Post by Zidagar Dinoman on Jul 7, 2004 15:08:15 GMT -5
4,27,19 - M-V - C8A2475-A S Fl 603 Im 160
Terran size (8), exotic atmosphere (A), dry world (20%), Tens of thousands citizens (4), Balkanisation (7), Moderate law, concealed weapons prohibited (5), Tech level 10 (A), Scout base (S)
Actually the first one on the list, but it hasn't been claimed yet. I'd like to work on this world. Before you say anything (namely CELS and Kage) about me taking more worlds than I can handle (Heleonis would bring me up to a grand total of three), I think this would actually help me finish Altarra and Salinas rather quickly. The main problem with finishing these worlds is not the lack of ideas, but the fact I've had too many ideas, some working in harmony, and others downright contratictory.
Anyway, on the the conceptualization phase:
Terran size (8): No problem here
exotic atmosphere (A): Natives might have to wear gas masks, or maybe fudge the Guide roll to make it a Standard Atmosphere
dry world (20%): Desert planet
Tens of thousands citizens (4): Various nomad tribes travelling from oasis to oasis.
Balkanisation (7): Previously mentioned tribes come into conflict over water rights.
Moderate law, concealed weapons prohibited (5): I'll have to bring this down.
Tech level 10 (A): A little high, but bringing it down will offset the increases in the Salinas and Altarran tech levels.
Scout base (S): An Imperial Navy base on one of the outer planets/moons?
Life Value 1: Fitting for a big lump of dirt. Terraforming and non-native lifeforms will probably have taken over.
I'm currently imaging a horse based culture. 3-4 main tribes and several more minor ones, each with different traits and customs.
First Tribe: More sedentary than the other tribes, living near water sources protected by large fortifications. Most people live on farms and united under a feudal king.
Second Tribe: Desert tribe from near the equator (where the sun is most intense). Interesting quirk is that it is Taboo to kill a Grox. They survive by raiding the First tribe.
Third Tribe: Live in the upper latitudes.
Fourth Tribe: Perhaps semi-chaotic, worshipping the gods of the four winds or something equally heretical.
Imperial authority either limited to single city under heavy guard or in orbit. IG tithe limited to one or two regiments (due to low population).
Thoughts, comments, flames?
-Dinoman
Terran size (8), exotic atmosphere (A), dry world (20%), Tens of thousands citizens (4), Balkanisation (7), Moderate law, concealed weapons prohibited (5), Tech level 10 (A), Scout base (S)
Actually the first one on the list, but it hasn't been claimed yet. I'd like to work on this world. Before you say anything (namely CELS and Kage) about me taking more worlds than I can handle (Heleonis would bring me up to a grand total of three), I think this would actually help me finish Altarra and Salinas rather quickly. The main problem with finishing these worlds is not the lack of ideas, but the fact I've had too many ideas, some working in harmony, and others downright contratictory.
Anyway, on the the conceptualization phase:
Terran size (8): No problem here
exotic atmosphere (A): Natives might have to wear gas masks, or maybe fudge the Guide roll to make it a Standard Atmosphere
dry world (20%): Desert planet
Tens of thousands citizens (4): Various nomad tribes travelling from oasis to oasis.
Balkanisation (7): Previously mentioned tribes come into conflict over water rights.
Moderate law, concealed weapons prohibited (5): I'll have to bring this down.
Tech level 10 (A): A little high, but bringing it down will offset the increases in the Salinas and Altarran tech levels.
Scout base (S): An Imperial Navy base on one of the outer planets/moons?
Life Value 1: Fitting for a big lump of dirt. Terraforming and non-native lifeforms will probably have taken over.
I'm currently imaging a horse based culture. 3-4 main tribes and several more minor ones, each with different traits and customs.
First Tribe: More sedentary than the other tribes, living near water sources protected by large fortifications. Most people live on farms and united under a feudal king.
Second Tribe: Desert tribe from near the equator (where the sun is most intense). Interesting quirk is that it is Taboo to kill a Grox. They survive by raiding the First tribe.
Third Tribe: Live in the upper latitudes.
Fourth Tribe: Perhaps semi-chaotic, worshipping the gods of the four winds or something equally heretical.
Imperial authority either limited to single city under heavy guard or in orbit. IG tithe limited to one or two regiments (due to low population).
Thoughts, comments, flames?
-Dinoman