PCRP v2 Planning

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Re: PCRP v2 Planning

Post by The Paladin Gamer on Sat Feb 13, 2016 7:22 pm

Okay, here's the list of mineral material I came up with, brace yourself. Alloys are included, but I doubt it'll be hard to weed them out. I separated mundane metals from the Exotic, so that way we wont have any trouble distinguishing. Copper was kind of funny, since it really is used in both areas. I'm working on trees, and almost have a forest map finished. If you want you can take agriculture duty, cause I have that lined out. Livestock and game is still in the progress though.
Mineral:

MUNDANE:
Copper
Lead
Tin
Iron
Cast Iron
Pig Iron
Steel
Mercery
Arsenic
Antimony

EXOTIC:
Gold
Silver
Bronze
Brass
Platinum
Zinc
Corinthian Bronze
Arsenical Copper
Electrum
Hepatizon
Molybdochalkos
Shakudo
Tumbaga
Shibuichi
Sterling Silver
Pewter

GEMSTONE:
Non Carbony:
Aquamarine
Onyx
Jasper
Jade
Malachite
Moonstone
Turquise
Flourite
Agate
Obsidain
Opal
Bloodstone
Lapis Lazuli
Peridot
Emerald
Ruby
Garnet
Amesyst
Quartz
Saphire
Topaz
Diamond
Amber

MINERAL:
Salt
Coal
Glass
Granite
Marble
Basalt
Sandstone
Slate
Limestone
Chalk
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Re: PCRP v2 Planning

Post by FCVinyl on Sat Feb 13, 2016 10:53 pm

For the purposes of the map, I clumped together the gemstones into a single symbol. Individual gems in each zone can be petitioned for and approved case-by-case, perhaps. As for minerals, they're basically available, effectively (save for coal), and have not been marked, as it is assumed that any real nation will have immediate access.
Spoiler:

And, yeah, I'll take agriculture. Oh, I would like your opinion on the proto-application above.
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Re: PCRP v2 Planning

Post by The Paladin Gamer on Sun Feb 14, 2016 10:05 am

Well I would say you've got most everything covered in it (with the to be continued parts that you haven't finished yet included in that count). I'd say we got everything important covered, although it might be nice from modern nations to have such things as cultural references, but they'd be optional as their not overly important. As for agg:
Aggriculture:

CEREALS:
Warm:
Millet
Sorghum
Maize

Cool:
Barely
Oats
Rice
Rye
Wheat
Teff
Spelt
Triticale

Beans:
Beans
Peas
Soybeans
Peanuts

Seeds:
Sunflower
Flax
Poppy

VEGITABLE:
Weed:
Broccoli
Coliflower
Celery
Leek

Leaf:
Spinnich
Lettace
Cabbage

Roots:
Carrot
Radish
Yam
Potato
Turnip
Beet

Squash:
Pumpkin
Zucchini
Squash

"Fruit":
Cucomber
Tomato
Onion
Pepper

FRUIT:
Vine:
Grape
Kiwi

Ground:
Pineapple
Melon

Tree:
Apple
Banana
Orange
Lime
Lemon
Olive
Avicado
Pomigrants
Coconuts
Cherries
Fig
Plum
Pear
Peach
Date

Berries:
Blueberry
Strawberry
Blackberry
Raspberry
Cranberry

OTHER/SPICE:
Other:
Sugar
Cotton

Leaf:
Tobacco
Tea
Mint

Spice:
Peppercorn
Paprika
Cinomon
Ginger
Clove
Nutmeg
Mustard
Garlic
I have no idea how you want to do this map or if we overly care, as these things can mostly be considered like coal, any worthy nation has probably got it. Spice map however, may be more important, as that is a major economic point that should be considered. So average plants may not be overly important, but spices would be, and I might add that it would be good to through in some plants like Tea and Tobacco too, or just do the entire other section. Coffee and Coco I also know are cash crops, but I'll get those done with the tree map.
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Re: PCRP v2 Planning

Post by FCVinyl on Sun Feb 14, 2016 11:29 am

Didn't put cinnamon, cloves or nutmeg because they're derived from trees, so, that's on you if you want them.
Spoiler:

As for the mundane crops, we can just assign them to players based on their territorial holdings.
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Re: PCRP v2 Planning

Post by The Paladin Gamer on Fri Feb 19, 2016 6:20 am

Hey Dan, you know what else you should do, make a language development guide, that would be great.
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Re: PCRP v2 Planning

Post by FCVinyl on Fri Feb 19, 2016 8:29 pm

You told me to write an epic, but all I managed was a short fable, the kind you tell to young children around the fireplace/pit.

Spoiler:
Spoiler:
DIE JÅGKEN AV RÖTHÅR
Vir Wehrga bågynen nåtar Röthår möfas des Fådjar,
Ain Manlich mied skros Bryster og Låventer. Des heinsas
Die Reichsunnit av Röthår. Dan die låvarmanlicher kåmpand.
Des afdürkend y Bårgmünd og Bågynand dröten Pårtuner.
Röthår zehet vjelge zdürven. Die låvarmanlicher båxjatand
Alen. Des Dürf brænden, des möttaltas des Bjüchse og löpas
Niekmied die vjender, niek påvken omva die Blüt flömen fron
Des. Alkun kanen tronken omva Dröt. Röthår drötas eins-
-ügzehnsjyogvår Pårtuner. Vul mied Blütvollen, Röthår svjåkas die
Låvarmanlicher bientil dir heinsand klytår asker. Dür
Niek konn vul Röthår. Des Bjüchse og Hår wiedkondand röt mied
Die Blüt av die låvarmanlicher des oddårstürras. Dür
Niek båxjaten des Blütvollen, dasvür des gæhanen die
Reichsunnit süchken dül noy Blüt nail naihmen.

RÖTHÅR's HUNT
Our story begins following Röthår meeting his Father,
A man with fierce muscles and legs. He was
The world to Röthår. Then the far-landers began their wars.
They came to Carthia and began their slaughter.
Röthår saw many fall at their hands. The far-landers were killing
everyone. His village burning, Röthår grabbed his axe and ran
after the far-landers, not caring about the blood flowing out of
him, only able think about murder. Röthår killed a
hundred far-landers. Filled with a bloodlust, Röthår cut the
far-landers to shreds. That
did not sate his bloodlust, however. His axe and hair were stained red with
the blood of the far-landers he obliterated. That
didn't end his bloodlust, so new he walks the
Earth, searching for new blood to spill.

Edit:
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Re: PCRP v2 Planning

Post by The Paladin Gamer on Tue Feb 23, 2016 9:16 pm

Where was that sound changer you used?
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Re: PCRP v2 Planning

Post by FCVinyl on Wed Feb 24, 2016 3:57 pm

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Re: PCRP v2 Planning

Post by The Paladin Gamer on Fri Feb 26, 2016 8:32 pm

Now for the long anticipated trees. Number indicates what kind of forest exists within the corresponding colored border it is within. If that makes sense.
Tree List:

Mundane:
Kauri Conifers
Monkey Puzzle Trees
Cypress
Juniper Trees
Fir
Cedar
Larch
Spruce
Pine
Douglas Fir
Hemlocks
Yews
False Nutmeg
Cycad

Exotic:
Ancient Kauri
Sequoia
Podocarps

HARDWOODS:
Mundane:
Alder
Ash
Aspen
Balsa
Beech
Birch
Baobab
Bombax
Cottonwood
Elm
Hawthorns
Hickory
Basswood
Maple
Oak
Poplar
Willow
Sycamore
Laurel
Crabwood
Kapok

Exotic:
Mahogany
Acacia
Rosewood
Palm
Petrified Palm
Mangrove
Ebony
Elder
Eucalyptus
Rubber Tree
Teak
Yellowood

FRUIT:
Apple
Plum
Citrus
Figs
Dates
Mango
Olive
Peach
Pear
Cherry
Pomegranate
Banana

NUT:
Almond
Walnut
Hazel
Chestnut

OTHER:
Coffee
Cocoa
Nutmeg
Clove
Cinnamon
Key to Map:

Type 1 (Canada)
Cedar
Douglas Fir
Larch
Hemlock
Pine
Spruce
Juniper
Aspen
Hawthorn
Elder
Plum

Type 2 (Western
America)
Sequoia
Cedar
Fir
Larch
Hemlock
Pine
Spruce
Juniper
Yew
False Nutmeg
Alder
Cottonwood
Yellowood
Elder
Plum

Type 3 (Eastern
America)
Walnut
Ash
Basswood
Beech
Birch
Chestnut
Oak
Poplar
Elm
Maple
Sycamore
Hickory
Juniper
Yew
Aspen
Cottonwood
Hawthorn
Yellowood
Elder
Plum
Hazel

Type 4 (Mexico)
Balsa
Douglas Fir
Pine
Juniper
Yew
Cycad
Palm
Mangrove
Elder
Plum

Type 5 (Caribbean)
Balsa
Rosewood
Mahogany
Juniper
Cycad
Crabwood
Palm
Mangrove

Type 6 (Honduras)
Oak
Mahogany
Balsa
Pine
Juniper
Yew
Cycad
Crabwood
Palm
Mangrove
Cocoa

Type 7 (Bayou)
Cypress
Palm
Birch
Maple
Elm
Walnut
Willow
Hawthorn
Juniper
False Nutmeg
Mangrove
Elder
Citrus
Chestnuts

Type 8 (Wet South
America)
Crabwood
Kapok
Cycad
Palm
Mangrove
Elder
Rubber Tree
Cocoa

Type 9 (Dryer South
America)
Willow
Monkey Puzzle Tree
Laurel
Balsa
Crabwood
Juniper
Palm
Elder

Type 10 (Middle East)
Olive
Acacia
Plum
Laurel
Cypress
Juniper
Yew
Palm
Elder
Fig
Date
Pomegranate
Cherry
Pear
Hazel
Almond
Coffee

Type 11 (Britain)
Willow
Alder
Ash
Beech
Birch
Chestnut
Oak
Pine
Poplar
Spruce
Walnut
Sycamore
Juniper
Yew
Hawthorn
Elder
Apple
Cherry
Hazel

Type 12 (Europe)
Fir
Ash
Pine
Walnut
Juniper
Yew
Aspen
Hawthorn
Elder
Apple
Plum
Citrus
Fig
Olive
Pomegranate
Cherry
Pear
Chestnut
Hazel

Type 13 (Scandinavia)
Spruce
Beech
Birch
Elm
Oak
Pine
Juniper
Yew
Aspen
Hawthorn
Elder
Apple
Cherry
Hazel

Type 14 (Russian)
Fir
Ash
Beech
Maple
Oak
Poplar
Pine
Spruce
Larch
Juniper
Aspen
Hawthorn
Elder
Apple
Cherry
Hazel

Type 15 (Siberia)
Walnut
Birch
Pine
Spruce
Larch
Juniper
Aspen
Hawthorn
Apple
Plum
Hazel

Type 16 (Japan)
Oak
Beech
Juniper
Yew
Aspen
Elder
Apple
Plum
Chestnut
Hazel

Type 17 (China)
Spruce
Walnut
Birch
Larch
Maple
Oak
Pine
Poplar
Fir
Juniper
Yew
Aspen
Mangrove
Elder
Apple
Plum
Banana
Citrus
Peach
Pear
Chestnut
Hazel

Type 18 (Vietnam)
Rosewood
Ebony
Yew
Cycad
Bombax
Palm
Mangrove
Banana
Citrus
Peach
Almond
Clove
Nutmeg

Type 19 (India)
Teak
Ebony
Oak
Fir
Spruce
Walnut
Cycad
Bombax
Palm
Mangrove
Citrus
Mango
Peach
Pomegranate
Pear
Almond
Cinnamon

Type 20 (Australia)
Cedar
Oak
Ash
Rosewood
Mahogany
Walnut
Kauri
Juniper
Cycad
Palm
Eucalyptus
Mangrove
Citrus

Type 21 (New Zealand)
Kauri
Pododcarp
Juniper
Ancient Kauri
Mangrove

Type 22 (West Africa)
Walnut
Ebony
Mahogany
Juniper
Cycad
Palm
Mangrove
Banana
Date
Coffee

Type 23 (East Africa)
Podocarp
Ebony
Rosewood
Mahogany
Olive
Juniper
Cycad
Bombax
Palm
Mangrove
Banana
Coffee

Type 24 (Zimbabwe)
Ebony
Mahogany
Teak
Juniper
Cycad
Baobab
Bombax
Palm
Mangrove
Banana
Coffee
Maps:



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Re: PCRP v2 Planning

Post by FCVinyl on Tue Mar 01, 2016 8:59 pm

With a planet and some basic information on the ancient nations, the task now is to develop proper nation and religion sheets.
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Re: PCRP v2 Planning

Post by FCVinyl on Sat Mar 12, 2016 6:06 pm

POPULATION CALCULATIONS:
1606km^2 = 1px^2
18kg per person
90 potatoes per person daily
60% farmland

10580.33 potatoes per person yearly (eating every three days)
2116.07kg per person yearly

6.8kg in 0.37m^2
397456.28kg in 1km^2
638314785.68kg in 1px^2
301,652 people from 1px^2



181,000 people each arable pixel

Percent Arable Pixels (Percentage people each arable pixel)
Northern North Continent: 20.1175% (30.95%)
Southern North Continent: 21.4375% (12.25%)
South Continent: 18.225% (36.45%)
Italian Island: 2.25% (4.5%)
High Mountains (too rocky), Tundra (poor conditions), Taiga (extreme tree density), and Desert (extreme conditions) climates are non-arable. (Except in Desert climate pixels adjacent to water.)

Some Equations:
Surplus Food (As People): ((a-b)(jg)f)-h((a-b)(jg)f)

Current Production: h((a-b)(jg)f)

Maximum Production: (a-b)(jg)f

Variables:
a: Area (px), [input]
b: Non-arable Climate (px), [input]
f: Percent Arable Pixels, {0.201175, 0.214375, 0.18225, 0.0225}
g: Percent People Each Arable Pixel, {0.3095, 0.1225, 0.3645, 0.045}
j: People Each Arable Pixel, 181000
h: Production Efficiency, [input]
JUDAISM:
Name
Relevant Deities: "Wife" Good cop sun, "Husband" Bad cop sun, referred to as "The Two."
Irrelevant Deity: Banished messenger moon
Mythological Beings: Water elemental devils, Fire elemental guides, Frost troll daemons, Lightning 'enforcer' angels
Creation Myth: The world started Wet and Cold, then The Two added Light and Heat to the world, leading to the rise of life.
History: Banished by Bad cop sun to Jerusalem. Non-eternal souls of fire, males with fire from Bad cop sun, and females with fire from Good cop sun.
Purpose: Humans created by Bad cop sun as gift to Good cop sun.
Afterlife: Icy/watery hell; Warm, glowy heaven. In hell, soul burns out. In heaven, soul reunited with respective sun.
Eschatology: The Two will end the world (vague and unspecific).
Festivals: Feast for Creation. Summer Equinox.
Other Celebrations and Events: Celebration of victory over Gold-holding State.
Daily Worship
Sacrifices
Morals
Non-religious History: Banished from Italy by pre-Rome state.
Inclusivity: They and they alone are the chosen people.
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Re: PCRP v2 Planning

Post by The Paladin Gamer on Sat Mar 26, 2016 9:25 pm

Fleshed them out a bit more, Two more to go!
Proto-Judaism:

Shemeshi (Shemeshites)
Relevant Deities: ("Wife" Good cop sun, "Husband" Bad cop sun), Referred to as "The Two."
Irrelevant Deity: Banished messenger moon
Mythological Beings: Water elemental devils, Fire elemental guides, Frost troll daemons, Lightning 'enforcer' angels
Creation Myth: The world started Wet and Cold, then The Two added Light and Heat to the world, leading to the rise of life.
History: Banished by Bad cop sun to Jerusalem. Non-eternal souls of fire, males with fire from Bad cop sun, and females with fire from Good cop sun.
Purpose: Humans created by Bad cop sun as gift to Good cop sun. Where separated from that purpose.
Afterlife: Souls burn out at the end of life, eventual relighting will eventually come, but until then they lay dormant.
Eschatology: The Two will "end the world" and a new era in which the returned dead will be relighted, and they will live once again in the promised land one with the Two.
Festivals: Feast for Creation. Summer Equinox.
Other Celebrations and Events: Celebration of victory over Gold-holding State.
Daily Worship: Lessons in memorizing the laws of purification are particularly important. Speaking them alone is like trying to ignite a flame.
Sacrifices: Are done in order to be substitutes for their own deaths for being impure. The animal's throat is slit, and then the corpse is burned and the essence scattered. Represents animal scattering so that they don't have to.
Morals: Live under the Law of the Two, in order that they may become pure enough to return. It is Impossible to complete properly, but they don't mention that.
Non-religious History: Banished from Italy by Pre-Rome state. Evolved from a sun worshiping religion, has ceased to be so.
Inclusivity: They and they alone are the chosen people.
Symbol: Two Circles overlapping, larger on top, smaller on the bottom.
Priest: Teachers (Heylelen) are respected greatly.
Proto-Catholicism/Protestantism:

Salvanity (Salvains)
Relevant Deities: ("Wife" Good cop sun, "Husband" Bad cop sun), referred to as "The Two."
Irrelevant Deity: Banished messenger moon
Mythological Beings: Water elemental devils, Fire elemental guides, Frost troll daemons, Lightning 'enforcer' angels
Creation Myth: The world started Wet and Cold, then The Two added Light and Heat to the world, leading to the rise of life.
History: Banished by Bad cop sun to Jerusalem. Led back by the anointed one to the Holy Land, now have the duty to reunite them with the rest of the world as well. Non-eternal souls of fire, males with fire from Bad cop sun, and females with fire from Good cop sun.
Purpose: Humans created by Bad cop sun as gift to Good cop sun. Where separated from that purpose. Have returned to they presence as the anointed one has opened the way.
Afterlife: Icy/watery hell; Warm, glowy heaven. In hell, soul burns out. In heaven, soul reunited with the two in the promised return home.
Eschatology: The Two will end the world, and a new world in which the Two and men can once again live in harmony.
Festivals: Feast for Creation. Summer Equinox. The Annual Pilgrimages of Joseph's steps.
Other Celebrations and Events: Celebration of Saints (Isn't nearly as emphasized in "Protestant" States)
Daily Worship: Prayer and Service are the two strongest forms of worship to the Two.
Sacrifices: No longer sacrifice animals, as it is no longer necessary, as they have found the way. They do believe in sacrificing money and such for the cause however, as very important.
Morals: ("Catholics") Follow the way (the teachings of Joseph) in order to ascend. ("Protestant") Old Pre-Joseph Laws are put in particular power, despite its original perpetrators.
Non-religious History: Banished from Italy by Pre-Rome state. Lead back by religious leader Joseph, and then he was martyred. Briefly did his disciples scatter, but then they came back together proclaiming that their teacher had returned from death, and that his death had been necessary for their ascension.
Inclusivity: ("Actual Teaching")They are the light to the world, it is open to all peoples. ("Catholic") But "Europeans" being obviously superior, are really the only ones who get it, (*While burning a protester*). ("Protestant") Couldn't agree more, (*sounds of protest heard from back room*).
Symbol: A noose with a road in the center of the neck hole, leading away from the viewer into the hole.
Priest: The Clergy is made up of monks mostly, who give up all occupations in order to teach others the way. A collar which represents a noose displays their rank.
Proto-Islam:

Korgrism (Mak Alab)
Relevant Deities: Abbna (which litteraly means the father), and Imnah (mother).
Irrelevant Deity: Various tribal wind spirits, although the worship of most is considered heresy.
Mythological Beings: Anncestral Spirits, specifically those who died in battle. Fallen Spirits are like devils. Semi-Deity Wind spirits.
Creation Myth: The sky and the earth were once one, Then the earth became corrupted, so the sky had to break away. Humans were then created in order to bring the two pieces back into alignment.
History: Humans went wild on the earth, and did not fulfill their purpose, so the Prophet came and gave them the code in order that they may fulfill that purpose and not fall like the earth.
Purpose: To die, to die while furthering Abbna's earthly empire so that the souls of the dead may be returned to the living.
Afterlife: Their spirits wander the world and aid their families if they died in battle for Abbna. Glorified Dead ascend and command the other dead from on high.
Eschatology: Eventually the whole world will be under Abbna's rule, and then everyone would die/live/ascend and the earth will become as it should be.
Festivals: Every four full moons they hold a celebration in which all their dead are remembered, and they Praise Abbna for whatever success that time period had held. (Moon and star patterns are the father speaking, Astrology is popular)
Other Celebrations and Events: After major hurricanes or windstorms, they offer extra sacrifices and go on extra conquest rounds, as they feel like their being inspired to do so.
Daily Worship: Prayer is very important. During war councils are to meet every day and meditate as to be instructed by the spirits of their ancestors.
Sacrifices: You are a sacrifice. Others include incenses and Jars of ashes which are released into the wind.
Morals: There are three codes, one of war, one of academia, and on of civility. All three must be kept if you are to be among the honored dead, and not become one of the fallen dead.
Non-religious History: Warrior religion of the vast savanna area, was unified under one prophet and made into one empire, which then spread throughout the world via empire expansion.
Inclusivity: Either convert, or be a slave to those of the true faith, or die.
Symbol: A jar, pouring out stick figures of men. Represents Abbna pouring men onto the world.
Priest: Talnos are a magician class, which invoke rites and give instruction. Their key item is a staff with an ash cage on top. (For wind blowing sacrifices). Serve as advisers in and out of war time.
Proto-Buddhism:

Zhonism (Zhong)
Relevant Deities: The ten Scholars of the ten celestial peaks. Wardens of the ten paths.
Irrelevant Deity: The ten Daemon lords of impurity, who lead the hordes of those who died impure.
Mythological Beings: Evil souls are tempters mainly, but can be mischievous in other ways if their victim's soul is impure enough. Dragons are also in the play, and are creatures of wisdom. If a dragon offers you advice you listen.
Creation Myth: The ten scholars crafted the light side of the earth, and gave it two wardens, while the daemons created the dark side, but only gave it one. Humans are a race who was created in a bet between the ten scholars and the ten daemons. They were both into teaching, and whichever side could teach more souls the way to live, then they would slay the others. However, the daemons cheated and were cast from the mountains, and now they still seek to take those they can from the way.
History: Soon after being created, the peoples scattered and became confused, thus the scholars got together in order to instruct one to lead the people. He became the first Runnushi, and started instructing those down the path till his accentuation into the celestial mountain after completing the way.
Purpose: Humans live to be the deciders in the deities' fates.
Afterlife: They believe in reincarnation. However, if your soul is enlightened or pure, it will go into a state of constant joy on the celestial peaks. If you die without being enlightened, it simply reincarnates. It will become an evil spirit if your impure (but that's a lot of impure).
Eschatology: The end will come either when the human race ascends, and the daemons are destroyed forever. Or when the human race descends, and the scribes are destroyed forever. At this time the world is in harmony, it is when this harmony is broken that the world ends.
Festivals: Every year, a massive celebration is thrown in order to honor their teachers. It is a festival with much dancing, food, and frivolity. In an orderly fashion of course.
Other Celebrations and Events: Monthly there are group rituals in which the Runnushi come together and record their combined knowledge of the world, and achieve it. No one is allowed to drink alcohol at this time, or other disruptive activities.
Daily Worship: Learning from a Scholar (called Runnushi) is the best way to clear one's mind, and is how one works their way up the path. Also ritual purification are common, although frowned upon by the higher ups in the Scholar circles. These vary from culture to culture.
Sacrifices: Generally done in purification rituals, no living things are killed, as that can cause impurity. Instead money, possession, and sometimes crop foods (if they didn't harvest it) are sacrificed in various ways.
Morals: When one does unacceptable things, he gains impurity. A little impurity doesn't hurt your soul, but a lot can. Any impurity, however, will force you off the path to the celestial peaks, which is why people of these cultures are so reserved and formal.
Non-religious History: Is based off the teachings of an ancient scholar who unified the different philosophies of his time. These spread by way of the Alesiman Empire mostly.
Inclusivity: Is a mix of several beliefs in itself, however it does not tend to be comparable with the other main religions.
Symbol: The character which is Zhong.
Priest: The Runnushi guide and teach the citizens the way to paradise. they also teach and practice sciences and arts.
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The Paladin Gamer

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Re: PCRP v2 Planning

Post by The Paladin Gamer on Sat Apr 09, 2016 9:14 pm

Religions Check! Now all we need is some nations, and we can begin.
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Re: PCRP v2 Planning

Post by FCVinyl on Sat Apr 09, 2016 11:04 pm

Awesome!

Although, we do still need a finalized nation sheet template, but that's it.

And, in regards to the creation of said template, we've got the Rome test example. So, after a bit of refining, bip bap bam, and we're ready to fill out the nation roster.
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Re: PCRP v2 Planning

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