TALLTALESRP GUIDE

Factions and Nations

RECENTLY, THE WAY FACTIONS WORK WAS CHANGED. 
READ MORE HERE!

Factions and nations: they are the pinnacle of intelligent life's capability to mobilize and organize. However, despite similarities, there are still stark differences between a Faction and a Nation.

Politicking with your allies and your enemies is essential for securing your place in this world. Here is a guide for all current and aspiring leaders.

Chapters

Chapter 1: Factions

A Faction is considered a group with a small population and land claim big enough to construct a town and create an identity for the Faction.

A price must be paid to establish a Faction, and pay upkeep every two weeks to remain a Faction.

Population Category
10 Hamlet
20 Village
40 Town

Upkeep is paid at -58 46 -225 (Adventurer’s Guild Library - behind the desk)

Part 1. Hamlet

So you're finally on the map! As far as factions go, you're only starting out, but things are looking up from here.

  • Cost to Establish: 3 gold coins
  • Upkeep cost (every other week): 32 silver coins
  • Number of Representatives: 3
  • Claim Radius: 4 chunks from center chunk (a 9 x 9 area)

Part 2. Village

Your busy enclave has evolved into its own space, with its own culture and people. Villagers are delighted to call your place home.

  • Upkeep cost (every other week): 1 gold coins
  • Number of Representatives: 3
  • Claim Radius: 6 chunks from center chunk (a 13 x 13 area)

Part 3. Town

Your settlement is coming along. You have forged a path only a rare few have the privilege to witness. A thriving economy and bustling space make for happy townsfolk.

  • Upkeep cost (every other week): 1 gold coins, 48 silver coins
  • Number of Representatives: 3
  • Claim Radius: 8 chunks from center chunk (a 17 x 17 area)
Chapter 2: Nations

A Nation is considered a built-up city with a large population and large land claim. Nations make a mark on the world of Eldorath through expanded privileges.

Nations must pass an in-depth activity check to be established, and must continue to pass this activity check every three months to remain a Nation.

Part 1. Establishing & Maintaining

Nations are created when a Faction reaches an active population, is well-known within the TallTalesRP community and has a very built-up land claim. They must pass activity checks every 3 months to remain a nation. nations are also required to keep the land in their claim up to standards.

If a nation fails to pass an activity check, they may either choose to become a faction again, or they can pay the highest upkeep cost for 2 months to attempt to increase member activity once again. They’ll undergo another activity check once the 2 months are up, failing to pass it will bring them back down to a faction.

If a nation does pass activity checks but wishes to no longer be a Nation, they must hold an election to choose new leaders, or the majority of their leadership must vote to become a Faction once again.

Currently, Nation applications are closed. They open up on a periodic basis, however, there is no pattern or established process as to when they open up.

Part 2. Nation Privileges

Due to the size and activity expectations for a nation, they are given a plethora of privileges that Factions do not get. With these, they can create very meaningful roleplay opportunities for members of the Nation, as well as people who pass through the Nation.

While not all privileges are listed, some include:

  • Nation builds pasted in by Administration. Builds that the Nation may create on their own build server can be pasted into their claim (costs Gold) by our Administration team.
  • Ability to request expansive Lore that’s canon. Ability to request and work with the Nation Lore team in our Lore department to introduce expansive Nation lore that’s considered canon.
  • Can run World Events assisted by Lore department. They can run World Events, in assistance with the Lore department that can be accessible publicly, and shared publicly in Discord.
  • Land claim is expanded. The land claim for nations is expanded to a 33x33 area. Existing land claims will try to be avoided, or adopted into Nation as a sub-town when possible.
  • Better public representation and accessibility. Nations receive public representation on Discord, in-game and through other TTRP-mediums and have access to setup a fast travel system which anyone can use (coming soon).
  • There are more privileges that Nations receive, you can read more about them here.
Chapter 3: Council of Eldorath 

The Council of Eldorath is a gathering of the world's leaders to the Adventurer's Guild. Representatives from civil factions and all nations are invited to optionally meet and discuss the future of the world moving forward.

Part 1. Starting a Council of Eldorath

Two factions and/or nations may come together and file a formal request with reasoning as to why they would like to call for council. Either through a meeting with one of the Communications heads, or a letter sent to the Communications department. 

The Guild may host a council meeting if there is either an emergency, or a special case that has been brought to and approved by them.

Part 2. Discussion during Council

Once a date and time has been established for the next gathering, factions and nations are to (optionally) gather underneath the Guild hall to partake in it. The time spent during Council will be mostly based around the topic that brought forth the initial gathering. The two leaders will be invited to give a brief up on stage before formal discussions begin.

  1. The Council host will provide a short opening statement to the leaders before stepping away and joining the greater crowd for upcoming discussion.
  2. The person/people that called for the gathering will give a brief on stage about the main situation/topic
  3. After the brief, characters will be allotted 15 minutes to discuss with each other, freely moving about all the tables.
  4. Then, one at a time after this period is over, said characters will line up to take turns and say their piece on the situation upon the podium with those that requested the gathering / whoever proposed the topic.

Part 3. Proposals during Council

Should a proposal be brought forth during a council meeting, the participating members within the session must handle a proposal like so.

  1. A proposal is brought to stage
  2. Representatives split into FOR, AGAINST, and NEUTRAL groups
  3. A brief discussion of alternating 1-minute arguments (cutting off at 10 minutes with final arguments from both sides)
  4. Votes of all representatives (FOR, AGAINST, OR ABSTAIN) are publicly collected
  5. Greater than 50% of votes must be FOR the proposal in order for it to pass

Acts of violence are not permitted within Primshire. The chamber and the surrounding city where the council is held are protected by powerful warding magic, prohibiting any harmful act done to a creature in the area.

Part 4. The Council's Authority

Notaries Players may apply for two positions; Notaries and Adjudicators.

  • Notaries are lawmakers. They review and revise laws. When a bill or amendment gets passed through council, the Notaries are the ones who review it with no bias to simply prove it’s constitutionality or to see if it’s redundant or not. Their powers will be outlined strictly.
  • Adjudicators are judges. They judge and enforce the laws. When a Criminal or Threat of Eldorath, not for inter-faction disputes, is needed to be judged, this is where they step in. They are an unbiased third party that will judge according to the laws in which they have broken. Their powers will be outlined strictly.

They are their own entities affiliated with the Guild that are watched over by the Communications Department.

Chapter 4: Conclusion

Take a moment to plan ahead for the future of your people. The times oscillate between peace and war, always on the precipice. When we catch ourselves off-balance, that is the crucial moment upon which we must act. We look forward to our next meeting with you.

Yours truly,
The Adventurer's Guild