Celarian Code

The Celarian Code is a philosophy that revolves around diversity in your government, market, and lifestyle. It will also cover problems in Rathnir's past, present, and future. Another main part about The Celarian Code is the gaining a knowledge and how to use it.
== History ==
The Celarian Code was made after Celaria (a being in the religion of Pintyara) told Sinkturtle to write a philosophy that would change the course of Rathnir. Celaria gave Sinkturtle to wisdom of Rathnir's past, present, and future so that Sinkturtle could lead Rathnir down a better path. The philosophy was made during he centralization of the Horde when Dara-Lumonde was at a high point. Their would be no major conflicts during this short period of time that would give Sinkturtle the time to write his philosophy. He went to his old ship in Tortuga and created the philosophy.
== The Beliefs of the Philosophy ==
=== Lifestyle ===
Players should try to roleplay, make money, and do politics in order to get the most out of their Rathnir experience.
==== The Path for New Players ====
New players, before they even join the server, should join the discord and research a nation they want to join. After finding out what nation suits them best they need to start to join community events and become a active member of the community. New players need to create a character that best suits them and it needs to be as original as possible. New players should not touch politics because they do not have the ropes on how the server works. Once a new player understands how the server works and all of its plugins they need to start to make money. Money making methods need to be very efficient, but you should try to do multiple professions in order to gain reputation in as many guilds as possible. Gaining reputation in guilds will give you more of a "cool player status" and people will respect you more. Once you have done this you might want to reach out to other nations in Rathnir. This should hopefully give you a more diversified culture so that you can know what is good and bad about a community by comparing one community to another.
==== Gaining a grasp on politics. ====
First you need to join a smaller position in a government and work your way up. Not all players are good at politics and that is fine. If you find out you are good you need to very slowly rise the ranks until you are at a position you are comfortable at. Many people try to rush their way to the top and don't have much support behind them leading to there disposal.
==== The Role-player ====
The first thing you need to do is create a family tree. Once creating the family tree you need to find someone in game you can marry. Once you have done that you need to find players willing to be your children. You can also skip the marriage process and just adopt children. You need to encourage in your family a diversity of cultures so that many different people want to join your family tree and so it is more well known. You need to maintain the tree like a plant and kick people from the community who threaten to burn it. Make sure you family tree is full of roleplay and has many events.
Another good way to become a good role-player is to create/ become a leader of/within a religion. This will give you a lot of local publicity at first and if it is run well, should give you more foreign publicity. The best way to make a good religion is to be unique and base it in 1 nation and expand it from their.
==== Money Makers ====
Joining guilds and becoming experienced members in them is always a good thing. It gives you access to ways to grow in the profession you are working on. Joining building companies, merc groups, and larger stores will give you a more diverse income.
=== Good National Practice ===
A good nation needs to have aspects of democracy, good foreign affairs, good trade, good military, and have good internal politics.
==== Benefits of Democracy ====
Democracy is a way for the people to choose who they want to run their government. A government need to separate its power among multiple people so that one person can't put a country into flames. Every nation needs to have one person to represent them.
==== How to have good foreign affairs ====
A nation with good foreign affairs needs to present itself as friendly, and not hand out treaties just because they can. Treaties should not just say "this group of nations in now friends," this is very dumb because you shouldn't need a paper to be friends with someone. Treaties should be used for military alliance, making a deal with a company, mutual defense pacts (these should only be used when at threat of war so show that you have support), and NAP (should only be used to keep two hostile nations from attacking each other). When you are going to war try to solve it diplomatically in order to avoid expense so war. When winning a war you should not wipe out the culture of a area and keep it the way it is.
==== Good military ====
Many nations don't have a good military and just rely on mercs to do the job for them. This costs a lot of money and it is better to have your own military so you don't have to pay the hefty price. Making military alliances is very good for both parties and should make you feel safer about wars. Once you have a military you need to train it so bad players can get good. Having a merc group for a nation is good so that good players can make money off of being good.
==== Trade ====
Not many nations in Rathnir trade at all. This leads to nations being isolationist and not doing any form a diplomacy. The best way to solve this is to do trade. The problem is that everyone has easy access to everything because of shops. Somethings are not as easy to find in shops and these are the items that should be traded. Netherite, armor, tools, weapons, custom brews, cheese, luxury goods, rarer building materials, enchantment books, and fishing loot are all things that could be traded between nations in order to help deal with isolationism.
==== Internal affairs ====
Making your people happy enough to want to be active is hard. Nations should do community events frequently in order to keep moral up. Nations should not stick to 1 religion and should become more diverse in order to make roleplay easier for people who want to make religions. Nations need to have a good lore and backstory. Nations need to use their land well and not over stretch.
== Addressing Problems Within Rathnir ==
* Isolationism is something very over looked and the world would be much more peaceful if people depended somewhat on each other. It won't make world piece but it will make going to war a harder choice. 
* Many nations after going to war will completely wipe out the culture of a nation and replace it with their own. This is bad and lead to public disapproval.
* Don't let sections of your own nation fight one another to become the best within a nation.
* When a civil war happens look at the view points of both sides and figure out who is right. Don't just stop the civil war because you have no idea if they have good reason.
* Owning massive amounts of land and not splitting power into smaller sections is bad and makes it harder to govern.
* Don't become to consumed with revenge on another nation because it will lead you to do many irrational things. Focus more on improving relations with them.
* Have good taxes where richer people get taxed more. Many people on Rathnir are very rich and need to support their country more by paying more tax.
Category:Kutaiyara
Category:Lore
Category:Traveler's Era