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Because the blind have to do things differently.
This is merely a place for me to test code and try things out before I make an error elsewhere.
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Jedith
- Posts: 13
- Joined: Fri Jun 24, 2016 3:29 pm
- Race: Lion Person
- Renown: 0
- Wealth Tier: Tier 1
Because the blind have to do things differently.
Last edited by Jedith on Fri Jul 01, 2016 4:26 am, edited 23 times in total. word count: 6
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Jedith
- Posts: 13
- Joined: Fri Jun 24, 2016 3:29 pm
- Race: Lion Person
- Renown: 0
- Wealth Tier: Tier 1
Because the blind have to do things differently.
Table of Contents.
Last edited by Jedith on Thu Jun 30, 2016 2:23 am, edited 1 time in total. word count: 6
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Jedith
- Posts: 13
- Joined: Fri Jun 24, 2016 3:29 pm
- Race: Lion Person
- Renown: 0
- Wealth Tier: Tier 1
Because the blind have to do things differently.
Name: Etiquette
Each society has certain ideals of proper conduct & comportment, although they vary from circumstance to circumstance. Etiquette provides guidance when it comes to proper behavior in various social situations. It allows individuals to fit in gracefully, engage in the correct behaviors, earn respect, and deal with others diplomatically.
Given this, Etiquette is a skill that at times is related to a variety of other skills, which can benafit from its use depending on the desired goal. These skills include:
When a character begins to learn etiquette, they pick a particular domain, along with a specific organization within that domain, which is placed in parenthesis. As your character gains greater knowledge and skill mastery in etiquette the selected organization, the one placed in parenthesis, will always represent the high point of the character’s understanding of protocol.
Learning new etiquettes in the same domain
Over time, as your character’s knowledge and competence increases in the protocol of their chosen organization, they begin to learn the ins and outs of other related establishments as well. Even if your character has never dealt with the aristocracy of Rynmere, your character already comprehends many of the fundamental principles of proper comportment from dealing with the local nobility and Haut monde of their own area, based on knowledge gained and training within said circles. This is epitomized by your character’s ability to interact with any organization related to the selected domain at a level below that character’s current level of aptitude in their foremost organization. Numerically speaking this is represented by your character’s having the base minimum understanding of all forms of organizations in the greater domain within which your character’s primary organization lie’s. This knowledge includes, among other matters, appropriate modes of address, greetings, manners related to interactions, and common signs, seals, and heraldry associated with the domain.
All across Idalos, from the lands of the Eternal Empire in the east, to Ne'haer in the west, and everywhere in between, some form of armed forces exist to help protect the citizenry and oversee the common good. The extent of these forces, their size, and composition varies considerably, and thus a certain degree of distinction should be made. Thus, while all four of the domains mentioned here, military, navy, mercenary, and judicial, show similarities, and even a degree of overlap, they are distinct areas.
Military: Military refers to all terrestrial forces, infantry, cavalry, scouts, etc., that are directly hired, trained, and paid by a standing governmental body. These arms are the responsibility of the government that has hired them, and to whom they receive pay, or an assigned representative of that body. Thus, they differ from mercenaries, in that there contract holder does not change, which is always the government that has hired them, even if the persons representing the government that serves as the principle military commander, or depending on governmental type, even if the body of that government were to change. If they were to serve with, or under the arms of a foreign ally, their allegiance to their home government would accede that of the other. If it is not, then they peace to be standard military forces, and would become mercanaries, deserters, and the like.
Navy: This includes all aquatic based forces, sea going vessels, riverboats, and the like, as well as those forces that protect ports, harbors, and shipyards. While some governmental entaties make a distinction between sailors, and “shipboard soldiers”, what we now call “marines”. It is unlikely that any governmental body calls any of their naval forces such, ask your city moderator for further information.
Mercanaries: Any being that takes up arms for profit, being so regulated by charter or contract, for any length of time being not permanently assigned to a government of any kind, or being so obtained with the possibility that by the end of the charter said individual is not bound not to take up arms against the previous charter holder, is thus deemed a mercenary. The line between a professional soldier of a standing military, a mercenary, and a brigand is a fine one. Some might even say that it is not even the thickness of a sheet of paper. Mercanary groups vary considerably, but in general they differ from the other two groups, for the reasons so stated. In addition, such groups as caravan guards, body guards and private guards of any kind, may also be considered part of this domain, so long as they draw no pay from the court or from a government as their only payment for more than four arcs.
TacticsOften the first indicator of whether an approaching force is friend or foe, on either land or sea, is by the flag or banner they carry. While this is not always the case, bandits often do not carry such anouncements with them and some privateers may travel under false colors, an understanding of military heraldry, of badges, insignias, and the like can allow for an observant commander or sharp eyed scout to have some idea of the forces arrayed against him/ her and even perhaps the basic strategy employed.
Law enforcement: While it is true that the military comprises the bulk of most cities primary means for enforcing order, it is not the only agency utilized for this purpose. Bounty hunters, professional theif catchers, judges and lawyers also comprise this group, with protocol varying slightly between them.
Haut monde: This domain includes all groups, sub-groups, & members of high society. The aristocrats, wealthy merchants, and owners of large farms or heards, all belong to this category. In other words, those with considerable personal wealth, and as often as not, political clout & significant reputations. This group also includes those that serve in the highest political circles, such as the king and queen of Rynmere, the Directorate of Viden, the Council of Nashaki, and the High Courts of the Eternal Empire.
Interaction with politics
Having a good grasp of the protocols of one’s own governmental structure will allow someone to, in many respects, find one’s abilities to carry out their duties far easier. Knowing not only whom to address, but how to address a particular individual will ensure that one communiques will have far greater affect. Moreover, deftly usage of protocol is oft one hallmark of the swiftly rising star in any political circle. Furthermore, having knowledge of the customes of a forign court will serve an ambassador in good stead.
Each society has certain ideals of proper conduct & comportment, although they vary from circumstance to circumstance. Etiquette provides guidance when it comes to proper behavior in various social situations. It allows individuals to fit in gracefully, engage in the correct behaviors, earn respect, and deal with others diplomatically.
Given this, Etiquette is a skill that at times is related to a variety of other skills, which can benafit from its use depending on the desired goal. These skills include:
When a character begins to learn etiquette, they pick a particular domain, along with a specific organization within that domain, which is placed in parenthesis. As your character gains greater knowledge and skill mastery in etiquette the selected organization, the one placed in parenthesis, will always represent the high point of the character’s understanding of protocol.
Learning new etiquettes in the same domain
Over time, as your character’s knowledge and competence increases in the protocol of their chosen organization, they begin to learn the ins and outs of other related establishments as well. Even if your character has never dealt with the aristocracy of Rynmere, your character already comprehends many of the fundamental principles of proper comportment from dealing with the local nobility and Haut monde of their own area, based on knowledge gained and training within said circles. This is epitomized by your character’s ability to interact with any organization related to the selected domain at a level below that character’s current level of aptitude in their foremost organization. Numerically speaking this is represented by your character’s having the base minimum understanding of all forms of organizations in the greater domain within which your character’s primary organization lie’s. This knowledge includes, among other matters, appropriate modes of address, greetings, manners related to interactions, and common signs, seals, and heraldry associated with the domain.
Etiquette Domains
The Common Defense
All across Idalos, from the lands of the Eternal Empire in the east, to Ne'haer in the west, and everywhere in between, some form of armed forces exist to help protect the citizenry and oversee the common good. The extent of these forces, their size, and composition varies considerably, and thus a certain degree of distinction should be made. Thus, while all four of the domains mentioned here, military, navy, mercenary, and judicial, show similarities, and even a degree of overlap, they are distinct areas.
Military: Military refers to all terrestrial forces, infantry, cavalry, scouts, etc., that are directly hired, trained, and paid by a standing governmental body. These arms are the responsibility of the government that has hired them, and to whom they receive pay, or an assigned representative of that body. Thus, they differ from mercenaries, in that there contract holder does not change, which is always the government that has hired them, even if the persons representing the government that serves as the principle military commander, or depending on governmental type, even if the body of that government were to change. If they were to serve with, or under the arms of a foreign ally, their allegiance to their home government would accede that of the other. If it is not, then they peace to be standard military forces, and would become mercanaries, deserters, and the like.
Navy: This includes all aquatic based forces, sea going vessels, riverboats, and the like, as well as those forces that protect ports, harbors, and shipyards. While some governmental entaties make a distinction between sailors, and “shipboard soldiers”, what we now call “marines”. It is unlikely that any governmental body calls any of their naval forces such, ask your city moderator for further information.
Mercanaries: Any being that takes up arms for profit, being so regulated by charter or contract, for any length of time being not permanently assigned to a government of any kind, or being so obtained with the possibility that by the end of the charter said individual is not bound not to take up arms against the previous charter holder, is thus deemed a mercenary. The line between a professional soldier of a standing military, a mercenary, and a brigand is a fine one. Some might even say that it is not even the thickness of a sheet of paper. Mercanary groups vary considerably, but in general they differ from the other two groups, for the reasons so stated. In addition, such groups as caravan guards, body guards and private guards of any kind, may also be considered part of this domain, so long as they draw no pay from the court or from a government as their only payment for more than four arcs.
TacticsOften the first indicator of whether an approaching force is friend or foe, on either land or sea, is by the flag or banner they carry. While this is not always the case, bandits often do not carry such anouncements with them and some privateers may travel under false colors, an understanding of military heraldry, of badges, insignias, and the like can allow for an observant commander or sharp eyed scout to have some idea of the forces arrayed against him/ her and even perhaps the basic strategy employed.
Law enforcement: While it is true that the military comprises the bulk of most cities primary means for enforcing order, it is not the only agency utilized for this purpose. Bounty hunters, professional theif catchers, judges and lawyers also comprise this group, with protocol varying slightly between them.
Haut monde: This domain includes all groups, sub-groups, & members of high society. The aristocrats, wealthy merchants, and owners of large farms or heards, all belong to this category. In other words, those with considerable personal wealth, and as often as not, political clout & significant reputations. This group also includes those that serve in the highest political circles, such as the king and queen of Rynmere, the Directorate of Viden, the Council of Nashaki, and the High Courts of the Eternal Empire.
Interaction with politics
Having a good grasp of the protocols of one’s own governmental structure will allow someone to, in many respects, find one’s abilities to carry out their duties far easier. Knowing not only whom to address, but how to address a particular individual will ensure that one communiques will have far greater affect. Moreover, deftly usage of protocol is oft one hallmark of the swiftly rising star in any political circle. Furthermore, having knowledge of the customes of a forign court will serve an ambassador in good stead.
Last edited by Jedith on Tue Jun 28, 2016 6:28 pm, edited 1 time in total. word count: 1092
-
Jedith
- Posts: 13
- Joined: Fri Jun 24, 2016 3:29 pm
- Race: Lion Person
- Renown: 0
- Wealth Tier: Tier 1
Because the blind have to do things differently.
Name: Etiquette
Each society has certain ideals of proper conduct & comportment, although they vary from circumstance to circumstance. Etiquette provides guidance when it comes to proper behavior in various social situations. It allows individuals to fit in gracefully, engage in the correct behaviors, earn respect, and deal with others diplomatically.
Given this, Etiquette is a skill that at times is related to a variety of other skills, which can benefit from its use depending on circumstances and the overall goal. These skills include:
When a character begins to learn etiquette, they pick a particular domain, along with a specific organization within that domain, which is placed in parenthesis. As your character gains greater knowledge and skill mastery in etiquette the selected organization, the one placed in parenthesis, will always be emphasized as representing the high point of the character’s understanding of protocol.
Learning new etiquettes in the same domain: Over time, as your character’s knowledge and competence increases in the protocol of their chosen organization, they begin to learn the ins and outs of other related establishments as well. Even if your character has never dealt with the aristocracy of Rynmere, your character already comprehends many of the fundamental principles of proper comportment from dealing with the local nobility and Haut monde of their own area, based on knowledge gained and training within said circles. This is epitomized by your character’s ability to interact with any organization related to the selected domain at a level below that character’s current level of aptitude in their foremost organization. Numerically speaking this is represented by your character’s having the base minimum understanding of all forms of organizations in the greater domain within which your character’s primary organization lie’s. This knowledge includes, among other matters, appropriate modes of address, greetings, manners related to interactions, and common signs, seals, and heraldry associated with the domain.
All across Idalos, from the lands of the Eternal Empire in the east, to Ne'haer in the west, and everywhere in between, some form of armed forces exist to help protect the citizenry and oversee the common good. The extent of these forces, their size, and composition varies considerably, and thus a certain degree of distinction should be made. Thus, while all four of the domains mentioned here, military, navy, mercenary, and judicial, show similarities, and even a degree of overlap, they are distinct areas.
Military: Military refers to all terrestrial forces, infantry, cavalry, scouts, etc., that are directly hired, trained, and paid by a standing governmental body. These arms are the responsibility of the government that has hired them, or an assigned representative of that body, to whom said forces receive pay. Thus, they differ from mercenaries, in that there contract holder does not change, which is always the government that has hired them, even if the persons representing the government that serves as the principle military commander, or depending on governmental type, even if the body of that government were to change. If they were to serve with, or under the arms of a foreign ally, their allegiance to their home government would accede that of the other. If it is not, then they peace to be standard military forces, and would become mercenaries, deserters, and the like.
Navy: This includes all aquatic based forces, sea going vessels, riverboats, and the like, as well as those forces that protect ports, harbors, and shipyards. While some governmental entities make a distinction between sailors, and “shipboard soldiers”, what we now call “marines”. It is unlikely that any governmental body calls any of their naval forces such, ask your city moderator for further information.
Mercenaries: Any being that takes up arms for profit, being so regulated by charter or contract, for any length of time being not permanently assigned to a government of any kind, or being so obtained with the possibility that by the end of the charter said individual is not bound not to take up arms against the previous charter holder, is thus deemed a mercenary. The line between a professional soldier of a standing military, a mercenary, and a brigand is a fine one. Some might even say that it is not even the thickness of a sheet of paper. Mercenary groups vary considerably, but in general they differ from the other two groups, for the reasons so stated. In addition, such groups as caravan guards, body guards and private guards of any kind may also be considered part of this domain, so long as they draw no pay from the court or from a government as their only payment for more than four arcs.
Interaction with TacticsOften the first indicator of whether an approaching force is friend or foe, on either land or sea, is by the flag or banner they carry. While this is not always the case, bandits often do not carry such announcements with them and some privateers may travel under false colors, an understanding of military heraldry, of badges, insignias, and the like can allow for an observant commander or sharp eyed scout to have some idea of the forces arrayed against him/ her and even perhaps the basic strategy employed.
Law enforcement: While it is true that the military comprises the bulk of most cities primary means for enforcing order, it is not the only agency utilized for this purpose. Bounty hunters, professional thief-catchers, judges and lawyers also comprise this group, with protocol varying slightly between them.
Interaction with Investigation In those instances during the course of an investigation where the investigator must interact with other law enforcement agencies., having an understanding in the proper protocol of those agencies will more often facilitate a smoother interaction, than might occur otherwise.
Haut monde(those that rule): This domain includes all groups, sub-groups, & members of high society. The aristocrats, wealthy merchants, guild masters, and owners of large farms or heards, all belong to this category. In other words, those with considerable personal wealth, and as often as not, political clout & significant reputations. This group also includes those that serve in the highest political circles, such as the king and queen of Rynmere, the Directorate of Viden, the Council of Nashaki, and the High Courts of the Eternal Empire.
Interaction with politics
Having a good grasp of the protocols of one’s own governmental structure will allow someone to, in many respects, find one’s abilities to carry out their duties far easier. Knowing not only whom to address, but how to address a particular individual will ensure that one communiques will have far greater affect. Moreover, deftly usage of protocol is oft one hallmark of the swiftly rising star in any political circle. Furthermore, having knowledge of the customes of a forign court will serve an ambassador in good stead.
Attendent(those who serve)
Each society has certain ideals of proper conduct & comportment, although they vary from circumstance to circumstance. Etiquette provides guidance when it comes to proper behavior in various social situations. It allows individuals to fit in gracefully, engage in the correct behaviors, earn respect, and deal with others diplomatically.
Given this, Etiquette is a skill that at times is related to a variety of other skills, which can benefit from its use depending on circumstances and the overall goal. These skills include:
When a character begins to learn etiquette, they pick a particular domain, along with a specific organization within that domain, which is placed in parenthesis. As your character gains greater knowledge and skill mastery in etiquette the selected organization, the one placed in parenthesis, will always be emphasized as representing the high point of the character’s understanding of protocol.
Learning new etiquettes in the same domain: Over time, as your character’s knowledge and competence increases in the protocol of their chosen organization, they begin to learn the ins and outs of other related establishments as well. Even if your character has never dealt with the aristocracy of Rynmere, your character already comprehends many of the fundamental principles of proper comportment from dealing with the local nobility and Haut monde of their own area, based on knowledge gained and training within said circles. This is epitomized by your character’s ability to interact with any organization related to the selected domain at a level below that character’s current level of aptitude in their foremost organization. Numerically speaking this is represented by your character’s having the base minimum understanding of all forms of organizations in the greater domain within which your character’s primary organization lie’s. This knowledge includes, among other matters, appropriate modes of address, greetings, manners related to interactions, and common signs, seals, and heraldry associated with the domain.
Etiquette Domains
The Common Defense
All across Idalos, from the lands of the Eternal Empire in the east, to Ne'haer in the west, and everywhere in between, some form of armed forces exist to help protect the citizenry and oversee the common good. The extent of these forces, their size, and composition varies considerably, and thus a certain degree of distinction should be made. Thus, while all four of the domains mentioned here, military, navy, mercenary, and judicial, show similarities, and even a degree of overlap, they are distinct areas.
Military: Military refers to all terrestrial forces, infantry, cavalry, scouts, etc., that are directly hired, trained, and paid by a standing governmental body. These arms are the responsibility of the government that has hired them, or an assigned representative of that body, to whom said forces receive pay. Thus, they differ from mercenaries, in that there contract holder does not change, which is always the government that has hired them, even if the persons representing the government that serves as the principle military commander, or depending on governmental type, even if the body of that government were to change. If they were to serve with, or under the arms of a foreign ally, their allegiance to their home government would accede that of the other. If it is not, then they peace to be standard military forces, and would become mercenaries, deserters, and the like.
Navy: This includes all aquatic based forces, sea going vessels, riverboats, and the like, as well as those forces that protect ports, harbors, and shipyards. While some governmental entities make a distinction between sailors, and “shipboard soldiers”, what we now call “marines”. It is unlikely that any governmental body calls any of their naval forces such, ask your city moderator for further information.
Mercenaries: Any being that takes up arms for profit, being so regulated by charter or contract, for any length of time being not permanently assigned to a government of any kind, or being so obtained with the possibility that by the end of the charter said individual is not bound not to take up arms against the previous charter holder, is thus deemed a mercenary. The line between a professional soldier of a standing military, a mercenary, and a brigand is a fine one. Some might even say that it is not even the thickness of a sheet of paper. Mercenary groups vary considerably, but in general they differ from the other two groups, for the reasons so stated. In addition, such groups as caravan guards, body guards and private guards of any kind may also be considered part of this domain, so long as they draw no pay from the court or from a government as their only payment for more than four arcs.
Interaction with TacticsOften the first indicator of whether an approaching force is friend or foe, on either land or sea, is by the flag or banner they carry. While this is not always the case, bandits often do not carry such announcements with them and some privateers may travel under false colors, an understanding of military heraldry, of badges, insignias, and the like can allow for an observant commander or sharp eyed scout to have some idea of the forces arrayed against him/ her and even perhaps the basic strategy employed.
Law enforcement: While it is true that the military comprises the bulk of most cities primary means for enforcing order, it is not the only agency utilized for this purpose. Bounty hunters, professional thief-catchers, judges and lawyers also comprise this group, with protocol varying slightly between them.
Interaction with Investigation In those instances during the course of an investigation where the investigator must interact with other law enforcement agencies., having an understanding in the proper protocol of those agencies will more often facilitate a smoother interaction, than might occur otherwise.
Those that rule, those that serve, those that build, and those that bea of ill repute
Haut monde(those that rule): This domain includes all groups, sub-groups, & members of high society. The aristocrats, wealthy merchants, guild masters, and owners of large farms or heards, all belong to this category. In other words, those with considerable personal wealth, and as often as not, political clout & significant reputations. This group also includes those that serve in the highest political circles, such as the king and queen of Rynmere, the Directorate of Viden, the Council of Nashaki, and the High Courts of the Eternal Empire.
Interaction with politics
Having a good grasp of the protocols of one’s own governmental structure will allow someone to, in many respects, find one’s abilities to carry out their duties far easier. Knowing not only whom to address, but how to address a particular individual will ensure that one communiques will have far greater affect. Moreover, deftly usage of protocol is oft one hallmark of the swiftly rising star in any political circle. Furthermore, having knowledge of the customes of a forign court will serve an ambassador in good stead.
Attendent(those who serve)
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