Player Society

### **Purpose of "The Game"**

**The Game** was created as a way to maintain a strong defense against invasion, to serve as a training ground to sharpen the various skills and tactics needed for a successful defense.  The Game was created after Gaia was nearly successfully invaded by another realm, and the existing population was almost wiped out.

A good analogy is the original purpose behind the **medieval joust**.  While jousting was a popular source of entertainment during the middle ages, it was a **war game intended to keep combatants trained and ready** should they be called to a real battle.

Players have a different perspective of the world than most people.  They are mages who, in essence, live in a medieval-esque feudal society that exists somewhat secretly alongside modern society.  Players are all nobility, and the vast majority belong to bloodlines which are large, extended families that are structured much like their own kingdoms.  Respect is a very deal within Player Society.

Each bloodline may have its own unique culture and each player may have their own style of play, but there are some core similarities that can be found across all bloodlines: the structure, status system, etiquette, and ranks.

As a training exercise to encourage strategy and foresight, the main goal behind Game is to earn status points. Doing so can be achieved in many ways, but it really boils down to the ability to successfully garner resources for oneself and one’s bloodline in order to accomplish your agenda.

### Game Tenets

The tenets are the principles and beliefs that many groups follow in order to achieve success in combat. Many staff members, especially ones in bloodlines, will reference the tenets to convey a point, demonstrate something, provide a reminder, or discreetly warn someone.

The tenets are made up of concise phrases in order to be easier to memorize.  The wording is very specific, for they can hold multiple meanings when applied to any given situation. Players will fiercely follow the tenets.

At the academy, you may hear other individuals quote them, but they are not necessarily players. They are just quite applicable to life in general. (Trefoil Game is considered a non-game zone. This means bloodline politics are suspended.)

### **Heirloom Bound**

Player Society centers around the Heirloom Bound, who are royalty. They are responsible for training, protecting, and leading the bloodline as a whole, and for that reason, they are highly protected and respected by the members of their bloodline.

\* represents the more formal/traditional title
Lord [Name] | \*Warlord [Name]
Lady [Name] | \*Warlady [Name]
 Heir/Heiress/Highness

#### Heirlooms

If heirloom bound is lost in battle, however, every player knows that it is of utmost importance to retrieve the heirloom and return it to the bloodline.

Heirlooms are artifacts specific to their own bloodline that are highly protected and are passed down over generations of the bloodline’s leaders. Most bloodlines will have 2 or 3 of these, and the items are only passed on when the current ‘owner’ dies. Each heirloom is correlated with a specific, significant person from the bloodline’s history and is highly honored and coveted as an artifact.

A bloodline needs at least one heirloom; without them, no one can be an heirloom bound, and there is no more bloodline, then - so if a bloodline loses its heirlooms, it is in grave danger and may be declared vanquished.

The creation of heirlooms is a secret closely guarded by the ruling bloodline of a board. There is definitely more than meets the eye regarding heirlooms although this secret is closely guarded.

Unlike in nonmagical society, marrying an heirloom bound does not grant a title (for example, someone who marries a Lady does not become a Lord, Lady, or Leader.) One may only gain that title by having an heirloom. Pretending you are a Lord, Lady, or Leader is not acceptable: it is generally known that heirloom artifacts allow their bonded to sense another heirloom bound’s nearby presence.

#### Etiquette for dealing with Heirloom Bound

* **Do not interrupt, be rude to, be disrespectful or demanding to an heirloom-bound** (even of another bloodline).
* Answer them promptly. They are royalty.
* As a matter of politeness, permission should be obtained to use their first name. Otherwise, please use their title and last name.

### **Growing Up In Player Society**

#### **The Law of Agnes**

The Law of Agnes is found within Player Society. It prohibits an adult player (ages 11+) from engaging an uninitiated player (ages 0-10) in a status dispute. It is recognition that the agnes is still learning the tenets and how to use them effectively.

##### **Childhood**

Player children are known as Agnes until the age of 11, at which time they swear full fealty to their bloodline if they choose to become a full member of the bloodline and the heirloom bound agrees that is a match. They tend to be raised to be loyal to their bloodline with varying degrees of success, and respect one's heirloom-bound usually.

##### **Training**

Agnes learn the tenets as preschoolers alongside their numbers and alphabets, and as children of nobles, tend to be tutored from an early age on all kinds of subjects: magical theory, arts, music, equestrian, etiquette, dance, math and science, history, elegant calligraphy, and numerous languages. Most player children know their regional language and are at least semi-fluent in Latin, though the age at which they start learning Latin or other languages varies widely between bloodlines and families.

The mainstay of an agnes’ life is the Recitation. This is a formal recital, usually verbal, of things they are expected to memorize or an explanation of what they have learned that day, overseen by a parent, tutor, or heirloom-bound.  It is commonplace for agnes to not get dinner until they have completed their day’s recitation to satisfaction. The complexity of recitations may vary based on the bloodline’s rank, expectations, and the status of the family (such as if the agnes is of the bloodline’s ruling family or especially may become the next heirloom bound).

Some bloodlines start training their children in physical combat early in their lives. Swordsmanship, archery, and other weapons-based combat is at least lightly trained, with some children effectively being trained as future ‘knights’ (some bloodlines may even use the term, though it is not a title recognized by the whole Game world). The greatest combatant aspiration for a player would be to become a plumbum stipatores: the primary bodyguard to an heirloom bound. The closest analogy of of mundane society Navy Seals of the Player Society. It is possible to be tested and recognized as a Prospect while an agnes, though candidacy tests are only performed on adults (those 11+, and more often in the 16+ range).

##### **Family Life**

Families can vary widely among players, depending on what level of politics the parents are playing.  Ruling families grow up on the main estate; some barely know one of their parents, due to it being a political marriage. Some have siblings that belong to other bloodlines, and are often separated from those siblings; usually such bloodlines are on good terms with each other due to the blood-kinship, but family politics can get interesting, particularly when the two bloodlines compete for resources or outright go to war with each other.

Many families have a rather normal family life of nobility, whether in a town or out on a rural estate. Both parents may be members of the same bloodline, whether full members or half-members, or a mix. Families will travel to the larger estates or the main estate for large festivals and gatherings, taking the agnes with them. Tutors and governesses are common among player families, serving as the teachers and caretakers while the parents attend to business. Parents sometimes take an agnes along with them on business outings so the child may see how it is run. Some families may eat all meals together, while among others, a full family meal is a rarer occasion.

#### **Entering Adulthood**

Adulthood in the player world begins at age 11, rather than 17 or 18. While they may still live with their parents and are subject to whatever rules than can be enforced by simple status and power that older players will have, any player over the age of 11 is fair game to other players. “Student age” is used to differentiate between those still attending school, and those who have graduated. Many teenage players learn quickly to obey and honor their elders in order to benefit from their protection and resources, otherwise they must find other ways to protect themselves.

##### **Student Players**

Second and third tier bloodlines often enroll their students in non-player schools, as the tuition is usually cheaper.  Some game focused schools do exist, such as Terroville, which have their own traditions and policies. Some bloodlines (regardless of tier) send most if not all of their members to these schools. Students are permitted to attend a school that is not on their home board, though getting there or to a school caravan is at the bloodline’s expense.

While on school grounds, it is widely agreed that students are not to be engaged in any inter-bloodline politics, as it is a training ground.  Gameplay is limited to other students present at the school.

#### **Status Partners**

A status partnership is a permanent, life-long alliance with another player, sealed by magical oath. They agree to work together on the same agenda and have the same goal.  Rarely is a partnership larger than just two people as it is quite difficult to balance the goals and agendas of more than just two.

Partnerships are most often formed between ages 14 and 17, though some are made later, or new ones forged if a partner has died.