Realm Sheet Realm Name: Name your realm of something sensible and original as possible Realm Banner Here: same as the name or if you cannot make one I'll make it for youFounding: the age if your realm (no more than a 1000 years) Motto: Your realm's motto Realm's Anthem: Insert a link here to give us an idea what your anthem is the realm's theme Denonymn: The collective identification of your realm Realm Colors: The color(s) associated with your realm Government Type: Choose a government type (A1 Guide) Leadership: The ruling body of the government as well as the cast of characters Factions: Family houses, political factions and other internal or external intrigues of the realm Population: The rough estimation of the population in the realm Ethnicity: Primary race or races in your realm Religions (State/Traditional/Recognized/Suppressed): The religion or primary religions of the realm that can be related to factions. Languages (Official/Recognized/Suppressed): Primary languages of your realm Location: Where in the world does your realm reside on? [Map, Region and number] Area: The amount of land you control in the region by percentile Climate: The weather and type of climate your realm has depending on location. Topography: The terrain features of your realm that is most prominent and whether your realm is landlocked, coastal or an island Currency: User created in name and based on any of the six types of precious metals (A2 Guide) Capital: Name and location of the first city or the city of great importance Major Cities: [leave this blank for now] Colonies: [leave this blank for now] Vassals: [leave this blank for now] Culture: What is life like in your realm? Society customs, cuisine and anything else of interest Military: This is basic breakdown of branches of armed forces including the age restrictions (if any) and traditions. This is purely contextual, no numbers or actual equipment used. (A3 Guide) Brief History: This is basically your realm’s background Current Realms' Cast -Cast Profile- Name: Name, titles and aliases are entered here Age: The age of your character Role: What is their role in their respective realm? Disposition: What ethnic group, religions and political factions within the realm does this character belong to? Appearance: A short descriptive appearance or image of the character Background: Historical background Objectives: The agendas and whims of this character. This be either simple or elaborate, your choice Extra: Other relevant information this character has to the realm MAPS Topographic Regional Guide [A1] Governments: Choose a government type that best suits your nation. This gives a basic understanding how your realm is governed by all the contextual nuances I leave up to you as user created content. More government types will become available as philosophies of the ages are discussed and explored in the narrative. Since more or less most realms are ruled by a king or a single monarch then if you were to go with kraterocracy then you have a kraterocractic monarchy Chiefdom This is the most basic form of organization and governance that is more complex than tribalism but not yet a full fledged state with functional facets of true civilization. Aristocracies and Feudalism Kraterocracy = Ruled by the strongest by means of physical forces, socio and political maneuvering. Might makes right. Plutocracy = Ruled by the rich and powerful where the desires and whims belong to those with money and wealth. Timocracy = Rules by honorable citizens and land owners based on merits and degrees of honor. Geniocracy = Ruled by the intelligent and philosophical where only the wise and creative can govern. Theocracy = Ruled by religious elites and the church as the ultimate authority in governance. Stratocracy = Ruled by military service where only those who served in active duty can govern. Autocracy = Power resides with a single person as a head of state where his or her word is law. Oligarchy = Power resides within a small group of people as heads of state. Pejorative Rule Kleptocracy = Ruled by thieves and criminals in a mafia-style state. Monarchy and Early Democracy Absolute Monarchy = Government ruled by a single monarch as head of state with the ultimate governing authority. Demarchy = Early democracy ruled by consensus conferences where the eligible citizens selected by sortition (jury selection) can govern as heads of state. Ochlocracy = Ruled by the majority "absolute democracy" or mob rule where the will of the majority overrides all. Guide [A2] Currency: Choosing a specific precious metal/mineral has no real advantage or disadvantage at this moment but for the sake of variety and what your currency is based off of. Copper = The most common metal used in coinage Diamond = A rare mineral used in exchanges with similar value to gold Zinc = An uncommon metal used in coinage Gold = An exchange standard and a precious metal used in coinage Tin = A common metal used in coinage Iron = A common metal used in coinage Silver = A common precious metal used in coinage Guide [A3] Military Organization: Army = The oldest and most diverse branch of military organization for it not only focuses on infantry but cavalry, siege equipment and as technology or knowledge increases other specializations will fit into this branch if there are not other branches developed over time. Navy = A branch focusing on ships and relevant only to nations who are near oceans. Landlocked realms cannot have navies. Navies like armies can have other specializations as technology and knowledge increases. Corps = A specialized organization that deals in special training or specialized warfare and can be paramilitary. Corps are very rarely larger than the two basic branches of service. Manpower and Garrisons For the record, for those developing their realms' military must take into account that building armies and navies are expensive and highly demanding in resources, one of these is labor. If too much of your labor force is put into the military you will not have much in labor to tend to farms and other infrastructures of your realm. In the same way garrisons overseas or within your own borders you need soldiers to man them and the cost is all the same. Can't maintain a garrison without soldiers and you can't have soldiers if you do not have the treasury or the manpower to maintain them. Inclinations: Similar to alignment in other RPGs this is your realm's inclination towards certain policies and these are purely personal preferences that you can arbitrary set. How this works is if your realm is 0 on the autonomy and totalitarian scale then 0 shows your realm's government allows full autonomy where as if it were a 10 then your realm's government it has a death grip on everyone and everything within its borders. The trending arrows show if it is going further up or down on the scale and how rapidly. The more rapid the trend the more it may affect public support. 0-10 (Current inclination) = (No trending inclination) < > (Trending inclination) << >> (Strong trending inclination) Government Inclination  -  [Autonomous]0 - 10[Totalitarian] Social Inclination [Conservative]0 - 10[Progressive] [Closed Society]0 - 10[Open Society] Diplomatic Inclination [Isolationist]0 - 10[Interventionist] [Introvert Policy]0 - 10[Extrovert Policy] [Hawkish]0 - 10[Pacifist] Economic Inclination [Private Sector]0 - 10[Centralized] [Competitive]0 - 10[Sustenance] [Free Market]0 - 10[Protected Market] Military Inclination [Defensive]0 - 10[Offensive] Attributes: Each and everyone who has taken interest this far must get with my individually and I will run the numbers for you since we lack a dice rolling mechanic. It seems I am resorting to doing all the book keeping and dice rolling. That being said this is why I went with a narrative driven RP instead of purely dice rolling. The main reason this is require as part of your realm's sheet is to give a degree of dynamic scenarios that are rolled and it is up to you how you narrate it. Public Order: This is your realm’s HP or health. If this ever reaches zero then your realm goes into anarchy and you will lose control of your realm until you can regain control of it Public Support: This is your realm’s “mana” in the ability to do war, endure embargoes and be in favor of questionable policies whether it is foreign or domestic. When this reaches zero this will start to affect public order Labor: The strength of a realm in determining how many able bodied people are available for construction projects, expanding infrastructure and maintaining farms so people won't starve in cities. The more labor a realm has the more it can do and this constitutes in the available manpower a realm has for building armies and navies. Infrastructure: The infrastructure of a realm can determine its dexterity on how quickly things are moved and distributed within its own borders. The better then infrastructure, the quicker and more efficient goods and services are distributed through out the realm. As more technologies and the methods are discovered this will improve the infrastructure dramatically. Knowledge: For a realm who is going to be heavily aligned towards the advancement of the arts in magic and arcane powers this is an important attribute. Knowledge is a realm's wisdom on the arcane energies that can be tapped into talented individuals and the more knowledge a realm has the more talented individuals it has to draw on in continue the advancement in magicks. Brilliance: For a realm who is going to be heavily aligned towards the advancement in technologies this is an important attribute. Brilliance is a realm's intelligence on how it comprehends the world around them and how it works. The more brilliance a realm has the more inventors and innovators it has to draw to advanced in technology as well as expand on existing ones. Influence: This is a realm's charisma mainly by its culture and how the people are on a social level. Perhaps your people are likable or dependable in trade or there are other esoteric merits that can influence other realms to agree with you or make trade and diplomatic exchanges easier. The more influence your realm and your people the more likely a realm's people will follow your example through inspiration or intimidation, whichever is applied. Power: This is the part that happens behind the scenes that determines how good or bad a declared scenario can go pertaining to a certain situation. For example if realm's company is trying to do a hostile takeover with another realm's company in a foreign buyout then it depends on the opposing fiscal powers and how can simply out buy or out negotiate the other. The powers are determine by rank from 1 to 100 with 1 being the worst and 100 being the best. Martial: The military capabilities of your nation through strengths of arms, power projection and force multipliers (if they apply) Discovery: The capability to discover new lands, ancient artifacts, discover new technologies or branch into higher tiers of magicks Technology: Technology is a power modifier for technological realms that use influence, martial powers and other abilities Methods: Method is a power modifer for arcane realms that uses influence, martial powers and other abilities pertaining to magicks Fiscal: The monetary wealth of your nation and how much buying power and leverages you have in trade, trade negotiations and how well companies do in foreign exchanges and currency worth. Culture: How influential your realm's culture is versus other cultures. Resources: This will be randomly selected and each nation starts out with 9 resources. Resources will be determined with dice in the same fashion attributes and powers will be selected. As more discoveries are made more resources will be available. Resources here are mainly for trade, diplomatic and economic narrations to say what your realm has versus what others don't and so forth. You have exotic, fine, rare and unique variations of resources that can determine its trade value.The list of resources are huge so here is a small sample what you might get: -Tea -Fine timber -Coffee -Sugar -Rice -Spices -Cotton -Silk -Marble -Granite -Citrus: -Diamonds -Sulfur -Iron -Copper -Gold -Silver -Crystal Fine variation has better quality and trade value Exotic variation has fine quality and even better trade value Rare variation has best quality and very good trade value Unique has best quality and brings the highest trade value on the market And some help with bbcodes with this will be deeply appreciated.