"A new century is dawning across the continent; a new age, an age of empires, an age of progress. The 19th Century will be one of industry, one of expansion and, as is human nature, one of war. The time for the sword has passed, now comes the time of the gun."
Welcome to you, yes you reader! This role-play is set in an alternate version of early 19th Century Europe. You, the players, will assume the role of the leader of a fictional nation of your own creation, guiding it through the new era. The countries that should cover the map; Germany, France, Spain etcetera, do not exist. Instead Europe is a clean slate to be populated by your own nation, and the nations of your fellow players! Of course it is not unfeasible that nation's with the same culture and territory as real countries may exist, but that is entirely up to you. Before we delve further into how to create your nation, and how your armies can batter your enemies, a few rules, so read on.
Rules:
1) Show respect for everyone. This includes respecting the choices and decisions of other player, as well as just generally being courteous to one another.
2) No God-Modding at all. I am the only god here, so remember to use common sense. Your armies aren't immortal, they can't fly around the map, and they can't throw lightning bolts around.
3) On that note, this role-play is firmly rooted in early 19th century technology. Yes there are guns, but they are basic muskets, so don't expect to be sharpshooting across the battlefield. There's no magic, and the only race your nation can be is human. Any further questions, just ask!
4) If you don't put effort into creating your nation, then chances are I won't put the effort into reading it. Be warned.
5) If you commit your leader into a war, and order them to charge alone towards a row of cannons, then your leader will die. Just like if you declare war against all your neighbours then send your army on holiday, then your nation can be defeated. If either of these two events happen, your nation or character dying, then as GM I'll outline what your next move is.
6) Real life comes first, but please only join this if you envision that you will have the time to participate, and also let me know if you are going to be away for a prolonged period of time. Nations can be made NPC, but I prefer to know if you are dropping out, or merely going through some real-life issues for a week or so. To show you have read the rules, please include that the year is 1800 in your History.
7) I'm aiming for the turns to last one week, so please aim to make a post for each turn. What you can do during these turns, you can find below. If someone fails to post within the week period, don't expect the role-play to wait for them.
8) This is intended to be an Advanced role-play. So please put effort into your posts! You should have no shortage of things to write about, so I expect at least 3 solid paragraphs per post. I would prefer acceptable spelling and grammar, but I'm not demanding professional level stuff! A lot of people role-play to improve their own writing skills, I know I certainly have, so you're welcome as long as you put effort into your post.
Mechanics of War
So now we reach the real meat of any nation role-play, how you can slaughter your enemies! It may look a bit daunting, but at its heart the mechanics are fairly simply. Whichever side has the higher score, wins. You don't need to read all of this to create a Nation Sheet, so don't be too daunted
Armies
Your nation will be protected by your Army, which will be made up of 'Divisions'. The Divisions, and their bonuses, are as follows.
Sabre Division: Consisting of 3,000 Cavalry, and 1,000 Infantry. +2 in Attack
Musket Division: Consisting of 10,000 Infantry. +1 in both Attack and Defence
Cannon Division: Consisting of 40 Artillery and 1,000 Infantry. +2 in Defence
As the game progresses, more types of Division may become available, to represent the progress of weaponry etc.
Army Variables
Terrain Plains: +2 for Sabre and Cannon Divisions Mountains: -2 for Sabre Division, -1 for Cannon Division Forest: -1 for Sabre and Cannon Divisions, +1 for Musket Division Farmland: +1 for Musket and Cannon Divisions Urbanised: -1 for Sabre and Cannon Divisions, +1 for Musket Division
Leadership Leader Commanding: +1 for all Divisions Light Casualties: -1 for Division Heavy Casualties: -2 for Division Outnumbered: +1 for larger Army (Greater number of Divisions) No Surrender: +1 for Defenders when ordered to not Retreat
Example Army Battles:
First Example To put all that into context, lets imagine a battle and work through it. In this example, a Sabre Division of the Red Empire will be attacking an Urbanised Province that is occupied by a Musket Division of the Blue Kingdom. Attacking Red Empire Sabre Division +2 for Attacking -1 for Urban =1 Strength
Defending Blue Kingdom Musket Division +1 for Defending +1 for Urban =2 Strength
So in this example, the Blue Kingdom would successfully defend itself. The Sabre Division would only take Light Casualties as they only lost by 1, but they must retreat into a friendly Province, their attack a failure.
From a role-play perspective, we can imagine that the Infantry were able to form solid defensive lines in the streets, and repel the Cavalry that was hindered by the winding roads.
Second Example So let's create another example to help you all better understand. Let's imagine that the Red Empire has decided to take it's revenge, and immediately attack again. This time, the Red Empire Leader has decided to lead the Sabre Division with Light Casualties, and also commit a Musket Division of their own. The Urban Province is still defended by the single Blue Kingdom Musket Division.
Attacking Red Empire Sabre Division +2 for Attacking -1 for Urban -1 for Light Casualties +1 for Leader Commanding =1 Strength
Attacking Red Empire Musket Division +1 for Attacking +1 for Urban =2 Strength
Attacking Red Empire Army +1 for Sabre Division +2 for Musket Division +1 for larger Army =4 Strength
Defending Blue Kingdom Musket Division +1 for Defending +1 for Urban =2 Strength
In this situation, the Red Empire is victorious. Due to the Attackers have 2 Strength more than the Defenders, the Blue Kingdom Musket Division would suffer Heavy Casualties and be forced to retreat to a friendly Province, defeated.
From a role-play perspective, the Sabre Division, inspired by their Leader, were able to sweep away the defending Blue Kingdom, supported by their own Infantry.
Navies
As well as commanding an Army, some nation's may also field a navy. Again, your navy is made of Divisions, or 'Fleets'.
Transport Fleet: Consisting of 10 Ship's (able to transport 1 Division)
Battle Fleet: Consisting of 5 Frigates. +2 in both Attack and Defence
As with Armies, as the game progresses, more types of Fleets may become available.
Navy Variables Leader Commanding: +1 for all Fleets Light Damage: -1 for Fleet Heavy Damage: -2 for Fleet Outnumbered: +1 for larger Navy (Greater number of Fleets) Blockade: +1 for Fleet if Occupying a Province No Retreat: +1 for Defenders when ordered to not Retreat
Example Navy Battle:
Again, another battle to put this in context. Let's imagine that a Transport Fleet of the Red Empire commanded by the Red Empire's Leader is defending one of their home Provinces, and are attacked by a Battle Fleet of the Blue Kingdom, eager for retaliation after the army defeat earlier.
Attacking Blue Kingdom Battle Fleet +2 for Attacking =2 Strength
Defending Red Empire's Transport Fleet +1 for Occupying +1 for Leader Commanding =2 Strength
In any case where there is a draw, it is assumed that the defender is victorious. In this case, the combined strength is relatively small, so both Fleets take only Light Damage, and the Blue Kingdom's Battle Fleet must retreat, attack failed.
From a role-play perspective, we can imagine that the Ship's crews were inspired by their Leader and, thanks to their defensive position, were able to hold out against the Frigates and force them to retreat.
Armies and Navies
While a Fleet cannot directly attack a Division, and vice versa, there are a number of scenario's where they will no doubt encounter each other.
The first of these is if an enemy Division moves into a Province that is only Occupied by a Fleet. In this situation, it is assumed that the Fleet cannot hold the Province, and must retreat to an available adjacent Province or Sea, or alternatively Blockade the Province as detailed below. Either way, the invading Division claims ownership of the Province.
In the reverse of this situation, if an enemy Fleet moves into a Province that is only Occupied by a Division, then the Fleet is not able to seize control of the Province. Instead, they may Blockade the Province. This cancels out any Requisition bonuses for the Province from naval buildings, as well as preventing any Fleets being constructed in that Province.
To break a Blockade, a Fleet must assault the Blockading Fleet and defeat them, forcing them to break the blockade and retreat, or be wiped out.
The third scenario in which Army and Navy meet is if a Transport Fleet, carrying a Division, is attacked, either during their voyage or in the process of disembarking.
If the Transport Fleet is attacked during their voyage, then a Light Damage result will translate into Light Casualties for the embarked Division, Heavy Damage to Heavy Casualties, and if the Transport Fleet is wiped out then the Division is also considered wiped out.
If a Transport Fleet moves to drop off the Division on board into a Province that another Fleet is occupying, then the Transport Fleet must engage in a battle with the Fleet/s. This battle is different to other Navy battles, as the Transport Fleet can still succeed even if it is weaker than the Defenders. Whatever Damage/Casualties that are appropriate are inflicted, and it is then considered that the Division has managed to disembark.
Mechanics of Expansion
First of all, congratulations if you're still reading! Now we move onto how you will expand your great Nation.
Your armies and navies are obviously intended for war, but they can also be used to expand. To achieve this, you simply need to move either a Division/s or Fleet/s into a Province adjacent to the one they currently Occupy (or Sea they occupy for Fleets), that is not owned by your nation. You can move Divisions and Fleets once per turn, so the maximum number of Provinces you can claim this way is equivalent to the number of Divisions and Fleets you command.
You can of course also move your Fleet's and Division's into Provinces that are owned by another nation. If the Province is Unoccupied, then it is counted as if it were an empty Province, and it is claimed without trouble. If it is Occupied, then you must wipe out, or force to retreat, any Occupying Divisions, or Blockade the Province if using a Fleet.
Mechanics of Requisition
Money does indeed make the world go round, and in the case of this role-play, that money comes in the form of Requisition. The concept is very simple, you earn a certain amount of Requisition per turn, and you can spend it on certain things. Allow me to expand!
Each Province you control will generate a base of 1 Requisition per turn, no matter what upgrades are constructed.
You can spend your Requisition on the following:
1 Requisition - return a Division/ Fleet occupying any of your Provinces to full strength from Light Casualties/Damage 2 Requisition - return a Division/ Fleet occupying any of your Provinces to full strength from Heavy Casualties/Damage 3 Requisition - recruit a Division in a Province you control. 3 Requisition - construct a Fleet in a Province you control with a Port/Harbour that is not Blockaded. 3 Requisition – upgrade any Province you control with Farmland. Generates 1 Requisition per turn. 3 Requisition - construct a Port in any Province. Allows the Province to construct Fleet's and generates 1 Requisition per turn. 4 Requisition - upgrade any Province with Farmland you control with a Factory. Generates 2 Requisition per turn. Removes Farmland upgrade. Province becomes Urbanised. 4 Requisition - construct a Fort in any Province you control. Province will give +1 to Defending Divisions. 5 Requisition - upgrade any Province with a Port to a Harbour. Generates 2 Requisition and gives +1 to Defending Fleets. Removes Port upgrade.
Mechanics of The Turn
As stated, the turn will last one week. In this Turn there are a wide range of what you can do, explained below
Movement
The first, and perhaps easiest thing you can do is move around your Division's and Fleet's. Divisions are able to move into any Province that borders their current Province. Fleet's are similar, except that they can only move into a bordering Province if it is also Coastal, and they can also move into a Sea bordering their current Province or Sea. This also covers Invasions and attacking Fleet's in Seas you move into, simply announce that is what you are doing. To show this, you simply need to state, for example:
2nd "Hellbringers" Musket Division move from Province 83 into Province 82 Or, for a fleet: Battle Fleet "Furies" move from Province 28 into Sea 5
Diplomacy You are of course encouraged to negotiate with the other nations that occupy the world in which your nation exists. This should mostly be discussed over PM, but it is always welcome in IC as well, representing the announced diplomatic relations between different nations.
Economics Keep a tally of your Requisition, how much is generated and if any is carried over from last turn. Then simply state anything you are buying with Requisition, for example:
+4 Requisition generated -3 Requisition to recruit the 1st "Hellhounds" Sabre Division in Province 4 Remaining Total = 1 Requisition
Random Events This is the area where I will hopefully aid you in giving something to role-play. I encourage that you don't simply state actions and constructions anyway, that you try and create a story with it, but each turn I will present your nation with a dilemma to solve, whether it is an uprising in a Province, or a shift in morale, it will be something your leader must resolve.
The Nation Sheet
If you've made it through all that, then consider me impressed. If you've skipped to here to start making your nation, then welcome as well!
Leader:(The name and title of your leader, whether he be a King/ Emperor / President, whatever suits you. Try and create a character that you enjoy, as you will largely play the game through him)
Age:(Fairly self-explanatory, how old your leader is)
Story:(A summary of the life that your leader has led so far, important event's etcetera. Any questions as to what you can and can't include, just ask!)
Beliefs:(A summary of how your leader feels your nation should be led, what his aspirations are)
Appearance:(What your leader looks like. Feel free to use a picture here, although please keep it as realistic as possible. Otherwise, simply write a physical description)
Nation:(The name of your Nation, entirely up to you)
Flag:(Optional, but encouraged to include a picture or description of your Nation's flag)
History:(The History of your Nation. Again, if you have any worries about what can and can't be included, just ask. The more the better!)
Claim:(You may claim 3 grouped Provinces on the map. Simply state the numbers of the Provinces you want. Depending on number of players, this number may change. This is not a definite claim, as I have final say.)
Military Strength:(You may begin the game with 2 Military Units, whether it be 2 Divisions, 1 Division and 1 Fleet, or 2 Fleets. Simply state your choice and where in your Claimed Provinces you want them to start the game.)
Leader: King Thomas Marichali
Age: 68
Story: Thomas is no doubt approaching the end of his life, weakening and more and more manipulated by his advisors. Never a strong man, ever since inheriting the throne at a young age, Thomas has been steered by the true leaders of the kingdom, the rich, aristocratic families. Although lacking the nature and drive of a King, Thomas possesses the bearing and charisma of one, and has been ruthlessly used to further the ambitions of his advisers. Although now frail, Thomas is still adored by his nation, his caring nature the perfect front for the wicked ambitions of the nation's rich.
Beliefs: Thomas is a profoundly kind man, and has always strived to provide shelter and protection for his people. The aristocrats that whisper in his ear however thirst for the rich potential of the empty lands surrounding the Kingdom.
Appearance:
Nation: The Kingdom of Besvor
Flag:
History: Thomas's grandfather, the legendary leader and military commander William Marichali, founded the Kingdom of Besvor when he demanded his own coronation in the fortress that is the nation's namesake. The newly crowned King established Besvor as a military power, before finally passing away and passing the crown to his son, Frederick. Frederick was a weak man, a childhood accident leaving him with a twisted spine. The rich families of the Kingdom quickly saw their opportunity, descending upon the frail King and quickly establishing him as a mere figurehead. Frederick's accident severely shortened his life, and just a year after his forced wife gave birth to a son, he died. Thomas was then named as King, and from birth controlled by the men who imposed themselves as his closest advisors. Now the year is 1800, and the Kingdom of Besvor is teetering on the brink as their King nears death, with no heirs.
Claim: 67, 69 and 79
Military Strength: -Musket Division in Province 69 -Sabre Division in Province 79
Map
Perhaps the most important part of any Conquest role-play, I present to you, the map!
So there we go fine people of Roleplayer Guild! I hope to hear from plenty of you
@Romero This looks interesting, if I were to wish to join should I post the nation I would wish to play as? Or is there something else you would prefer?
@Commodore Glad you're interested! Simply post your filled out Mation sheet here, in the OOC tab, and if it's accepted then you can move it to the Characters Tab
@Romero My sheet, please say anything that might need to change.
Leader: Padishah Nazim Bayat
Age: 58
Story: The Empire was largely founded by Nazim, admittedly from the foundation of the much older Kingdom of Navansahr. He has for most of his life been a war leader, cautious and mostly leading the consolidation of his newly gained territories. After taking the title of Padishah he has proven himself a capable, if not brilliant, administrator himself. He long ago recognized he would not live forever and took a wife long ago, having a few possible heirs in which he has endeavored to teach each to rule however time may only tell that. In his conquests he has been cautious ruthless but quick to forgive, mostly in the case of the local nobility to win power from his enemies.
Beliefs: Nazim is an ambitious man who wants what his best for his people, although he believes that the best way to provide for them is Empire and conquest. His sons press him to expand the Empire once more and give them the chance for glory that he had already won.
Appearance:
Nation: The Empire of Navansahr
Flag:
History: While the Kingdom of Navansahr has existed for far longer Nazim was the one which succeeded in unify with the neighboring kingdoms and emirates. Bringing all the area under a single Empire has greatly increased trade and prosperity which help some after the damage from the warfare between the kingdoms and later between the Padishah and rebelling nobles. In addition to the army Nazim has built a navy, ostensibly against pirates however their true purpose might be very different. Now there is a period of relative peace and prosperity, something that has been rare in the region, and now calls to invasion are ringing from many levels of the Empire and it might only be a matter of time before Nazim leads his armies once more.
Claim: 4, 3, 2
Military Strength: ~Sabre Division in Province 2 ~Battle Fleet in Province 4
@SonOfALich Firstly, welcome to the forum! Secondly, I'm glad to hear you're interested. And thirdly, no, I don't plan on playing the example nation sheet in the actual game. My only direct impact on the game will be through random events.
@Commodore Well spotted! Either 7 is imaginary, or I forgot how to count! You decide.
@Commodore You're more than welcome to! Bear in mind that the territory map, currently blank, will serve the same purpose, but you're welcome to keep your own records as well
Story: As the youngest son of the King, Arthur was never expected to rule. And so, much of his youth was spent abroad studying, his three older brother's bearing all weight of royal responsibility. This drastically changed just a few months after his twentieth birthday, when a failed coup d'état plunged his home nation into a bitter civil war. His father and two brothers executed by the treacherous armies, and his third brother fled for his life, the leadership of the remaining loyalists fell to the young Arthur. Promising riches, Arthur hired a cohort of mercenaries and sailed homewards with all haste. Using the strategies he had studied abroad, Arthur was able to crush the rebels in less than a year, a brutal naval campaign quickly robbing the usurpers of supplies and support. Exiling his cowardly brother, and taking control of the nation himself, Arthur enacted a number of sweeping reforms, severely reducing the armies of the nation, as well as removing the title of King, instead taking the title "Grand Duke" for himself.
Beliefs: Brilliantly intelligent and cunning, Arthur has great ambitions for the Dukedom he has inherited, seeking to expand the nation and ensure it is never brought low by civil war again. While he prefers to use his silver tongue, Arthur commands a fearsome navy and stands ready to defend his nation's shores.
Appearance:
Nation: Albion
Flag:
History: The region that is now the Dukedom of Albion had long been home to a number of feuding kingdoms and fiefdoms. Centuries ago, a foreign ruler sought to add the island nation to his own domain, expecting the weak lesser kingdom's to fall easily to his armies. At first, the foreign army butchered their way across the land with ease, until they encountered the kingdom of Albion. The King of Albion, seeing the approaching danger, had rallied the surrounding fiefdoms and kingdoms to his cause, and so a great host stood in defence of Albion. The foreign king suffered a crushing defeat, from which he never recovered, his armies swept from the island and cast back into the sea from which they had come. Standing as the now undisputed leader of the region, the King of Albion bound the remaining lesser nation's under his rule, forging an empire that stood for generations. Sadly, recent centuries have had a toll on Albion. A proud, but stubborn people, the nation was slow to advance, and a string of weak rulers eventually led to open civil war. Following the bloody civil war, Albion is in a weakened state, but as the year 1800 dawns, Grand Duke Arthur stands ready to expand, the blood of his distant ancestor, the first King of Albion, coursing through his veins.
Claim: 49, 53 and 54
Military Strength:
-1st Battle Fleet "The Hellhounds" in Province 53
-2nd Battle Fleet "Furies of Albion" in Province 54
Sultan Haafil al-Ahmed was born and groomed to the previous ruler of the great province of Al-Andalus. Like any growing lad of the time, he was told who he would marry and how he would act as well as learn how to properly govern the nation when it was his time to lead the people.
The position would be thrust upon the boy, only fifteen years old at the time for his father was killed while suppressing an uprising. He led his people against two of his neighboring province-kingdoms, quickly annexing them before a target would be painted among him. For years he has decided to maintain the status quo of the area, but strife seems to be stirring through the lands once more and it may be an opportunity to expand his reach further. His sons await for their time to show their father how capable they truly were. Now the year is 1800, it is time for a reconquista of the old lands.
Beliefs:
Sultan Haafil believes that one should never go to war when their neighbors are at the height of their power and, instead, pick battles when those people are at their weakest point or distracted with some other war. He believes that the only way to victory is by fighting dirty and this has led to some unpopular biased towards him by other countries. This sultan does not crave glory, instead fighting to expand his own hold and reform the old Empire like so many others around him are doing.
Appearance:
Nation:
Al-Andalus
Flag:
History:
The history of Al-Andalus is a long and complex one, at first many centuries ago, it belonged to a much larger nation as a province. In this period of Morasaar control, everyone prospered until an economic collapse occurred in the year 1345 which brought with it civil strife and a now fractured state. Al-Andalus was, in fact, the last of the nations to declare independence from the great power in the year 1421 where they continued to reign as a sovereign state, going to war and taking land before inevitably losing that land in the next war then the next. Point being, up until the reign of Sultan Haafil, the nation had known nothing but war and the reformation of the empire.
Under Sultan Haafil’s reign, they managed to annex to provinces and, low and behold, they were kept within the folds of the Kingdom as Haafil refused to declare any wars after that for a long while. While other states fought for control of the peninsula, Al-Andalus waited for the perfect opportunity to strike out into the place that was their home, filled with brothers and sisters who wished only to destroy each other. Now, in 1800, it is time to strike against them and bring them back into the folds of the empire! For the Sultan’s wishes may become true.
@SonOfALich It does indeed! I'll update the territory map with claimed provinces ASAP.
@Lauder The nation looks good to go! Only thing to add is what Provinces you want your two Musket Divisions to begin the game in, then feel free to add it to the Characters Tab
@Romero Just a few quick questions that I think I should ask:
1. What about Egypt and that whole area wrapping around to the rest of North Africa?
2. In terms of religions and all that is that left up to the players or is it generally assumed to be unchanged?
3. Can navies take any provinces at all or do they need to transport armies?
4. As a corollary for the above question, for the small islands not associated with an actual province, can they just be taken by navies in the surrounding sea province?
I am just asking for clarification of things I don't think are quite clear not questioning any choices you have made, I simply don't know what you intend.