elaborate on the core concepts before moving on to the main body.

Core concepts: Originality, Depth, Fun

Originality because, well, it's rewarding, and it adds spice to the whole continent when something is different. Depth so that those who are active and/or gain power can really immerse themselves in it. Fun so that the average player will enjoy himself and never get bored. The tree together also bring stability, which should bring a long life to the realms, and therefore prolonge the positive experience for everyone (not as fun for most players when they have to begin from scratch because their realm was reduced to nothing).

Civilization

Name

Tlahtocayotl, from Nahuatl meaning "kingdom, state, or nation".

Culture

Matriarchy

We all know of medieval europe, where pre-1300 women were treated as absolutely nothing, and still not all that great after. However, there is no need for the whole of BM to follow christian europe culture, and so we propose an alternative, a shining beacon for all women on the continent, and beyond. A civilization that not only gives them value, but gives them greater value than their male counterparts (overall, some realms of the civilization could/would become patriarchies).

One notable cultural distinction would be polyandry, where women can hold multiple husbands at the same time. This would not only be an extention of the matriarchy, but would truly be a social adaptation that would have been rather slow to appear in the BattleMaster setting: men are far more numerous than women, such inequality among the sexes is bound to bring forward polygamy.

Theocracy

Religion is the core of the civilization, everything revolves around it. It is the stable institution that spans over the realms to unite them. These traditions are strongly inspired off the mesoamerican religions, and so come the rituals. Allowing easy communication between it's members, it allows the members of every (potentially small) realms of the civilization to keep in touch with eachother, even if their realms are warring eachother. It allows them all to come together in peace on certain occasions, once again to strengthen the bonds between the warring factions.

Warrior Society

Eternal peace is just as boring as gangbangs and wars of annihilation, so why aren't people doing those border-wars that are preached so much by Tom, which should truly be more fun. So, we take the concept of the flower wars, for when the civilization is not threatened. The name might make some raise an eyebrow, but these are wargames, strongly tied to the religion. Basicly, the concept is to hold battles between the realms, for the sake of having battles, to spill blood in honour of the dieties and to allow every member of the realms to prove themselves. TOs are useless in these wars, since even though the realms are fighting eachother, they are still part of the same civilization, and exterminating the other is both unthinkable and unprofitable. So in the end, when in "peace", we offer the nobles more combat opportunities than on the war islands, since the consequences for defeat are slim, other than perhaps having a border region looted, and those for victory are great, in terms of morale for the nobility, the honour and prestige gains, and the gold that can be looted. The battles, other than helping strengthen the armies, also entertain them, by giving the nobles something to do other than sit in their capital counting the days pass, and so they are a tool of internal stability.

Another aspect would be the improving of the strength of the nobles themselves, while also entertaining them, allowing them to interact with others, and also giving them more chances to collect gold. This would come through regular swordfighting tournaments, where, since the realms never truly threaten eachother, mass participation could be possible, and with the gains related to joining them, there would be very little reason for nobles not to join them. The desired internal aspect of this tradition is again to entertain the nobles, and therefore improve internal stability, but also to strengthen them up. Constant swordfighting tournaments encourage nobles to train their swordfighting skills, and a civilization where swordfighting is better mastered than elsewhere is a civilization with quite an edge on the strategical aspect. Another facet of this would be a laxer approach on infiltrators, as well as a religious protection. An increased threat also encourages the nobles to train, but this is more aimed at allowing the infiltrators themselves to train and become experts themselves, so that when the civilization is threatened, the invader faces a real threat, on all levels, as he is pacified by sword, shadows, and words.

Decentralization

This concept is strongly inspired off the greek city-states, and is rather simple: You have many small realms, losely affiliated, who war eachother and go on with their own lives, but when a threat arrives (such as the Persians), they unite to battle it. In our case, it gives us many advantages. For one, the more realms we have, the more council positions we have. It's really a no-brainer, but that's the point: to hand out power to as many people as possible, to give out opportunities to as many people as possible. The other direct consequence of this is the greater flower war possibilities that grow along with the number of realms, which brings us back to our point discussed above, and leads yet again to a more pleasurable experience for the players. The other, indirect effect, is that many realms also imply smaller realms, which, in turn, are prone to encourage social mobility, since you cannot have a small clique control the whole empire.

Hierarchy

This aspect is somewhat inspired off the papal states. Basicly, it'll be a three step pyramid. At the very bottom are invaders that were repelled and pacified (and converted), or any other realm that is converted or converting without the religion being truly a driving force within it. On the second level are all the colonies that are to be founded, these are the realms that truly define the empire, they are varying and hopefully, many. At the top of the pyramid is the founding realm, the center of the empire, the heart of the faith, the craddle of the civilization. It is the island where everything starts, where tournaments are held, and special instutitions are housed. It is, in many ways, comparable to the Vatican.

Foreign Relations

Being so unique and different, one can't help but wounder how this civilization will interact with the others. The main approach put forward here is the cold war mentality, between the capitalist powers of the west and the Soviet Union, more precisely, the peaceful coexistance period. The tensions and mystery and great elements to add excitement to the game, on all levels of power (from mere knights to rulers).

This aspect brings us back to the monthly tournaments. They are a perfect way to promote strength within the empire, however, they are also perfect ways to demonstrate strength to foreigners, much like the olympics during the cold war (think Rocky IV), as well as the culture with the religious rites associated (human sacrifices) and through interpersonnal contact. This also has an economic effect favourable to the empire and the growth of the capital: such constant tournaments, with reasonnable entree fees, are bound to give the empire an eventual monopoly over the swordfighting tournaments, as others would not be able to attract enough people to make profits.

So while it doesn't try to destroy the rest of the world (though convert a good chunk if possible), it does what it can to stay strong, sovereign, and imposing.

Realm

Name

None has been discussed so far.

Hierarchy

This is not a state religion, but rather, these are religious states. As such, religion is intimatly tied to the hierarchy, with priest wielding power and infiltrators a little aside.

Church Elders
Ruler
General, Judge, Banker
Priests
Dukes
Lords
Knights
Church Members
Nobles
Church Aspirants
Freemen

Complicated scenarios may occur, as you can easely belong to more than one of these classes, but that's intentionnal, especially since church members are more highly viewed than the average noble: in fact, no non-follower should be promoted to any kind of duty, it's undesireable to even knight him if he is not thought to eventually convert.

Groups

Priestly Council

The advisers to the king, and the council in general. This council holds all the council members as well as the priests, and this is the council where all decisions are approved and taken. People have often complained that the priest was a dead-end class, this shall make it the only (easy) path to achieve political influence, other than being elected to power or being a church elder. This will also favorise the priest class, which is essential to such a religious society, where they will be needed for RPs as well as converting the lands.

Infiltrator Society

Infiltrators are a dealy weapon, if they get to train. They are also a perfect tool to prevent stagnation, through assaults of high-ranking people. As such, as well as to attempt to attract the most infiltrators possible (to rival the Assassins, or surpass them) through extremely lax rules. The infiltrators, with the blessings of the church, are free to do whatever they wish, even stab their own rulers, with the only penalty being the varying prison time. Of course, this would be because they practice the work of the gods, so they would need to be ritualistic about their operations and RP them (just stabbing the king with a fork and running away won't do), and infils not part of this society would be dealt with harshly. As they are a religious society, they also have to do the biddings of the church.

Religion

Name

The name remains The Blood Cult, for the added impact it summons in the player.

Philosophy

The faith is one which attributes a very high value to life. If fact, like many anymist and shaministic traditions, most of it's rituals are oriented towards thanking or pleasing these nature gods. Like many faiths encourage a form of self-sacrifice to come closer to their gods, followers of the faith bring it one step further with sacrificing what they hold most precious, life itself, with the concept that it is better to sacrifice a few for the many than let the collective needs of the individuals hamper the good of the many. The concept lies on the flow of blood, in an analogy comparing the world much to any form of living body: movement brings warmth, life, stagnation brings cold and death. Without a beating heart (and therefore without a pulse or flow of blood), a body cools down and dies, decays, therefore, blood must be spilled regularly on this world if we don't want it to stagnate.

Pantheon

The faith follows a wide collection of dieties and spirits while revolving around sun worship. There are many gods that preach/demand various things, and so it is normal for the realms to pick or create different patrons for themselves, which better represent what kind of realm they want to set up. This allows for more interesting interaction, as well as more flexibility and diversity the please all kinds of different characters. It would also help create myths and traditions to be created across the empire, creating more roleplaying possibilities.

Rituals

Sacrifices

This is the most important tool to stimulate RP, not to mention make politics with foreign realms rather interesting. It lays at the core of the religion, as the flow of blood is bringer of life, and blood must be spilled for the sun to rise every morning (and therefore allow plant life, and life in general). Hangings and lootings can be seen as tools to collect the victims. Foreign adventurers can be free game.

A noble that offers his body to the gods is the greatest gift that can be done for them, as long it the proper ceremony accompanies it, such as a religious recreation of one of the myths.

Events

On the soltices and equinoxes (real life, much simpler), special celebrations will be held according to the time of year it is. The nature of the events will vary, and so well their celebration, but among other things, we will be able to find: royal bloodletting, cannibalism, ritualistic re-enactments and, of course, sacrifices. They will have their associated gods which will be praised for the duration of the festivities.

Myths

Creation

See original content here.

Draft