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Discussion: Empire

Started by Poseptune, May 22, 2007, 04:33:42 PM

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Poseptune

This thread is for discussion of the Empire.

A few questions to get this started off.

What is the name of the Empire?
Who is currently in power?
Does the new Empire have the same government as the Old Empire?
How similar is the New Empire to the Old?
Naval or Army superiority or balanced between the two?

I know there are other things, but I can't think of them right now. As things become decided, I will update this first post.

 
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 Markas Dalton

Ishmayl-Retired

So the empire is basically a much weaker, attempted reformation of an older empire.  The name would probably be whatever it originally was, possibly with the word "New" put in front of it  (New Rome, New America, whatever).  The empire was originally based off the Roman empire, so we could go with a classical name, with heavy classical influences, but I'm not sure I like that idea.

I think the empire is most likely pseudo-dictatorial, but probably only with minimal power.  That's all I have for now. :)
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Túrin

The vibe I get with the Empire is that it's trying to pass off as being a continuation of the old Empire. So I imagine they'd name it after the old Empire, without adding a "New" prefix.

I'm personally a fan of names with some meaning or story attached to them, so I suggest we wait to get some more backstory for the Empire before deciding on a name.

Túrin

PS @ Rose: I won the simu-post. :P
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Numinous

I vote Naval superiority, with powerful strike teams balanced by a rather weak standing army.  Think adventurers as special units, with commoner troops to back them up.

EDIT: Then again, a naval-based empire would be either port-heavy or made of an island conglomeration, IMO. So...  I dunno, just a thought.
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Poseptune

Quote from: TúrinI'm personally a fan of names with some meaning or story attached to them, so I suggest we wait to get some more backstory for the Empire before deciding on a name.

Eh, I was in the sun all day, and have to do it again. My head hurts and I couldn't think of stuff to fill up a begining post. :) The name isn't important.
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[/spoiler]

 Markas Dalton

Poseptune

Quote from: Rose Of MontagueI vote Naval superiority, with powerful strike teams balanced by a rather weak standing army.  Think adventurers as special units, with commoner troops to back them up.

EDIT: Then again, a naval-based empire would be either port-heavy or made of an island conglomeration, IMO. So...  I dunno, just a thought.

They control much coastal areas and islands. If they are naval, many of their cities could be on the coasts with farmlands to the interior. Just a thought from a sun fried fish god.
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[/spoiler]

 Markas Dalton

Poseptune

I updated the first post with the map of the current Empite holdings. Maybe that will spark some conversation
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[/spoiler]

 Markas Dalton

Xathan

Looking at that map, I see the empire being arranged as such:

It is divided up into a series of smaller sections (known as domains for now). Each section is ruled by a lord and contains one 'major' city, with the most important section, located on the smaller bay area in the southwest portion of the continent containing both the capital city and the seat of the Emperor. Each lord owes direct fealty to the Emperor, a fealty which, after the rebellions that destroyed the first empire, is enforced by mystical bonds. Each lord is responsible for three things:

1) Seeing that commoners in their domain are fed, clothed, and sheltered, as well as taxed and are working to the fullest of their ability to serve the Emperor
2) Maintaining the ability to raise a commoner army as needed. For coastal domains, this would instead be the ability to raise a commoner crew for each ship they control.
3) Maintaining a set of elite troops. If the domain is a coastal one, this consists of building ships called Waverunners, ultrafast and light ships that are part of the Empires dominion over its areas, and training the captains to pilot them, while landlocked domains are responsible for training the elite warriors of the empire, which would have a cool name and would combine both swordplay and magic into a deadly combination that makes them devastating on the battlefield.  

While the Emperor taxes the domains, each Lord has the right to request funding from the Emperor to carry out one of their second two duties if unusual hardship prevents them from being able to fulfill all three duties (Duty 1 is the most important of the three. After all, a happy populace won't rebel, which makes 2 and 3 less important, at least internally speaking.)

I'm not sure if this is a coherent idea or anything...it just popped into my head when I saw the map. If it doesn't make sense, I'll clarify tomorrow. As of now, I haven't actually slept in two days, so I'm going to bed. :)
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[/spoiler]

Poseptune

Stop sleeping more often. I like it.

#3 is especially good. It gives the Empire a balance between naval and land forces. They win because of sheer numbers (commoners), with some support from elite troops.

Are they like Rome? Do they give instant citizanship to those they conquer? Or does the Empire make the conquered people prove their loyalty?
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[/spoiler]

 Markas Dalton

Wensleydale

Instant Citizenship = a no, I think. Give benefits to citizens, have them be the middle class in a way, with nice houses etc, and have the lower classes - the 'conquered' - be farmers, WANTING to become citizens. It provides a reason for the lower classes to be loyal and work hard.

As to the lords, I think they should be called governors, but I like the Roman Empire too much anyway. :P

Ishmayl-Retired

Okay, I think #3 is a good start, but I disagree with a fundamental aspect of it.  I don't think that this empire should have the fastest ships; I think they should have the strongest ships.  My thoughts are, let's have either another race, or at least another nation, be the ones that are known for the fastest ships.  The reason I'm thinking this is, I picture some race or nation being highly magically adept, and they use captured air elementals, or harness the power of the wind to make their ships travel extremely fast.  For the empire, I would like to see their naval superiority based almost entirely on the fact that they have so many resources, that they simply outnumber the rest of the nations.  Their fleets outnumber other fleets 2, 3, or 4 - to - 1.  Plus, maybe t hey possibly use steam, or maybe they at least use gunpowder, thus having superior fighting power with ranged cannons, etc.  Anyway, just my thoughts.  I like everything Xathan said except for that one part of #3.
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For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Poseptune

To start off, I like your idea about another race/nation having fastest ships.


But about the Empire.
Do they really have the strongest ships now? Did the old Empire have the strongest ships in the world? If they did, wouldn't some of the ships be left behind when the Empire crumbled? This would mean that some of the other seafaring nations would have access to them and could possibly learn how to build their own.
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[/spoiler]

 Markas Dalton

Xathan

I'd say the old empire had the strongest ships in the world (I agree, strongest is better than fastest) and so other races have acess to those, but the problem is, the new empire actually improved on the old empires design in a significant way that would be difficult, if not impossible, to reproduce without significant infastructure. (I'm thinking something like limited iron plating, magically reinforced hulls, weapons magically enhanced for both range and damange, the ability to submerge...something fantastic, in other words) I also like Ishy's point, that they should have overwhelming numbers - perhaps it will be like their army, with a few of the elite ships and then a huge fleet of smaller, more average ships to compliment them?

As for citizenship, I think it's not instant, but instead scaling. As long as the people are good and behave, they get X benifits at year 5, X benifits at year 10, and complete citizenship at year 15, (timescale is totally arbitrary). However, any children born after conquest or up to two years before are immediately citizen, (in otherwords, anyone who would be too young to remember the pre-conqured area) as is anyone who takes a government, naval, or military job.

Quote from:  a no, I think. Give benefits to citizens, have them be the middle class in a way, with nice houses etc, and have the lower classes - the 'conquered' - be farmers, WANTING to become citizens. It provides a reason for the lower classes to be loyal and work hard.[/quoteMy thoughts are, let's have either another race, or at least another nation, be the ones that are known for the fastest ships. The reason I'm thinking this is, I picture some race or nation being highly magically adept, and they use captured air elementals, or harness the power of the wind to make their ships travel extremely fast.

I know we're saving talk on other cultures for another thread, but I just want to point out the sheer amount of awesome contained in this idea. :)
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

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Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Poseptune

Quote from: Xathan, Actually Back This TimeI'd say the old empire had the strongest ships in the world (I agree, strongest is better than fastest) and so other races have acess to those, but the problem is, the new empire actually improved on the old empires design in a significant way that would be difficult, if not impossible, to reproduce without significant infastructure. (I'm thinking something like limited iron plating, magically reinforced hulls, weapons magically enhanced for both range and damange, the ability to submerge...something fantastic, in other words) I also like Ishy's point, that they should have overwhelming numbers - perhaps it will be like their army, with a few of the elite ships and then a huge fleet of smaller, more average ships to compliment them?

I like these ideas. I'm not too fond of giving the Empire full ironclads, though. If they had slightly modified 16th century ships, while the rest of the world had 14th maybe 15th century ships.

I like the idea of submersibles. How are they powered though? I'm not too fond of steam, but if that is the way everyone else goes. Bound Elementals, might be stealing too heavily from Eberron. Man powered?


Quote from: Xathan, Actually Back This Time
Quote from:  a no, I think. Give benefits to citizens, have them be the middle class in a way, with nice houses etc, and have the lower classes - the 'conquered' - be farmers, WANTING to become citizens. It provides a reason for the lower classes to be loyal and work hard.[/quoteExactly. I like your scaling citizenship rather than instant.

Quote from: Xathan, Actually Back This TimeAs for citizenship, I think it's not instant, but instead scaling. As long as the people are good and behave, they get X benifits at year 5, X benifits at year 10, and complete citizenship at year 15, (timescale is totally arbitrary). However, any children born after conquest or up to two years before are immediately citizen, (in otherwords, anyone who would be too young to remember the pre-conqured area) as is anyone who takes a government, naval, or military job.

Do the conquered people get a new lord? Do they keep someone from their old government as lord of the domain?

What do they have to give up? I imagine that they would have to stop worshiping whatever totem or idea they are worshiping, but what else do they have to give up? The Romans (iirc) allowed the conquered people to retain their culture and laws as long as they didn't conflict with Roman laws. Which made assimilation smoother.

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[/spoiler]

 Markas Dalton

Xathan

Quote from: PoseidonI like these ideas. I'm not too fond of giving the Empire full ironclads, though. If they had slightly modified 16th century ships, while the rest of the world had 14th maybe 15th century ships.

I like the idea of submersibles. How are they powered though? I'm not too fond of steam, but if that is the way everyone else goes. Bound Elementals, might be stealing too heavily from Eberron. Man powered?
Exactly. I like your scaling citizenship rather than instant[/quote]
Do the conquered people get a new lord? Do they keep someone from their old government as lord of the domain?

What do they have to give up? I imagine that they would have to stop worshiping whatever totem or idea they are worshiping, but what else do they have to give up? The Romans (iirc) allowed the conquered people to retain their culture and laws as long as they didn't conflict with Roman laws. Which made assimilation smoother.[/quote]

They definately would get a new, imperial Lord, but they would have someone from the old government, preferably the highest ranking member, as a sort of...not advisor, but that's the basic idea. The point would be to have the new Lord imperial, but the old ruler is around, alive, comfortable, and supports the empire, so he cannot become either a figure for rebellion or a martyr to rally around. He would have a station of sorts that would seem impressive but wouldn't grant any actual power, so his people would not feel their lord is being mistreated, but he cannot be a threat.

I actually don't see them being forced to give up their totems, as long as they also acknowledge imperial religion and pay homage to it. That was the Roman model, and it woked very well with the only problems being the Jeudo-Christian faiths. And, like you said, assimilation was made smoother by allowing people to retain old customs and laws as long as they didnt' conflict with roman laws, which makes the most sense to me.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
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