Island Nations Role Play *Deity Role Play*
I was thinking of a role play based around Island nations similar to Polynesian tribes. Each Island nation would be anywhere from the size of Rhode Island all the way up to Japan. (The entire nation, including all islands). The tribes would all know how to make fire, hunt, and gather, as well as how to make clothing for free. There would be tribes that have the ability to do some things that other tribes don't, and tribes that have unique talents and gifts, some coming from their patron deity. Please note, at the beginning of the game, the nations will have primitive governments, the islands won't even be fully unified, unless you begin with a small sized island. In fact, even absolute monarchies are new. Most likely, your governments will be limited to chieftains ruling over a clan of a few hundred or thousands of people.
Here's Your Tribe Sheet:
Name Of Tribe: Technologies All tribes start with fire, stone tools, hunting, fishing, and hunter/gathering. Further technologies are bought with experience points after the start of the game. However, tribes also start with one extra technology at the beginning of the game. Please note,
Talents: Choose Three Talents. Talents can be narrow or focused. Such as a form of Magic (Experience in a form of Magic grows faster), or "Magic" (All Magic stats you possess grow faster, but not as fast as one form of Magic growing).
Deity: Deities are all bound magically somehow. Either inside portals, a magical object, monuments, or are injured, etcetera. To fill out the Deity entry, first tell me the Deity's name, then the power that the Deity presides over. For instance, the Deathy-MacDeath, the Deity of Death, is the Deity of Death.
Magic: Choose a form of magic your people begin knowing. Magics have experience points that slowly grow. The higher the Magic stat, the more refined, or at least, the more powerful magic will manifest it'self in your Tribe/Kingdom.
Divine Gifts: Divine Gifts are similar to Magic, but don't necessarily take the form of Spells. A Divine Gift can be locationary, such as a magical spring of water, like the Fountain of Youth, or a magical weapon. Or it can even be a lineage of enchanted people.
Beginning Size Of Island: Choose Tiny Size To Enormous
Sizes And Examples Of Size:
Tiny (Rhode Island)
Small (A small state in the U.S.A)
Large (About two Irelands)
Very Large (Say, three Irelands or so)
Huge (The United Kingdom)
Enormous (Japan's land area)
Begin with 1 Favored Societal Trait. That trait will gain experience faster than other Societal traits. Eventually experience can be used to buy more bonuses for your Tribe/Nation.
Tradition: People are less likely to rebel or disrespect authority. Occasionally, Tradition will allow people in the high eschelons of society to become more effective. Religious structures, and other organizational structures will be harder to infiltrate, and both moral and immoral aspects of your tradition can be put to good use in character for effects to be used in-game. Thus, if you have a highly traditional society that's like Nazi Germany, your people aren't as likely to notice or even care if it's been that way for a long time, allowing your ruler to consistently exploit others with fewer repercussions, OR if your people are targeted for their beliefs, whether religious (That's more Piety trait) or just some vagtue tradition, you are more likely to "do the right thing" and thus receive the reward for doing good.
Liberty: Your people are less likely to abuse authority. With liberty, change comes faster, although anarchy is more likely to occur, and change isn't always good. . . Remember Liberty, Equality, and Fraternity? That came from the French Revolution, which was a massive splatter house. On the other hand, sometimes Liberty based cultures can acquire massive gain the likes of which other cultures can only dream of.
Wisdom: Prepares your society for stability. Your culture can roll with the punches of change and prosper despite changes that would usually hinder another society. Certain cultural achievements and positive things are more likely to occur under Wisdom.
Honor: Your people are less likely to disrespect authority. Similar to Wisdom in effect, an Honor society is less able to deal with damage thas has been done to it's structure, whereas a Wisdom society is less more likely to suffer a temporary penalty when an unavoidable problem occurs, but shake off it's effect.
Piety: Your island is closer to it's god. This has repercussions that are both good, and bad, like all other Societal Traits.
Government: Either Tribal Or Monarchy at the start.
Very Large 25,000
The advantage of having smaller islands if that you have less competition. The advantage of having large islands is that you more resources. Having less competition will allow you to grow your civilization in certain customizable ways that escalate the growth of art, architecture and religion. Having more competition will, of course, prepare you for war. Neither condition will make your country less or more powerful than a smaller or larger island PC nation.
Long ago, a vast Exodus of people from a collosal continent now no longer known as a land of Mankind, made their way to the islands of the world. From tiny islands unable to support more than a few hundred people, to islands capable of sustaining great pastures and horsemen. Ruins of ancient civilizations before these people are out before them to adventure, and explore within. Barbarians, not quite man and yet more than animal roam the seas looking for Human cattle and food. The tribes prey on another, and the people are childish, even cruel.
This is the story of the Great Tribes of the world, that became Empires to envy.