------------------------------------------ PREMISE SUMMARY --------------------------------------------------
No one remembers why it was founded, and no one remembers it’s original purpose, but the Imperial throne has been around long before the history books can remember. For many years a person of the old blood would sit on the throne as emperor of Jerrovia, the continent in which we all live.
For many of years the throne united the land, and for many of years all the nobles and kings of the united lands would come and feast at the imperial palace, and dance the festivals dances in the gardens. However, for the last couple hundred years this was not so.
The Throne slowly lost its influence and the kings of the land started to brood in their own affairs, and waged war on their neighbors. Slowly the throne fell into darkness as the land fell into the individual hands of the kings and nobles. The festivals of the imperial court stopped, and a sickly shadow fell upon the palace.
No longer did the Throne unite the land, and thirty years ago when a lunatic was crowned the Emperor of the Imperial throne, no one attended, completely shunning the emperor once and for all, an emperor who was found late to his own coronation, busy chewing on one of the great trees of the garden.
As a mad man reigns on a powerless throne, the kings lament. The throne that could unite the lands is kept warm by a lunatic, and a sickly rumor among the indigenous elves of the imperial province speaks of a dark and ancient force that favors this turn of events, waiting and brooding for the perfect moment to slither into action.
You take up the role of one of these Kings of the old blood lines, and nobles of the long decentralized land. You may do what you will with your kingdom. You may unite the land as your own bottom warms the imperial throne, or throw the land into further decentralization, maybe even marry the lunatics logical son or beautiful daughter and push your own claims. You have the power to provoke this dark force, or purge it, kill the lunatic, or support his mad rantings about purple chickens. Take the extremely valuable land that is the Imperial province and it’s limitless perks, or stay content with your own mundane landscape. This is your land, and you decide what happens to it.
But you will not be alone, and you will not be without challenge. A force favors the Lunatic, and other players may plot their own success on top of your grave. Who will rise as the Emperor, and who will rise as the Hero, or the Villain?
----------------------------------------------------------------------------------------------------
A few Nudges and Winks to get ya thinking!:
The Imperial Incentive: Those who control the throne control the powerful Imperial army, one of the few standing armies. Emperors also control the Imperial Provinces, the richest, most arable lands around, brimming with resources and fancies to fill your coffers, not to mention De Jure claim and authority over all of the land!
The Lunatic Incentive: Who doesn’t want the man who hallucinates fuzzy pickles and giant red chipmunks on the throne? Unpredictable friends with lots of power are always great, right? Perhaps we can just support his relatives then, if you want to be so mundane.
The Religious Incentive: What’s all this about dark forces and supernatural crap anyway? Perhaps we should look into it, after all, cosmic battles and strange happenings near the mysterious ancient imperial provinces sounds pretty important. OR maybe we could focus our energy on glorifying our own religious power, sacrifice a few bodies to the dark one, maybe sing to the graces, let us see.
The Rebel Incentive: Wipe this slate fresh! Let’s decentralize the Imperial power once and for all and carve a new land out of this chaotic mess. Do what we will, when we will it!
The Loyalist Incentive: Right, so this lunacy won’t stand, we all know that, but rebellion and further decentralization is nigh suicide. We need to rebuild the once glorious empire, sit an able bodied bearer of the old blood on the throne, and wash away any doubts of the imperial power!
The Marriage Incentive: Let’s face it, this lunatic makes some pretty beautiful offspring, offspring with juicy titles and the endless possibilities that come with it.
The Nachtist Incentive: Justice is corrupt, humanity is blind. Why should we bend our knees to graces that fear to show their faces to us? Why are they better than us? The Stroms have butchered this land with greed and hubris, and the Tags just let them, but as soon as we speak of philosophy and different reasoning, suddenly we are shunned? We are the evil beings?
No one remembers why it was founded, and no one remembers it’s original purpose, but the Imperial throne has been around long before the history books can remember. For many years a person of the old blood would sit on the throne as emperor of Jerrovia, the continent in which we all live.
For many of years the throne united the land, and for many of years all the nobles and kings of the united lands would come and feast at the imperial palace, and dance the festivals dances in the gardens. However, for the last couple hundred years this was not so.
The Throne slowly lost its influence and the kings of the land started to brood in their own affairs, and waged war on their neighbors. Slowly the throne fell into darkness as the land fell into the individual hands of the kings and nobles. The festivals of the imperial court stopped, and a sickly shadow fell upon the palace.
No longer did the Throne unite the land, and thirty years ago when a lunatic was crowned the Emperor of the Imperial throne, no one attended, completely shunning the emperor once and for all, an emperor who was found late to his own coronation, busy chewing on one of the great trees of the garden.
As a mad man reigns on a powerless throne, the kings lament. The throne that could unite the lands is kept warm by a lunatic, and a sickly rumor among the indigenous elves of the imperial province speaks of a dark and ancient force that favors this turn of events, waiting and brooding for the perfect moment to slither into action.
You take up the role of one of these Kings of the old blood lines, and nobles of the long decentralized land. You may do what you will with your kingdom. You may unite the land as your own bottom warms the imperial throne, or throw the land into further decentralization, maybe even marry the lunatics logical son or beautiful daughter and push your own claims. You have the power to provoke this dark force, or purge it, kill the lunatic, or support his mad rantings about purple chickens. Take the extremely valuable land that is the Imperial province and it’s limitless perks, or stay content with your own mundane landscape. This is your land, and you decide what happens to it.
But you will not be alone, and you will not be without challenge. A force favors the Lunatic, and other players may plot their own success on top of your grave. Who will rise as the Emperor, and who will rise as the Hero, or the Villain?
----------------------------------------------------------------------------------------------------
A few Nudges and Winks to get ya thinking!:
The Imperial Incentive: Those who control the throne control the powerful Imperial army, one of the few standing armies. Emperors also control the Imperial Provinces, the richest, most arable lands around, brimming with resources and fancies to fill your coffers, not to mention De Jure claim and authority over all of the land!
The Lunatic Incentive: Who doesn’t want the man who hallucinates fuzzy pickles and giant red chipmunks on the throne? Unpredictable friends with lots of power are always great, right? Perhaps we can just support his relatives then, if you want to be so mundane.
The Religious Incentive: What’s all this about dark forces and supernatural crap anyway? Perhaps we should look into it, after all, cosmic battles and strange happenings near the mysterious ancient imperial provinces sounds pretty important. OR maybe we could focus our energy on glorifying our own religious power, sacrifice a few bodies to the dark one, maybe sing to the graces, let us see.
The Rebel Incentive: Wipe this slate fresh! Let’s decentralize the Imperial power once and for all and carve a new land out of this chaotic mess. Do what we will, when we will it!
The Loyalist Incentive: Right, so this lunacy won’t stand, we all know that, but rebellion and further decentralization is nigh suicide. We need to rebuild the once glorious empire, sit an able bodied bearer of the old blood on the throne, and wash away any doubts of the imperial power!
The Marriage Incentive: Let’s face it, this lunatic makes some pretty beautiful offspring, offspring with juicy titles and the endless possibilities that come with it.
The Nachtist Incentive: Justice is corrupt, humanity is blind. Why should we bend our knees to graces that fear to show their faces to us? Why are they better than us? The Stroms have butchered this land with greed and hubris, and the Tags just let them, but as soon as we speak of philosophy and different reasoning, suddenly we are shunned? We are the evil beings?
--------------------------------- RACES(try to favor humans)------------------------------------------------
Human-
Goblin-
Elf-
Dwarf-
Giant-
Centaur-
Ogres-
--------------------------------------------GM RELIGIONS------------------------------------------------
(feel free to make your own or a variation)
Nachtism: Nachtism is a widely hated religion that is followed by Nachtists. It directly imposes most elven religions and the wider known Tagslichtism. It follows the sacred worship of the Dark one, the void dweller, the swallower of worlds, the very deity in direct conflict with the graces of Tagslichtism.
Those who worship the Dark One have shunned justice and humanity along with all that is good in this world, preferring a pact to serve the destroyer of all and the sick spoils that come with such a deal with the devil.
Sacrifices of all different magnitudes are common in this religion, and it is forbidden in most settlements, but digs its ravenous teeth into the fringes of civilization. It is as ancient as the throne itself, and was born the very same time Tagslichtism was. Daring Nachtists may even receive powerful double bladed boons from the Devil himself.
Tagslichtism: Tagslichtism is the primary religion of the elves, and even revered by humans, the followers are known as Tagslichtists. This ancient religion was born in the Imperial forests around the creation of the Throne. It’s heads are the ancient forest dwellers of the Imperial lands, sages of ultimate wisdom and keepers of the most ancient of wisdoms.
The Religion speaks of a cosmic battle between the dark one who wishes to consume the world, and the graces of nature who wish to preserve it. Tagslichtists worship this graces and try to live by its example of wisdom and compassion. A true Tagslichtist shows mercy and love to all creation, and bravery to the darkest scenarios, the only exception is in dealings with the children of the dark one and the Nachtists.
While the sages of the graces may be hard to find in these down times, traces and whispers of their knowledge are ever present. Some even claim that the sages are blaming the recent turn of events in the imperial province on the dark one directly as well as Nachtists, and even more whisper about an ancient prophesy to finally reveal itself in the coming times.
The graces themselves are rumored to dwell deep in the forests, benevolent and ever watching. They speak to the wildlife as their servants and spill divine wisdom to the sages. Tagslichtists can expect a certain level of divine intervention in rare occasions as well as a special oneness with nature, and the comfort of having the graces watching over them.
Stromism: A human born religion. Stromism holds human might and conquest over nature on the pedestal. It was born out of the Imperial Capital itself and features some of the finest soldiers and patriots as it’s followers.
The Stromist worships his or hers ancestors and pays tribute to great warriors at home built shrines or great pilgrimages to the sites of great battles and graves. While they but heads with the teaching of the graces now and again due to their arbitrary view of nature, believing that it is their property and they are expected to thrust their power over it as it’s master.
Stromism births the finest soldiers, greatest patriots and loyal armies. A Stromist can expect to be surrounded by like minded warriors, have strong, larger armies, and the feeling of greatness as they rush into battle with their ancestors that they paint so carefully on their shields.
Stenmur: A dwarven born religion. It hold heavy reverence for the rocks and ores that build the mountains the crust of the world, claiming that the true god lives happily in the center of the world, crafting new creations endlessly.
A Stenmur worships the Crafter God through crafting his own sundries, and placing reverence in the stones, respecting the elders, and shunning the simple life of the surface. The Crafter God is said to bless those who are hard working and true to their craft.
The Stenmur religion is loosely knit and holds no true heads, although master craftsmen tend to be the ones to seek advice from inside the religious body. The hammer is the universal symbol of the religion, and they are generally accepted as the best workers in all of Jerrovia. Stenmurs can expect increased productivity, special industrialized blessings, and a grand feeling of accomplishment.
Kafshe: A shamanistic religion born from the Goblins and Ogres. Kafshe has no structure other than self appointed shamans of the deeps. Be it deep woods or deep caves, it is favored by the crazy goblins and the brutish Ogres. Out of all the Religions one might claim it to be the simplest, as it’s entire concept is throwing away civilization and it’s perks and instead dwelling in the primal lust of the animals.
Kafshes are animalistic beasts, capable of great physical feats of pure adrenaline, but lack any real decency and is tend to be considered low brow to city dwellers. The shamans wield a pretty great amount of raw magic and the loose loyalty of the forest and cave tribes. The doctrine of Kafshe is simple, if you want to do it, do it.
Surprisingly enough Kafshes have pretty good relationships with the graces of the Tagshlichtists, perhaps it’s their love of nature and their even more bountiful love of the animals and the pleasure of them. A Kafshe can expect prudish neighbors, but a large magnitude of fun and freedom, doing whatever they will, to hell with consequence. Some Shamans even claim the occasional help of the graces, and other spirits of the primal nature, whether true or not depends on how much you can trust a goblin shaman who accidentally blew himself up in a rage of raw power.
As GM I will take on the liberty of RPing as all the aforementioned divine beings when appropriate.
Human-
Goblin-
Elf-
Dwarf-
Giant-
Centaur-
Ogres-
--------------------------------------------GM RELIGIONS------------------------------------------------
(feel free to make your own or a variation)
Nachtism: Nachtism is a widely hated religion that is followed by Nachtists. It directly imposes most elven religions and the wider known Tagslichtism. It follows the sacred worship of the Dark one, the void dweller, the swallower of worlds, the very deity in direct conflict with the graces of Tagslichtism.
Those who worship the Dark One have shunned justice and humanity along with all that is good in this world, preferring a pact to serve the destroyer of all and the sick spoils that come with such a deal with the devil.
Sacrifices of all different magnitudes are common in this religion, and it is forbidden in most settlements, but digs its ravenous teeth into the fringes of civilization. It is as ancient as the throne itself, and was born the very same time Tagslichtism was. Daring Nachtists may even receive powerful double bladed boons from the Devil himself.
Tagslichtism: Tagslichtism is the primary religion of the elves, and even revered by humans, the followers are known as Tagslichtists. This ancient religion was born in the Imperial forests around the creation of the Throne. It’s heads are the ancient forest dwellers of the Imperial lands, sages of ultimate wisdom and keepers of the most ancient of wisdoms.
The Religion speaks of a cosmic battle between the dark one who wishes to consume the world, and the graces of nature who wish to preserve it. Tagslichtists worship this graces and try to live by its example of wisdom and compassion. A true Tagslichtist shows mercy and love to all creation, and bravery to the darkest scenarios, the only exception is in dealings with the children of the dark one and the Nachtists.
While the sages of the graces may be hard to find in these down times, traces and whispers of their knowledge are ever present. Some even claim that the sages are blaming the recent turn of events in the imperial province on the dark one directly as well as Nachtists, and even more whisper about an ancient prophesy to finally reveal itself in the coming times.
The graces themselves are rumored to dwell deep in the forests, benevolent and ever watching. They speak to the wildlife as their servants and spill divine wisdom to the sages. Tagslichtists can expect a certain level of divine intervention in rare occasions as well as a special oneness with nature, and the comfort of having the graces watching over them.
Stromism: A human born religion. Stromism holds human might and conquest over nature on the pedestal. It was born out of the Imperial Capital itself and features some of the finest soldiers and patriots as it’s followers.
The Stromist worships his or hers ancestors and pays tribute to great warriors at home built shrines or great pilgrimages to the sites of great battles and graves. While they but heads with the teaching of the graces now and again due to their arbitrary view of nature, believing that it is their property and they are expected to thrust their power over it as it’s master.
Stromism births the finest soldiers, greatest patriots and loyal armies. A Stromist can expect to be surrounded by like minded warriors, have strong, larger armies, and the feeling of greatness as they rush into battle with their ancestors that they paint so carefully on their shields.
Stenmur: A dwarven born religion. It hold heavy reverence for the rocks and ores that build the mountains the crust of the world, claiming that the true god lives happily in the center of the world, crafting new creations endlessly.
A Stenmur worships the Crafter God through crafting his own sundries, and placing reverence in the stones, respecting the elders, and shunning the simple life of the surface. The Crafter God is said to bless those who are hard working and true to their craft.
The Stenmur religion is loosely knit and holds no true heads, although master craftsmen tend to be the ones to seek advice from inside the religious body. The hammer is the universal symbol of the religion, and they are generally accepted as the best workers in all of Jerrovia. Stenmurs can expect increased productivity, special industrialized blessings, and a grand feeling of accomplishment.
Kafshe: A shamanistic religion born from the Goblins and Ogres. Kafshe has no structure other than self appointed shamans of the deeps. Be it deep woods or deep caves, it is favored by the crazy goblins and the brutish Ogres. Out of all the Religions one might claim it to be the simplest, as it’s entire concept is throwing away civilization and it’s perks and instead dwelling in the primal lust of the animals.
Kafshes are animalistic beasts, capable of great physical feats of pure adrenaline, but lack any real decency and is tend to be considered low brow to city dwellers. The shamans wield a pretty great amount of raw magic and the loose loyalty of the forest and cave tribes. The doctrine of Kafshe is simple, if you want to do it, do it.
Surprisingly enough Kafshes have pretty good relationships with the graces of the Tagshlichtists, perhaps it’s their love of nature and their even more bountiful love of the animals and the pleasure of them. A Kafshe can expect prudish neighbors, but a large magnitude of fun and freedom, doing whatever they will, to hell with consequence. Some Shamans even claim the occasional help of the graces, and other spirits of the primal nature, whether true or not depends on how much you can trust a goblin shaman who accidentally blew himself up in a rage of raw power.
As GM I will take on the liberty of RPing as all the aforementioned divine beings when appropriate.
Political:
Yellow - Imperial Province
Green - Isotope's claim
Blue - Voltus's claim
Orange - Aristo's claim
Red - Solamelike
Dark Red - Grijs (sorry I couldn't keep the badass pattern)
Purple - Monkeypants
Jungles reserved for Darkspleen
Environmental: http://i.imgur.com/hdKSns0.png
Yellowish is plains, tanish is desert
light green is like forest/grasslands
purple is swamps dark green is thick northern forests
not quite white is arctic
and greeny blue is tropical either temperate or normal rainforest conditions
-
Yellow - Imperial Province
Green - Isotope's claim
Blue - Voltus's claim
Orange - Aristo's claim
Red - Solamelike
Dark Red - Grijs (sorry I couldn't keep the badass pattern)
Purple - Monkeypants
Jungles reserved for Darkspleen
Environmental: http://i.imgur.com/hdKSns0.png
Yellowish is plains, tanish is desert
light green is like forest/grasslands
purple is swamps dark green is thick northern forests
not quite white is arctic
and greeny blue is tropical either temperate or normal rainforest conditions
NATION SHEET
---
Nation name:
Government type:
Succession type:
Flag:
Head(s) of Government:
Dynasty name:
Authority level:
Noteworthy persons:
---
Geography:
Claim(please fill in squares reasonably):
Climate and noteworthy traits:
Internal map(feel free to add mountains and other small changes in respect to your geographical location:
Cities, noteworthy settlements, and castles:
Noteworthy buildings, locations, structures, and landmarks:
Geographical bonus: (given by GM)
Geographical flaw: (given by GM)
---
Culture and Demographics:
National Culture:
Population demographics (races, please describe[no need for a novel though]):
Major Religion:
Other Religions:
Religious structure:
Religious Heads:
Artifacts, and noteworthy objects:
Magic colleges practiced, common magics:
Relationship between magic and citizens(Accepted, feared, ostracized):
Relationship between citizens and government (unrest, content, etc):
Relationship between Religious heads and government (unrest, content, impartial, etc):
Government Internal Relationship(corruption, decentralization, civil strife between politicians or what have you):
Renown characteristics(what your nation is known internationally for)
Agriculture(poor, rich, what do you produce):
Industry(poor, rich, what do you craft):
Trade (who do you trade with, and for):
Economy(How is it? What kind of currency do you use):
International Relations:(you and other players)
Imperial Relations:(you and the Imperial Province and throne)
National Flaw:( I trust you!)
National Strength:
---
Military!
Type of Military recruitment:(caste, levies)
Possible military manpower: (total troops and war engines)
Unit Demographics and Equipment: (please give me realistic numbers of each type of troops your country produces, and describe them) (keep in mind I will ask you to tweak things if I find them unfit and unrealistic, I.E. standing armies are going to be smaller than levies)
Tactics(optional):
Strengths:
Weaknesses:
Generals, Tacticians, heads of Military:
---
History:
Past conflicts with other players:
Grievances and Victories:
Notable History:
Inspired by any of the incentives listed by me?:(optional)
---
Nation name:
Government type:
Succession type:
Flag:
Head(s) of Government:
Dynasty name:
Authority level:
Noteworthy persons:
---
Geography:
Claim(please fill in squares reasonably):
Climate and noteworthy traits:
Internal map(feel free to add mountains and other small changes in respect to your geographical location:
Cities, noteworthy settlements, and castles:
Noteworthy buildings, locations, structures, and landmarks:
Geographical bonus: (given by GM)
Geographical flaw: (given by GM)
---
Culture and Demographics:
National Culture:
Population demographics (races, please describe[no need for a novel though]):
Major Religion:
Other Religions:
Religious structure:
Religious Heads:
Artifacts, and noteworthy objects:
Magic colleges practiced, common magics:
Relationship between magic and citizens(Accepted, feared, ostracized):
Relationship between citizens and government (unrest, content, etc):
Relationship between Religious heads and government (unrest, content, impartial, etc):
Government Internal Relationship(corruption, decentralization, civil strife between politicians or what have you):
Renown characteristics(what your nation is known internationally for)
Agriculture(poor, rich, what do you produce):
Industry(poor, rich, what do you craft):
Trade (who do you trade with, and for):
Economy(How is it? What kind of currency do you use):
International Relations:(you and other players)
Imperial Relations:(you and the Imperial Province and throne)
National Flaw:( I trust you!)
National Strength:
---
Military!
Type of Military recruitment:(caste, levies)
Possible military manpower: (total troops and war engines)
Unit Demographics and Equipment: (please give me realistic numbers of each type of troops your country produces, and describe them) (keep in mind I will ask you to tweak things if I find them unfit and unrealistic, I.E. standing armies are going to be smaller than levies)
Tactics(optional):
Strengths:
Weaknesses:
Generals, Tacticians, heads of Military:
---
History:
Past conflicts with other players:
Grievances and Victories:
Notable History:
Inspired by any of the incentives listed by me?:(optional)
Rules + non plot notes:
- Obvious rules (Gm is all powerful in the end, character driven plots, worldbuilding encouraged, no godmoding and min max, no assholes, the usual)
- Technology limit to high middle ages, without gunpowder (certain player cultures may alter this)
- Not limited to European culture/tech/mythos
- Advanced writing and character development
- gunpowder tech is banned for nations (unless convinced otherwise by majority) but for individual heros, with approval may slide
- I’m gonna try to make a loose calendar to help the flow
- No unrealistic military power and sizes, may limit standing armies
- Players culture controls their tech levels rather than generated rolls (players have ultimate control over their nations, unless deemed worthy of a few gm tweaks)
- Races: High fantasy, all the normals, custom races should be run by GM first (trying to keep as human as possible)
- All nations and details need to be run by Gm first for acceptance
- Try the sausage
- Magic is limited and to be respected, I trust the players, but will step in if over done (culture as always tweaks this)
- Religious factions are encouraged, there are a few GM made world religions (BRIMSTONE RELIGIONS)
- Battles, sieges and assassinations shall be done between the affecting players respectively and realistically. The GM will only step in if is asked, or it is deemed necessary.
- There are no limitations besides the ones already written. Do what you want, attack what you will, create what you wish, as long as it is realistic and fitting.
- GM HAS FINAL SAY
- PLEASE NOTE THAT THIS IS EXPECTED TO BE INTENSE AND MATURE: CHARACTERS MAY DIE.
- Obvious rules (Gm is all powerful in the end, character driven plots, worldbuilding encouraged, no godmoding and min max, no assholes, the usual)
- Technology limit to high middle ages, without gunpowder (certain player cultures may alter this)
- Not limited to European culture/tech/mythos
- Advanced writing and character development
- gunpowder tech is banned for nations (unless convinced otherwise by majority) but for individual heros, with approval may slide
- I’m gonna try to make a loose calendar to help the flow
- No unrealistic military power and sizes, may limit standing armies
- Players culture controls their tech levels rather than generated rolls (players have ultimate control over their nations, unless deemed worthy of a few gm tweaks)
- Races: High fantasy, all the normals, custom races should be run by GM first (trying to keep as human as possible)
- All nations and details need to be run by Gm first for acceptance
- Try the sausage
- Magic is limited and to be respected, I trust the players, but will step in if over done (culture as always tweaks this)
- Religious factions are encouraged, there are a few GM made world religions (BRIMSTONE RELIGIONS)
- Battles, sieges and assassinations shall be done between the affecting players respectively and realistically. The GM will only step in if is asked, or it is deemed necessary.
- There are no limitations besides the ones already written. Do what you want, attack what you will, create what you wish, as long as it is realistic and fitting.
- GM HAS FINAL SAY
- PLEASE NOTE THAT THIS IS EXPECTED TO BE INTENSE AND MATURE: CHARACTERS MAY DIE.
(based off of the original Brimstone, by myself)
Lunatic sits on the Imperial throne “I am the emperor, and so am I!”
-Land has long been divided into individual kingdoms
-Unknown force wishes to keep the lunatic on the throne (BRIMSTONE!)
-Lunatic has a daughter and a son
-Daughter wishes to solve the problem with the forces, (brimstone!), and is eligible for marriage, as well as a possible head for a group of heros (BRIMSTONE!)
Lunatic sits on the Imperial throne “I am the emperor, and so am I!”
-Land has long been divided into individual kingdoms
-Unknown force wishes to keep the lunatic on the throne (BRIMSTONE!)
-Lunatic has a daughter and a son
-Daughter wishes to solve the problem with the forces, (brimstone!), and is eligible for marriage, as well as a possible head for a group of heros (BRIMSTONE!)
After a certain amount of time, I will throw up the ooc as there is already five active players, feel free to start on nation sheets, and PM me any questions or what have you, or just post them here.