Hidden 10 yrs ago Post by Sini
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Hope I'm not too late to the party. This looks fun; roll please!
ESSENTIALS Population Density (Population - 3,200,000) - Regionally Dense; A good amount of manpower for the military and economic purposes, with social infrastructure strained more at a regional basis. Civic projects range from affordable to expensive. The nation requires a stronger economy to sustain itself. Economy - Stagnation - The economy is performing adequately, though there is room for improvement. There are certain limitations on the economy that are bottlenecking real growth, such as a restriction in investment capital or insufficient demand, however. There is some unemployment and economic unhappiness among people in the lower income brackets, and there is a degree of criticism in what can go wrong, even if it hasn't gone wrong yet. Urbanisation - Semi-urbanised: There are several towns and a few cities present, ranging from a few hundred to a few thousand inhabitants. Technology - Slowly Modernizing: The industrial infrastructure is in the process of improvement, and this is a teething process. But the economy is seeing increased activity because of this investment. New technologies are becoming domestically available. However, there is a degree of dependence on imports, including in terms of the expertise to modernize the economy. Metallurgy is limited to bronze products. Domestic Political Stability - Urban unrest GEOGRAPHY Largely consists of hills and forest, some tropical areas RESOURCES Mineral Deposits - Rich deposits of metals and minerals such as copper, lead, coal, usable stone. Valuable Mineral Deposits - Trace deposits of rare earth metals. Unique Materials - dyes, leather, sugar Agriculture - crop and cattle based, food surplus that is decreasing over time MILITARY Military Focus - inferior army and navy, ranged focus, bad infantry and cavalry ratio (15:1) Military Recruitment - Forced recruitment Reliability - Levies are of decent quality; generals play politics, decentralised Military Size - small core of professional units: requires some upkeep, easy to equip/supply quickly, seasonal levies Military Technology - Antiquated, your nation lags behind the rest of the world, and stubbornly clings to ancient traditions. Military Training and Morale - Highly Trained; Low Morale, levies are of decent quality but low morale Military Leadership - Competent; Rose to their positions through experience and battlefield exploits; decadent Military Reputation - Unpopular domestically; considered devious by foreigners Siege Equipment - practically non-existent, instead your army relies on grapling hooks and infiltration
Hidden 10 yrs ago Post by The Captain
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What are the general rulings on the presence of fantastic creatures (from dragons to large domesticated household mongeese) for our nations and the world, if any?
Hidden 10 yrs ago Post by Victoria2FTW
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May I request I roll?
Hidden 10 yrs ago Post by Sini
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What are the general rulings on the presence of fantastic creatures (from dragons to large domesticated household mongeese) for our nations and the world, if any?
Dragons are extinct, as are many many other beasts and creatures. Large monsters roam the lands, like yetis or whatever, but are practically not domesticable due to their violent nature. If you need a good reference, imagine the world of the Witcher where creepers are either savage or reclusive and independent. There are no pegasi, werewolves or vampires. Terminal is working on a list of 'fantastical' critters as a side-project which I'll have a read through once he's done. I will post it in the OP then, to include these as 'canon'.
May I request I roll?
Sure, give me a few.
Hidden 10 yrs ago Post by Cyclone
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<Snipped quote by Cyclone> ESSENTIALS Population Density (Population - 3,200,000) - Regionally Dense; A good amount of manpower for the military and economic purposes, with social infrastructure strained more at a regional basis. Civic projects range from affordable to expensive. The nation requires a stronger economy to sustain itself. Urbanisation - Semi-urbanised: There are several towns and a few cities present, ranging from a few hundred to a few thousand inhabitants.
I have a request and a question. Could I please change the urbanisation part? It seems strange to have upwards of three million people but only "several towns" with a mere few thousand inhabitants each. Maybe I could have a couple of really big, impressive cities built, with the rest of the place mostly rural? My question is what exactly is meant by saying that civic projects range from affordable to expensive. Does that mean I already have in place a range of infrastructure from roads to aqueducts, or is this some sort of handicap along the lines of my people having a hard time building certain thpes of things?
Hidden 10 yrs ago Post by Sini
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<Snipped quote by Sini> I have a request and a question. Could I please change the urbanisation part? It seems strange to have upwards of three million people but only "several towns" with a mere few thousand inhabitants each. Maybe I could have a couple of really big, impressive cities built, with the rest of the place mostly rural? My question is what exactly is meant by saying that civic projects range from affordable to expensive. Does that mean I already have in place a range of infrastructure from roads to aqueducts, or is this some sort of handicap along the lines of my people having a hard time building certain thpes of things?
That sounds good concerning the urbanisation. It's quite simple. You already have roads and sanitary buildings, public buildings etc, but constructing more would cost you. Really, this is more to add flavour to the writing, add a sense of difficulty since there is no 'income-spend' mechanic in place. It boils down to if you want to build a temple or bath, it'll have to paid for. The larger, the more expensive. A public toilet would be an affordable project, an aquaduct would be expensive.
Hidden 10 yrs ago 10 yrs ago Post by DancingEagle
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I think Oxfrieght is done. Can you give me some feedback on it? It's still going on the socialist-totalitarian route, but not as extreme as it were before. Also:
Hidden 10 yrs ago Post by Sini
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I think Oxfrieght is done. Can you give me some feedback on it? It's still going on the socialist-totalitarian route, but not as extreme as it were before. Also:
In so far as I have not yet edited it. I'll keep these desired locations in mind obviously.
Hidden 10 yrs ago Post by Sini
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May I request I roll?
Did anyone say pirates? ESSENTIALS Regionally Dense Population (Population - 1,000,000) - Small amount of manpower for economic and military purposes, but it also means that the social infrastructure is little strain. Educational costs and civic projects tend to be cheap. Economy - Stagnation - The economy is performing adequately, though there is much room for improvement. There are little limitations on the economy that are bottlenecking real growth, such as a lack of funds or resources, tech limits. There is some unemployment and economic unhappiness among people, and there is a degree of criticism in what can go wrong, even if it hasn't gone wrong yet. Urbanisation - Semi-urbanised: There are several towns and a few cities present, ranging from a few hundred to a few thousand inhabitants. Technology - Slowly Modernizing: The industrial infrastructure is in the process of improvement, and this is a teething process. But the economy is seeing increased activity because of this investment. New technologies are becoming domestically available. However, there is a degree of dependence on imports, including in terms of the expertise to modernize the economy. Metallurgy is limited to bronze products. Domestic Political Stability - Quite stable GEOGRAPHY Largely consists of hills and jungle RESOURCES Mineral Deposits - Moderate deposits of metals and minerals. Valuable Mineral Deposits - Trace deposits of rare earth metals, predominately salt. Unique Materials - textiles (linen, lace, some silks), fish oil, pearls Agriculture - crop based, slight food surplus that is increasing over time MILITARY Military Focus - inferior army but excellent navy, relatively decent infantry and cavalry ratio (8:1) Military Recruitment - Hereditary, with certain blood lines born to serve, levies in wartime Reliability - Levies are of decent quality, generals play politics Military Size - Large, relative to population: requires considerable upkeep, harder to equip/supply quickly. Military Technology - Slow Modernisation, your nation lags behind, you are dependent on what you can buy, pillage or otherwise take from others, but have certain fields of expertise. Military Training and Morale - Badly Trained; High Morale, levies have medium morale but are bad at following orders Military Leadership - Competent; Corrupt; Decadent Military Reputation - Popular domestically; considered dangerous by foreigners Siege Equipment - Outdated but effective, seasoned corps of sappers
Hidden 10 yrs ago Post by Terminal
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Nation sheet is now completed. Sorry for the delay.
Hidden 10 yrs ago Post by Sini
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Nation sheet is now completed. Sorry for the delay.
There is still loads of time! :o
Hidden 10 yrs ago Post by Cyclone
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Alright, more rolls to come tomorrow. I'll also start to gather/create/compile a list of strength and weaknesses I'll roll for you fellows. I'll roll one of each so you can think the rest up for yourselves that ties in with your nation concept.
One last thing, can you do this weakness and strength roll before I write out a nation? Thanks!
Hidden 10 yrs ago Post by Terminal
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Related note: Sometime either later today or tomorrow, I will be submitting a Compendium of Monsters, Beasts, and Fiends that roam the lands of our little playground (approved by Sini, of course). I will be posting it in a syncpad with link provided, so if anybody else wants to add monsters to the list, get them approved by Sini and you can add them at your leisure via editing the pad.
Hidden 10 yrs ago Post by OneEyedChurro
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Anyone start intertwining any of their histories yet? I'd love to get in on somma' that.
Hidden 10 yrs ago Post by Goldeagle1221
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@Terminal Do we currently have an active pad I could join? I admittedly have been slacking and need to jump back in.
Hidden 10 yrs ago Post by Terminal
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@Terminal Do we currently have an active pad I could join? I admittedly have been slacking and need to jump back in.
Not as of yet. It should be up sometime tomorrow though.
Hidden 10 yrs ago Post by Goldeagle1221
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Okay sweet.
Hidden 10 yrs ago 10 yrs ago Post by Sini
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<Snipped quote by Sini> One last thing, can you do this weakness and strength roll before I write out a nation? Thanks!
Getting on that right now. Some of them will be random, some will be 'in-sync' with your nation. You're also free to create one of each yourself (but keep it clean!). :)
Hidden 10 yrs ago Post by Sini
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Kudos to Kadeaux's nation RP system. @ethanjory Pro: Flagellants!: There are those whose devotion knows no bounds, no equal. These people flagellate themselves to cleanse themselves of sin, or so they perceive, these can be often called upon to join the holy army to flagellate not just themselves, but the enemy as well. These completely frenzied individuals know no pain and will not retreat even if ordered to. Con: Mercenary Muscle: Your nation relies heavily on mercenaries and hired hands. And they are only as loyal as their pay check. The problem with a nation full of mercenaries is what happens when an enemy nation simply decides that they’re going to offer your men more than you do. There is nothing quite so terrible as half of your army packing up and joining the bad guys. @Gowia Pro:Delatores: Your secret police, internal spies. They watch the moods and flows of the nation politically and nationally watching the way people react and heading off rebellion before it ever rears its head. Hopefully. Con: Bandits are a major concern and problem within your nation to the point where only a fool travels unarmed, or in large groups. @OneEyedChurro Pro: Lament of the Dead: Your nation’s people are a people rich in culture, and the dead are often revered and this is a song of regret and vengeance. The morale all who sing such a song is nearly unbreakable, and they will fight beyond the limits of exhaustion under its thrall. Con: Inbred: Your leadership has a history of family being a little too close. Closer than most morally upright are comfortable with, fuck closer than many evil things are comfortable with. This has several issues, one: Your leadership is about as intelligent as a bag of especially stupid potatoes. Two: Your leaders tend to use ‘Mum’, ‘Sister’, ‘Daughter’ etc rather interchangeably. (Anyone using the Lannisters or the Targaryen as inspiration must take this flaw.) @xXFazeXx Pro: Live off of the Lands: Foraging is an important thing, especially for an army on the move and none can forage as well as the a people who find such necessary to adequately feed an army on the march. Let alone their entire population. Con: The Wandering Way: Very few can handle the life of the wanderer. Your people always are on the move except during the winter months when they hunker down in their territories. This means their entire nation is on the move except their defenders during the spring to autumn months. This makes it harder to be attacked. But also limits the nation. They are less dependent on cities,but when Winter comes they MUST hunker down in their winter cities or die. @Terminal Pro: Ossuary: Sometimes the art of death is more literal than others. Some Necromancers conceal their art within their homes and forts by animating the skeletons to take the shape of bone artworks when they are not in use enabling them to surprise an enemy easily. Con: Bloodthirsty: Your people are bloodthirsty savages, when your nation is at peace with other nations, or indeed, untouched for any length of time, internal wars, a rise in crime and banditry. Your nation becomes rife with blood. @Goldeagle1221 Pro: Bread and Games: Bread for the people to keep them fed, and games to keep them entertained! With these the people are kept happy as they can get easily. But of course they demand bigger and larger spectacles as time goes on. You must keep those people happy! Riots are the penalty for failing to taste the mood of the crowds! Con: Gluttonous Pigs: Your people just can’t keep themselves from eating more than their share. Actually, more than they’re, their neighbour, and the merchant across the streets share too now that we think about it. @The Captain Pro: Watch towers: No matter what your military is like it is usually best to know BEFORE the enemy is knocking on your gates so you use a system of watch towers to warn you before the enemy gets to close. Con: Who Cares about Hobbiton: You’re small, inconsequential, probably so hard to remember your citizens can barely remember your nation’s name. But that all goes towards keeping those filthy enemies out there from using a dragon to breathe down your small hairy inbred necks! @McGar Pro: Mountainfolk : Your people are natives to the mountains and prefer to live within and amongst them. This means they’re more adept at building mountain holds than others and so can usually hold out longer than typically. Con: Bound by Tradition: Your people are loathe to change to the ideals and traits of some other less accepting or those who simply change too much too fast. As such diplomacy with any nation becomes much more difficult. @DancingEagle Pro: For the People: All of your government’s efforts are at least superficially ‘for the people’ this ranges from your leaders handing out gold to the poor to your overlord butchering their neighbours ‘for security’. Con: Facts facts facts!: Unfortunately their reputation for being a dour and uninteresting people, this is false but propagated by the constant requirement that all be fact. They do not take or tolerate fiction or unprovable knowledge. If it cannot be proven then they do not want it in their libraries. For why should they tolerate fiction when there are more facts to learn!? @GreivousKhan Pro: Monolithic: Your nation is a monolith. It stands astride the world like a colossus. Or at the least that is the impression it conveys to others and works to cultivate. An intimidating nation might just avoid conflicts it would rather avoid. Con: Led by Morons: While not family-fuckers like the inbreeds, your nation does seem to have a knack for getting imbeciles into power, and as such the chances of something stupid happening increases exponentially. @Chapatrap Pro: Chain Gangs: The Slaves of the mines, or anywhere else they are expected to work in large numbers are chained together, literally, and forced to work, this makes it even harder for the forced labour to escape due to the noisy often difficult (or impossible) to remove chains. Con: One, two, many?: Your people while not necessarily stupid, are mathematically inept, counting is simply not in their nature, and that causes problems with your tax collectors who settle for close enough. When all is said and done you lose some of your gold to 'miscounting’. @Color_Weaver Pro: A little money here and there: The Merchants leave aside a little ‘bribe’ money with which to get through those pesky little legal roadblocks and expedite trade, oh nothing illegal of course, just some sharp-edged coin to cut through the red tape, like getting into cities and getting the choicest stalls. You have a lot of money. Grease a couple of palms, for a little coin to grease a few palms can get you preferred status as the chosen customers of more than a few merchants. After all, they’ve all got such incredibly large families to feed. Con: Bloody City Guard: Your people do not like authority as a group. As a result order is harder to keep in your cities, or not at all in some cases, and your troops are less disciplined on the battlefield. They have a tendency to break ranks rapidly, either to charge or to run depending on the situation. @Senor Herp Pro: Slavers: Yours is a nation that embraces and uses slavery, there is little distinction between those who enslave wholesale and those for whom slavery is a punishment for grave crimes. Either way, there are those they regard as simple property with no rights. Slave loyalty is a fickle thing, but the slavers have a simple solution to such a minor concern, a disobedient, troublesome or just plain worthless slave is quite simply sent to the (alum) mines to work the rest of their meagre and miserably short lives. The threat of this is often enough to ensure the loyalty of other slaves. Con: Turnips and Radishes: Your peasantry has the singular honour of having the single worst diet in the world. Your more worth-something citizens simply must get every food worth eating leaving your peasants with the two worst foods of the medieval world. And sometimes (if your rulers are cruel enough) brussel sprouts are on the peasants table too. Of course its nobody’s fault when the peasants rise up in revolt (If your food was as revolting you might revolt too.) @Cold Pro: Brave: Your people are strong of heart and spirit and will face down monsters, odds and mages with courageous resolve. Con: Abrasive: Your people are just not likable. Your personalities stink, your accents grind on the senses and... well... everyone dislikes you. Don’t expect to get quick allies. @The Nexerus Pro: Hold the Line: Your army is built on infantry. Solid infantry to hold the line at all costs and against all enemies. Your infantry is far better than average. Con: Afraid of Water: Your nation is terrified of water, oceans or any large body of water. They quite simply will avoid the coast alone, and getting them out onto the ocean aboard a vessel is close to impossible. @Cyclone Pro: Composite Bows: Your nations bowyers have learned to manufacture bows from several materials combined into a single, stronger, better bow. Often they shoot further and more powerfully than a normal bow. Though sometimes they suffer stresses that a normal bow does not, such as the glues failing in extreme climates and the bow falling apart. Con: Plagues!: Your lands are, plagued, by plagues. In times of trouble and in peace there is little time when you are not assailed by plagues, your people are dying and they are unhappy. @Victoria2FTW Pro: Warriors of the Sea: Your men were born on the sea, or so it would seem to your enemies who face you there. All expert swimmers and excellent boarders, they also make great raiding troops! Con: Raiders First: Your people are not the most reasonable of people. They are often seen as pirate kings and lords of plunder. And indeed, their first inclinations are in fact to raid before diplomacy. And this shows in the difficulty they have with anything... diplomatic.
Hidden 10 yrs ago Post by Sini
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My own rolls! ESSENTIALS Regionally Dense Population (Population - 5,000,000) - Adequate amount of manpower for economic and military purposes, but it also means that the social infrastructure is under increasing strain. Educational costs and civic projects tend to be affordable. Economy - Stagnation - The economy is performing adequately, though there is much room for improvement. There are little limitations on the economy that are bottlenecking real growth, such as a lack of funds or resources, tech limits. There is some unemployment and economic unhappiness among people, and there is a degree of criticism in what can go wrong, even if it hasn't gone wrong yet. Urbanisation - Urbanised: There are several towns and cities present, ranging from a few hundred to several thousand inhabitants. Technology - Slowly Modernizing: The industrial infrastructure is in the process of improvement, and this is a teething process. But the economy is seeing increased activity because of this investment. New technologies are becoming domestically available. However, there is a degree of dependence on imports, including in terms of the expertise to modernize the economy. Metallurgy is limited to bronze and some iron products. Domestic Political Stability - Quite stable GEOGRAPHY Largely consists of hills, jungle and swamps RESOURCES Mineral Deposits - Moderate deposits of metals and minerals. Valuable Mineral Deposits - Trace deposits of rare earth metals, predominately salt. Unique Materials - dyes, incense, timber Agriculture - crop and small livestock based, slight food surplus that is increasing over time MILITARY Military Focus - decent army but excellent navy, relatively decent infantry and cavalry ratio (9:1) Military Recruitment - All Volunteer Force, forced conscription and levies in wartime Reliability - Levies are of decent quality, generals play politics Military Size - mid-size, relative to population: requires some upkeep, relatively difficult to equip/supply quickly. Military Technology - Slow Modernisation, your nation lags behind, you are dependent on what you can buy, pillage or otherwise take from others, but have certain fields of expertise. Military Training and Morale - Highly Trained; High Morale, levies have medium morale but are bad at following orders Military Leadership - Competent; Corrupt; Play at politics Military Reputation - Popular domestically; considered rabble by foreigners Siege Equipment - practically non-existent, instead your army relies on grapling hooks and infiltration Strengths and weaknesses Pro: Sons of the Sea: Masters of travelling on sail-powered vessels, they build their ships better than most when it comes to sailing. Few ships are as fast as a 'Windrider'. The gods of the sea have favoured your people, they will often find the weather suiting their needs and the prayers of sailors seem heard most clearly. Those favoured by the gods rarely get the chance to drown. Con: The Bloody Altars of the Priesthood: The ‘Priesthood’ of your nation that handles all sacrifice and 'magical' power within your realm are a fixture of towns, cities and anywhere your people have gathered in large numbers. As such they can commit the necessary sacrifices anywhere (or unnecessary ones if they feel like it). Human sacrifice is still practiced, and without the proper offerings of blood, flesh and bone your people surely lose the favour of their sanguine gods.
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