The Fractured South - Nation RP
RP IS OPEN FOR NEW PLAYERS//Regions in South and North Orysson Are Eligible//Must stick with Preassigned NPC races and exports.
Setting: Fantasy
Technology: Medieval-Early Gunpowder
Magic: Not In Play
Required Writing Level: Reasonable understanding of English grammar, and use of a spell check.
Theaters
Current Season: Summer
Calendar
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Prelude
When King Almon IX perished at the hands of a mysterious fever, he failed the greatest Empire the world had ever seen in many ways. First of all, though he was a known womaniser and keen fornicator, he neglected to produce an official heir to his throne. Secondly, due to his intense paranoia, he thought it wise not to announce a favourite Lord, Count or Duke to take up his sceptre in the event of his untimely death. Thirdly, he had dissolved the Imperial Assembly a year prior, leaving no official state body in place to take care of the Empire's affairs in times of crisis. The result of these blunders?
The Bohaddon Empire, a great nation of many races big and small, whose navies and armies swept the globe unmatched for four hundred years, fractured within almost twenty four hours of the King's passing. Wealthy nobles, influential statesmen, great warlords and religious patriarchs vied for the Imperial throne. None was greater than the other, and political dialogue was neglected in favour of open warfare. The heart regions of the former Empire, known as Orysson, combusted into outright civil war - fire consumed the hard fought legacy of King Almon IX's line. Colonial possessions either won their freedom easily against confused and paralysed Imperial occupiers, or simply woke up one day to find the local barracks and governor's residence no longer manned.
And now, twenty years since the great schism of the Bohaddon Empire, much has changed. Those who were once his Imperial Majesty's most trusted advisors and commanders have taken a slice of the former Empire. They declared themselves Kings and Queens, and have scrambled to muster a nation of their own. What was once twenty-two provinces of the Imperial heartland has become twenty-two warring nations; some of them still fight for the forgotten crown of Almon, some merely fight for survival and others - well, others seek to create their own empire over the ruins of the old.
Will you take the sword to your neighbors, and proclaim yourself an Emperor of the greatest nation the world has ever seen since the fall of Bohaddon? Or will you learn from the mistakes of King Almon? Perhaps you will seek to establish a new world order that no longer answers to whim of one man - maybe you already have. Marshal your peoples, Milord/Milady, for whether through the sword or the plough, hard times are coming your way, and they must be outlasted.
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Nation Sheet:
Region Number: (View Map)
Nation Name:
Nation Leader/Name of Nation's Parliament: (If you have a monarch, put his or her name and title here. If you are run by a council, a democratic parliament or a military junta etc, put the name of it here. If you have both of these, then list them both.)
Nation Banner: Either a picture or text description will do.
Race: (Custom races allowed. Defaults: Humans/Elves/Dwarves/Gnomes/Orcs/Lizard Men/Rat Men)
Custom Race Description: (If required. More than one race is allowed if you are a multiracial nation, but don't go overboard)
- Name:
- Life Span: (How long they live for)
- Appearance: (What they look like)
- General Traits: (Stupid? Smart? Compassionate? Aggressive? Warlike? Honourable? These kinds of things)
- Life Span: (How long they live for)
- Appearance: (What they look like)
- General Traits: (Stupid? Smart? Compassionate? Aggressive? Warlike? Honourable? These kinds of things)
Capital City: (Name)
Other Major Settlements: (As many or as few as you require)
Gross Population: (If composed of several races, number them separately)
Exports: Choose two of the following. More exports can be achieved by the conquest of another province.
Brief Nation History:Outline your nation's activity for the last twenty years. How was it formed? What is it after? Who are the people and what is their nature? You don't need to write an essay for this, just a brief 'this is my nation, hear me roar' will do.
Nation Ability/Bonus: (Choose One)
-=Not in play, WIP=-
Warrior Culture = Your nation is in a state of permanent militarization. You may have more troops, and of a better quality, but what of domestic life? Who tends the empty fields? Who powers the industry, when all the men are at war? A warlord, who really aspires to rise above the many others like him/her, must be able to carefully balance his military might with his vastly unstable economy and food availability.
Masters of the Sea = Your ships are better built, they are more durable, more maneuverable than other nations. Your sailors are the best in Orysson, and are used to a hard life at the sea's mercy. Naval states have their weaknesses however, and whilst your rulers pour funding relentlessly into ship-craft and naval superiority, what of the army? More than likely they've fallen foul of proper investment, and are smaller and less equipped than your adversaries.
Merchant Council = With every four imports, your merchants buy out a seller, and move their export operations to your home province. Money is everything, in your nation, and it drives both policy and religion. Everyone can be bought for a price however, and your army of mercenaries and second-rate levies always ask for gold first, before serving their contracted obligations.
Farmerfolk = Simple people, toiling relentlessly in the fields. They work not just to provide food for themselves and their families, but for others, so that hunger may be driven to the end of the earth. They are good people, trusting, and not prone to war. Nations look kindly on them, and will be much more willing to engage in diplomacy - regardless of their aggressive or passive statuses. A skilled farmer, though he may lack formal education, easily understands the benefits of being the 'tha nicest n' most popula fellah in the valleh'
Isolationist State = Damn the foreigners, damn them all. The Empire fell because it let too many of them into our midst, and now look at it! Let us close the borders to their goods, and their kind words. Let us build strength through self-dependence! Your country gains two additional exports for its home region, but cannot trade with others. Resources must be acquired by owning them directly.
Power to the People = 30% of population eligible to become militia at a week's notice. Country wealth goes down by one stage per 2 game weeks (2 real days), but will restore to previous level once militia disbanded. Militia army/horde in use by nation as a direct result of this ability must be clearly highlighted so that the GM is aware of its existence, and can keep an eye on things.
Slaver's Paradise = Over half of your population are slaves. Population happiness fixed at 50% despite building bonuses. Never goes over, never falls below. Cannot be undone, and NPC republics will automatically declare war against you. This is a surefire way to a constantly stable state - but be warned, your adversaries may attempt to exploit your slave population by inciting them to revolt.
Imperial State = Your people have not forgotten where they have come from, or who they are. Aligns you with the Bohaddon Empire in South Orysson, making them your NPC ally. Trade and military assistance will be yours. However, you will be called upon to serve them from time to time as a vassal state, and you will be unable to break this alliance, making you a target for the Empire's enemies.
Tyrant's Lair = Your people smile or cry at your whim. They are devoutly loyal, if only because death is the other choice you offer them. Your soldiers are numerous and strong, but peace needs to be kept on the streets. Every time some academic declares you're a monster, a few thousand idiots rise to the streets with weapons, and your army has to commit to yet another slaughter. Times could get better, though, right? If you won some wars, and gave the masses a distraction. But if you lost these battles, and these wars, and the world - and your people - saw you as the weak man/woman you really are, how long do you think the gates to your estate will remain standing?
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Nation Sheet and Nation Status Card
NATION SHEET THREAD IS UP. POST NOW TO CLAIM YOUR REGIONS.
RP Core Rules
- My say in matters is final and absolute.
- This is the story of an entire region's history following the fall of a mighty Empire. Not the chronicles of how awesome you are.
- Goes without saying, but no God modding. I'll deal with it severely.
- Consider the political, social and economic effects of all actions taken.
- Battles to be settled between players. GM involvement when agreement cannot be reached.
- NPC provinces will be up for joint control of all players, however I reserve the right to wade in if I feel you're exploiting this power.
- NPC nations are listed in the Region names/race/export hider below the map. Here's the difference between NPC AGGRESSIVE, NPC PASSIVE and NPC Rebels:
NPC Rebels: These are failed states. Civil war is rife in these regions, or they have completely deteriorated into anarchy. They may be unable to formulate a united response to a foreign incursion, but they are volatile lands populated by ruthless survivalists, brigands and cut-throats. Taming them will not be easy, and your population happiness will suffer if you attempt to include them into your borders. Nations that are suffering huge economic problems, or have a very unhappy population, risk becoming exactly this.
- Every post must start with your nation's status card, so that we can all quick reference your nation.
- This is the story of an entire region's history following the fall of a mighty Empire. Not the chronicles of how awesome you are.
- Goes without saying, but no God modding. I'll deal with it severely.
- Consider the political, social and economic effects of all actions taken.
- Battles to be settled between players. GM involvement when agreement cannot be reached.
- NPC provinces will be up for joint control of all players, however I reserve the right to wade in if I feel you're exploiting this power.
- NPC nations are listed in the Region names/race/export hider below the map. Here's the difference between NPC AGGRESSIVE, NPC PASSIVE and NPC Rebels:
- NPC PASSIVE: Passive states will try to avoid war, and be more likely to accept or make treaties and Alliances. However, if invaded, they will muster to defend themselves. This can result in them becoming NPC AGRESSIVE.
NPC AGGRESSIVE: These nations are militarily active, and are seeking to take land. They will more than likely blockade you, than accept trade, unless they benefit from the deal significantly. Alliances and treaties can be formed with these states, but they will be fragile and you might get back stabbed the moment you let your guard down. Defeating their army, or crippling their economy will result in them becoming NPC PASSIVE.
NPC Rebels: These are failed states. Civil war is rife in these regions, or they have completely deteriorated into anarchy. They may be unable to formulate a united response to a foreign incursion, but they are volatile lands populated by ruthless survivalists, brigands and cut-throats. Taming them will not be easy, and your population happiness will suffer if you attempt to include them into your borders. Nations that are suffering huge economic problems, or have a very unhappy population, risk becoming exactly this.
- Every post must start with your nation's status card, so that we can all quick reference your nation.
Nation Status Card Example
Falnar
General Mechanics
Just a few loose advisories to help you along your way to playing realistically. These are not written in stone, but they are the kind of things I myself abide by, and will be looking at you to do the same.
- The more goods you export, the wealthier your people become.
- The more goods you import, your economy still benefits slightly.
- A nation at war for an extended period suffers from war wariness. The economy will start to shrink, food supplies will become low and your subjects/citizens may start to riot.
- Military conquests will boost your population's faith in your government/monarch, as well as grant you the captured region's exports.
- Trade embargoes can be the harshest form of warfare, so always be prepared to sue for peace if the war is not won quickly and you are faced with blockades.
- Taking over a region may bring your culture into conflict with those you have conquered. Population happiness will likely decrease, and you may face full scale rebellion if you do not manage the situation. I will intervene if I find people stomping regions without any drawbacks.
- As well as leading my own nation, I will also be playing God. Natural disasters, Mongol Inv- I mean foreign invaders, plagues, sudden NPC offensive actions, and slave and peasant revolts will be at my beck and call. When/if these things do crop up, I'll most likely use a series of random number generators to decide where and when they happen, to keep myself impartial. Unless you're doing things that I deem unreasonable, in which case, HELLO VOLCANO :D:D
- Ships may encounter problems at sea. Storms, for example. You'll get away with sailing around probably 7 times out of ten, but those 3 times you're going to lose men and ships. This is an advisory, not a rule, just something to keep in mind.
[center][b][u]Military Mechanics[/center][/b][/u]
Just a few loose advisories to help you along your way to playing realistically. These are not written in stone, but they are the kind of things I myself abide by, and will be looking at you to do the same.
- Keep recruitment and maintenance at a realistic scale. The more soldiers you have, the more you need to pay for their services, and supply them with food. The longer therefore you keep an army in the field, the bigger the burden it puts on your economy. Keep professional armies small, to avoid economic problems. However, in times of war, you have full right to mobilize your population. Again, just remember that the resources available to you, the wealth of your state and your available food should all play apart in how long you can keep this force, and what quality it will be.
- Ships take time to build, and so whacking out a hundred in a week will be a bit beyond the realms of reason. I wont put a limit on how much you can build, but just keep it small, to reflect the working practices of the time-period. They took years to build IRL, though, so we don't need to be super realistic - just no mass production. For example, if I was going to build a navy of 10 light ships, 5 mediums and 3 heavies, I'd probably leave at least a four game week period for this to happen. This is not a staple time measurement, just a kind of advisory to work by. I'll reel you in if I feel you're overstepping the mark, but even then I'll be gentle, I promise.
- It takes time to march your soldiers. No appearing 10,000 miles away at the opposite side of the map in one post.
- Naval and army morale can be determined by several factors. An army laying siege to a city will likely be miserable, as sieges are long and ugly affairs. The longer the siege, the more the morale drops. Defeats significantly impair an army's or navy's morale. Victories automatically restore morale to full, unless 50% and over casualties were taken, in which case it increases by 25%. Again, this is an advisory, but an army that has been through the mill and isn't in danger of defecting/deserting will draw my attention without good explanation. Fighting on home territory will freeze your army's morale, unless they are defeated. Navies will lose morale the longer they are at sea (not anchored at a port). Again, advisory, not a rule.
- Battles are generally determined by the following: numbers of troops, quality of troops, terrain (defenders on a hill/city wall) and logistics. Use common sense, and if you are fighting another player, try to reach a realistic conclusion of the battle. If you're both at odds with how it will pan out, PM me. I've read a great deal of history books, from the ancient era to the War on Terror. Whilst I'm by no means a professor, I'm confident I'll be able to come to a conclusion for you. If I can't, well, I'll leave it to the Gods of random number generators. My offered outcome is final, there will be no appeals and if you start crying you can leave. This is an advisory to help you work things out for yourself if you're unsure. I will only get involved if a disagreement arises.
- Armies under 1,500 strength do not have to report their location. This will allow for ambushes, or sneak attacks. If your army is hidden, just put something like 'unkown' or '??????' for location. This is optional, and your army only hides if you want it to.
- Armies over 1,500 strength must report their location, as a large number of bodies is very hard to hide, especially if you're amassing on the border.
- Equipment and troop types can be described in your actual posts. However, if you're a nation that relies on the heavy use of musket-type weaponry, at least have gun powder as an export or import, or if you rely heavily on cavalry, at least have horses coming from somewhere.
Trading Mechanics
- To trade with people, your caravans must be able to reach them. This can be done in three ways:
- 1) Both nations having access to the sea
2) Both nations sharing a border.
3)Establishing a deal with a neutral or Allied state to allow your caravans to pass through them. This of course only works if the people you've made a deal with share a border with the nation you are attempting to trade with. This cannot be used to gain access to the sea.
- If your region is besieged, that is, your army has withdrawn to the safety of castles or cities, then your exports stop and so do your imports.
- If your ports are blockaded by an enemy navy, your exports and imports will only stop with those who you rely on the sea to exchange goods with.