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 Gaining control over Singal - plans and ideas

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Azlanek
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PostSubject: Gaining control over Singal - plans and ideas   Fri Aug 19, 2011 11:31 pm

Open questions:

1. What kind of government does Singal have: A single lord? A corrupted city-council?

2. What kind of forces are stationed there. How many inhabitants does it have?

3. Who are the most influential people in town: I would suggest Ramun to be one of them, since he is known as the slave-trader in the game. Are we allowed so make suggestions about other important people?

4. What exactly is the situation of the heretics? Are the 800 mentioned all that are gathered in and around Singal (therefore is Azlanek already something like their leader) or are there many smaller factions among them?


What I would actually like to achieve: To be as modest as possible...I want Singal, all of it!

That does not mean that I want the Order to openly control the city, quite the contrary. I want to control the city in secret, with the help of my heretic cabal, new allies that I intend to make and a network of espionage, blackmail, seduction and fear. If there is a lord, I want him in my pocket, either by controlling him with magic, luring him into my service with promises of power and wealth or by gaining some sort of leverage on him. Same with a city council. I want to control the slavers, and through their money most of the city and its mercenaries.

At the same time I want to make a big show of how the Knights of the Eventide try go cleanse the city of its filth. So heretics who oppose me happen to be the ones that are found first by the Eventide. Once I have a slave-trader under my thumb, it is his competition that my order tries to extinguish.

I figure all these processes will take time, even more so when we claim to fight an enemy we have extinguished long ago in reality.

Another important step would be to create secure havens for the heretics inside and outside the city, where they can dwell and organize, but are still out of sight so that it may appear as if the Eventide is actually getting rid of them.

Plans & Ideas:

1. Build a new shrine to Astraea and humbly request the New Dawn to appoint a priest that they believe capable of handling life in Singal (The shrine should include a little spy post, maybe inside of a statue or beneath the altar, connected to the sewers, if there are any.

2. Recruiting prostitutes, pleasure slaves and maybe singalian temptresses, both as spies and persuasive assets.

3.Gain control over the city's sewer system and maybe old catacombs and start turning parts of them into an underground fortress for the heretics.

4.Start opening up old mines in the mountains and begin to turn them into improvised fortresses for the heretics

5. Because of the “peace” with the Dawn, only use bandits and rogue knights to attack them.

6. Using the freshly aquired wealth to control the city's corrupt guards and mercenaries.

7. In secret start to build a resistance force of brave city-dwellers to work against heretic forces, both in order to control their movements and feed them false information, as well as having them as witnesses to speak in favour of the Eventide should the city ever be attacked/besieged.
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Mordred
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PostSubject: Re: Gaining control over Singal - plans and ideas   Sat Aug 20, 2011 12:49 am

1. What kind of government does Singal have: A single lord? A corrupted city-council?
City Council of 7 members. All members have have 1 vote in all legislation and each member has an area of politics for which they are responsible.
Chairman - The head of the council. Any diplomatic overtures go through him and he is the Crown's representative in town.
Chamberlain - The deputy head, charged with making sure the administration runs smoothly.
Guard Captain - Head of the Singal Town Guard.
Chancellor - Charged with oversight of the Town's finances, this includes power over the tax assessors.
Lord Patrician - Responsible for the many traders and merchants who do business in Singal. Note this position is assigned by the merchants, not the council.
Chief Justice - Responsible for keeping justice in the town. Current Chief Justice is a very, very wealthy man.
Counsellor - The one member of the council who is chosen simply for being influential and does not have any set political duties. This position is usually chosen by the powerful Singalian military who patrol outside of the city.

You do not currently control any Town Councillors, nor do any known Heretics or Eventide members sit on the council.

2. What kind of forces are stationed there. How many inhabitants does it have?
A large Town Guards, plus the various Singailian units who range outside of the town. Singal has a large population, similar to that of the provincial capitals so about 25,000.

3. Who are the most influential people in town: I would suggest Ramun to be one of them, since he is known as the slave-trader in the game. Are we allowed so make suggestions about other important people?
Ramun is the current Lord Patrician, I was too lazy to come up with names for the others, but feel free to do so.

4. What exactly is the situation of the heretics? Are the 800 mentioned all that are gathered in and around Singal (therefore is Azlanek already something like their leader) or are there many smaller factions among them?
The 800 Heretics are simply common townsfolk who will answer if called. That is roughly the total number of heretics currently in the Town, though there are many many more outside control of whom you do not have. Azlanek is the leader of the 800.


Will look at the rest later when I have more time!
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Mordred
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PostSubject: Re: Gaining control over Singal - plans and ideas   Sat Aug 20, 2011 4:04 am

What I would actually like to achieve: To be as modest as possible...I want Singal, all of it!
Interesting. I am looking forward to seeing how you achieve this. Let me know if you need more details! I am quite happy to turn this into a mini RPG just for your Order if you like. Obviously the effects of it will contribute to the greater picture of the world.

Another important step would be to create secure havens for the heretics inside and outside the city, where they can dwell and organize, but are still out of sight so that it may appear as if the Eventide is actually getting rid of them.
If you pull this off, it could well be your greatest triumph.

Plans & Ideas:
Not going to comment on this, it is up to you to plot and scheme then we will determine the outcomes.
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Azlanek
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PostSubject: Re: Gaining control over Singal - plans and ideas   Sat Aug 20, 2011 4:11 am

Quote :
Interesting. I am looking forward to seeing how you achieve this. Let me know if you need more details! I am quite happy to turn this into a mini RPG just for your Order if you like. Obviously the effects of it will contribute to the greater picture of the world.

I am really glad to hear that. I would have hated it if this had become something you personally had absolutely no interest in. I would love to turn this into a mini RPG!
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PostSubject: Re: Gaining control over Singal - plans and ideas   Sat Aug 20, 2011 4:26 am

Azlanek wrote:
Quote :
Interesting. I am looking forward to seeing how you achieve this. Let me know if you need more details! I am quite happy to turn this into a mini RPG just for your Order if you like. Obviously the effects of it will contribute to the greater picture of the world.

I am really glad to hear that. I would have hated it if this had become something you personally had absolutely no interest in. I would love to turn this into a mini RPG!

You'll begin to notice Azlanek when it comes to "Lore" of PoP, Mordred is hand on always interested in it, so indeed stuff like this is awesome to see, so looking forward to how this develops personally myself Smile

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PostSubject: Re: Gaining control over Singal - plans and ideas   Sat Aug 20, 2011 4:30 am

I know the feeling. I have spent a few hours today creating a new character, running around Singal and the D'shar stepps making lists of the Outlaw tribes which can be encountered and questioning townspeople about gossip that could be turned into something interesting plotwise.
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Mordred
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PostSubject: Re: Gaining control over Singal - plans and ideas   Sat Aug 20, 2011 4:39 am

Could you come up with the names of the Council members? Maybe a little info about them too? None have any affiliation with the Heretics however!
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Azlanek
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PostSubject: Re: Gaining control over Singal - plans and ideas   Sat Aug 20, 2011 4:50 am

Yeah sure, I would love to. Do you have a specific naming conventions that I could rely on when it comes to Singal and D'shar territory?

Also, I assume only men? With the startquest-merchant and some of the lords having a couple of wives, it seems that women do not enjoy that many rights in Singal/D'shar-lands. While we are at it. I am curious about Singalian Temptresses. What exactly is their deal/story?

Am I free to include some vices/weaknesses? Or do you want the freedom of assigning those, since they will probably play a major role in how the characters are going to be approached.

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PostSubject: Re: Gaining control over Singal - plans and ideas   Sat Aug 20, 2011 4:54 am

Go ahead and do their traits, though I reserve the right to change them Razz

Naming conventions are Persian / Afghan. And yes, just men.

Also we need a character to head the Red Brotherhood, so please create him too.
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PostSubject: Re: Gaining control over Singal - plans and ideas   Sat Aug 20, 2011 4:59 am

Roger that, your Majesty.
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PostSubject: Re: Gaining control over Singal - plans and ideas   Sat Aug 20, 2011 8:11 am

Goody goody! This is actually great to know!

We have the map, we have lots of info, now all we need is to come up with a plan. Maybe I'll use my paint skills tomorrow to create a bi-level plan on which we could operate: direct (includes use of physical force) and indirect (includes persuasion and bribing characters).

I assume the Heretics are crammed into the slums, aren't they? We will start there, using their indirect influence on the adjacent sectors, especially the slavers. We should also start building temples underground so we could gather more followers, and pay commoners of those 800 to spy and gather more intelligence.

This way, the story could unfold, by sending spies which would return with info we will use later on.
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PostSubject: Re: Gaining control over Singal - plans and ideas   Sat Aug 20, 2011 8:14 am

When you have some actionable plans, put what you want to do in the "City of Singal" thread and I will determine the outcomes. It might also be useful to have a note somewhere of the Eventide forces you have in town, and those who are out on missions, together with who is commanding what.
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Sajuuk
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PostSubject: Re: Gaining control over Singal - plans and ideas   Sat Aug 20, 2011 8:15 am

I will draw on the map you created, tomorrow, so no hurries! Let's make this as enjoyable as possible.
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Azlanek
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PostSubject: Re: Gaining control over Singal - plans and ideas   Sat Aug 20, 2011 8:28 am

We will wait at least until sunday before deciding on anything in this matter and wait for Relatrion to return and tell us what he thinks. No need to rush this. Let's plan this carefully. The north will keep us busy anyway, I guess.

But I am really looking forward to this!
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PostSubject: Re: Gaining control over Singal - plans and ideas   Sat Aug 20, 2011 12:33 pm

Was Singal ruled by a lord prior to the unification of Pendor? Is there any representation of the ingame-castle and its steward? I only ask, because Malik Nalin, as Steward to the former lord of Singal, would maybe be a good candidate for the position of chamberlain. Any thoughts?


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PostSubject: Re: Gaining control over Singal - plans and ideas   Sat Aug 20, 2011 12:59 pm

Yes, but I cannot for the life of me remember who it was. The Steward is a good choice for the Chamberlain.
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PostSubject: Re: Gaining control over Singal - plans and ideas   Sun Aug 21, 2011 2:07 am

I written a small story for one of Singal's inhabitants. While he is not one of the most important people within the city and might hold so significance for our project, I started this story before all of this was set into motion and simply wanted to finish it before tackling the other characters. I have included perks and weaknesses, just in case you should decide that he might play a role in the coming events. Please feel free to criticize logical or lore-related errors. As I am no native speaker, I am thankful for all language remarks as well.


Spoiler:
 


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PostSubject: Re: Gaining control over Singal - plans and ideas   Mon Aug 22, 2011 4:54 am

i am not quite sure on how we should proceed with this..


My thoughts on this matter includes spying, blackmailing, bribing until we are in a powerful position..no direct force would be beneficial at this point, or anytime soon.

On the other thread about Singal by Mordred we are informed, how 15% of the Patricians, and 5% of the aristocrats are corrupt in Singal. if it is possible we should have them doing some spying around the nobles on Singal, and if possible also on the counsel..this may give us information we can use as leverage in certain situations.

On the 20% outcasts i dunno what to do with..building a "fortress" or whatever underneith a city, i no small feat and seems a bit unrealistic without having enough wealth aswell as influence. This should in my perspective, be the last thing we begin with.
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PostSubject: Re: Gaining control over Singal - plans and ideas   Mon Aug 22, 2011 5:59 am

Your tale of Fjalmurn Scorchsail is great, I like it! What position would have have on the council? City Guard Captain? I think he would enjoy the "Enforcer" type role.
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PostSubject: Re: Gaining control over Singal - plans and ideas   Mon Aug 22, 2011 7:32 am

I didn't really intend him to be on the council. The character just came into being I thought about combining playing a huscarl like character and wanted to explore Singal. The result was a Vaskerry needing a reason to be in Singal *g*.

Maybe we can use him in some way, but I think he will just stay one slaver among many.

I am working on the council and have quite a few notes on them already. Unfortunately I am not that well informed when it comes to city politics and economics and have quite a few questions regarding certain issues:

I am very curious about the Singalian military. In the game Singalians are mostly slavers and mercenaries, but military sounds like they are the actual army of the city. But if they were, I would expect them to have a constant seat on the council. So what really are they, what is their function and what do they actually do? How is their relationship with the town guard?

Also, I am still very interested in Singalian Temptresses. Maybe you could tell me what they are as well?

Since Slavers and the Red Brotherhood remain different factions on the map, could you maybe talk a little bit about their relation to each other, maybe a few words about their shares in the slave trade as well. My main question is probably if they regard one another as allies or as enemies/competition

The only person I still have no clue about is the chairman. I could imagine different things, but am not sure if that would fit the position.

For example he could have replaced the former chairman, because the other council members felt that with the rise of the king, they should replace the old chairman with one having a reputation for admiring the king. So he could be nothing but a puppet of the other council members. Or he could be a very powerful and determined person. Maybe it would help me if you describe what exactly (if anything) happened to Singal during Pendor's unification. The entry post talked about Singal remaining a law unto itself. How did that happen?

And for the chamberlain it would be good to know what happened to the former lord of Singal, so I know out of what situation the former Steward rose to that position.

Aside from the chairman, I have at least already decided on the names of the council members. Feel free to tell me if you don't like them^^.

Spoiler:
 

And this is one example of how my notes look so far:

Spoiler:
 
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PostSubject: Re: Gaining control over Singal - plans and ideas   Mon Aug 22, 2011 9:19 am

I think I know how to use him, fear not!

Regarding your specific question's, i've fired off an email to SD asking as I am not totally sure about the Temptresses myself. I have my own thoughts on the Singalian army, just want clarification from him that I am thinking about them the right way.

Don't worry about the Chairman, I think I can manage that no problem. Also don't do the affiliations or views on the different factions I'm going to do that, so as to give you some suspense.

The Slavers are basically the native crooks of Singal, there for decades and likely will be there decades from now. The Red Brotherhood is more interested in information and the black market than the Slavers, so while they do share a common trade in flesh, they do also differ significantly. Currently they see each other as competition but should anyone threaten trade then they will fight to retain their markets.

Otherwise the notes you have on the characters are looking good, cant wait to see the rest and get some tangible factions down on paper for you to challenge!

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PostSubject: Re: Gaining control over Singal - plans and ideas   Mon Aug 22, 2011 11:29 am

I am not sure if you just meant the views on the factions, or also the views on the other council members. I know left out both things, but I can back into it anytime you like. Anyway, my propositions for Singal's city council:

Spoiler:
 
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PostSubject: Re: Gaining control over Singal - plans and ideas   Mon Aug 22, 2011 11:31 am

Excellent, I can work with this. I'll try to get some things on paper for tomorrow but for now im heading to bed.
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PostSubject: Re: Gaining control over Singal - plans and ideas   Tue Aug 23, 2011 12:49 am

Ok, added to the City of Singal thread with only minor tweaks (great job by the way!). 2 new characters added also.
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PostSubject: Re: Gaining control over Singal - plans and ideas   Tue Aug 23, 2011 1:41 am

This is really going to be awesome! I can't wait. Great how you included Fjalmurn *g*. So can I assume you have received an answer about the temptresses?

Also, are we allowed to provide ideas for a few of the "corrupted" characters? Since Azlanek's policy is to keep the knights as much out of this as possible, maybe everyone should be allowed to choose one heretic character for this project as well?

Edit: Also, what kind of building would the chapterhouse be? A new one that the order built or rather an old one? If the later, I would suggest an old caravansary. I think that would fit the needs of an order best.
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