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Volant - Kingdoms of Air and Stone 
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Post Re: Volant - Kingdoms of Air and Stone
sean wills wrote:
The setting is already throwing up some interesting possible themes, this is way cooler than having them imposed.


Thanks, Sean! I've always preferred that these themes arise out of the interaction of characters and settings, at the group level.

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Tue Mar 13, 2012 12:31 am
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Post Re: Volant - Kingdoms of Air and Stone
Here's my first pass Government Generator. Roll 1d10 - once for the Form of the government, and once for the Substance - Then try to figure out how it works.
Roll Form Substance
1 Anarchism Aristocracy
2 Chiefdom Matriarchy
3 Monarchy Theocracy
4 Republic Oligarchy
5 Democracy Plutocracy
6 Autocracy Democracy
7 Oligarchy Autocracy
8 Technocracy Kritocracy
9 Theocracy Meritocracy
10 Aristocracy Stratocracy

I will have definitions of all of these, but most are pretty well known except Kritocracy - rule by judges - and Stratocracy - rule by the military.

Comments very welcome!

-clash

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Tue Mar 13, 2012 10:15 pm
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Post Re: Volant - Kingdoms of Air and Stone
I like this - it generates enough variety without prescribing in detail. Maybe I'm being cynical and British but I can see Democracy as form but not substance. Another substance could be Kleptocracy.

I'd want to know if all the regions of the skyland were under the same government or maintained their own. I suppose you could even roll for the region/skyland's prevailing attitude to others it encounters - separatist, assimilationist, exploitative.

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Last edited by sean wills on Wed Mar 14, 2012 3:37 pm, edited 1 time in total.



Wed Mar 14, 2012 2:27 pm
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Post Re: Volant - Kingdoms of Air and Stone
sean wills wrote:
I like this - it generates enough variety without prescribing in detail. Maybe I'm being cynical and British but I can see Democracy as form but not substance. Another substance could be Kleptocracy.


I try to keep my natural vicious American cynicism under wraps, Sean. I leave such enticing possibilities as Democratic form and Kleptocratic substance as an exercise in roleplaying, because otherwise it is just opening a can of worms. :D

-clash

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Wed Mar 14, 2012 3:31 pm
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Post Re: Volant - Kingdoms of Air and Stone
Castes

Some cultures in the world have caste systems. A caste system is a socio-economic heirarchy, where a person is born into a position and sub-culture, whose worth is intrinsic and - theoretically - unvarying.
Caste Societies vary immensely. There can be few castes, many castes, many sub-castes within a few meta castes, religion-based castes, ethnicity-based castes, and other variants. Marriages and offspring outside of ones caste are possible in certain ways, but the prohibitions and the strength of these prohibitions vary from culture to culture.
Game groups from a non-caste society should probably not use a caste-bound native culture to work within. Caste-bound societies for these groups would probably work better as foreign cultures, unless they are loose castes lightly applied. People from modern western cultures have difficulty dealing with the limitations from castes. Groups are, of course, free to disregard this advice. You can, if you wish, use the following table, or construct one to your own tastes.

Caste Table

Roll Rigidity Base Complexity
1 Extreme Religion Byzantine
2 Very Rigid Religion Extraordinary
3 Rigid Ethnicity Hard to Understand
4 Moderately Rigid Ethnicity Complex
5 Moderate Religion and Ethnicity Layered
6 Somewhat Rigid Tribal Moderate
7 Somewhat Bendable Mixed Moderately Simple
8 Bendable Mixed Mostly Simple
9 Somewhat Fluid Mixed Simple
0 Fluid Mixed Trivial

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Sun Apr 01, 2012 10:39 pm
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Post Re: Volant - Kingdoms of Air and Stone
The Electorate of Straum is a six-region nation with a powerful military. It's national government is in form an Oligarchy, but in substance a Stratocracy. All six regions of Straum were produced randomly.

Ar Jinnyah is a large, arid region. It produces camels, cattle, poultry, quartz, chalk and bamboo. There are three cities in the region: Kumah, a large city which produces furniture from bamboo, leather, and feathers; Terah, a medium city which produces telescopes from bamboo and quartz, and Alvarah, a small city which produces leather goods.

The government of Ar Jinnyah has the form of an Autocracy, and the substance of a Matriarchy. The cultural stereotype is Off Kilter 3, Scientific 2, and Sarcastic 2. The Castes are very rigid, based on ethnicity, and layered. It's Conditions are Arid, Windy, Rough Hewn, and Wild. It's cultural oddities are: (economic) patron-client relations, (interpersonal) orgies, (leisure) retreats, (fashion) Natural Look, and (taboos) eating utensils.

Hamaura is a medium, fertile region. It produces sugar beets, pine, bamboo, horses, cattle, and quartzite. There are two cities in the region: Hamadraut, a large city which produces leather riding saddles from leather, pine, and silver; and Tauvas, a small city which produces paper.

The government of Hamaura has the form of an Oligarchy, and the substance of a Matriarchy. The cultural stereotype is Gregarious 3, Laid Back 2, and Carefree 2. The Castes are somewhat fluid, mixed-base, and moderately complex. It's Conditions are Hilly, Well-Watered, Wooded, and Rolling. It's cultural oddities are: (economic) religious communism, (interpersonal) long courtships, (leisure) dancing, (fashion) elaborate shoes, and (taboos) bastardy.

Disomia is a large, mountainous region. It produces fruits, spices, poultry, basalt, quartz, and silver. There are three cities in the region: Samsarum, a large city which produces jewelry from basalt, quartz and silver; Hyorn, a medium city which produces candied fruit, and Kefel, a small city which produces spice extracts.

The government of Disoma has the form of a democracy, and the substance of a stratocracy. The cultural stereotype is Methodical 3, Stubborn 2, and Patient 2. The Castes are somewhat fluid, religion based, and extraordinarily complex. It's Conditions are Mountainous, Huge, Rocky, Wild, and Ridged. It's cultural oddities are: (economic) scientific research, (interpersonal) odd gender roles, (leisure) foot racing, (fashion) embroidery, and (taboos) eating utensils.

Amaris is a large, fertile region. It produces horses, birds, potatoes, flax, hardwoods, and marble. There are five cities in the region: Arnu, a small city which produces linen; Velos, a medium city which produces fancy clothing from feathers and linen; Marsil, a small city which produces hardwood lumber; Trino, a small city which produces instant mashed potatoes; and Palos, a small city which produces war horses.

The government of Amaris has the form of a chiefdom, and the substance of a stratocracy. The cultural stereotype is Hedonistic 3, Iconoclastic 2, Friendly 1, and Laid Back 1. The Castes are somewhat bendable, religion based, and complex. It's Conditions are Fresh, Rolling, and Beautiful. It's cultural oddities are: (economic) contract, (interpersonal) polyandry, (leisure) wilderness, (fashion) ornateness, and (taboos) pets.

Straum is the capitol and a large, mountainous region. It produces horses, fruits, bamboo, migmatite, iron, and coal. There are three cities in the region: Wellen, a large city which produces armor from coal, iron, and brass; Saren, a medium city which produces weapons from steel and bamboo; and Tromen, a small city which produces steel.

The government of Straum has the form of a technocracy, and the substance of a theocracy. The cultural stereotype is Aggressive 2, Arrogant 2, and Honorable 3. The Castes are somewhat fluid, religion based, and extraordinarily complex. It's Conditions are Well-Watered, Mountainous, Aromatic, and Cultivated. It's cultural oddities are: (economic) scientific research, (interpersonal) gender separation, (leisure) wrestling, (fashion) kilts, and (taboos) hair.

Carium is a medium, mixed region. It produces pigs, poultry, softwood, reeds, copper, and marble. There are two cities in the region: Cariol, a medium city which produces clockwork from copper and steel; and Otenium, a medium city which produces musical instruments.

The government of Carium has the form of a republic, and the substance of a kritocracy. The cultural stereotype is Melodic 3, Meticulous 2, and Spontaneous 2. The Castes are rigid, of mixed base, and hard to understand. It's Conditions are Chilly, Beautiful, Wooded, and Snowy. It's cultural oddities are: (economic) contract, (interpersonal) optimal offspring, (leisure) game craze and music, (fashion) elaborate shoes, and (taboos) nudity.

-clash

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Sat Apr 14, 2012 1:58 am
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Post Re: Volant - Kingdoms of Air and Stone
Splendid, that nation's like something dreamed up by Jack Vance or Jonathan Swift.

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Sat Apr 14, 2012 8:59 am
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Post Re: Volant - Kingdoms of Air and Stone
sean wills wrote:
Splendid, that nation's like something dreamed up by Jack Vance or Jonathan Swift.


That is the highest praise, Sean! Thank you! I was very much going for a Vance feel! :D

-clash

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Designing: Lowell Was Right!
Last Release: IHW: Pigboats, Volant - Kingdoms of Air and Stone
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Sat Apr 14, 2012 1:07 pm
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Post Re: Volant - Kingdoms of Air and Stone
Volant - Kingdoms of Air and Stone

Volant has only one type of magic. As humanity's magic has been burned out, the only thing left is the magic inherent in nature. Exploiting this is the art known as Alchemy.

Alchemy

Alchemy is the creation of potions through the use of naturally magical ingredients. Alchemy goes through a series of steps, each step lasting an entire day and requiring a skill check with at least one success per step number to produce the final product - i.e. a success at step two requires two successes on the skill check. The potion can be used at the completion of any step, but the effect varies with the step.

Step 1 - Distillation

This step purifies and intensifies the magic in the ingredient. The potion used at this stage must be drunk within a day or it loses potency. This potion is known as a "distilled potion".

Step 2 - Stabilization

This step stabilizes the magical effect and makes it last longer before it needs to be used. The potion at this stage must be used within one month or it loses potency. This potion is known as a "Stable Potion"

Step 3 - Combination

This step allows the safe combination of two distilled, stabilized - i.e. Step 2 - potions to create a third, which combines the effects of both. The potion at this stage must be used within one month or it loses potency. The effect of the potion is some kind of combination of the two ingredients, but the exact effect is up to the Alchemist, and requiring GM approval. "This potion is known as a "combined potion".

Step 4 - Enhancement

This step boosts the efficacy of the potion, doubling its effect. The potion at this stage must be used within one month or it loses potency. This potion is known as an "enhanced potion"

Step 5 - Sealing

This step completely negates the effect of time on the potion, so long as the container is not opened. If the container is ever opened, the potion at this stage must be used within one month or it loses potency. This potion is known as a "sealed potion".

-clash

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Fri Apr 20, 2012 2:07 pm
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Post Re: Volant - Kingdoms of Air and Stone
Cool, I can imagine the odd experiments, ingredient/potion trade (overt and illicit) and fieldtrips for ingredients or missing/stolen formulae that would ensue. Also, alchemists going mad in search for the perfect blend, a bit like the parfumier in Perfume. Also, the varying attitudes to it's study and practice between different nations.

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Sat Apr 21, 2012 4:34 am
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