The Seventh Dynasty of Brendan
3 November - 10 December 2016
Contents
Ascension Address
Twelve times twelve emperors have held the nomic throne, and with each exchange of power, their sun wanes further. Surviving players are few, and weakened; the best lack all conviction, while the worst are full of passionate intensity. There is a sense of sapping, crumbling. An inkling that the life of the empire ebbs.
Deep in the grinding heart of time, teeth mesh; an escapement cracks; a tick like a bomb echoes through long halls of abandoned names. There is a brief lull, an anacrusis, before the great bell begins to sound its final warning:
The hour come round at last.
Players
Unrecorded.
Posts of Interest
- Twelve Times Twelve Midnight opened the dynasty with a bold mechanic that would destroy the game on December 1st if we didn't stop it ("This is the Ruleset for BlogNomic, which governs the Gamestate of BlogNomic. Neither may be altered. There are no Players. BlogNomic has ended."), but people were nervous and the proposal failed.
- Six Salvageable Spans introduced Days, Arcs and Hours
- Blood-sucking Parasites added "Ticks"
- Repent, Harlequin introduced The Timekeeper; a (possibly idle) player secretly chosen by the Emperor, who would automatically win if too many Ticks had built up by November 11th
- Restoration of the Hours linked each Hour to a past dynasty: each hour began Broken and could be Restored by writing a little about it
- The Fun and the Prizes asked players to specifically record "a significant or trivial game action that occurred during the dynasty" to Restore an Hour
- Absent Friends required old players to acknowledge their moments (in a blog comment or elsewhere), for those Hours to be fully Restored - with no acknowledgement, the hour was merely Focused
- Sphinx of Quartz awarded Quartzes for namechecking previously unnamechecked players
- I Am Become April’s Fool: a reprise of the opening death knell proposal, locking the game for six months in the event of failure. With little voting happening, it failed.
- A Predecessors like None Other stopped players from namechecking themselves in Moments
- Golden Hours awarded a Quartz for Focusing the first Hour in an unfocused Day, or Focusing adjacent to an already Restored Hour
- Cuckoo made players the Guardian of an Hour, when they Focused it
- It's Just a Jump to the Left allowed a group of players with 24 Quartzes between them become Emperor, with the dynasty's theme changing to that of a Restored Hour; this failed but enacted in a modified version
- Pasts Market allowed gambling Quartzes on whether Focused Hours would be Restored
- The Campaign for Real Time belatedly established that the game's "Days" and "Hours" were not real-world time measurements
- The Emperor Has No Watch permitted Hours to become Lost
- Crystal Days assigned a Quartz-and-Guardian based victory score, a player winning when they reached it
- Quartz and All gave a Quartz bonus for contacting predecessors
- Why Not added some daily payouts based on the state of randomly-chosen Hours
Game documents
- State of the Arcs recorded the Days, Hours, Guardians and Moments
Ascension
Kevan achieved a Crystal Victory: "If a Player has a number of Quartzes equal to or greater than the number of Settings in a Day, and if that Player is the Guardian of more Hours in that Day than any other Player, then that Player has achieved victory. This is known as a Crystal Victory."