Page 1 of 37 12311 ... LastLast
Results 1 to 10 of 364

Thread: New Nation RP.

  1. #1

    New Nation RP.

    http://roleplayerguild.com/showthrea...92#post8552792 - OOB, for accepted Nation sheets.

    Chatzy: http://us10.chatzy.com/14838002275558

    http://roleplayerguild.com/showthrea...32#post8561532 IC!

    http://roleplayerguild.com/showthrea...85#post8565985 - OOC




    This here, my friends! Is the continent on which our play will be set! It is yours to shape, from the terrain all the way down to the mythical creatures that roam the landscape. A land that is host to a group of nations all vying for control, and as such we are the authors of its development. I'm sure it is easy to deduce that you create your own nation, this will act as your intermediary to the continent. (That mind you, is yours to name.), you are, however, encouraged to develop a history that entwines and reflects off your fellow nations!

    Now, I might be relatively new to this form of RP as a whole, however I intend to keep this game as balanced as possible, to stop people from creating huge countries that can draft in even bigger armies at a click of their fingers. (Remember folks, this isn't mainly about war - that comes later. *Wink*) If someone attempts to try this then I'm afraid I will have to stop it immediately, so it's fair for everyone else. As such there will also be limits on how many ... things... you can have.

    Large Population: 1,000,000 - 2,000,000 citizens.
    Medium Population: 400,000 - 999,999 citizens.
    Small Population: 1 - 399,999 citizens.

    As such I shall limit the amount of soldiers one can have in their army to 0% - 33% of your total population. In the times of total war however, I might decide to allow a nation to be able to draft even more.

    On another note however, I don't want to see primarily warfare based RP! There is plenty of room for trade and diplomacy - however in the event of war or skirmishes occurring it will be governed at first by the lovable players involved! And if no agreement can be reached I will be forced to step in and resolve it for you.

    Now for the fun parts.
    Technology is a facet that some players will find interesting, I'm going to be generous and decide that the technology limit for this game will be mid-late 1700's with muskets and cannon, however as such you're going to need the resources to keep them managed, supplied and in good shape - word of warning for those of you who intend to follow this route, some technologies might be unstable, if you intend to make good of research and try other routes - they will be unstable for the most part! Despite shortcomings - it can be highly beneficial. (But you also have go to be creative with your technology usage.)

    The other side of the coin is the route of magic. Magic in this world is a powerful primal force that can be harnessed, it is however random, for example; one nation might experience a very powerful magical presence in their lands, and as such they can use it to their advantage, while another might not be so lucky and instead turn to technology. There are many different types of magic that can be wielded on the continent. This will allow you to sculpt your own form of magic that will make you stand out from other magic using nations. (This is to prevent people from using your typical fireball spell that is so common in fantasy universes). However - they share one common trait - and this is that all require some form of time/resource/people consuming ritual or set up to cast. For example you're going to need to do a bit of preparing to cast a large spell, for example a rather large fireball, but less to do a small and unimportant spell. This will balance out power usage so a single mage can't wipe out an army on his lonesome!

    Also! Don't be afraid to make your own race! Humans are fun, but do not be afraid to create... half turtle half human ... people...

    Now - if you want to join up, all you have to do is fill this bit in!

    Nation Sheet
    Nation Name:
    Race:
    Race Description:
    Population Scale:
    Government:
    People of Importance:
    Nation Size:
    Capital:
    Settlements: (briefly describe your nation's architecture, do they use buildings of wood, stone or both or perhaps only tents?)
    Nation History:
    Nation's Trade Resources:

    Military:
    Regular troops: (swordsmen, spear-men, cavalry, etc)
    Navy:
    Magic:

    This is set out, like so.
    (Here is mine)


    Nation Name: Arvale



    Race: Human

    Race Description:The humans of Arvale are pale and dark of hair, they are typically thin and agile, however they possess keen and inquisitive minds, and fingers that are able to keep up. The people of Arvale are split into a strict caste system which in turn shapes and molds their body, for example - the Workers are going to be built up and muscular, while the Nobility are sly and quick of thought. They possess an arrogance and sense of self-righteousness over other species, in their mind they are superior. (And not just technologically)

    An Arvalians skin; due to living in Arvale is pale yet fair. This is because they are accustomed to living the smog-choked cities that dot the coast, all Arvalians possess this trait and as such will stick out like sore thumb in another nation.
    Their quick minds have also enabled Arvale to become one of the Continents most technologically progressed society, it is so important to them that it is ingrained in the fabric of their nation.

    Population Scale: Large: 1,500,000
    Government: The Government in Arvale traditionally was that of a monarchy, one king ruled over all of the states that made up the country, however this had changed in recent years, it is now primarily an Aristocratic dictatorship, with one Lord - the Prime Minister - ruling over a selected council of other more lesser nobles. Only the richest families in Arvale may be represented in court, here they are free to plead cases before the Prime Minister, who - although it doesn't really matter if denied - must by tradition get the current Reigning Monarchs permission, but as said, lately this has changed.

    Families are ranked by either wealth or progress, for example a family must own a certain amount of land before being considered for representation in the Grand court. This provides plenty of competition between the noble families and brings in plenty of money to the nation, resulting in a surplus of wealth due to the competition.

    People of Importance: Prime Minister Roderick Falworth. King Albert Ailstone. Plus many other generals and minor nobles.

    Nation Size: Very large.

    Capital: Averham, the largest city in Arvale and the seat of Imperial power. There is no greater city than Averham - the biggest and busiest city in the whole of Arvale - perhaps even the continent. From a distance it would appear to be a sprawling black mass that hugs closely to the surly ocean to the north. Factories are evident as giant smoking behemoths that dot the cityscape, and announce their existence with the smoke stacks that rise high above the city and billows out a continuous stream of smoke and coal dust which litters the dirty city and even some of the country side. These factories however are perhaps the economic lifeblood of the city, producing supplies that are then either consumed at home or sold abroad.

    It is evident to see where the city started, seeing as there are many walls that circle inwards, each cutting off the older sections from the new, as you walk the streets you are walking metaphorically through time, at the center of sprawling capital is Castle Averham. Castle Averham is a massive fortification that occupies the majority of a mountain range, grand, cavernous halls and dark looming towers jut out from the mountain side and various cannons and other weapons that demonstrate Arvale's Industrial 'superiority' jut out from the numerous positions situated around the citadel.

    Settlements: Arvale is a nation of diverse forms of architecture, composed primarily of wood, stone and a new material; Bricks. This creates very sturdy structures, which in turn enables the Arvalians to build even bigger structures, the cities perhaps are a perfect example of this - from the small housing buildings that are spread across the giant cities, to the grand factories that produce the items needed for Arvale to become a player on the Continent stage. The large amount of factories however causes the nations to become plagued and polluted by thick clouds of smog that mingles with the fog that streams in off the coastline.

    The cities are Arvale are a clustered mass of Alley-ways, chimneys and other different varieties of buildings, the streets are often narrow and paved with cobblestones. The buildings are often found to be so close together that they arch over the streets and prevent the driving rain that is such a common feature in Arvale from wetting the stone streets. This is due to the overcrowding brought on by the Industrial Revolution that the country has been going through for years already, causing the cities to become ever more clustered together.

    The rural villages however exist in a tranquil peace not afforded to the cities, the villages are mostly composed of wood, made damp by the almost constant rain. These towns produce the food for the major cities of Arvale, or the great Bargate Fortress, the fortress of which spreads across the entire southern border, mighty stone walls and heavy ironwood gates guard the mountain passes and plains.



    Nation History: Long ago Arvale was a collection of separate city states all vying for control, you had Pinwood to the west, Averham to the north and New Albion to the east, all these cities warred with one another, steel on steel, brother on brother - after centuries of warfare a breakthrough finally occurred, Averham - most industrious of the states brought the city of New Albion to its knees, and in turn Pinwood filed for peace, fearing that the same would happen to them, this led to the unified nation of Arvale to be born.

    Centuries past, and the time of city-states and civil war slipped from memory, replaced instead by a sense of national identity and patriotism that spread like wildfire among the Arvalians - by now the wheels of industry were turning, bringing with it the age of gunpowder, which in turn drove Arvale into a state of Industrial progression. Arvalian ambition grew, they weren't happy with their boundaries, which now constricted the now over-populated country. So they turned their gaze southwards, claiming land that will become in turn south Arvale - many other lands soon was absorbed into the bloated nation, extending all the way down to the Empire of Lautia, which like many before them, soon fell to the Arvalian war machine.

    Lautia suffered under Arvalian rule for two-centuries, their pride and magic smothered by the industrialized taint. Severe restrictions were placed upon them, until one last straw snapped the camels back.

    Nation's Trade Resources: Coal, Iron, Gunpowder and wool, plus an assortment of other kinds of metals that can be mined up.

    Military: The Arvalian Military makes no use of magic what-so-ever, such barbarian practices have no application in such a modern army, instead they utilize a variety of blades and gunpowder based weaponry. It's military is composed primarily of land units, these soldiers use a mixture of both modern and ancient weaponry, Arvale being at the forefront of Engineering also equips its troops with the latest designs.

    Regular troops: The Arvalians make use of infantry mostly, foot soldiers clad in Armour can either be armed with pikes, swords or gun, cannons even for this advanced nation are rare - and are expensive to upkeep, as such they save them mostly for the navy, however a few such weapons can be found amongst the forces, and will be used when necessary. The army takes up at least 65% of Arvalian military might.

    Grim-watch: The Grim-watch are the Arvalian musket troops; these soldiers are highly trained in the use of modern weapons, and as such are to be feared, they are armoured with chest-plates and steel carapace which allows them to move freely. These soldiers are slowly but surely taking over the Arvalian military with extra-funding being poured into research and armament for these fearsome soldiers.

    Harrow-guard: These soldiers are an ancient tradition of the Arvalian military, they carry pikes and are usually heavily armoured. The most ancient unit in the army, they are proud and decorated troops. Normally found marching behind the more disposable troops.

    Recruits: Evidently they are disposable and not incredibly highly trained, they are usually the first to run into battle, they are young and untempered, but fierce, normally fighting 'till the last man. They are usually followed up by the Harrow-guard.

    Experimental corps: Soldiers and scientists alike serve in the military - this unit is often equipped with a whole arrange of bizarre and wonderful weapons, most can be a danger to the wielder, all dangerous to the enemy.

    Navy: The Arvalian is one that it prides itself upon, different classes are provided when necessary, for example trading vessels are fast yet relatively harmless, while the battle ships are hulking behemoths bristling with cannon. They make up the other 45% of Arvalian military might.

    Magic: Magic is not utilized, there are few government mages in Arvale - these are trained in the art of subterfuge and act as the nation's spies. As such they can't be classed proper military.
    Last edited by Victorian Style; 03-19-2013 at 05:52 AM.

  2. #2
    LOL I GOT OWNED Banned
    Join Date
    Jan 2013
    Location
    Somewhere in front of a computer...
    Posts
    287
    I am especially interested in this, but you might want to post the CS onto the OOC

  3. #3
    Ah, okay, thank you for the advice. =) Just new to all this. xD I'll just leave it here anyway for reference and start a new thread soon enough.

  4. #4
    I'd like to join.

  5. #5
    Subject Zero Lucious Veil's Avatar
    Join Date
    Feb 2013
    Location
    Behind you! But I'm a ninja, so you don't see me.
    Posts
    325
    This sounds quite interesting indeed. Reminds me of the Free-form Nation thing over in Advanced; except this one is higher technologically. If at all possible, I would be interested in joining as well.

  6. #6
    Ooh, excellent! That'd be great, feel frre to throw up nation sheets or some such, I'll move 'em over to an OOC sheet as soon as it is up.

  7. #7
    I have never done a nation RP... sounds interesting.

  8. #8
    Indeed, I myself have only ever done it once, but I must admit it was entertaining, but never finished it. So I more or less just took my nation from that and threw it over to here.

  9. #9
    I-I can carry too! TatsuaAiisen's Avatar
    Join Date
    Sep 2010
    Location
    In your desires
    Posts
    8,819
    I'll watch for now, see how this turns out.

  10. #10
    Bitch Queen GrievousKhan's Avatar
    Join Date
    May 2011
    Location
    In your nightmares...
    Posts
    8,423
    Awesome, I have been waiting for a Medieval era nation RP to pop up again, so many darn sci-fi nation rps of late. V.V

    I'll join this.

    Though realistically, no in history nation could possibly support almost 33% of it's population in the army.


    - - - Updated - - -

    Awesome, I have been waiting for a Medieval era nation RP to pop up again, so many darn sci-fi nation rps of late. V.V

    I'll join this.

    Though realistically, no in history nation could possibly support almost 33% of it's population in the army.


    ^^Credited to Silux, the Mighty God Emperor!!^^

    “Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty.”




Page 1 of 37 12311 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •