I agree with @The Omnipotent Sphere, if you can find someone of course. If not, I think we'll have to settle for someone inside the RP for the interest of time.
There's something wrong with my computer. It's slow as fuck and sometimes programs won't start. Might be a virus, but scans won't pick anything up. I will need to get it repaired, and I don't have access to other computers. Needless to say, I don't know if I will be able to GM this at all. I'm so SO sorry. I would hate to see the game die, though, so if anyone would like to step in temporarily and GM it until I can get this shit sorted, that'd be great.
@Thrashy Shit happens sometimes man, it's totally understandable. Hope you'll be able to get it fixed soon. I still want to participate regardless, I think it'll be a really fun RP and we have a lot of great players involved. I don't think I myself am up to the task, but if there is anyone willing to step in as temp-GM I would still be totally down for being involved in this RP.
In the meantime, if nobody minds I can help work on vassals to expediate the process a bit so we can get the OOC up. Would that be alright with everyone?
House Ehren His Majesty, King Baldur the Good, 40, Sovereign, has maintained a good and stable reign. A warrior of renown and a good judge of men, although too passionate for his own good. Her Majesty, Queen Consort Marina, 32, Wife, in love with Baldur and a former beauty. His Royal Highness, Prince Wolfram the Third, 20, Son, wants to give Runvall economic and administrative reform His Highness, Prince Franz the Second, 18, Son, wants to be an adventurer and fix the world's problems. Her Highness, Princess Alicia, 18, Daughter, downright gorgeous and wants to get married. Twin of Alicia. Her Highness, Princess Renate, 13, Daughter, precious gem of Baldur and still innocent. His Highness, Prince Swen the Griffin, 35, Brother, wants to gain his own title and form an elite order even among the elite. Celibate.
People Almost completely humans.
Everyone loves me, but I am honorable to a fault. I have tons of elite heavy knights, a large amount of decent archers, but no infantry. My realm is well developed, but I am decentralized. Kingdom 6 Clean Streets Fair Law Beloved By the People Friends with the Nobles Honorable Folk Developed Infrastructure Military 8 Jousting lords Trained troops Heavy Armor Show of War Good Equipment Awe-inspiring fortifications Knights +1- The elite portion of Runvall's military is much larger than the elite portion of other nations without any loss to their quality. Rankorian Breed +1- the horses of Runvall are exceptionally intelligent, unnaturally fast, and incredibly strong. Economic 2 Caravans Agriculture Downfalls +8 Terrible Boats Infantry? +2 - Although Knights can fight reasonably on the ground, Runvall will not levy peasantry into infantry regiments. (They can be archers however) This can make holding ground after seizing it... rather a challenge. Decentralized +1 - Starting the game each city is controlled by a vassal (so I have 4) constituting about 60% of realm power. However there are good relations. Defender of the Weak +1 - Runvall is all about honor, and I will take a hit to stability if I don't help defend weaker nations against predatory larger ones. However, this doesn't require me to change sides mid-war. Small Army +1- My total army size is about 70% of a similarly sized nation. Siege? +1 - It could hurt innocents! Of course we won't!
History Runvall was originally a few independent farming towns out in the unclaimed wilderness. A thousand years ago, dragons and all sorts of mythical beasts started to show up out of no where and terrorize the villagers. Knights and adventurers came to the area, seeking to make a living by fixing the peasant's problems. Over time 5 major forts of operation were built to act as bases of operation in purging the lang of great beasts. Eventually merchants and other peasants started to build up cities around these areas and seek a profit by maintaining the forts. This built friendship and dependence on both sides of their relationship and the values that define Runvall to this day.
Generations passed and eventually the vast majority of the great beasts were driven out or slain, and there was much rejoicing. The question of "now what?" arose. The knights could go home, but after spending two hundred years purging the darkness of Runvall they realized Runvall was home. The knights could go conquer, but they were tired of fighting. So the knights stayed with their keeps and continued doing what they had always done - keeping the land clear of darkness, fighting bandits, or going off elsewhere and then coming back home with their paycheck. Eventually leaders for each of the forts were elected based on deeds, and the forts combined into Runvall.
Over time government developed, and due to the continuous state of peace the land developed into a healthy society where farmers could profit, knights could be just, and infrastructure could be developed. Recently however, a debt has hit the throne because of a drought that passed through the land. Taking out loans to support the peasant class and prevent mass starvation was worthwhile, but expensive. Traditions & Culture Defend those who cannot defend themselves! Triumph over those who wish to spread darkness! If we stay stalwart in our conviction, we will make this world good!
Military The Runvall military is well equiped, trained, and motivated. While smaller than most armies, they can pack a punch if used with an ally. Alone, Runvall faces several difficulties.
The only peasants that fight with the Runvall army are the archery corp. While well equipped and somewhat trained, they are by no means re-known. About two thirds of the army in wartime is filled with longbow levies trained to shoot in volleys and provide support for the knights.
Everyone else who fights is a knight. They have a strong military tradition focused around chivalry, loyalty, and honor. Incredibly motivated by the Task, their morale is intense. This is the major feature of the Runvall military and is what makes it a pain in the neck to fight.
First, the knights have Rankorian horses. These horses, possibly spawned by magic, are difficult to compare to normal horses. They can carry heavy armor without a problem, can be aggressive, and can go incredibly fast.
The knights usually charge first with lances, capable of shattering all but the most elite heavy infantry. Then they fight with heater shields and longswords, using the horses and their maneuverability to their advantage. Killing a knight on one of these horses is a difficult task - the knight and horse are both wearing full plate armor to help deflect arrows.
When fully armored, it is difficult but possible for opposing light horsemen to be able to catch up to these heavy knights. However, you still have to kill these elites. Seriously don't bother running away. If necessary a horn will be sounded and the knights will return to get new lances and once again do an incredible charge.
Runvall also runs excellent supply caravans in peacetime, and that practice helps with wartime as well. The ability to keep troops well fed and watered is something Runvall is known for - many armies have to pillage the land they are in to sustain themselves, but the caravans of Runvall make that unnecessary for the knights. Overall, the knights make the Runvall military maneuverable, devastating, and quick to get around.
One of the reasons that Runvall is able to maintain off of caravans though is that the army is small. Compared to a nation of it's size, Runvall only has about 70% of their numbers. This helps keep coffers full and peasants from dying, but makes maintaining a drawn out battle somewhat of a challenge.
Additionally, the job of the knights is to defend the weak. That means not sending the weak in front of you as infantry as cannon-fodder. The Runvall infantry consists of knights whose horses have died on the field of battle and are forcing a fair fight from the ground.
Finally, Runvall has no experiences with siege warfare - this kingdom was made in peace, not conquest. While the castles and forts of the old orders are incredibly strong, offensively Runvall has no idea about what to do.
These weaknesses force Runvall to work with an ally to be able to hold ground or take land. Luckily, Runvall has a good reputation as an ally and can be depended upon for cavalry support.
Economy
Reputation Known as honorable to a fault, a dependable ally in both peace and war, and a bit out of place in this world.
@Thrashy Shit happens sometimes man, it's totally understandable. Hope you'll be able to get it fixed soon. I still want to participate regardless, I think it'll be a really fun RP and we have a lot of great players involved. I don't think I myself am up to the task, but if there is anyone willing to step in as temp-GM I would still be totally down for being involved in this RP.
In the meantime, if nobody minds I can help work on vassals to expediate the process a bit so we can get the OOC up. Would that be alright with everyone?
I'd be fine with you working on vassals. And in all seriousness: no big deal, Thrashy.
We could even divide the work of creating vassals, or even let the creators of the NS create vassals for themselves (though I do like what Thrashy was doing). I'll start working on Runvall's vassals.
Can we all agree to close new applications for now? Is there any land even left? Also, I know Thrashy said something about filling in the rest of the land with petty king territories and bandits and stuff like that---NPC nations that could add flavor and an element of chance to everything.
Sorry about that, I didn't notice. I guess that I'll withdraw my interest because I'd have to re-write a ton of my NS to change my location. Happy RPing!
Hello, ya'll I read he beginning post and am very interested in joining. Joined the site because I was looking for a nation RPG like this in fact. I was wondering if there was still a spot on the map open? I'll start reading the other people nations and figure out my own if there is if not then maybe next time. Thank you!