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The Lord Ruler's perfect capital city, Luthadel, is doing the impossible: rebelling. Skaa half-breeds are being taught the power of Allomancy, something that the Lord Ruler's obligators said only existed in the nobility. The enslaved skaa, with their murderous benefactor, now fight back against a living god's oppression.

So, the Inquisition was formed. The nobles begin to fear assassination from all sides. The times of nobility Mistborn killing each other are over. The Steel Inquisitors look for aristocrat traitors and insurgent skaa, and the skaa try with all their strength to merely survive. The Lord Ruler's perfect Final Empire is slowly devolving into chaos.

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The Diplomacy Rating System



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#1 KChan

603
Lord Prelan

Posted 08 February 2011 - 06:12 AM

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In the volatile world of Final Empire politics, it's important to know who stands where with whom. Alliances, rivalries, and even marked neutrality are a part of everyday life in the Empire, as is anything in between. Keeping track of these ever-shifting relations is second nature to many of the nobility, but some players might find it a little more challenging. So, in order to help everyone see at a glance the general status between houses, and to help keep everyone on the same page when it comes to describing that status, we've developed the diplomacy rating system. True relations in the RP are often more subtle than simply a label of “positive” or “negative” and may require a little explanation, but the categories below were designed to give a general overview rather than paint an entire picture. It's even color-coded for your convenience!


Ally: These houses have a formal agreement of mutual support. Alliances are often formed through trade agreements, marriages, etc.

Friendly: There is no formal alliance between these two houses (yet), but their relationship is very good. They are more likely to do trade with one another, allow intermarrying, etc.

Positive: Relations are more positive than neutral, but there isn't a true friendship or alliance between these houses yet.

Neutral: Neither friendly nor unfriendly. These houses are not as likely to support on one another, but they're also less likely to act aggressively.

Negative: Relations are tense, but workable. Dealings between these houses are probably salvageable, but it will take some work. Intermarrying is unlikely.

Unfriendly: Acts of aggression are possible, but not guaranteed. Dealings are tense and require a great deal of effort to remain civil. Open friendships between members are unlikely.

Enemy: Openly hostile. Acts of aggression are to be expected. This is usually the result of some bitter rivalry, betrayal, etc.


Color Codes: Below are the codes to get properly colored diplomacy status text in your House Information threads. I have already included the brackets for easy copy-pasting.

[color=green]Ally[/color]

[color=limegreen]Friendly[/color]

[color=yellowgreen]Positive[/color]

[color=gold]Neutral[/color]

[color=darkorange]Negative[/color]

[color=orangered]Unfriendly[/color]

[color=red]Enemy[/color]



Addendum: When determining diplomacy for your house, please remember that nobody is going to have perfect relations with everyone else, no matter how hard they try. Business rivalries, personal feuds, or political conflicts are going to happen – and the more powerful a house becomes or the more allies they attract, the more they're bound to ruffle a few feathers along the way. Try to reflect this by balancing the number of positive relationships your house has with negative ones. It doesn't have to be a perfect ratio (5 allies and 5 enemies, for example), but a house with seven close allies and only one enemy probably needs a little more thought in the diplomacy department.

The default status between player houses is Neutral. In order to develop relations with another players house that aren't neutral, you must consult with that player and obtain his or her consent before choosing a different rating. Think carefully about your houses' mutual allies (or enemies), in addition to existing business relationships and potential conflicts of interest when developing relations. If two players cannot come to a mutual decision about diplomacy, the relationship between their houses remains neutral. In addition, actions taken in RP can cause diplomacy to change. If you antagonize another player's house often enough, for example, their house's diplomacy with yours might worsen as a result. There are lots of ways you can affect house diplomacy in-game, so make your RP decisions carefully!

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