Recruitment of new layers is now CLOSED.
Hello there! Some of you may remember me from my last grandiose flop of a nation RP which ended far more spectacularly than Prince Charles and Princess Diana's marriage.
After a brief almost-year of abstaining from any form of RP whatsoever on these forums, I've leapt back, and want to get into a fantastic new nation RP.
This is the map of the world in which the roleplay is to be set. It hasn't a name, history, culture, or limit of fantastical, ethereal, zany, or simply spectacular creatures. This world is subject to our own creation, and we are each the authors of its past, present, and future; the world's splendidly malleable. I'm sure you're all aware that you create your own nation's history, and I want you all to know that I encourage people to create history which intertwines itself with that of other nations'.
Now, I've played an awful lot of nation RPs. One of the most pressing details is balance, and, as supreme-GM, it's my role to ensure that everything is fair. Throughout my nation RPs, I've always kept to the simple code of how large an empire can be, as I've often come across people making huge, burgeoning countries which can draft an army immediately that spans millions of troops. This isn't how it's done, and if someone does do it, I'll wave my GM-cane: harshly. To stop this, here is the system:
Large Nation Population: 1,000,000 – 2,000,000 citizens.
Medium Nation Population: 400,000 – 999,999 citizens.
Small Nation Population: 1 - 399,999 citizens.
Furthermore, a nation's army can be between 0%-33% of your total population. Under times of total war, where a nation is in dire trouble, I, as GM, will determine whether drafting can be allowed, at the cost of skilled soldiers.
One part of this RP I’d like to see is diplomacy, trade, and all those lovely aspects of nation RPs that tend to get swept aside for a completely war based theme. That said, battles and whatnot will be governed first by the players involved. If no consensus can be reached, then I will step in, wave a GM-cane, and reach a consensus for you.
The area most people care about is the technology level. I'm going to be kind here, and impose a reasonably high technology limit. Cannons, and muskets, would be available for the truly, wondrously, and fantastically advanced nations, yet their presence is capricious and prone to self-destruction, due to unfortunately poor rates of success. Most cannons, too, would be better served upon the largest of ships, or pulled by a plethora of horses, slowly. Most weaponry is still in the swords and bows era, you see.
The area of magic is one in which expansion here is due. Magic is a primal force of the world, one which naturally occurs throughout the nations - although not equally. There are many, many types of magic, and, while all are linked in some way by their very nature, very few are similar. This allows a nation to have a very unique form of magic from another, instead of everyone using the generic fire-bolt-flinging. That said, one area in which all magic is similar is that of time- time in that magic invariably requires physical intricacies, such as rituals, obelisks, or other fancy, hard to move objects. All but the most basic, harmless, and simple spells require painstakingly arduous measures to be taken beforehand. This eliminates the idea that a single mage can destroy an army.
NOTE: Unique, self-made races are fun. Generic races are also fun! But don't be afraid of making something totally original.
People of Importance:
Settlements: (briefly describe your nation's architecture, do they use buildings of wood, stone or both or perhaps only tents?)
Nation's Trade Resources:
Regular troops: (swordsmen, spear-men, cavalry, etc)
More can be added to this nation sheet if desirable. I, for instance, will be adding a flag, I think.
IMPORTANT: Briefly describe where you wish your nation to be if you create your nation.