I talked about History, recently, and how it forms the game around itself, creating a realistic world and forming into a greater whole. This time, I want to look at a bit more of the specifics of large, ancient empires and how they form the nucleus of a good history.
Well, I’ve finished the first of the Casters you all voted on, and now I am moving on to the second. Fortunately, it’s going to be a bit easier this time around. Well, it’ll be better than Sturgis2 with all except one other caster. Let’s move on, though. Let’s take a look at the new caster, recently released and voted on by the crowds – Mortenebra, Numen of Necrogenisis. The format should be similar to people who’ve read the others.
We’ve made our way, creating a brand new world, through Geography, flora, fauna, Magical traits, and basic knowledge of civilization both traditional and non-traditional. Each of these steps has been to build the knowledge with which to create a solid framework and foundations. Now, we start getting into the world of the people, and how it is both perceived and lived. First up, a working history.
While I’ve spent the last few weeks talking about the types and styles of civilizations, from City States to Feudal Nations, and the populations that live in them, this week will bring a close, both figuratively and literally to the chapter on nations. I’m going to talk a little bit about how nations defined themselves and their boundaries and their lands.
Now that I’ve finished suffering under Strugis, Its time for me to try and get some games in with our newest caster, Mortenebra 2. I received her on Thursday, assembled her, and had her ready to go for a game on Friday.
The last few articles have revolved around how traditional civilizations exist. I do want to hit on a-typical civilization, like tribalism, nomadism, and other types of pre-modern societies pop up, but I think that is for a later time. Today, I want to talk about Demographics and Populations – less of how the people work, and more of who the people are.
Recently, last week, actually, the Bane CID started. It began with the Theme force and a number of substantial changes to many of the Bane models, and continued the refinement this week. Additionally, this coincided with both the SR CID and the Battle Engines CID. I won’t talk much about SR this week – I will save that for next week when the final change log comes out, but I do want to talk about the Cryx Changes. Welcome back – to the Necrotechs Workshop!