Who Needs the Empire? (Successor, MLP Nation Game

Not sure how much of a trading empire we'll be able to build since we are seen as freaks at best and abominations at worse.

Honestly it felt like the plains dinos were the way to go for diplomacy for me since the zebra neighbors weren't hostile just trying to rebuild their lives after discord's reign


nah, thats quitters talk. we will talk no jutsu our way into peoples hearts. plus, i doubt everyone is gonna treat us like that, be ironic for the Griffs
 
Honestly of the 3 choices between the cities I felt the plains was a blank slate/diplomacy focus, descending lights was magic/science focus that with there focus on glass and being in a desert I would be insulted if building a solar/star powered death laser wasn't an option, and the dark waters I feel are industrial/exploration focus since they seem to have access to a lot of material and food assuming they have the ability to fight sea monsters for them.
 
We've got access to fish which is probably the single most scalable form of raising protein our civilization can easily have available, and given our sister city is specialized in glassworking and star gazing, that can probably be developed into some worthy trade goods once we find others worth trading. Depending on how varied our race is, there's actually a subfamily of raptors that are believed to have been semiaquatic divers. That would probably make us drastically more suited for exploiting some coastal resources like pearl beds or everyone's favorite sea snails.

I'm not against piracy, and really- there's largely no such thing as a great maritime trade empire that wasn't also a naval power, but historically piracy, trade, and maritime force projection are more of a single continuum then different options. For all that we think of the Caribbean when we think of piracy, a pirate can just as easily be a fisherman supplementing his haul- the Liburnians come to mind. The trick is to avoid their mistakes and not agitate a foreign empire enough that the costs of anti-piracy campaigns are outweighed by the costs of piracy and doing business with us/around our waters.
 
The easy way to do it is to just have anyone who is paying properly or has a treaty is fine, and anyone else gets pirated.
 
You know I have to wonder but since our biggest threat at the start seems to be sea monsters does that mean we're going to have a monster hunter like economy? As in instead of us going for iron and gunpowder we instead use monster bone and other monster parts for the same or possibly better results.
 
I have some ideas depending on if the effect is limited to Equestria or global:

If global:
(
My guess is that Equas lost its original orbit around the sun and rotational status and either has an artifact sun/moon or a magical method of filtering or bending and controlling what light gets through and where it lands.

I also theorize that the current moon is real but depending on whether or not it is actually being moved and not just the view of the sky then perhaps very small yet extremely close to the planet and likely being magically stabilized.)

If indeed limited to Equestria:
( My guess is that it is neither an illusion nor physically real but light and possibly space is being bent thanks to something Discord did and at some point the Unicorns and later the sisters gained some manual control over this effect and perhaps even the ability to extend and to a lesser extent contract it. So it is real but normally localized and effecting the 'representation' and access to the 'concepts' of the sun and moon in it's area more than actually directly impacting the celestial bodies which would actually by default be global.
)
Not sure if we really need a scientific explanation for it. A Mad Chaos God said "fuck this area in particular" and now it's cut off from the regular day/night cycle despite still having the same sun and moon as the rest of the planet.
 
The problem is that this issue predates both the princesses, and the geographic location of Equestria. Which according to the timeline means it predates discord's peak.
 
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Piracy is basically the only fights we have a real chance of winning against other factions. Boats mean numbers are limited and we can't afford to lose much of our populace.
Every Dromaeid is a resource worth protecting/saving. That should be our guiding principle as a race.
 
Piracy is basically the only fights we have a real chance of winning against other factions. Boats mean numbers are limited and we can't afford to lose much of our populace.
Every Dromaeid is a resource worth protecting/saving. That should be our guiding principle as a race.
Also....it means we can dress like pirates and that is very cool.
Edit: also completely unrelated question can our race grow beards...specifically blackbeards?
 
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Come on, now. If we're going all in on the pirate aesthetic the least we can do is be original about it.

Speaking of questions, though, what do typical Dromaeid names look like?
 
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.]

=====


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.
 
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.
Do Traits also include having a truly amazing beard? (That Is a joke...maybe)
 
I'd like to request an explanation on how Prowess works here, probably should explain the rest as well but I mostly want to know how Prowess will be used in this system.

Also should we include a name or anything else?
Prowess is how good, or bad, you are at throwing hands or otherwise being in a fight.

Yes.

Do Traits also include having a truly amazing beard? (That Is a joke...maybe)
Well, you are feathered dinosaurs, so...
 
[] Plan:
-[] Diplomacy: 5 Very Good
-[] Learning: 3 Fair
-[] Intrigue: 4 Good
-[] Stewardship: 6 Excellent
-[] Martial: 2 Poor
-[] Prowess: 2 Poor

First draft idea. As of now the settlement needs a manager more than anything else. Someone with the brains to keep the system running smoothly and expand (thus a high Stewardship is essential), with the words to keep the guilds cooperating(Diplomacy), and the insight to know if someone is pulling a fast one(Intrigue). After that I put Learning as the next important to progress our people. This unfortunately left little points for fighting and tactics, but as of now those are the last concerns of our people and they can be learned.
 
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