Who Needs the Empire? (Successor, MLP Nation Game

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Successor (by default, sadly) to the well acclaimed Who Needs Harmony by Questor, handle the affairs of state in a post-post apocalyptic fantasy world.
The New Era
I will preface this by saying that Who Needs Harmony has been inactive and its writer offline on this site for over a year, leaving me with no real prospect in getting express permission to share this world. However, the people have spoken that there is interest in continuing the good work and so I will freely give credit to the spiritual predecessor and background information for this game.

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Before speaking of magic or the inhabitants, one must start with the current era to understand the world. It is the transition to a new age, as the self-proclaimed and widely acclaimed avatar of Chaos has been laid low in a foreign land. With this victory comes the end of the casual abuse and petty revenge by the Mad God and with that freedom comes the chance to prosper in the new lands. For the Mad God was a thoughtless individual and free in the use of his power. Oral traditions may speak of mountains or plains, heat or cold, but as the dissolution of his effects reveals the extent of the damage to the world there are many cases where the entire landscape has been changed. In one land, the very cycle of night following day has been broken.

Yet to the shattered peoples of the world the time was only one of celebration. No more is civilization doomed to huddle in small pockets, worrying that their crops or their bodies will be changed at a whim. No more will roads be turned to taffy and wash away in the next day, forests be the refuge of many an impossible beast, or beds be found with the wrong children held within.

The dawn of an Age of Order allows for the mighty, the powerful, and the ambitious to thrive.

But... Whose cause will you champion?


(choose one)

[ ] Felines
Numerous nations of this crafty and mischievous people now line the coast. Unlike many other races, they do not possess a shared history, leaving them quite ready to lie, cheat, and steal or wine, dine, and celebrate depending on which benefits them the most.

Several nations are poised to become the centers of power of the race, controlling the riches of fertile land alongside the transportation routes of sluggish rivers. In the highlands, bandit clans make bargains with entities fair and foul for the powers they do not possess themselves.

(Magical Tradition: Sorcery. The art of making deals with magical entities in order to gain access to esoteric affects.)


[ ] Thestrals

Secluded in mountain strongholds the Thestrals look down on those below with disdain, preempting the disgust of their neighbors at their fierce or unsettling appearance. Despite the changes inflicted on them by the Mad God they are quite provably equine in nature

Despite their obligate herbivory their traditions are considered cruel and strange by outsiders, a result of the harsh land they have staked claim to. Warfare between the Bloodlines is done as a chain of assassinations to preserve the lives of the common citizen while foreign settlers are removed without warning.

(Magical Tradition: Umbramancy. A study of Absence, where basic practitioners can move between shadows and experts can directly damage groups of foes.)


[ ] Zebras

Groups of survivors emerge across the continent to find that their ancestral home spoken in song and tale has become a marginal wasteland as the Age of Chaos ends. Remnants of prior eras lie scattered but serve as no true boon for they hold great treasure and threats in equal measure.

As the more fertile river valleys concentrate populations into where they can be supported, those who practice shamanism for personal gain practice their arts in their secret places. Bargaining assistance to those terrors locked away in previous ages, or chaining them for their own purposes.

(Magical Tradition: Animism. Everything in existence has a spark of desire. Those learned in the arts of communicating with such natural existences can draw them out to perform their will.)


[ ] Yeti

The lands of their home were cursed to never see the light of the sun until recently. A hard land breeds hard people, and the Yeti are wild indeed. Communities are a new concept with food previously being unreliable and even now tribes are slow to trust agriculture. Preferring to instead track the growing herds of large prey animals they have always survived off of.

As travel becomes easier, unnatural and constant snowfalls subsiding with the ending of the Age of Chaos, the tribes can now get into regular contact with neighboring cultures. Most tribes are envious of the plenty that others were merely granted and it seems that the first to unite the tribes will have to be the mightiest, smartest, and most bloodthirsty of them all.

(Magical Tradition: Elementalism. Being able to pull out what meager heat is in ice, or making skin resemble the rocks that are in the vicinity.)


[ ] Minotaurs

A people of such unbreakable spirit that the Mad God considered them to be poor victims and as such have come through the Age of Chaos with a people and nation somewhat intact. Despite that, the Age was still hard on them. Personal discipline is expected in all things, and all citizens must spend time serving and protecting the Republic in what started as a lottery for risking having to endure the petty revenges of the Mad God.

Of the cities that make up the Republic, not all is well. The cost of survival was great and not all are equally positioned to benefit from the new frontiers. Still, the fact that the Republic of Asterion had industries at all means that exploration, trade, and conquest are all options.

(Magical Tradition: Veneration. The more something is held to be true, the more true it becomes. Someone who is known as a "good" statesman is unaffected, but a legendary one might be granted the knowledge of whoever is across the table from them in order to come to an arrangement satisfactory to all.)


[ ] Dromaeids

An offhand joke by the Mad God that became something more through their own effort and sacrifice. Through this rejection of fate subsequent generations were put on the path to understanding it. And then, molding it.

Their nature as obligate carnivores does little to endear them to their neighbors and food is harder to come by. Yet by building structures under a star their power can be taken, in part. And for a race with such few people, defying the heavens will need to be done in order to cement a place for themselves.

(Magical Tradition: Astromancy. Reading the fates in the heavens, and changing both with concerted effort.)
 
The State of the States
Senior Director Bright Fangs
-[x] Male
-[x] Diplomacy: 4 Good
-[x] Learning: 3 Fair
-[x] Intrigue: 4 Good
-[x] Stewardship: 5 Very Good
-[x] Martial: 3 Fair
-[x] Prowess: 2 Poor
--[x][Traits]
-[x] Navigator of the Stars: Astromancy (Boon Tier 3)
-[x] Aquatic Predator (Boon Tier 1)
-[x] Carnivore Connoisseur (Boon Tier 1)
-[x] Herbal Ignorance (Malus Tier 3)
-[x] Small-Short (Malus Tier 1)



Capital Province: Dark-Land-Water

Built to the side of a sizable river, Dark-Land-Water is a large town of the First Founding chosen for easy access to the bounties of the earth and sea. The residential district is made up of multistory apartment complexes painted in a myriad of colors (provided by the refining of metal ores and some sea life) with meandering alleys and mostly straight arterial roads for access to the developing port. Small fishing boats are assembled in small workshops from wood from nearby forests, nails from assorted metals mined from the foothills the valley begins to budge against to the south, and tar from seeps located upriver, in order to harvest sea life that has grown fat on a cold upwelling current dragging nutrients (and sometimes abyssal horrors such as infant kraken) from the deep.


It is known that imposing mountains lie to the south, causing frequent storms off of their coast.
 
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The New People
[x] Dromaeids



The Mad God was defined by his casual cruelty. He was not after the elimination of all thinking creatures but the distinction often felt academic to those that suffered through his skewed mercy. Sometimes the transformations inflicted on his victims were temporary... Sometimes they were not, and the Avatar of Chaos forgot to turn them back before anything else attracted his attention. This lack of respect for others meant that it was common for him to create entities as an afterthought to whatever gag, joke, or pun crossed his mind. Nor was it uncommon for those creatures, thinking or otherwise, to fade away in a land they were not suited for.

And yet the Dromaeid survived. Nonsensical lands were endured, unfamiliar prey was studied at great cost, and the losses to the Mad God mourned. They were certainly helped by their physical prowess, bearing natural weapons in the form of cutting teeth, handfuls of claws, and a cutting talon on each foot. Long legs and a tail for stabilization let them run and turn quickly to flee or hunt effectively while being insulated in a layer of feathers that helped to blunt random changes in weather. There were some things that bore a passing similarity to them in the world but it was quite clear that they were an unnatural addition.

The stars being the least vandalized portion of the world during the Age of Chaos, it was only natural that the accursed Race would look to them for inspiration. And, despite all odds or by some manner of favor, they found something that did not judge them for the crime of existing. As the stars shivered in their courses the sky-watchers could give vital warning to communities of the arrival of the Mad God. With the development of crude tools those warnings could be extended to more mundane threats.

As the Age of Chaos ended, the worst offenders of the Mad God's excess could no longer sustain their impossible existence. Scars yet marred the world, marking where haphazard floating regions fell to the earth or lakes of beverages dried into sugar flats, but so too did the majority of actively hostile threats wither in the absence of the sustaining mantle of their dread master.

As with other Races the return of stability allowed for the scattered Dromaeid to think of things other than survival. Yet where the Zebra could nearly cover the continent even after being depleted during the Age the combined Dromaeid could barely settle three cities; though in truth it was closer to three large towns and their surrounding environs. This lack of large population did have one benefit, however. Without needing to be overly concerned with the logistics of feeding tens of thousands the three Foundings could be placed beneath auspicious stars in the hopes of those associations rubbing off of the mortals below instead of being chained to logistical arteries.


(choose one, and, because I have to say it, no approval voting)

[ ] Green-High-Grass

Northernmost of the crescent the Dromaeid have held against their hostile neighbors, this town is situated on the edge of a tundra whose ice cream has melted and rotted away after the imposition of continually freezing temperatures faded. The rolling hills and excellent grazing land has attracted a menagerie of prey species to the region and with them Dromaeid hunters. A town was settled soon after with what materials were available where thatched or sod roofs were placed over stone walls, and many were drawn by the quite attractive plenty.

Yet rich lands are always admired and that is well true here as well. The Striped come down from the north in increasingly large waves to graze as well despite their clear intelligence. Aside from the obvious source of tension the Striped seek to split the land for themselves and thus disrupt the herds that drew the Dromaeid in the first place. That the limited communication between the two speaking races has the Striped fleeing marginal lands means little. The Dromaeid are also here for food and have long memories of famine and want.

Disputes between Dromaied are handled by a council of elders by popular acclaim. It is a loose arrangement where the hopeful has to have a decent amount of support and final agreement is done by the body itself yet it has worked well enough for the few years it has been needed.

(Government type: Low Centralization. While more can get done it can be at cross purposes and lacks an overall vision.)


[ ] Descending-Light-Pale

Between the two other Foundings lies a town of stone and glass. More than the others Descending Light has upheld the traditions of studying the skies, aided by increasingly complex shapes of glass smelted from the once desert the town was built within. Several of the surrounding towns have also been built in auspicious locations to allow the developing order of scholars and sky-watchers to study the interplay with interest.

Having been Founded on marginal ground for best effect has left the town with certain needs. Striped, their variants, and others in the lands to the west are better suited to sedentary life and so bands of hunters make the journey to plunder their livestock and secure the border under the guidance of sky-watchers. Taking care to chart courses well around the ominous shape of the ruin of a thin spire built in an exceedingly inauspicious location.

As much as the sky-watchers have been making themselves useful, true authority is held by one individual in order to keep affairs moving along. Both in the civic sense and as a connection point between the common citizen and the sometimes erratic recluses seeking the deeper mysteries.

(Government Type: High Centralization. While having to get approval stifles some opportunities, it also opens up resources to be directed to large works.)


[ ] Dark-Land-Water

While not as harsh as it might sound, those sailors bold and foolish enough to sail south, and fortunate enough to return alive, tell of storms crashing against craggy mountains. Here, though, a river passes to the sea and forms a pleasant valley. Food is nonetheless scarce and thus creatures of the water are hunted instead. Every year the sailors press further outward into the region where the currents rise and allow sea life to flourish; not just prey, but super predators as well. Creations of the Mad God? Entities that were simply not interesting enough for him to interfere with? Impossible to say.

Tar seeps and ore seams fuel the infant shipyards that dot the riversides below the high sided structures made possible by easy access to wood for construction. Bright colors are also the norm, as the many different materials nearby can be used in different ways.

(Government Type: Medium Centralization. What can be called guilds are the order of the day while a basic civic government handles the affairs of state.)
 
The New Leader
[X] Dark-Land-Water


On the docks, you rose before the sun graced the land so the sailors could catch the morning currents out into the deep water. Which was why getting from a den to the docks proper was often an ache-pain as everyone did the same. It was a rare day that the jostling escalated to shoving so Strong Claw managed to flow with the rest of the den onto the streets, down the incline toward the river, and shimmy through the crowd to get to the door to the workshop in good time.

After a discreet contest of strength while waiting in line Strong Claw and the rest hung up their hats on the provided rack to show who was in and who wasn't.

"Thick-cling-sludge?" He complained but accepted the pail and brush without pause from the small female in charge of handing them out.

"Tar keeps the water out." The youngling, betrayed by her small talons, shrugged helplessly in response. No one liked the... Stink-thick-cling-sludge, it stank while wet and was difficult to remove from between scales once it set up. Yet the tar was the easiest and fastest way to waterproof wooden planks and so that is what he did. After the chip crew removed any fouling from the boards of the fishing boats it was his group that followed to apply another layer of gunk to prevent rot.

Once all the late arrivals had been processed and sent on their way the building quickly emptied as workers went to take first meal. Strong Claw personally preferred the Rogue Wave eatery through a mix of pragmatism (it was built in a location to serve the workers of the docks) and the rub they used on their roasts. Dark Water as a whole slowed down as the biggest meal of the day began to be digested.

With the morning surge finished the pace of work also slackened. Workers repaired nets and sails, Strong Claw lead a party of the foolish as the most foolish of them (but also the victor) in a jump course of defunct pier pilings, and the metal workers delivered whatever it was that had been put on order. As the day waned the fishing boats began to return with their catches and Strong Claw helped with the unloading and processing of the creatures that would be eaten the next day.

Long after the sun had hidden its face, with tardy fishers still returning due to damage or navigation errors, the work crews filtered back to their dens to rest for the next day.


[Lore: Dromaeid don't use a word like "very" but rather stack similar adjectives in order to increase the "weight" on a word or term. The hats mentioned are mostly meant to protect the eyes from the sun or weather, consisting of a short bill, a somewhat formless sack, and a few pieces of string to tie under the jaw so as to not lose it while moving or looking.]

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In Dark-Land-Water official power was in the hands of a figure above the guilds. While the guilds looked after the interests of themselves and their members the governor's duty was to direct them in positive directions while patching over any differences between the Fishers and Blacksmiths, or their component parts. The last governor, a female named Long Legs, had been the one to push development and expansion of the fishing fleet by tightening the connections between the guilds and expanding the docks. Having performed in accordance with the charter she had helped write during the Founding meant there were no overt concerns in continuing the experiment.

To step into her tracks and take the Dromaeid boldly into the future would take an individual of uncommon vision and ability.


Player Character Generation

Out of respect for the prior game and promoting simplicity the base mechanic for measuring characters will be the CKII system. However, rather than measuring individual points the system will instead track the level of capability of an individual. Stats scale from Terrible-Very Poor-Poor-Fair-Good-Very Good-Excellent during generation, with higher and lower possible during gameplay.

Traits are bought with the same pool of points but do not give direct stat increases. Instead, they expand the character's knowledge or other capacity in that field which will in turn modify the results of the action in failure and success when that character is directly in charge of that action. As the player character is in a position of leadership full skill and trait bonuses will apply to a category when taking the Personal action to do so. If you have a subordinate managing the category, then the Traits of both and the better Skill(s) will apply.

The Skills are Diplomacy, Learning, Intrigue, Stewardship, Martial, and Prowess. At the start of chargen all Skills start at 0 (Terrible) and points are added up to the limit of 6 (Excellent). Modifiers for stats range from -15 a Terrible to +15 at Excellent for direct supervision, or -6 to +6 passively as the overall leader.

By comparison, Traits are much more freeform, ranging from spectrums such as Frail to Herculean to acknowledgements of capabilities such as mastery of other languages. Regardless of the number of steps in each track, each one still costs one point. Some examples of Traits include Fluency (Zebrican) as a single stage option, Sailor as a multi-stage option, and the aforementioned spectrum of body condition. Negative versions of Traits do provide points in exchange for complicating matters.

You have 22 points to spend. Voting is by plan.

Mandatory discussion period of six hours so I can help with Traits.
 
How the Turns Will Go
Turns will open with lists of available options in the four categories: Government, Economic, Military, and Personal. In time Characters can be recruited in order to apply their personal bonuses to the actions in their category. In addition, the Player Character provides a diluted set of bonuses based on their Skills to all actions. Extending the full bonuses of the PC to an action category can be done by taking the Personal Oversight action in the Personal category. Overuse of this action will result in Stress, which is Bad.

Personal actions are intended to represent what the PC is doing. This can be overworking, as already mentioned, but is also the way you recruit Characters, interact with your Advisors, go on adventures (small or big), do personal projects to improve Skills or gain Traits, and whatever else.
Government actions are those adequately described as bureaucracy. Be that sending a delegation to another nation or engaging in internal politics, or passing laws. These actions will usually be tagged with Diplomacy, Intrigue, and/or Stewardship.
Economic actions are those that represent large exertions of the economy, such as building a new set of or particularly impressive building. These actions will usually be tagged with Stewardship, Learning, and Diplomacy.
Military actions are those that are tied to your ability to enforce your will on the world. Lower tiers of defensive infrastructure, military deployments, and some RnD projects will feature here. These options will usually be tagged with Martial, Intrigue, and Learning.

After the turn's actions are chosen, by the players as well as their semi-autonomous pool of AP, the rolls will be done for them and most or all of the strategic results will be written. Some actions can have further choices due to rolls or to better describe the results. Once all of those actions are fully resolved, the next turn's options will be posted.
 
The Creator, The Fall, and the Stars
This is my first omake.

Omake: the first tale of the Dromaeids: The Creator, The Fall, and the stars

An oral tale past down for as long as the Dromaeid can recall. Narrated by Story-Holder

Long Ago, in times of Chaos and Strife, there lived a powerful spirit who ruled the lands as far as could be seen. He was a spirit of disorder and Trickery, playing destructive pranks and causing untold trouble throughout the lands. Many knew Him as Discord, but we knew him as Many-Parted-Creator.

You see, Many-Parted-Creator was a fickle spirit, always searching for something entertaining to do. if he didn't see anything that interested him, He would make many wonderful and horrid things to play with. Such things were as simple as making a mountain of cheese to creating horrid diseases.

But sometimes, he would make living things, things that would last for a day or two of entertainment before being forgotten and left to die off. Many such creatures we strive to remember, Our Lost brethren who couldn't survive as we had.

One day, Many-Parted-Creator was bored. He was thinking of the many things he had done so far and wanted to do something new. So, he created the Dromaeids, giving them only two gifts. First was a glass disc that made seeing this from far away easier and could stick to one of our eye's. we Would Call These the Far-Seers, since it allowed us to see farther then thought possible.

The second gift was a Top-Hat, a piece of clothing that covers our eyes from the Sky-Flame. It protected us on Too-Bright-days when the Sky-Flame would attack with is Burn-Bright and hurt our eyas. It would give similar Protection on Water-Fall Days, keeping water out of our eyes.

For four days, Many-Parted-Creator stayed to play and talk with us. He brought many meats of many kinds and great joy through games that bended space. Until one day, he decided to leave.

As he left, He was stopped by a Dromaeids know as Odd-Eyes, for his mismatched green and silver eyes. "Where you go?" he asked. "Everyone that way, we ready for next game!". Odd-Eyes expected Many-Parted-Creator to be preparing another game for them to play, or more food to eat as he had done since his creation. However, instead of receiving a smile from the Many-Parted-Creator, he was given a look of complete boredom. "I'm not playing with you anymore, you're boring now" he said before with a snap, he was gone.

After Many-Parted-Creator left so did much of their food, their shelter, their fun, and their safety. The chaos of the outside world came crashing down all at once, from Dromaeid Eating monsters, The need to hunt food for the first time, to the land changing constantly by Many-Parted-Creator's whims. But the greatest obstacle to their survival, was their depression.

Their Creator, their Great father had abandoned them. Some tried to get Many-Parted-Creator's attention, tried to be funny or entertaining to earn back his love, but all attempts were either ignored, or turned into a Bad-Pain-Joke by their creator. They lost hope, knowing that they had no one too look out for them, knowing that their creator wouldn't care if they all died, that it was their fate to die off forgotten and unmorned. If they had stayed like that any longer, then they would have faded, like all other children of Many-Parted-Creator.

It was at that moment, Odd-Eyes looked up toward the sky and saw a constant that never left them, the stars. perhaps at day they couldn't be seen and sometimes they could be blocked by clouds, but they would always return, never abandoning him or the other Dromaeids. With hope in his Heart, Odd-Eyes staired at the stars and smiled, Cling to the one persevering truth in this chaotic world.

Suddenly, he felt something from the stars, an odd calling towards the northeast. Looking to the sky he soon found a group of stars, shaped like a talon, pointing towards the horizon. Seeing a sign, and perhaps hope, Odd-Eyes bade his people follow him the same direction as the pull. Many of us lefts with him, clinging to new hope, as small and impossible as it might seem. Only those still trying to regain the Many-Parted-Creator's attention stayed, claiming that he had to see them eventually. Never have we seen them since.

Through many trials and tribulations, Odd-Eyes would lead the Dromaeids through the lands, persevering though thick and thin. The path he led was more at peace then the rest of the lands, there was much prey, shelter, and calm. Still there was danger, and harm, but none would die from it if Odd-Eyes was in charge. Soon he would teach others to feel the pull from the stars and see the star claw in the sky. However, Even Odd-Eyes would grow old, and before our journey was over, he would die.

As we mourned the passing of Odd-Eyes, many of us looked to star he love so much and that lead us so far. As we looked to the star claw, we came to realize something incredible. The claw was connected to a Dromaeid body, one with two stary eye's . One of the stary eyes was a dim silver, while the other had the odd color of green. It was then that we realized that Odd-Eyes Had become one with the stars he loved so much, pointing our way towards hope.

On that day his name was changed to reflect his new nature, you may know of him as Star-Hope-Eyes, the eyes that saw hope for our people in the sky. It's said that even now he looks down at us with his stary eye's and through the pull of the stars, guides us when we are lost. So ends the story of Star-Hope-Eyes, he who looked to the stars and gave us hope to change our fate.

Authors Note: I was in a fey mood when I wrote this, it didn't come out as i expected but I like what it turned in to. originally, odd-eyes was supposed to be a great warrior, but I think him being a mosses like guide character fit better. especially since that's what they would have needed at the time.
 
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Dromaeids Look Up To The Stars
Dromaeids Look Up To The Stars
a sea shanty by Salty Voice


What is our mark in this world?
What is our mark in this world?
What is our mark in this world?
Where do we belong?

Dromaeids look up to the stars
Dromaeids look up to the stars
Dromaeids look up to the stars
Our fate will be ours

Discord in many parts
Discord in our hearts
Discord left us in dismay
Discord itself will pay

Dromaeids look up to the stars
Dromaeids look up to the stars
Dromaeids look up to the stars
Our fate will be ours

Odd eyes upon the horizon
Odd eyes upon the horizon
Odd eyes upon the horizon
To see hope not forgotten

Dromaeids look up to the stars
Dromaeids look up to the stars
Dromaeids look up to the stars
Our fate will be ours

Long legs did carry us more
Long legs did carry us more
Long legs did carry us more
To a brighter a shore

Dromaeids look up to the stars
Dromaeids look up to the stars
Dromaeids look up to the stars
Our fate will be ours

Bright fangs shine as we embark
Bright fangs shine as we embark
Bright fangs shine as we embark
To lead us in the dark

Dromaeids look up to the stars
Dromaeids look up to the stars
Dromaeids look up to the stars
Our fate will be ours

That is our mark in this world
That is our mark in this world
That is our mark in this world
We made where we belong

Dromaeids look up to the stars
Dromaeids look up to the stars
Dromaeids look up to the stars
Our fate will be ours

Dromaeids look up to the stars
Dromaeids look up to the stars
Dromaeids look up to the stars
Our fate will be ours
 
Turn One Options
[Bodily beats the stupid out of myself.]

[X] Plan: Dockside Guidance
-[x][Name] Bright Fangs
-[x] Male
-[x] Diplomacy: 4 Good
-[x] Learning: 3 Fair
-[x] Intrigue: 4 Good
-[x] Stewardship: 5 Very Good
-[x] Martial: 3 Fair
-[x] Prowess: 2 Poor
--[x][Traits]
-[x] Navigator of the Stars: Astromancy (Boon Tier 3)
-[x] Aquatic Predator (Boon Tier 1)
-[x] Carnivore Connoisseur (Boon Tier 1)
-[x] Herbal Ignorance (Malus Tier 3)
-[x] Small-Short (Malus Tier 1)


You return through the doors with a carefully maintained hold on your eyes. It might be only natural to be apprehensive but that was no excuse to look weak. As you pad over to your assigned place the representatives stand from their bench: six from the management of the various economic drivers of the city-state and three by popular acclaim. But what really ruffles your feathers is the lack of the other sponsored candidates that had assembled before the levers of power three rounds of debate ago.

If this was what the signs had been pointing toward, then...

"Bright Fangs." Once, the voice of Kills All would have been a rumble. Now the old male was a shell of when he had moved south in semi-retirement from the frontier raids he had earned his name in. Despite his frailty and how the feathers on his neck and wings had begun to droop he was well respected for his prior deeds. "It is the unanimous decision of the assembled representatives that you are the superior choice for directing our future."

You bow, flaring your wings as was fashionable, or perhaps formal. "It is my honor to obey the will of the people."

Things very quickly happen when the levers of power are called to the task by their public obligations. In absolute terms it likely wasn't that difficult, as some records recovered from ruins talk of cities of over a million citizens (though they were Zebra rather than Dromaeid with all the resulting differences) before the Age of Chaos. In a single not even a thirtieth that scale the transfer of power from your predecessor was accomplished smoothly.

Thankfully, there are few major crises that need attention. Food security must be maintained in the face of a growing population, of course, and the fastest way to do that would be to assist with more and better fishing vessels. Border pressure from growing herds of Zebra on your neighboring city-states is likely to draw you into combat in order to protect your people. A race for ruins is likely to develop to unlock their secrets and destroy their threats.

Time to get to work.


=====


As a Middle Centralization government, you have 3 AP under your direct command and 2 AP that is mostly independent save in times of crisis (will take actions based on the desires of established power blocks in your country). Both of these are currently "untyped" and can be used in any category.
You have one Personal AP.


Economic

[ ] Tar Pit Rakers: The tar seeps are under exploited. By using sets of weighted boards to haul back entire piles at once and increasing the number of handcarts to match the new production, much more of the smelly stuff can be brought back to waterproof various things. (Base DC 10; Stewardship)

[ ] Rock Breakers: Standardizing tools and pushing resources into the art of harvesting the earth's resources will result in a small surplus. (Base DC 25. Stewardship)

[ ] Bigger Boats: The largest of your fishing boats can hold three fishertails and that simply is not enough for the demands that will be placed upon them. A larger boat will allow for more range and protection, but will likely take a new method of construction. (Base DC 35; Learning, Stewardship)

[ ] What's For Dinner?: Simply harvesting the natural bounty will not be sufficient to maintain the sort of population that pre-Chaos powers once had. Task your people to find suitable candidates for domestication, ranching, and breeding programs. (Base DC 35; Learning)

Government

[ ] Governing Campus: While there is a building set aside for meetings an inordinate amount of time is spent moving between the houses of different members of the government during the course of the day. Setting up a new district solely for the business of governing will see dramatic savings of time. (DC 10; Stewardship)

[ ] A Letter: The three First Founding towns hold themselves apart from each other as they were founded for specific purposes. However, it would be wise to begin working on an agreed system for the quick transfer of important information. (Base DC 50; Diplomacy)

[ ] A Matter of Worth: Much is said in old records and by Zebras of various stripes of value. Storing and transferring it is the single largest topic one can come across. Soon, we will need to answer it ourselves. (Base DC 50; Diplomacy, Stewardship)

[ ] Expedition: The world is vast and unknown. Your people do not even have an oral history of how things once were and so to learn what exists beyond your horizons you will have to go out there and lay eyes on it yourselves. (Learning, Diplomacy)
-[ ] East: By commissioning a larger boat it may be possible to search out what lies beyond the ocean, yet it would be prudent to wait for better watercraft before trying to do so. (Base DC ??/???/???)
-[ ] Southern Mountains: Dromaeid do not fare well in the cold but there could be any number of things, beasts or people, that call those stone crags home. If there is nothing then there could be great mineral wealth ready to be used for the betterment of our people. (Base DC ??/??/???)
-[ ] Southern Coast: While the storms are frequent in the region it is possible to slip through a gap in order to find out what is beyond. (Base DC ??/??/??)
-[ ] West: The interior of the continent is mostly unknown. (Base DC ??/??/??)

Military

[ ] Wave Watch: While the fishertails keep an eye out for each other, an easy first step for a combat force would be to set aside some boats and crews for the express purpose of the rescue of imperiled boats from accidents or aquatic creatures. (Base DC 10; Martial, Diplomacy).

[ ] A Regular Militia: Currently, there is no major threat to your town. When that changes it will be best to have a way to quickly organize those willing to risk themselves. (Base DC 25; Martial, Stewardship)

[ ] The Long Arm: When within reach a Dromaeid is quite dangerous to most talking creatures. Farther than that is much worse. Some simple ranged weapon would do wonders when facing tough or organized foes. (Base DC 25; Martial, Learning)

Personal

[ ] Direct Oversight: By increasing your workload you can be much more involved in a portion of your projects. (Provides your personal bonuses to an action category, incurring 1 Stress)

[ ] Overwork: By personal effort one can move the levers of power to action. It will badly affect your sleep schedule yet the power of wanting to please the boss of your boss is an undeniable power. (Adds an additional untyped AP the turn it is taken, incurring 6 Stress)

[ ] Hunting Talent: Effectively all of your administration was brought in under your predecessor. Thus, finding people you can trust to manage a section of your efforts in your stead will take a personal touch. (Base DC 50; Diplomacy, Stewardship)

[ ] Personal Time: All know that there are none that can work continually. By taking some time away from work you can relax and catch up on sleep. (Removes 1d6 Stress)
 
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