Intrigue in the Marble Council
As some of you know, I have recently launched the sixth installment of my main contribution to this site, COLONISERS. But recently, I have found I want to branch out and try new things. So here is a saga trying to explore the never-before-explored, which I hope will not crash and burn.
Introducing.... the MARBLE COUNCIL!
Once upon a timey time, there assembled a collection of peoples, of different races, of different planes, but all of the same two contradicting desires. Stability and POWER. That group has since been altered many times, as planeswalker wars ravaged the universe, but those two ideals still hold. The council's existence is extremely beneficial to most everyone in the multiverse, firstly because of the prosperity and trade that it brings, and secondly because the members are all constantly plotting against each other rather than trying to take over the world.
There are 14 as of this moment, but many more shall soon join.
'But Hiro, who could spearhead these new factions?'
YOU. Congratulations! You are the leader of a newly accepted faction that just joined the ranks of this Interplanar Parliament, and you are just as ambitious and power-hungry as these chumps!
'That's all fine and good, but why is the parliament diagram a Tier List?'
See, that's another thing. Not every marble councillor race is equal. The Iron Councillors, making up the largest subdivision, are the relatively new members. This is where your factions will start out. In Major decisions, they each get....
1 VOTE.
Above, the Bronze Councillors, who have been in the council for sufficiently long to deserve the status. They each get....
1.25 VOTES.
The Silver Councillors, denoted by charitable actions towards the others, get....
1.5 VOTES.
And finally, the Golden Councillors. At the moment, there are only two. They are the factions that really call the shots, and they each get....
2 VOTES!
Soon, descriptions will come for all of the factions already present in the council and their quirks, but for now, what you must do, is.....
FOR THE 31st of MAY,
Make anywhere from 1 to 6 cards describing a new player in the multiverse's political game. You must outline what they will bring to the council (resources, information, ....services?), and if they request anything in return. We will start with however many players we have then, but unlike in COLONISERS, new ones can JOIN AT ANY TIME!
Then, every week or so, something will stir inside the machinery of the council, and a new decision will be put to vote by one of the AI councillors. Players can put decisions forth at ANY TIME! You can do anything at ANY TIME! Every vote or political action should be ideally accompanied by a card. Then, I shall set up a RNG table for different outcomes that could happen (as fairly as I can), and I will roll the dice.
EVERY DECISION AFFECTS EVERYONE.
If your influence ascends high enough, you'll move up a tier. If your influence sloops down, you will get KICKED FROM THE COUNCIL!
The ultimate goal of each player is to become the chairman of the council, but again, open world, do what you want.
Good luck, and happy smithing!
Introducing.... the MARBLE COUNCIL!
Once upon a timey time, there assembled a collection of peoples, of different races, of different planes, but all of the same two contradicting desires. Stability and POWER. That group has since been altered many times, as planeswalker wars ravaged the universe, but those two ideals still hold. The council's existence is extremely beneficial to most everyone in the multiverse, firstly because of the prosperity and trade that it brings, and secondly because the members are all constantly plotting against each other rather than trying to take over the world.
There are 14 as of this moment, but many more shall soon join.
'But Hiro, who could spearhead these new factions?'
YOU. Congratulations! You are the leader of a newly accepted faction that just joined the ranks of this Interplanar Parliament, and you are just as ambitious and power-hungry as these chumps!
'That's all fine and good, but why is the parliament diagram a Tier List?'
See, that's another thing. Not every marble councillor race is equal. The Iron Councillors, making up the largest subdivision, are the relatively new members. This is where your factions will start out. In Major decisions, they each get....
1 VOTE.
Above, the Bronze Councillors, who have been in the council for sufficiently long to deserve the status. They each get....
1.25 VOTES.
The Silver Councillors, denoted by charitable actions towards the others, get....
1.5 VOTES.
And finally, the Golden Councillors. At the moment, there are only two. They are the factions that really call the shots, and they each get....
2 VOTES!
Soon, descriptions will come for all of the factions already present in the council and their quirks, but for now, what you must do, is.....
FOR THE 31st of MAY,
Make anywhere from 1 to 6 cards describing a new player in the multiverse's political game. You must outline what they will bring to the council (resources, information, ....services?), and if they request anything in return. We will start with however many players we have then, but unlike in COLONISERS, new ones can JOIN AT ANY TIME!
Then, every week or so, something will stir inside the machinery of the council, and a new decision will be put to vote by one of the AI councillors. Players can put decisions forth at ANY TIME! You can do anything at ANY TIME! Every vote or political action should be ideally accompanied by a card. Then, I shall set up a RNG table for different outcomes that could happen (as fairly as I can), and I will roll the dice.
EVERY DECISION AFFECTS EVERYONE.
If your influence ascends high enough, you'll move up a tier. If your influence sloops down, you will get KICKED FROM THE COUNCIL!
The ultimate goal of each player is to become the chairman of the council, but again, open world, do what you want.
Good luck, and happy smithing!
This discussion has been closed.
Comments
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Sabin is the leader of the religious group, the Vespi. His goal is to have so many worshippers that he is ascended to godhood. He will bring influence to the council, with more than 3 planes celebrating Vespyism as their main religion. In return, he asks only for their help in getting him more followers.
I'll probably post more cards, but for now I gotta go...
@Aggroman15 A whole faction is more preferable, but the 1-6 cards you submit can really be anything.
@LordTachanka123 Woah, already! This will work just fine, thanks!
@DrakeGladis You heard the man! No one else make wolfkin factions.
Veldrak comes from a plane where nightmares and horrid monsters lurk at every corner. He brings the service of making anything "Dissapear", as well as deadly warriors whenever needed. He wishes to gain trust among the other planes, so that the people of his plane aren't feared by everyone.
Their will be more cards coming soon.
Does that work @MemoryHead?
Welcome to the interplanar blind-eternities station, better know as the IBS.
You have to have a main race, but you can have other races chip in.
@KorandAngels
By all means. You can see some of the races are even repeated (three elves)
Oops, sorry, missed your question! It is stationed on a particularly small plain called 'Equilibrium', that is devoid of natural life.
The Klex primarily communicate chemically with each other. By physically linking together they are able to relay memories and thoughts to each other with nearly perfect fidelity. This has lead to a highly communal society, where young Klex are given specific memories and reared towards a specific purpose.
There alien culture and unusual form of communication often brought them into conflict with humanoid beings. The Klex were proficient chemists and struggled to discover a way to transfer there thoughts and memories across species so this bloodshed could be avoided. Although the Klex never succeed fully, they were able to synthesize memories, both humanoid and Klexian, into potions. Any who drank it would gain those memories. The demand for these potions were immense. They allowed people to gain knowledge instantly, recall vacations to exotic places, and see the world with new eyes. The downside was unless the potions were regularly taken, the memories would fade.
So in essence these potions served as extremely effective, extremely addictive performance enhancing drugs. Anyone using them had an immense advantage over those who didn't. By controlling the supply of these potions, the Klex were able to first manipulate, then dominate their trade partners. And so the Klex spread, introducing there product from plane to plane, dominating their economy and corrupting their leaders time and time again.
In order to accomplish this, the Klex needed skilled diplomats, and none were more skilled then Aljex
Aljex negotiated the Klexian Concord's entery into the Marble Council. They help finance the council and in exchange they stymie all other nations efforts to ban memory potions or raise tariffs against the Concord.
The Klex are capable of verbal communication as well. There language consists mostly of clicks and drones. Most humanoid languages fall beyond the range of their vocal limitations so Aljex is rarely seen outside the company of his translator.
Gabe Evertill also serves as Aljex's unofficial enforcer. Anyone operating in secret to hurt Aljex, Gabe finds and eliminates.
Sorry, I'll try to stop any more off topic chat.
@Derain2