What and how much should I read up on?

Hello people of Empire!

I’m a completely green player and I don’t even know when I could make it to my first event (maybe years… money, y’know). I have a vague character concept in mind and I’ve been trying to read up on the nations and character creation in the wiki, but it’s all a littlebit confusing and A LOT to read, which doesn’t all seem relevant, depending on the learned-ness of your character. Now for the title of this thread: What parts of a nation’s culture should I read up on and how much of it should I read? Also, If anyone could take me by the hand and give me some general new-player advice that isn’t covered by allk the FAQs, I humbly request your help :slight_smile:

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There is a lot of information in the wiki and it can be hard to tell what you have to know. This guide is a (biased) list of the bare minimum you can get away with.*
See also Roisin O’Hare’s Empire Shorthand guide: Empire Condensed - Google Docs

Things everyone should probably know:

Where we are:

  • You live in the Empire
  • The Empire has an Empress: Lisabetta. Her election was just over a year ago and you probably remember the big party.
  • We are at war with many of the nations around us: Grendal, Druj, Jotun. You have likely seen fighting if you live near a border, or know people who have gone to war.
  • Everyone speaks Imperial (English)
  • Currency: There are 20 rings to a crown, 8 crowns to a throne. A pint of beer is roughly 3-5 rings, cake is 5-10 rings.

How the Empire works:

  • The Senate is the government
  • The Synod is the church
  • The Bourse is the economy
  • The Conclave is where magical decisions happen
  • The General’s Council is where military decisions happen.
  • The Civil service are the crew managing the game. It’s always okay to ask them for help.
  • Any player can gain an imperial title. The election process for each is unique. You may only ever have one title at a time.

Further reading: https://www.profounddecisions.co.uk/empire-wiki/Empire_overview

Anvil

  • The great and good of the Empire meet 4 times a year to solve the problems of the Empire.
  • The Hub: A large central tent where all the civil servants and notices live. All welcome. There are new player meeting at the Hub on Friday, and there are always civil servants there.
  • The Senate: A large wooden building near the hub. Where the Senate and Bourse meet. Meetings can be watched from gallery on the side.
  • The General’s Council: A large tent containing a map of the Empire. Where the generals plan our wars. Only generals and adjutants (and priests) allowed in during meetings.
  • Sentinel Gate: A large magical gate on the edge of Anvil; used to send fighters to war on Saturday and Sunday morning, or to go to quests.
  • Regio: A large set of standing stones close to the Conclave. Used to go to Conclave or to perform magical rituals.
  • Conclave: Only accessible to magicians, large tent on the other side of the Regio (in out of character field). Contains portal to other realms and conclave meeting.
  • GOD: (In out of character field) where you collect player pack, or ask for help.

The nations:

  • The Empire has 10 nations; 9 human nations and one orc.
  • You must be a member of one of these nations. Your nationality is magically enforced, making you conform to the style and character of the nation.
  • An Egregore is a magical spirit that binds the nation together. They are also a crew character staying in your nation who you can go to ask questions.
  • A group must all be the same nation to work together.
  • You should learn more about your nation, but it’s okay not to know much of other nations.
    • Click on your nation here to find the main Nation page: https://www.profounddecisions.co.uk/empire-wiki/Nation_overview
    • Pay particular attention to:
      • “Five things to know/ what you nation are not” (found in middle of main Nation page)
      • “Things every child should know” (Under the “Children” page, linked under Further Reading on the bottom of your main Nation page)

Further reading: https://www.profounddecisions.co.uk/empire-wiki/Nationality

Being a good citizen

  • There is Law; Anvil is generally peaceful.
  • It says don’t do bad things (steal, murder). Only actions count, not words.
  • It is okay OC to do bad things IC. Expect to be caught and punished IC if you do.
  • You can be arrested, tried, fined or executed.
    • There are no prisons, and you cannot be detained for a length of time.
    • There is no right to silence. You should answer a magistrate’s questions and report crimes you witness.
  • You can always check with a civil servant if you are unsure if something is a crime.

Further reading: https://www.profounddecisions.co.uk/empire-wiki/List_of_Criminal_Offences

Religion

  • There is a single religion: The Way.
  • All other religions are wrong and believing them will get you in trouble.
  • Human souls are immortal and we reincarnate.
  • Before reincarnation we travel through the Labyrinth.
  • If we are virtuous enough, our souls will escape the Labyrinth and we will stop reincarnating. (called becoming a Paragon)
  • The Way has seven virtues: Loyalty, Ambition, Pride, Courage, Prosperity, Vigilance and Wisdom. Most people focus on one virtue.

You will only be expected to know more than this if you are a priest. Further reading: https://www.profounddecisions.co.uk/empire-wiki/The_Way

Magic

  • Magic exists. Some people are magicians.
  • Every nation has it’s own magical traditions called Heath magic: you should learn the ones appropriate to your nation.
  • Eternals: There are six magical realms of existence filled with magical beings called Eternals. You are unlikely to have ever met one, and it is fine to know nothing about them.
  • Heralds: Servants of eternals that visit our world. You may have seen some.

You will be expected to know more than this only if you are a magician. Further reading: https://www.profounddecisions.co.uk/empire-wiki/Magic

Some people look weird…

  • Lineage:
    There are six flavours of supernatural influences for humans, which cause changes to appearance and character. The descriptions below are a quick guide for guessing someone’s lineage. All these people are still human, have souls and have the same skills etc. as a plain human.
    • Briar: Tree people
    • Naga: Snake people
    • Changling: Pointed ears
    • Cambion: Big curvy horns
    • Merrow: Fish people
    • Draugir: Vampirish pale skin
  • You will have met people with Lineage before. It’s okay to have irrational prejudices against them eg. Briars are flighty and untrustworthy.

You should read up on lineage further if you wish to play a lineaged character: https://www.profounddecisions.co.uk/empire-wiki/Lineage_overview

  • Orcs:
    There are non-human races. The most commmon is orc. They are not human; whether they have souls is a matter of IC opinion.
    • They will always wear an orc mask
    • You will have seen orcs before. It’s okay to have irrational prejudices against orcs.

You should read up on orcs further if you wish to play one: https://www.profounddecisions.co.uk/empire-wiki/Orc

spotters guide to nationality*
These are some quick OC cues for guessing someone’s nation. They are not an indication of the character of the nation - read the wiki pages for those.

  • Brass Coast: Islamic Spain: colourful, loose flowing clothing
  • Dawn: Arthurian Legend: gleaming armour, heraldry, sumptuous colours and fabrics
  • Highguard: Crusaders/Inquisition: Plate, stark matching outfits; dour colours
  • League: Renaissance city states: Jewel colours, puff sleeves, slashes to show layers, doublets and hose
  • Marches: Ye Olde Englande: War of the Roses, muddy clothes, wool and leather
  • Navarr: Wood elves: tattoos, greens and browns, lots of leather armour
  • Urizen: High elves: many thin pastel layers, floaty, graceful,
  • Varushka: Slavic costumes: Bright colours and White, heavy embroidery, fur
  • Wintermark: Winter is coming: Heavy, fur, leather, non-shiny plate, feathers
  • Imperial Orcs: Orc mask, leather, poor, worn, dull colours

Further Reading: https://www.profounddecisions.co.uk/empire-wiki/Nation_overview.

*If you think this is all too vague - think about how much you understand about the inner workings of the House of Commons, or the Church of England (or equivalents in other nations). Assuming you are not an expert in this, your knowledge likely has some big fluffy gaps where you wave your hands and go “umm, and then they vote and it becomes a law, I think”. That is the level of character knowledge I am trying to impart here. If you are playing an expert in a field, you will want to do more reading about what you are an expert on.

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Thank you very much Amy, this was very helpful :slight_smile:

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A (biased) guide to character creation

Step 1: Don’t try to read everything on the wiki

  • Remember it is okay not to know everything. Do you understand every detail of how your real life government works? Do you know the names of every village in Suffolk? Of course not! Your character comes from a small part of a large world and it is just fine to say “What’s that?” about something you haven’t heard about yet.

Step 2: Pick a nation

  • Your group must be all in the same nation. You cannot belong to multiple nations or none.
    • Nationality is magically enforced; you should conform to the look and character of your chosen nation.
    • Roisin’s O’Hare’s Empire Shorthand Guide has a short description of each nation.
      Empire Condensed - Google Docs
    • Otherwise go to https://www.profounddecisions.co.uk/empire-wiki/Nation_overview. I would advise picking the two or three that most appeal and reading the “five things about” section on the front of each nation page.
      • If your priortiy is costume: follow this up with the “look and feel” page
      • If your priority is characterisation: follow up with “culture and customs”
    • Now pick one. Remember you can always switch and try another one later if you don’t like it.
      Further reading: https://www.profounddecisions.co.uk/empire-wiki/Nation_FAQ

Step 3: Read up on your nation

  • Read the three core brief pages
  • (If you have time read the further reading)
  • Don’t try to remember everything; just look for the bits you find interesting or appealing.

Step 4: Pick your archetype/ group archetypes
Each nation has stereotypical character types. For a first character, you may wish to create a character matching one of those types - it will make it easier to fit in with the nation. Note that some character concepts won’t work easily together in a group eg. Hakima (who leave their families) and Dhomiro (head of a family) in the Brass Coast.
https://www.profounddecisions.co.uk/empire-wiki/Archetypes

Step 5: Where exactly are you from?

  • Look at the territories page for your nation.
  • Pick one of the territories, then pick a region within that territory.
  • Read the recent history section in particular - that is what you have just lived through. Follow links and jot down some notes of which events you saw/heard about. Again, do not try to remember everything - one or two fictional memories set around recent events is ideal.

Step 6: Group Background
-Read: https://www.profounddecisions.co.uk/empire-wiki/Bands
-And : https://www.profounddecisions.co.uk/empire-wiki/How_to_submit_a_background

You will need to write both a band background and a character background. Each nation will ask you different questions (below) and allow a free text background of up to 4000 characters. PD uses these backgrounds to help decide what plot to run.

General group creation prompts:
- What is your group’s history? Was there an event or person who created it?
- Why do people join it?
- What is your collective ambition? Why?
- Were you present at any recent events or battles?
- Do you have any enemies? Debts unpaid, or tragic star-crossed loves?
- Is there a style or colour you will all wear to make you easy to identify?

Further reading: If you are struggling with this, read through the nation pages again - look for sections relating to the archetypes your band is interested in, or the area which you are from.

Step 6: Create your personal identity:
Like the band creation, you get the chance to create and tell PD about your individual character. This is broken down into several parts:

A) Personality and background
-Who are you, what do you want to do and what brought you to Anvil?
There are three optional questions (different for each nation - see below) and have 2000 characters to tell PD anything else about you. You don’t need to repeat information that is already in the group background.

Here are some bonus character prompt questions if you get stuck

  • Do you have any prejudice against lineage (read your nation’s Lineage and Species attitudes for ideas)
  • Do you follow a specific virtue? Why/why not?
  • Why did you join your band? Why come to Anvil?
  • Do you want an Imperial position? Which one? Why?
  • What do you hate? Fear? Love?
  • What rules do you live by? What would push you to break them.

B) Skills:

C) Species/ Lineage/ Basic Human?

D) Resource
This is your money and earnings. They are all good things to have, pick the one that fits your character and what you want to do best. You may also want to consider whether particular resources enable you to elect your senator or not (this varies by nation, for example only people with businesses pick the Senators in the League)

E) Pick a name!
Appropriate name guides at the bottoms of these pages:

Step 7: Costume and tent decoration

Step 8: Reach out to the online community
This is a good time to have a look/ ask questions of the online Empire community. Join the forum https://forums.profounddecisions.co.uk/ or find the nation board on facebook. You may want to look through the archives or ask about

  • Ask for feedback on your costume
  • Ask for background links
  • Look for groups to join if you are coming in solo
  • Ask for advice on skills picks

Although please come ask for advice sooner if you get stuck with any of the stages above!

Step 9: Create the group and character on the PD website and book an event.
https://www.profounddecisions.co.uk/empire/characterwizard?8

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Also, there a few pages of out-of-character stuff that are essential to read before playing the game:
https://www.profounddecisions.co.uk/empire-wiki/Conduct
https://www.profounddecisions.co.uk/empire-wiki/Calls
https://www.profounddecisions.co.uk/empire-wiki/Safety_overview
https://www.profounddecisions.co.uk/empire-wiki/Empire_rules
and any pages linked from there that seem relevant for your character.
Read the Combat rules even if you don’t plan for your character to get into any fights, since it’s possible (though unlikely) that your character might be attacked unexpectedly.

Also I would suggest
https://www.profounddecisions.co.uk/empire-wiki/New_player_FAQ
and some other FAQ pages.

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That’s very comprehensive Amy!

OP: There is a similar thread at the moment that may also be helpful:

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OK, I’m sorry for asking the stupid questions, but as I said I’m very new to all this. As I was reading up on the Atrisan, it said if I started with one, I get three of these Items that I can make (don’t worry, I’ve read the entire Wiki page).
My Questions:

  1. Is it a good Idea for a first-timer to start out as an Artisan? Are people “interested” in newbie’s Items or are they like… never bought?
  2. It says That I’m given these Ribbons for the Items, limited time left. I assume these represent the Items in question. My Question is: Do I need to buy the appropriate prop in order to sell the Item in Question, or is the Ribbon sufficient?

PS: I’m thinking about making my first character an Artisan, any newb-advice would be appreciated as well :smiley:

Artisan is fine, although it will take a bit more thought.

  1. It’s fine. It’s not like there’s a long crafting tree of higher and higher level stuff. You can probably sell anything you start with, although it might be a good idea to not buy anything TOO niche.
  2. The ribbons do represent the enchantments, and yes, they need to be attached to a suitable physrep to work. Ideally, you have a suitable prop, and if you sell (the magic item) to someone else, you exchange the ribbon onto their prop. However, you could just carry around the ribbons, and apply the “enchantment” onto whatever prop someone is able to provide.

That is, you have a “Magic shield” ribbon, you could likely find someone wanting their shield enchanted, they have the prop already, you apply a little binding ritual, attache the ribbon and their shield is enchanted.

Let’s divide the artisan stuff into 5 tiers of stuff;
Tier 1 (0 materials)
tier 2 (1 to 10)
tier 3 (10 to 20)
tier 4 (20+)
tier 5 (artefacts!)

As a starting artisan, you get some ribbons for your items from tiers 1, 2, and 3. Note that with the exception of artefacts, no item will last over a year. And so even if someone is wealthy enough to get the shiny powerful tier 4 sword, they’ll want another one next year… And as for the cheaper stuff, there’ll be hundreds (I’m not exagerrating) of people wanting it, within their budgets, every year.

Lets use some of my items as examples:
[Tier 1] Warriors Plate (0 materials, 2 months to make). +1 hit from heavy armour. There are a LOT of suits of heavy armour on the field. Every character could probably afford this on their first event. It’s cheap, effective, and popular. When someone in heavy armour DOESN’T want Warriors plate, it’s because they’re wearing better.
[Tier 3] Oakenheart Shield (14 materials) +1 hit and + 1 rank fortitude. A pricey but good shield, a favourite of many a shield user, and in high demand. I suspect there’s a hundred or so of these on the field. And every year they’ll all need replacing. So there’s a lot of demand there. The Empress has an artefact version of this, the duration on that is permanent…

Sometimes being able to make the popular stuff is good, because it’ll always sell. Sometimes being able to make the unusual stuff is good, as clients will come to you… my Tier 4 sword I may make this year, for someone else, on commision, for the first time…

(don’t get stuck on these tiers, I just labelled them for ease of discussion)

And finally, a word on resources:
Your personal resource generates stuff.
Military Units and Fleets generate random shinies and roleplaying opportunities.
Farms and busineses get you cash,
forests and mines generate ingots of stuff for artisan items.
(congregations and mama sites generate stuff you could sell for ingots)

Unless you’ve a story-driven reason to do otherwise, I’d advise picking your artisan items, then picking a resource that will help fund them.
IE: If you have items using a lot of Orichalcum to make, start with an Orichalcum mine. Use what you need, swap the rest.

As an artisan, a lot of in-game time will be spent buying and selling and trading resources, and selling the fruits of your labour. This is also a great way to get out and about on the field and meet people.

Sorry, rambling on a bit here…

Next question? :slight_smile:

It’s a perfectly reasonable choice, plenty of people do it. In terms of people being interested in starter items, think of it the other way around - there aren’t many items you can’t start with. There’s plenty of people on the field looking for magic items which are availible as part of a new character’s starting items. There is a risk that you will struggle for a buyer for your specific items, so it might be worth picking items you can use yourself in a pinch or are likely to have broad appeal.

The ribbon is not sufficient but you don’t have to buy and give away the prop. When I played an artisan I happened to already own props of the items I could make, so I tied a ribbon to each one to carry around the field. When I found a buyer I discretely transferred the ribbon from my prop to theirs.

You do need something to attach it to - a large bag containing nondescript materials is another option, as is borrowing a prop from a member of your group. If you specialise in making jewellery you could pick up some cheap costume jewellery from a high street shop. I saw some lovely masks in TK Maxx the other day.

Thank you for the answers, though I am a bit confused as one of you guys said that I do need the prop in order to sell the ribbon and the other one said if I only want to sell it, I don’t need a prop. Let’s say I can’t afford the props, can’t I trade then? Also, I don’t have a group, so borrowing would be tough ^-^’

If it’s not too much trouble, can you explain this option a bit forther please?

Game items - Empire is where the rules are, and they say "You must provide a phys-reps for any magical item that your character owns, and the ribbon should be attached to the item, otherwise you cannot use the item in game and should not carry the ribbon for the item on your person. " I have always interpreted that as meaning you shouldn’t carry the ribbon around if you don’t have a phys-rep.

However, there are workarounds. The ‘large, sealed bag or box’ idea was common in the game Profound Decisions ran before Empire. The idea is that you’re carrying around a big ‘something’, and you don’t have a magic sword or suit of armour hidden in your back pocket.

Alternatively imagine this - you agree to make the sale and go to pick up the item from ‘the baggage train’. You both pop to the OOC field and your customer lends you their prop just long enough for you to attach the ribbon back on the main field. Then you give them back their prop which is now a magic item, take your payment and part ways. I’m pretty sure this is what Geoff meant, but he wasn’t being quite as strict as I was about carrying an unattached ribbon.

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Sorry, we’re talking at cross purposes. As Graham says, you really should have something to attach the ribbon to.

Even if it’s a large sack filled with stuff that you can pretend is the specific item.

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OK, so no Artisan then :sweat_smile: Thank you all for your very helpful and very appreciated advice! I’ve learned a lot I couldn’t from the wiki!

Or use a rubbish temporary prop.
For example, when my character had an Ambergelt Baton to sell, I didn’t have a proper wand phys-rep, so I scavenged a twig of a suitable length, tied the ribbon to it, and sold it to someone who transferred the ribbon to a proper combat-safe wand phys-rep.
(I kept it tucked away inside my doublet until I handed it over, to minimise the time the rubbish-looking thing was exposed to view. Similarly, a stick in a sack might represent a sword, or a sack of scraps could represent a bundled-up set of armour.)

Really, I feel there’s no need to let lack of props put you off playing an artisan.

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I filled a cloth bag with dirt for a maille physrep once.

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I think the “What do I need to read?” question is a really important one, given that some bits of reading are absolutely crucial but at present the Wiki doesn’t make clear which bits those are, and the Wiki is huge.

Maybe (some time after this event) a Wiki editor might add a really obvious “READ THIS FIRST” page that has contents similar to the relevant posts in this thread?

And perhaps give the Wiki a new “Essential Reading” Category and add the relevant existing pages to it?

(I suppose the forum isn’t really the best place to have written this, but I know that a lot of people with Wiki edit privilege read here…)

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You should look at picking 3 items to start with as an artisan. But I would save the 4th slot for later after finding something of interest. Artisan is a great skill and if you want to go on the battles and equip your self then you can get a lot power from them.

My recommendation for minimum necessary wiki is, in priority, stopping when you run out of attention:

  • Playing The Game, Referees, Conduct, Safety
  • Top page for your nation
  • Top page for areas of the game you’re interested in
  • Top three pages for your nation
  • Current Winds of War/Fortune
  • Your nation’s pages
  • Top page of the other nations
  • Full details of other areas of the game you’re interested in
  • Other nations you’re interested in
  • Recent Winds of War/Fortune
  • The rest of the wiki.
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