Post by Alexian on Feb 15, 2016 15:41:19 GMT
Nations and Factions
Credit: Origami
Nations and factions exist in a tenuous balance, for without the other they would not exist - Nations need factions to perform tasks and services for which the faction is awarded, while this causes factions to thrive and grow. Factions worth their salt will need the nurturing care of a nation, provided to aid in the Faction's growth - though by all means factions are free to align to a nation or be true to themselves, the choice is theirs. Nations and factions share the same resource - Influence - though while this is true nations tend to start out mostly developed while factions start with a small list of caveats and proceeds from there.
Gaining Influence
Factions and Nations (Realm/Clan) can gain a significant influence in other nations and areas that may be defined into two different types; Dread or Glory. Accruing either or both nets the gain of overall influence and can be used for certain bonuses when role-playing in influenced areas, used to push faction agendas in reaching milestones that unlock more functionality, and other bad-ass goodies. Influence is gained through Myths, Faction-specific campaigns, and Events; and may never be barred from gaining either type of inflience in an area (however they may only have Dread or Glory in a particular area). There is no limit to the gain of Glory/Dread, however faction's influence and rewards are capped
Forms of Influence
Dread
While sounding evil in nature, Dread isn't always bad especially when it's the bad guys who are scared, This type of influence grips a nation in fear and foreboding of your presence in their lands. Denizens may cower before you or ignore you completely in the face of your treachery, choosing to turn a blind eye to it all for fear that if they oppose the factions influence they will pay dearly.
Glory
Glory is brought on by respect and heroism (such as hometown heroes). A few example of acts that gain glory would be getting rid of a mythical beast for a nation, assisting the nation in dire times of need, or political interaction and favor. Your tales of legendary wit and combat are spread throughout the land and the faction is celebrated if not adored.
Credit: Origami
Nations and factions exist in a tenuous balance, for without the other they would not exist - Nations need factions to perform tasks and services for which the faction is awarded, while this causes factions to thrive and grow. Factions worth their salt will need the nurturing care of a nation, provided to aid in the Faction's growth - though by all means factions are free to align to a nation or be true to themselves, the choice is theirs. Nations and factions share the same resource - Influence - though while this is true nations tend to start out mostly developed while factions start with a small list of caveats and proceeds from there.
Gaining Influence
Factions and Nations (Realm/Clan) can gain a significant influence in other nations and areas that may be defined into two different types; Dread or Glory. Accruing either or both nets the gain of overall influence and can be used for certain bonuses when role-playing in influenced areas, used to push faction agendas in reaching milestones that unlock more functionality, and other bad-ass goodies. Influence is gained through Myths, Faction-specific campaigns, and Events; and may never be barred from gaining either type of inflience in an area (however they may only have Dread or Glory in a particular area). There is no limit to the gain of Glory/Dread, however faction's influence and rewards are capped
Forms of Influence
Dread
While sounding evil in nature, Dread isn't always bad especially when it's the bad guys who are scared, This type of influence grips a nation in fear and foreboding of your presence in their lands. Denizens may cower before you or ignore you completely in the face of your treachery, choosing to turn a blind eye to it all for fear that if they oppose the factions influence they will pay dearly.
Glory
Glory is brought on by respect and heroism (such as hometown heroes). A few example of acts that gain glory would be getting rid of a mythical beast for a nation, assisting the nation in dire times of need, or political interaction and favor. Your tales of legendary wit and combat are spread throughout the land and the faction is celebrated if not adored.