Habitation Forms

Introduction

Habitations are the settlements developed by a nation. These are where the population tends to concentrate. Every nation has some form of organization, this is reflected in the choice of a habitation form.

Familial Groups

Cost: 0 NP, this is the default option.

The nation is composed of family groups that operate each under the direction of an elder member of the family. The family lives in groups of 20-50 in rough shelters appropriate to the level of technology.

There are no prerequisites.

Automatically gain the condition Loyalty at level 1. Loyalty (b) is defined as: A tendency for the populace to be faithful to the nation.

There are no detriments.

Divide the population into the necessary number of families and name each family. Give some notion of how the different families get along with each other.

Tribal Groups

Cost: 1 NP.

The nation is composed of groups under the rule of a leader chosen by some method to be determined by the GM. The tribes consist of 30-50 people living in rough shelters appropriate to the technology level.

There are no prerequisites.

Automatically gain the GV based ability Feudal. Feudal (b) (GV): The government is composed of a series of fiefdoms under the command of nobility, who are in turn ruled by successively more powerful leaders.

There are no detriments.

Divide the population into the necessary number of tribes and name each tribe. Give some notion of how the different tribes get along with each other.

Nomadic Groups

Cost: 1 NP.

This group, either familial or tribal, has taken to wandering in order to find what it needs.

Must come from either familial groups or tribal groups. Must develop hunting if it is not already possessed.

Gain or improve the condition Loyalty by 1.

-1 to any checks based on ST.

Make a more detailed sketch map of the area of the nomadic groups, and identify the territories of each group.

Familial Holdings

Cost: 1 NP.

Familial groups have now established major land holdings for themselves, with extensive buildings up to the limit of available technology.

Must develop from familial groups. Must purchase a population increase, each group now must have between 50-75 members. Must purchase the IN based skill Farming (or have it already) or Hunting (or already have it).

Gain one free basic ID based skill.

Gain the condition Suspicious at level 1 (or increase its level by 1). Suspicious (b): The tendency to have doubts and fears about outsiders.

Determine the layout and design of a generic familial holding. This should have a place for family meals and celebrations, a place for sleep, and something for each of the other cultural abilities already possessed.

Tribal Holdings

Cost: 1 NP.

The tribe has expanded and now holds significant territory.

Must come from a tribal group. Must purchase a population increase so that each group now has between 50-75 members. Must purchase the IN based skill Farming (or have it already) or Hunting (or already have it).

Gain one free basic ML based skill.

Specify the layout and design of a generic tribal holding. This should have a place for tribal meals and celebrations, a place for sleep, and something for each of the other cultural abilities already possessed.

Nomadic Holdings

Cost: 2 NP.

The nomadic bands have chosen a place as their territory.

Must have come from a nomadic band. Must purchase a population increase so that each group now has between 50-75 members. Must have developed a hunter profession.

Gain one free basic GV based skill.

Gain, or improve, the condition Suspicious. Suspicious (b): The tendency to have doubts and fears about outsiders.

Determine the layout and design of a generic nomadic holding (this is usually a structure which can be built or taken down and transported easily). This should have a place for meals and celebrations, a place for sleep, and something for each of the other cultural abilities already possessed.

Familial Villages

Cost: 2 NP.

The familial holdings have grown into villages of between 75 to 800 population, and between 10 to 100 buildings.

Must have come from familial holdings. Must purchase a population increase so that each family now has more than 75 members.

Gain one free difficult ID or ML based skill or two basic ID or ML based skills, or one basic PW skill.

Determine the general layout and design of a generic family village. This should have a place for family meals and celebrations, dwellings for village inhabitants, a place for travelers, and some structure for each of the other cultural abilities already possessed. Name each village.

Tribal Villages

Cost: 2 NP.

The tribal holdings have grown into villages of between 75 to 800 population, and between 10 to 100 buildings.

Must come from tribal holdings. Must purchase a population increase so that each tribe has more than 75 members.

Gain one free difficult ID/GV/ML based skill or two basic ID/GV/ML based skills, or one basic PW skill.

Determine the general layout and design of a generic tribal village. This should have a place for tribal meals and celebrations, dwellings for village inhabitants, a place for travelers, and some structure for each of the other cultural abilities already possessed. Name each village.

Nomadic Village

Cost: 3 NP

The nomadic group has developed a mobile village of between 75 to 800 population and many easily moved shelters (tents, yurts, etc.).

Must have come from nomadic holdings. A population increase must be purchased so that each nomadic group has more than 75 members.

Gain one free difficult ID or ML based skill or two basic ID or ML based skills, or one basic PW skill.

Determine the layout and design of a generic nomadic village. This should have a place for meals and celebrations, dwellings for village inhabitants, a place for travelers, and some structure for each of the other cultural abilities already possessed. Name each village.

Town

Cost: 3 NP.

The nation has developed a center for trade and/or industry with a population of between 1000 to 5000 inhabitants and between 100 to 1200 buildings. Each subsequent town costs 1 NP.

Must have come from some kind of village (familial, tribal, or nomadic). Must purchase population increases sufficient to increase the population by 1000. Must purchase (or already have) both Bargaining (CM) and Bazaar (CM). Each subsequent town requires a population increase of 1000.

Gain one extreme skill, a difficult and a basic skill, or three basic skills, or one basic PW skill.

Gain, or increase, the condition Greed.

Determine the layout of the town in general terms. This should have a structure for each of the cultural abilities already possessed, areas of dwellings for residents, and places for visitors.

City

Cost: 4 NP.

The nation has developed major population centers of between 5000 and 250000 inhabitants and between 500 to 50000 buildings. Each additional city costs 2 NP.

Must have come from towns. Each city requires a 5000 population increase.

Gain one extreme skill, a difficult and a basic skill, or three basic skills, or one basic PW skill. Gain an additional basic skill.

Gain, or increase, the conditions Greed and Corruption.

Determine the layout of the city in general terms. This should have a structure for each of the cultural abilities already possessed, areas of dwellings for residents, and places for visitors.

Metropolis

Cost: 5 NP.

The nation has developed major population centers of between 200000 and 1000000 inhabitants and between 50000 to 250000 buildings. Each additional metropolis costs 3 NP.

Must have comes from cities. Each metropolis requires a 200,000 population increase.

Gain one extreme skill, a difficult and a basic skill, or three basic skills, or one basic PW skill. Gain an additional basic skill.

Gain, or increase, the conditions Pollution, Greed, and Corruption.

Determine the layout of the metropolis in general terms. This should have a structure for each of the cultural abilities already possessed, areas of dwellings for residents, and places for visitors.

Metroplex

Cost: 6 NP.

Several metropoli have grown to form a vast urban sprawl of over 1000000 inhabitants and over 250000 buildings. Each additional metroplex costs 4 NP.

Must have come from Metropolis. Each metroplex requires a 1000000 population increase.

Gain one extreme skill, a difficult and a basic skill, or three basic skills, or one basic PW skill. Gain an additional basic skill.

Gain, or increase, the conditions Pollution, Greed, and Corruption.

Determine the layout of the metropolis in general terms. This should have a structure for each of the cultural abilities already possessed, areas of dwellings for residents, and places for visitors.

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