Current
With one flick the seven stars shatter; the constellation of annihilation.
5 yrs ago
Faith is the strongest power; if something is believed to be true, then it is true. And all truth is real. That power makes impossibilities become reality.
5 yrs ago
I've been knighted, aye. But I have remained unbent; to neither house nor country. If an arm is lost, or a leg broken in the process, then so be it. I walk the free man's road now.
1
like
6 yrs ago
Nine fresh ones became two, reduced; shattered; deduced to be the work of the old. Shake and quake with freedom's gold, liberty may be old but can become cold.
1
like
6 yrs ago
Seventh woe beware, ye olden days of gold. Let silver flow, lest copper runs poor.
@Dinh AaronMk That does clarify my confusion greatly, but I must say you didn't make it seem like it was an example of something broader, hence my direct response to that particular thing. It could've just been my own fault, of course, but in this case I did re-read it (your post) to make sure I didn't make that particular mistake.
It seems like you just wanted to express what everyone here has been expressing this entire time, using Precipice of War as an example. In that light, it does make sense, and what you said is certainly valid.
As for the mention thing, I am a lazy person, and doing the brackets and @'s is an annoying exercise. No need to be so specific about that, it makes me seem like a horrible person.
These are my own creations, I will present them here as some examples for what you can do.
Example 1 -
TAIYO-NO-KAMI
SHOGUN of OYAMA
The Silver Sun, Great Sage of the West, The Great Kaga.
TYPE
Taiyo Kaga is not a member of the Empire, instead he is one of the most influential actors of the Oyama Shogunate, a nomadic nation which heralds its origins to the Great Solar Empire that once used to inhabit the shattered lands of the west, which wanders the Draor Chor Reaches. His role as Shogun, however, does not only grant him great administrative ability, but also due to the darwinian nature of these inhospitable lands, those with power rise to the top. Taiyo Kaga's power and ability could most likely be comparable to those of the Imperial Archons of Illyrica.
RELATIONSHIPS
Taiyo's relationships are few in number. Though their reach does not extend beyond his people, for he sees the uncultured Easterlings with disdain and pity; lacking of the culture and wealth that his people has nurtured for thousands of years. Even cataclysm was not enough to quelch the embers of the Oyaman resolve, and as such he thinks highly of his own whilst looking down on those of foreign lineage.
Taiyo is a surprisingly young man, considering his power and ability, only numbering 31 years of age. Whilst his skin no longer ages, it does disform as time passes, although it can be more compared with a metamorphosis of unknown proportion as opposed to aging. Due to his young age, Taiyo has had few ignorant romances, a broken heart, and friends and family to rely on. The ordinary life of a clan heir was disturbed when suddenly, over night, his body was transformed into what it is today, a living vessel for the might of the sun. His hair bleached immediately, and his sense of mortality was forever discarded.
The bonds of his former relations are still alive, although one-sided. He had a momentary romance with the Solar Empress during his eighteens, only possible due to his Kaga lineage, but has now lead to a forever infatuated Empress desiring the recognition of her Shogun. In times this has lead to anything from dueling to beast slaying, all of which more often than not end in disaster. The Shogun, although, remains unamused.
The Silver Sun has largely discarded any of his former kinships and relationships, instead focusing on his duties and honing his power. The safety of the nation and the people come first, and therefore his power is essential in combating the hellish reality that is the vast Draor Chor Reaches that they had been forced to inhabit since their distant ancestors' exodus from the sun-blessed lands of the now scorched and disturbed shattered west. Although his hatred and envy of the easterlings does still manage to pique his senses, no ill can compare to the dark realms of Illyrica. As such he desires not only the realms of the Easterners, but their heads. The greater civilization deserves the world, and he believes his people, their ancient lineage, are those of the greatest civilization to ever bless the world.
APPEARANCE
Slender and muscular; regular Oyaman build. Similarities with others of his kin end when height is concerned, and whilst his eyes may be slanted and his skin sun-tanned like any other of his people, his eyes themselves would most sensibly be compared with suns and stars as opposed to anything human. His body, whilst well-maintained and fit, seems to crack, as if stone, letting out the supernatural glow of blinding incandescence. Few Oyaman consider him mortal any longer, instead they revere him as the Western Sun; the Silver Sun. After his reverence as the mortal manifestation of the Golden Sun, Taiyo's solar incandescence only grows brighter as the approaching summer beckons, and his power more overwhelming by the passing of winter.
LOYALTY
Taiyo, head of the Kaga Clan, officially serves the Solar Empress, the leader of all of Oyama. Due to the changing times however, the Shogun has been able to overrule the authority of the Imperial Family, and as such effectively rules the nomadic nation through martial law. The Imperial Family is therefore largely traditional, although their importance is enormous for the people, as their lineage is one of very few direct links back to the golden ages of the Great Solar Empire. Though very few of the administrators of the current Oyama care much for their past. Instead they see it as a coping mechanism for the people.
PERSONALITY//DRIVE
Most people see Taiyo as an incomprehensible machine, rooted only in duty and purpose, an automation which works tirelessly towards the betterment of the nation, and as such they welcome his power and influence. Taiyo's story is much less about such a noble decree as tirelessly working towards a golden future and more a tale of a star which was cast down from heaven. Whilst others revere him and his power, Taiyo discards his emotions and works ceaselessly so that his thoughts do not conquer him. He feels alien amongst man in a way that only a God cast down from heaven could. It is a lonely sense of superiority which encompasses him, whilst he's seen as a God amongst man by the people, he isn't amongst the heavens where he belongs.
As such Taiyo's ultimate goal is to return to the stars, the stars of which he feels he belongs. But before doing so conquer the East for his patron people, for they took great care of his vessel before his awakening at the humble age of 28. In his few years of having awakened to his true self he managed to unite the numerous lost and defiant Oyaman tribes of the desert wastes. Now the recently united Oyama sets out towards a future where its people are no longer forced to disgraceful caravan life, instead the promise of city life in glorious metropolises and palaces where they belong. The world itself was granted to them by the Golden Sun, after all. The world therefore is all Oyama's to take, so decreed the Silver Sun.
Although much like the river flows; all things are in constant change. Sometimes some rivers dry, and others change course entirely. The motivations of Taiyo may change, his desires could expand, and the promise of power could overwhelm him. Maybe the new Emperor of the Sun has already descended upon the Earth, or mayhap not.
HISTORY
As each warrior comes of age, and that the mantle of protecting the nation falls upon their shoulders, the story of the Solar Empire is placed upon them to carry. The Greatest Empire the world had ever seen lives on through such means, through word of mouth and the passing of generations. The coming-of-age of Taiyo Kaga was no different, and no less special. As he was told of the accomplishments of his ancestors, the might of their nation, and the wealth of their culture, he was brought into bewilderment. As the story concluded, with the death of the Emperor of the Sun, Taiyo was in tears. These would be the last tears that a warrior of the nation would ever shed, for the pain of the nation is greater than the person, and the person is the one to bear and protect the nation; therefore each person must be strong, each warrior must be equal a hundred men, so that even those few warriors may yet carry the nation onwards unto golden dawn.
Taiyo's father was the one who told him the story of the Solar Empire, of the nation which graced the earth with the majesty of the golden sun. In turn, his mother had been the one whom granted him his armour, the armour of which he would wield to carry the nation. It was an heirloom of bewildering origin, one of few direct relics of the golden past. As his father sat before him, the Clan Mistresses would adorn Taiyo the armour of which had just been granted to him on his 18th winter. Although snow was something only found in the dreaming world.
As Taiyo was fully dressed in his battle regalia, the family's ancestral blade was brought into his hands by his father. His father had a stirn look through the entirety of the passing of age ceremony, his face hid his emotions well. Taiyo knew his present duties, however. Now that he is able, for he has trained his entire life under his father and his generals, duties is all that is left of his life. 'The nation, for it is crumbling, needs the stars', said his father as he let go of the blade in his heir's hands, 'become the star of the people, see to it that Silver is all that the future has in store'.
Taiyo would spend many years fighting, protecting, and negotiating with the various enemies of the Oyama loyalist faction headed by his father and the Solar Empress. Some of the time he'd even spend woo'ing the Imperial Court with dramatical displays of swordsmanly prowess, and others times yet he'd spend time practitioning under the various sages within the Kaga Clan's influence.
His times as a Shogunate Heir were spent lacklusterly, only doing his bare minimum duty of protecting the Imperial Horde and its allies. The moments of his coming of age ceremony had all but been forgotten; brought to the back of his head through the pursuits of earthly pleasures. Charming women and impressing his fellow man was all he lived for instead, pursuing arts and poetry, literature and sword-dancing solely to fill an empty void within his heart that he could never properly trace. Several years would have to pass before the now maturing Taiyo would come to understand the meaning of his empty heart, and it would come at the death bed of his father, and the death bed of his ignorance. During the same night of his father, the Shogun's death, an awakening occured within the new Shogun. A slumbering aspect of his self made itself known in the most explosive and aberrant manner possible.
The young, ordinary Kaga heir grew immensely during the course of that single night, not only physically, but also mentally. As if a chain was lifted, or dam was punctured, allowing the endless flow of water; of power, to overwhelm him. The night would be a long one, and the day an even longer. His awakening to new power was abrupt, for as he awoke he was no longer within the Kaga Clan's caravan palace, but in the middle of the desert. His body ached, his joints immobile- He knew the dangers of the desert, vilespawn and treacherous beastlife roam and scavange the lands, eat and massacre anything in their way. Only the power of the Sun's blessed people, the Oyama, could ever have hoped to survive for so long as they have.
Taiyo would spend years roaming the desert, he'd meet travelers and bandits, raiders and loyalists, vilespawn and beasts. His legends recall his ventures in the sands, and the loyalties of which he forged with his fellow kinsmen in the desert wastes. Thanks only to this desert stranding, and his new powers, he was able to reforge Oyama and unite it once more, the formerly divided tribes of the Oyama now prosperous in unity. On his travels he managed to unite and counsel the various tribes through various different means. His newly awakened powers however made even the most distant opponent drop down in awe, as demonstrated when he reduced the mountains of the Kayoma Passage, transforming them into mesa, with one single cut. Other times his wits and wisdom was tested in typical Oyaman battles of poetry, where his excellence was displayed in a different light.
After many years, and the conclusion of the "The Desert Sun", as written by Taiyo's companion and poet Yuri Hamada, Taiyo was reunited with the Imperial Horde and a great festival was held in his honour. The Solar Empress was begotten with joy at his return, as opposed to the reunification of the Oyaman people. As the Empress made the proclamation of unity before all the gathered tribes of the desert, the newly appointed Shogun stood behind her. In that moment, as she finished and the peoples' bliss made the worries of the world inaudible, the Shogun's chest burst open. Unlike what one would typically expect, his flesh was not of typical biologic origin, but rocky and hard. As the new nation watched on in confusion and terror, and the Empress turned around in fear and fright, the opening in the Shogun's chest glowed an incomprehensible incandescence, allowing rays of blinding light shine out into the world. The Shogun's skin began to crack, crevaces covering his entire body, allowing the strange light to encompass more of the land.
The Shogun ultimately collapsed, his body hard like stone and immovable by those whom tried to aide him. The people, however, had a different proclamation to make in light of this new discovery; 'The Silver Sun!' Shouts began faint, but eventually encompassed the entire crowd, an entire nation assembled chanted before the now kneeling and unconscious Shogun, proclaiming his divinity. Everyone was clueless of reality in lights of the events that had occured before them, however, suddenly the seemingly lifeless Shogun was brought back to life as he exhaled an odd, dark smoke from his lungs.
The 'Silver Sun' chants continued for what seemed like an eternity, but few proclaimed something unspeakable, something truly heretical, 'The Emperor of the Sun has descended upon man!' To question the legitimacy of the Solar lineage is not only against the Way of the Warrior, but also punishable by death.
ARMAMENTS
SEKAIOHAKEN - Sekai-o-hakai-suru-ken (世界を破壊する剣), otherwise known as Sekaiohaken, literally translates to "the sword that destroys the world". It is the name of the solar blade which was forged from the very essence of the newly named Taiyo-no-Kami's incadescence. The greatest swordsmith in all of Oyama was granted a piece of the material which had burst out from the Shogun's very chest, and with it he discovered its mineral-like nature. He was able to forge it into a weapon of incomprehensible power, and recently finished it. As of the start of the roleplay, the Sekaiohaken, or World-Shattering Sword, will have been in the Shogun's possession for three days. The sword itself loosely resembles an Oyaman proto-sword design accustomed to the style and handling of the Silver Sun. The sword itself doesn't seem to belong on Earth, carrying with it a very distinct celestial auroma. The sword and Taiyo appear to have a kind of symbiotic connection, allowing the blade to remain fundamentally formless, which allows it to adjusts its proportions to fit Taiyo's style.
FUTSUKO - Futsu-no-otoko-no-ken (普通の男の剣), commonly called Futsuko, literally translates to "the ordinary man's sword". The name itself may be underpowering, however, the deed that it harbours is a thousand fold greater. The newly published "The Desert Sun" speaks of Taiyo's adventures when he was suddenly spirited away into the desert, and this blade is the one which a humble merchant gave him for free in pity of the lonely man wandering the wastes. Futsuko is a classical Oyaman blade of Katana style. The sword itself is not special, but its power and ability is imbued with the very essence of Taiyo. Futsuko is popular with the people of Oyama because the blade itself is analogous to the people; their power when wielded by a great swordsmaster. The power of which they speak of was well explained in the aforementioned epic published and popularized by the Shogun's traveling companion. She wrote, "the three of us stood before the great passage, the mountains towering into the heavens. The Silver Sun grasped the blade's handle, a blade of which seemed worn and old, no more ordinary than the warmth of the desert. Like the passage of the wind, the sizzling of the sand as it flowed across the dune sea, the sword was unholstered, and with a single slice, the Silver Sun sealed it within his scabbard once more. All whilst the great mountains of the Passage crumbled before our very eyes. A single cut, and the towering mountains were reduced to meager hills." It is said that the sword is the manifested spirit of the Oyaman people and carries their manifest destiny.
TEIKONARI - Teikoku-no-yari (帝国の槍), commonly called Teikonari, literally translates to "the spear of an empire" and is one of few heirlooms which remain of the Solar Empire which has long since crumbled into ruin. The sword itself was a gift by the Solar Empress, although less gift and more a chance to gain favour with the Shogun, whilst the weapon itself is powerful, the Empress' attempts at charm were not. As such Teikonari is an exceptional weapon within the Shogun's almost endless armoury, although its exceptionalism grants it certain favour with the Silver Sun, who uses it in battle more often than not. This enlightens the Solar Empress' heart to no avail. The Spear itself is said to have been used by one of the Emperors of the Sun during their reign to not only maintain order, but also rule the nation, because the spear has supposed power to not only create and destroy nations, but also to maintain them.
ABILITIES
Taiyo, in his years of training and battle, has followed the common principles of what is known amongst the Oyama people as the Seven Star Sword Doctrines. These doctrines describe various styles, their pros and cons, but most importantly their founding principles. In Oyama, battle is less chaos and more order, the perfect duel is slanted towards perfect order and finely balanced harmony. Each cut has its own meaning, and each style is comparable to philosophical doctrines. Taiyo was forced to expand on what he'd known from growing up, but also learn wholly different styles, even make several of his own, and expand those, in order to not only conquer the beasts of the desert, but also the minds of the people.
As such Taiyo is a Great Sage, master of all the Seven Star Sword Doctrines, and even conqueror of the Black Sun style, a previously unreachable mastery which effectively makes him a War God in the eyes of Oyama. His skills have transcended all mortal limits, and his abilities not only reinforce his status amongst the people as the Silver Sun, but also expand on it. His swordsmanship seemingly transcending all mortal barriers, cutting through grass, plate, and boulders just the same. All things are laid equal before the Black Sun, death is the only currency of which the Dark Star employs, as such death is the only trade of which Taiyo has mastered. He must conquer the people of the East for they are the schackles of his celestial heritage, and he will use their idol, the Dark Star, in doing so.
Even so, Taiyo's nature remains still uncertain. Is he the mortal manifestation of the Golden Star on earth? Is he the Emperor of the Sun, whom would descend from the skies, or is he just a lonely star, cast down from heaven? Either way, hidden power surges within him, waiting for him to learn the truth of his existence.
EMPIRE of OYAMA
"Ours is a story of changing seasons; our people have thrived and whimpered. Now in this cold, cold winter night we stand rigorously; the spirit of Oyama as inexhaustible as it is rigorous. But even as winter destroys, takes away the bountiful life of the world, it is integral in the rise of something greater. Even now that our people is at its lowest, we stand glorious. Even when all fire has been extinguished, the last flame will be Oyama, and we will revive the world!" - Taiyo Kaga, during the reunification of the 20 Clans.
TYPE
The Empire of Oyama, often referred to as Oyama, is not a holding but a nation. It holds great culture of foreign, dead concepts and virtues. But even as it is a nation, it is no ordinary nation. What holds it together in these changing times is not borders but the rigorous, undying efforts of great men and women; of great warriors. To some this may seem odd, that a nation has to work ceaselessly to even exist, but when your nation is forced into nomadic life during the time of a great apocalypse, few saw any other alternative. Now they have lived nomadically, divided, and weak for many centuries. Their weakness was not in their power, or their warriors, but their division. Even a great sword can be destroyed with a single touch, provided it is sufficiently cracked; Oyama was cracked to the brink after they fled from the Solar Empire which once occupied much of the west, but they are now whole again. The reunification of the Oyaman people under the Sun has just occured, and the Western Sun shines bright. Oyama will manifest its destiny; the golden sun promised them the world, so they shall have it now.
CULTURE
A typical Oyaman caravan.
Oyama is a nation of foreign, alien culture, when looked upon from by the Easterlings. First and foremost a warrior's culture, but great civility and education dominates what should logically be a lawless wasteland. The great clans of Oyama have all very different cultural ancestry and lineage, but the permeating thought is the survival of tradition. Art and poetry, wisdom and wit, all prized aspects of their culture, the people of Oyama entertain themselves not in blood games or in horrific brawls, neither do they spend their money whimsically on gambling or tavern life, instead they play games of wit and smarts, duels where clashing of swords is substituted by the clashing of ideas. With the death of the fabled Solar Empire during the War in Heaven, Oyama, a crown province of the Empire, was forced to exodus. Over the journey to new homes, countless millions died, and many took their lives in spite of promised future. Strenght is priced beyond simply convenience; it is a necessity. The life of a warrior of the sand does not suit this noble warrior's people, but it is a life of which they were forced to adopt. Too weak to invade the east, and impossible to live in the west, they settled the Draor Chor Reaches and have adopted an odd lifestyle of living in mobile palaces and cities built on the back of domesticated wild life. These mobile structures can range in size and scale, with the biggest being the Imperial "City" of Yamano, which is built on the back of a rare breed of Oro, which can most simplest be described as a gigantic form of pack animal. The people of Oyama are indeed a strange ensamble, spiritual yet skeptical, warriors of mind and body yet without the desire to wield their blade at every possible convenience.
Still, if one were to simplify Oyaman culture into a sentence, I suppose it would be this: Oyama is an alien people of warriors; warriors of necessity. What I mean is that Oyama is a warrior's nation, where the power of each soldier is amplified by the desire, duty, and honour of their past. But these warriors are not exclusively soldiers, they are warriors of mind and of body, personifications of necessity. The people of Oyama are wise, so they sharpen their swords, but they'd rather be blissful, so they could sharpen their minds. There are still few within Oyama whom hold their ancient warrior traditions alive, and they became the Great Clans. Chief amongst them are the Kaga, whom hold the Shogunate.
DESCRIPTION
The present Solar Empress during a reconnaissance mission to the Republican border.
The Empire of Oyama is a nomadic nation which inhabits the vast reaches of Draor Chor, but it's origin reaches into the Shattered Western lands. The people of Oyama were once part of a great nation known as the Great Solar Empire, a nation which was founded and ultimately destroyed in the west. It was a nation in which the Emperor of the Sun had not only the Sun's blessing, but also the power to manifest his desires upon the world. Its armies were vast and its influence was massive, but its people were benevolent and wise, but not ignorant enough to discard the blade. It held onto its rigid existence in the world through authority and respect amongst its equal neighbours, and made itself known throughout the world through innovation and enlightened ideas.
Its culture was one of great quality. So great a culture was that of the nation under the golden sun, that it was not afraid of foreign influence, but welcomed it greatly. The Solar Emperors were wise men of both old and young age, and did not discriminate. Its warriors were noble and just, and did not thrust the sword upon those whom had deserved no greater harm than defeat. Prisoners were therefore kindly treated, and innocents were spared. Refugees flooded to the nation, but it welcomed their integration, and allowed them equal opportunity and freedom within its illustrious and expansive borders.
One of these refugees would become the first of the Oyama, and the Oyama would then come to ascend into the very core of the Solar Empire. Upon the death of the first Solar Dynasty, the nation was thrown into chaos. It's once gold-paved streets reduced to broken cobble. After a hundred years of ceaseless war, and the cowardly influence of alien powers, the Solar Empire was later unified when the King of Oyama, Yamato, rose into the heavens, and recieved the blessing of the Sun. The Golden Sun had told him, "Ye are my sons and daughters, ye people of Oyama. Ye deserve the world, so I shall give it unto ye". The people of Oyama then manifested their destiny and ascended from nothing into everything, unifying all the shattered nations under the Sun into one Great Solar Empire. From then on, the power of Oyama could not be questioned, and the newly reformed and reunified Solar Empire could not be conquered, nor could it be defeated.
Thousands of years of peace was however raptured when cataclysm laid waste to the world, and the west was forever destroyed henceforth onwards. The people of Oyama were able to escape, escape in all the frivolity expected from former Emperors and royals now turned into refugees. The golden lifeline survives still, however. The lineage of Yamato lives on in the present Solar Empress, whom is seen as the icon of her people, the power of her lineage still very apparent even almost a thousand years after the destruction of the greatest nation amongst man. However prestige cannot be measured in times of war and strife, or so the present warrior-elite of Oyama believe. The nation is presently governed by 20 Great Clans, Kaga of which is Chief amongst them, and holder of the Oyaman Shogunate. The 20 Great Clans organize and administrate the numerous Imperial Hordes, but most importantly, they direct defensive and offensive efforts. They organize raids, raids of which are done in absolute necessity, and plan future conquests of the Easterlings from within the Great House of Yamano, also known as the Imperial Palace.
LAWS
The life of Oyama is a dangerous one, seemingly always walking side-by-side with annihilation and destruction. Only in recent times, the last few years in fact, has order been restored to the once great nation of Oyama. As Taiyo-no-Kami exclaimed, "We shall be great again", and so they have attempted to become. One thing that remained the same, however, is the laws and systems of the Empire of Oyama, and more importantly, the importance of the Shogunate.
The nation is governed by the Way of the Warrior, sometimes referred to as the Way of the Samurai, and the reason for such is simple. The way, or laws, of the warrior, have always applied for warriors since the rise of the first solar empire. But due to the Imperial Necessity which occupies Oyamas present state of social affairs, most people are considered warriors, with only those too young to fight, or those too old to properly wield their blade, remaining within the Ie, or house, of the Caravans (The Ie is the name of the structure on the back of each pack animal). All criminal acts are solved individually, but through regional courts. These courts can decide on any punishment, but they have to chose amongst one of the punishments available for each path. These punishments are decided upon by the Triumvirs. Most punishments are the same, no matter which path, but depend on severity.
Therefore, due to the divide, there are three laws which govern the nation and three warlords which govern the laws. The laws are often referred to as the Three Solar Paths, and their governing warlords are known as the Triumvirs of Yamano. The first solar path is the Path of Youth. These laws include sections such as "respect those whom are elder" and "learn, for the life of the desert is dangerous and full of evil". The Path of Youth focuses on diligence and respect, loyalty and dedication. To break these laws is an affront to the nation, although the punishment is far more lenient than any of the other paths, but can extend to upwards of death.
The Path of the Warrior, the Way of the Warrior, or the Way of the Samurai, is the path which governs over all whom have graduated from their youth, which means that the moment your might and mettle as a warrior is recognized, you will ascend to these rules and doctrines. The laws of the warrior are mostly moral, such as "they whom have no blade have done ye no wrong" as well as "fulfil your duty until death, only death may set you free from obligation".
The last path, the Path of the Old, is a path which applies for those who have grown too old, too weak, to wield their blade for the betterment of the nation. Instead, they are told to wield their wisdom for the betterment of the people. "wise are ye, so teach others wisdom", "discipline those whom know not wrong from right", and "obliged are ye whom know much, obliged to help those whom require aid" are all excerpts from a few of the tenants of the Path of the Old.
MILITARY
An artist's personification of the Solar Decree of Imperial Necessity.
Oyama is a nation which is governed by the Solar Decree of the 86th Emperor of the Sun, it states: "When times are dark, fret not the winter sun. It may bring the snow, the death of nations, but when times are dark, rally to the strongest men amongst ye. They will be your guide". The Solar Decree is called "Imperial Necessity" and demands the adaptation of its people during times of crisis. This means that any abled body must learn the ways of the sword, every capable blacksmith must forge for the sake of the nation, every carpenter must act for the betterment of the people. The strong, in turn, are obliged to govern and rule the country before all else, forced to forsaken family and ambition. The strong amongst the Oyama are known as the Great Clans, of which there are twenty. These twenty clans trace their lineage through countless generations of warriors, even during their time in the Solar Empire, and have been relied upon to rule and govern Oyama, but most importantly, to rally them together.
Ever since the arrival of the Great Horde to the Draor Chor Reaches several hundred years in the past, the Great Clans had forsaken their sacred duties of protecting the Solar Empress, sometimes speaking of the Imperial Family since the cataclysm as a meager "branch family" of the pure solar lineage. In turn, due to conflicting with the ways of the warrior, the Imperial Horde excommunicated them into the furthest depths of the reaches. So it remained, more and more clans diverging from the Imperial Horde as time went on. In the end, during the reign of Taiyo's father as Shogun, only the Kaga clan remained.
The Way of the Warrior is a doctrine of which governs the people of Oyama, for everyone is a warrior in these dark times.
Even though everyone is forced to become a warrior during times of necessity, the Empire of Oyama employs strict regulation of warfare and how it is performed. By the age of 12, the Art of War is a necessary educational instrument amongst the future generation of warriors, same applies for countless other literary works. By the age of 16, one is expected to have mastered one sword style of the several hundred different ones found within the Seven Star Sword Doctrines, and by the age of 18, one is forced to slay a beast of the desert to prove their worth. Soldiers amongst the Oyama are called Samurai, so effectively everyone is a Samurai. Loyalty and duty are cornerstones of that lifestyle, but their ability as warriors is fathomless. Once one has slayed a beast of the desert, one becomes a Samurai, and are typically gifted the Imperial Medallion, which is supposed to extend the Stellar protection of the Imperial Family unto its people. Samurai are warriors of many skills, and are typically capable of wielding not only multiple weapons effectively at the same time, but also overcoming overwhelming military odds.
Due to various reasons, mainly domestic security, the times where military actions have ranged beyond the protection of the caravans are few. Due to the nature of aging, the warriors of Oyama grow fewer, and thanks to maturity, the Samurai of Oyama grow even fewer in size. Most soldiers are employed in the defense of the caravans and trade routes because they're simply subpar in the Shogun's eyes, with only a retinue of 10 000 contributing to the entire offensive power of Oyama. Although these 10 000 warriors are beyond any other warriors of their supposed equal, for these warriors are the Shogun's own, and study his own warpath. Though they are called the Shogun's Own, they are not necessarily lead by the Silver Sun. Instead they are often lead by one of the Silver Triumvirs of Yamano; powerful Daimyo, otherwise known was warlords, who have devoted their life to Taiyo-no-Kami's philosophy of war.
"To Wage War under the Sun", a book authored by Taiyo-no-Kami, is the military guide to warfare under the Shogun's military.
+ "War is like the equilibrium between sun and moon; harmonious. Without darkness life would have overgrown, and without light life would have never existed. War is necessary for the bud of life to grow beautiful, but balance between loss and gain is vital." - The Shogun's Own, a warband of ten thousand of the mightiest warriors of Oyama, adhere to Taiyo-no-Kami's teachings. As mentioned above, the warpath of Taiyo is a meticulous one, and is decided less by ambition and prize, but more on the ability and power of his people. He is aware of their skills and their ability, and therefore he is aware of the enemy that he is able to defeat, no war is won through ambition, and therefore the Shogun's Own horde fights only when it wants. Through cavalry they are maneuverable; like the wind, they are everywhere yet nowhere. They strike with precision and overwhelming power, they hit the enemy with the impact of a falling star, yet as quickly they disappear into the distance. The condition and severity of Oyama demand the survival of its warriors, and as such the Samurai use decisive and precise strikes to win wars with haste and precision.
+ "The Way of the Samurai is a demanding one, with few capable of bearing the burden of a great warrior. I know first hand the weight of the Sun in the desert, the overpowering burden of carrying it onto new dawn. We are few, therefore we must wage war with our minds, not our brawn; like the cobra we must seem powerful even in defeat. Like the viper we must strike rapid and swiftly. And lastly, like the Python, we must crush our enemies and starve their resistance. We are few, but our power is amplified a thousand fold." - Proper Samurai in the nation of Oyama are of few number and high demand. Their abilities must extend past four sword styles, and they must be able to use any weapon. Their training is constant, and no warrior is ever at their peak, with their skill in a constant state of improvement. Only age may set the warrior's soul free from their shackles of duty, but seldom does age show on these great warriors of the Dune Sea. The Samurai must therefore be strong, to overpower the numerical advantage of the seemingly overpowering obstacle of the Eastern strongholds of both the Republic and the Empire. Each soldier must be capable enough to accurately slice water as it falls from the heavens, and each warrior must be capable of overcoming overwhelming odds. Most importantly, each warrior must fight until death, for only in death does duty end.
+ "Do not underestimate the power of mobility. Even the wind may seem trivial, but it spreads disease and death without equal. We must be like the wind, we must spread the disease of which the Easterlings cannot conquer, a threat that they cannot quell. We must conquer and establish, uproot and plant a new seed of civilization. To do this, to revive the root of the Solar Empire, we must be swift and decisive. A good horse is worth a hundred men, and a good Samurai on a good horse is worth an army." - The power of cavalry cannot be overstated, but its superiority is not guaranteed. Spears can destroy any cavalry charge, and hail of arrows can destroy any immobile force. Therefore one must know the battlefield, and that is what the Shogun's Own have learned to do. The hierarchy and the system of the Shogun's Own is strict, but its stratagems are in constant motion. Horses and Samurai are often used to great effect through the medium of horse archery. Though the beauty of the Samurai is not in their singular doctrines, but in their liquified behaviour. One could compare the Shogun's Own, and the military doctrines of the Shogun himself, to be like the seasons; all of them beautiful, but all of them specialized. One must know what to do during the seasons, and therefore the Shogun's Own must know what to do when their tactics do not succeed. The constant, ceaseless motion of the Samurai's tactics and military thinking allows them great versatility on the battlefield, but it requires great leaders. The generals of the Shogun's Own are therefore nigh-irreplacable.
+ "The power of the bow is forgotten in this age of might and magic. A proper bow, crafted by the best carpenters of Yamano, can be worth more than any mage when put in the right hands. But a Samurai should not be led into a tunnel, their minds must be open. War is order and chaos, we must be the balance; to create order when there is chaos, and to become chaos when there is order. Therefore we must adapt, and therefore no Samurai should favour no single weapon, be it sword or bow; spear or javelin." - Force amplification is a specialty of which the Samurai have learned to master in their times of desperation in the desert, and that concept has been expanded upon further by the Shogun's own teachings on the matter. A proper Samurai does not wield a single weapon, but several, each for their own aspect of the battle. One must be able to adapt to the constant flow of the battle, and a Samurai is someone who is not only capable of adapting, but of overcoming seemingly unbeatable obstacles.
THE WESTERN SUN DAWNS
Example 2 -
County of Zhaochen
Geography and people:
|Geographical Location of CLIQUE:|The county of Zhaochen lies within Zhendao region, encompassing a territory tretched over three major cities and several villages, and minor outposts. |Cities:|Zhaolao, Xi'yan, and Caoroi lie within Zhaochen borders. Several villages, and minor cities, dot the landscape, but these three cities are the only influence on which the Count of Zhaochen may barter influence in the faction (outside of performance).
Your Warlord:
|Name:|Jacob Hecke |Title:|Advisor-General |Age:|41 |Ethnicity:|Geisel |Personal Ideology:|Democratic Authoritarianism |Influence in the faction:|9%
|Personality:|Stern yet humoristic. Cold, yet somehow warm at the touch of sensitivity. Jacob is a foreigner, isolated by virtue of his birth, not only in Zengrav, but also in his homeland due to the consequences of his retreat from the Reich. Having found himself wanted, his sense of caution is crumbling, yet his risk-taking demeanour never seems to fade. Smart and reputable amongst those who know his skills, Jacob has proven capable of running the county of Zhaochen, even if only behind the curtains. His military accomplishments have granted him at least a little credit, and he makes it known in his own way. Shame that due to his foreign birth, most of the credit falls at the feet of others.
|His/Her Virtue:|Skilled militarist. Jacob grew up in the Reich, and graduated through the rigorous military academy with reliable honours. Honours of which mean nothing here, but his skills are still noteworthy on the field of battle.
|His/Her Virtue:|Problem-solver. Puzzles, chess, and more local games; all of which Jacob finds interesting. Given little time, he finds the routine, and beats the game. But in the mind of Jacob, why can only games be games? Surely, reality is its own game to be mastered, as is the battlefield.
|His/Her Sin:|Excruciating pain. Born with an uncommon genetic disease before thought too remote for Geisel Reich to worry about, Jacob was forced to amputate his right leg and left foot in order to ensure a relatively longer life. Forced to walk with cane and pump medicine for the rest of his life, Jacob must cope. However, the bad news do not yet end there, for his lifespan is shortened by virtue of his condition, and he lives life in a similar manner.
|History and Background:|
The title of the county of Zhaochen was initially granted upon the first wielder as a titular honour, lacking material weight. It was a title forced upon political prisoners of high esteem to at least try and appease foreign enemies of peaceful negotiations. When Zengrav underwent the first reorganization, upon the creation of the region of Zhendao, the county of Zhaochen was organized under it in a material manner for the first time in history.
Now, hundreds of years later, the aristocratic dynasty of Ye has managed to lie claim to the territory for several centuries of history. During the rise of the Ye Dynasty, it held dominion over much of the Zhendao region, and even some territory in regional neighbourhoods. But the dynasty suffered when its paternal head died suddenly in the middle of an inheritance scandal, leaving the original family with little left but their ancestral claim on the Zhaochen area.
Whilst individually more powerful than its neighbours in the sense that it holds claim over three sizable cities, the family of Ye has suffered great shame at the head of families now lost to time.
Trying to make their own history in the light of this new era, the Ye family allied itself to the Royalists out of little reason but to maintain their societal status and political importance in the face of newer, more foreign governments. To ensure safety, they hired not only foreign advisors, but also mercenaries to maintain their borders. Best of which, Jacob Hecke, who has now become the pillar on which the faction stands.
|Armed Forces:|
Most of Zhaochen's power comes from their economy, one of which is relatively stronger when compared to its neighbours. But under Jacob Hecke's influence, several revolutionary methods of maintaining military and formation cohesion have been made to ensure Zhaochen's economy may remain a source of future political influence. Through use of mass-levies, eco-militaristic policies, and military culture, the armies of Zhaochen are comparatively adept at their task.
Whilst most soldiers are levies in any given military formation, actual 'levies' are denoted by their green eyes for warfare. Inexperienced in the matters of life and death in the fields of gruesome slaughter, they rely on stronger, more experienced eyes for guidance. Equipped by the state only during their first campaign, their forced to either adapt or perish.
Skilled in the arts of war through matters of experience, regulars have been through the deeds of war through and through several times over. Veterans of the battlefield, they have managed to accrue themselves either fame or fortune, allowing them to either barter or outright purchase their way to better arms and armour. Often times skilled at teamwork, or simply experiencing the matters of war with the same group of people over and over, a regular is a capable combatant both in formation warfare and close quarters chaos.
Personal bannermen, permanently employed by the governing family of Ye to maintain guard around the region and to ensure that safety and peace reigns within. Their duties have, over the passing of time, become those more commonly entrusted by an offensive military force. Capable of striking with great ferocity, and retreating with unquestionable haste in times of need, the Personal Guard, or Household Guard, have become a ferocious force to oppose.
The final favour Jacob Hecke made before closing all relation or communication with his now distant home was that of a friendly agreement. But in these times, an agreement between friends can become an agreement worth its weight in flesh and blood. The Volunteer Guard is comprised of a political movement of which Jacob Hecke and his friend, co-founder Kristof Heisenrüddel, organized during their time in the Geisel Reich Military Academy. Built on the backs of officers, soldiers, and elite fighters, they all ventured on with Jacob after Kristof and him broke up the group. Through donations made by their individual families, small and big, the volunteer guard has become the most elite form of military unit that the County may utilize, comprising a total of 1200 soldiers equipped with arms and armour otherwise foreign to the royal court and its arsenals save for their very best.
|Their finest hour:|
Here came the fools of yore, and so too shall future's fools come before us. Behold now, as the earth rips apart, and as the skies come crashing down. Bear now, the fate of fools, for nations come rushing on, and so too shall they succumb.
The battle had raged on for four weeks, neither side seeing much gain in their attempts to wrestle victory from the hands of the other. However, it was first with the arrival of Jacob Hecke, advisor-general from Zhaochen further beyond the horizon northwards. In his entourage he had brought reinforcements, but he was not the only one. The enemy, the reds, had brought along fodder of their own, but this time Jacob would spend no time prodding the enemy's weaknesses with expendables.
In his shadow he had brought along the best. His own men and women, soldiers of which he could rely on to carry the day and bring the flag of Zhaochen on the opposing side.
---
With a quick limp, and a sudden twitch of his left arm, Jacob brought himself stumbling down the steep rockface. He endured the pain, he was used to it to some degree, to ensure he would get the best view of his soldiers crushing the spineless reds and bringing their advances to a halt.He had already issued the plans, and made the arrangements. All that was left now, was to observe as his soldiers came back home victorious.
He seated himself along a suitably shaped rock, falling down on it with a thud, groaning slightly as he could feel the friction echoing his entire body. At his flank was his communications operative, a Minga woman with an 'uppity' perplexion to the frontlines.
He shouted out, in his broken and frankly miserable interpretation of the Zengravi language. The woman jolted at his speech, gleering at him in a somewhat insulted manner, before being caught off-guard by the sudden roaring of the volunteer guard's machine guns blaring off at the enemy trenches. "Come over here," Jacob said, waving over to his side, "I could use some company."
"I'd rather stay here!" She shouted at him, adamant on their distance. It would seem even the Zengravi royalist xenophobia wasn't exclusive to the regal-class. Everywhere he went, he was shunned, if not for his cane, then for his accent, or his demeanour. It was tiring, so he retorted, "I'm not particularly dangerous... C'mere, it's safe."
The woman was unsure of how to respond, the man in to his side was behaving in a rather unusual manner, especially for someone sitting at the edge of the battlefield, surrounded by friend and foe alike. Her uncertainty was apparent, so Jacob raised his voice again. "Don't worry, the Black have this entire mountain secured. Can't be more than fifty meters between us an the closest lookout." She moved closer, taking a homely seat at a rock adjacent to Jacobs.
The two of them looked across the battlefield. It was a mess, ramshackled trenches, improvised firing lines, and disorderly formations and hierarchy. The weeks of fighting had made its presence known, with hundreds of craters, mud, and corpses littering the battlefields two fronts. There was an anomaly, however. A formation of soldiers rushing towards the red lines from black trenches. They avoided every obstacle, even rushed straight through some, and came crashing down on their opponents who had been rushing a frantic defensive effort to hold them off.
To the Reds' dismay, the enemies they had opposed were those of the volunteer guard. Armed enough to ram straight through most gunfire without much worry, the hammer had met its anvil, and the Red trenches had been pierced.
Distant gunfire and audible screaming had made that fact known, not only to Jacob and his communications officer, but also to the enemy and the allied fronts. At the back of the Volunteer charge, the rest of the royalist forces came rushing, charging at the opposing trenches with reinvigoured perseverence. Their screams inspired those next to them, and soon, the entire army was charging at their enemies. Where those who faced troubles failed, their neighbours charged in, and thus they fed the failed charge with their own success, breeding further progress.
Before the day was done, the operation, operation thunderstrike, had become a massive success, gaining large swathes of territory in the region, and proving a good method for the accumulation of prisoners and other fugitives. The conflict was over before the sun had reached midday, taking a total of four hours to reach its completion.
Whilst the efforts of Jacob Hecke had been recognized in the personal construction of the stratagem in question, most of his glory was stolen from him by Minga officials and generals.
|Their darkest hour:|
"You are an idiot!"
"You'd have thought I'd have taught you at least something in my endless hours spent teaching you everything from ethics to local politics and social hierarchy!
"These are things that you should know, not me! Why can't you just accept the things that I endlessly keep beating into your head without any sense of understanding..."
The Count sat quiet before his assemblage of government officials and generals. The foreigner kept on the barrage, his ceaseless insults cutting deep wounds in the mind of the Count of Zhaochen. However, suddenly, the psychological assault stopped just as the throne room gates burst open with a loud bang.
The man before him, who had shouted his lungs into disrepair, was Jacob Hecke. However, the newly arrived had not been such a familiar sight. In fact, it was someone new entirely.
The man quickly halted, raising his head to his majesty, the Count.
"Your Grace, under authority of the Heavenly Emperor, your fiefs Quayan and Quayao will be confiscated as reparation for your acts during the Southern Conflict against the forces of the Blue-Shirt movement. The Heavenly Emperor hopes you will accept this humble punishment and better your efforts in upcoming campaigns!"
The man put a truly massive scroll, in accordance with traditional legal and judicial customs on this national scale, and turned around, before equally suddenly walking out with rapid, frisk steps.
Jacob and everyone else in the assembly were stunned.
Before long, screams and accusations were thrown from every which way at the foreigner who had come promising success and progress for the Ye family.
Jacob was distraught, he had thought he had left the Southern Front a victor, having vanquished not only the reds, but also the blues, during his latest expedition.
What was beyond his sight, however, was that with the vacation of his forces from the black-blue frontline, a vacuum too big to fill had been created, and the blues took advantage of it to the best of their ability.
|Other Important People inside the Clique:|
- Count Yan Ye of Zhaochen. - Baron Xi Ye of Zhaolao. - Baron Ye Ye of Xi'yan. - Baron Cao Ye of Caoroi.
(more to come)
Table of Contents
1. Opening Words (no header). 2. Introduction (Author). 3. Introduction (Nation Roleplaying). 4. Common Genres (Sandbox, Narrative). 5. Entering NRP. 6. Writing your NS. 7. The End. 8. FAQ (should it be necessary).
<Snipped quote by Archetype Zero>
oh that's right, sorry :D
As for guides, I can't say what others want but I can make some suggestions of what I'd like to know. Something that includes NRP etiquette and a quick breakdown of expected play (that might be different then a normal RP), common terminology that a GM might already expect you to know, and a breakdown of the different types of NRP (and how to get started in them). Not necessarily genre, but I have seen NRPs that follow multiple point perspective within the nation and then others that don't? And I'm sure individual GMs cover it but maybe common mechanics and a little on how they work.
Also, a quick mention of common paths that nations in NRP tend to take to germinate some ideas for the uninitiated like myself. I think alot of my questions about NRP would probably be solved pretty quickly if I just joined one under a GM that's happy to take on newbies, but I worry about stepping on toes / disrupting the veterans and people who actually know what they're doing ;p
(I am waiting for some feedback on this, but I am impatient and therefore will just post it immediately instead of being told what I should improve or fix. As such, I will answer your questions (if you have any) in turn)
It recently befell my attention that there is quite an interest in Nation Roleplaying (NRP) across the site, and after some direct interaction with those of interest I felt the urge and obligation to present my own thoughts on the matter in the form of a beginner's guide. The purpose for which is quite apparent, since NRPs are some of the most daunting roleplays to engage with across the internet due to their often impatient and highly established fanbases. Not to mention that NRPs are some of the most open, and thus often times most confusing, forms of roleplaying that one can interact with. This is because it is interactive worldbuilding and also character-driven, with numerous phases in the process of implementation for participants. Not to mention that it is one of the most patient yet impatient of all roleplaying forms requiring quite a large quantity of dedication and interest. Because of this they often die quickly, without longevity, unless there is a dedicated pool of interested roleplayers.
It might seem daunting with such a bashful description, but in reality, it is also some of the most rewarding and fun experiences that can be had in any form or medium for roleplaying across the internet. Grand stories about conquest and defeats, heroic sacrifices and devilish overlords all the whilst the people either live in fear or live in prosperous conditions. Alliances are crafted under duress and strenghtened over the passages of time, with their leaders and citizens growing as the nation prospers or declines in response to the other forces at play across the world.
Naturally, this is all my own opinion, and my opinions are quite striking and often times somewhat extreme.
INTRODUCTION - AUTHOR
So who am I? I would like to first introduce myself before I begin to properly analyze and present you with the basics of nation roleplaying and its various twists and turns, I would like to acquaint you with myself, the author of this guide. My name on here is Archetype Zero, and I have been a frequenter of NRP and the RPGuild for many years. I first joined the site during the Old Guild-days, my first roleplays being of the Fate/-variety, but gradually interest arose in the far more grander-in-scope nation roleplaying, and thus I have been an NRP-er for some 6-8 years, the time having long since melded together.
I am a schizophrenic with asperger-autism, and as such I have difficulties with personal interaction. Having now roleplayed for some 11-12 years, starting off on chatango, I have undergone numerous iterations of written evolution over my time partaking in the hobby. With little else to do but write, as I am hospitalized for mental health illness, a recent surge of writing interest has thusly gripped me and now I find myself even writing something I would even begin to imagine myself doing if not for my rather abhorrent boredom.
Like many NRPers, I am somewhat impatient with the uninformed, but I am also no fool, and realize the many advantages and disadvantages of NRPs. The biggest of which is its demand and often daunting nature. Nation roleplayers, however, are at the same time soem of the most fun, skilled, and dedicated bunch you can find on any forum or place. I wouldn't consider myself in that bunch, however, as those who know me would tread lightly between the lines of asshole and helpful when describing me. Due to my condition, I have managed to garner the displeasure of a numerous number of people, but I have also found many others who I consider to be friends and acquaintances.
Overall, I might not be the best person to deliver this guide, due to my personality, but at the same time I am a studious individual with meticulous interest in over-analyzation and logification. My banner for this being my doctorate in particle physics, so call me doctor. I also managed to cut my own ring finger off yesterday (1st of August), so we will see how this goes. Forgive any minor mistakes on my part in my written word.
INTRODUCTION - Nation Roleplaying
Basic terminologies within the NRP-sphere. Despite common perception, the NRP-sphere isn't ladened with difficult-to-understand terms and phrases. Instead, it often delves deeper into the more esoteric and histrionic, the scientific and historic. Most NRPers are basically just huge nerds.
1. NRP: Nation roleplay, the very basic of the basics. It is really quite simple, much like other RPs go by the term/categorization of "RP(s)," nation roleplaying is in and of itself a more 'advanced/complicated' form of roleplaying, and is often therefore called "NRP(s)." There isn't much to more to say for this one.
2. POV: A common thing that drives many writers away from NRP, and one thing that makes NRPing itself a bit of a niche genre, is a lack of how one actually RPs an NRP setting (at least according to my observations). POVs (point(s) of view) are one such thing that confuses people. The most common way to roleplay in an NRP setting is to provide a view into the lives of the people in their respective nation, most commonly done through soldiers on the frontlines, or high-ranking officials within government. But in reality, to best NRP and get the feel of your nation across, you can just use the POVs of anyone really. Be it a business clerk who's enterprise (she's a small-timer, so she is the clerk of her own business) has been surging because of that one new trade deal established with those infamous slavers (bit of a grey area, really. But she (the business clerk/owner) seems to like it). Or maybe a veteran benefiting from the newly implemented veteran care act funded, in part, by allied nations after the GREAT WAR. What makes NRPs a bit special, is that every post tends to have the perspectives of many. Since Roleplaying in and of itself on the internet has a bit of an unexplainable tendency towards third-person narrative storytelling, writing POVs isn't really that different from the norm.
3. NS: Nationsheet, the NRP-scenes version of a CS, or a charactersheet. THe NS is the collection of all manners of information pertaining to your nation (culture, economics, governance, and military). The four most important factors of an NS is usually universal, with culture, economics, governance, and military, playing important roles in the description of your nation in any NRP you partake in. In roleplays where magic is prevalent, or a fantasy setting, religion may also play a cornerstone role in your sheet. I have numerous opinions and advice on these matters later on in the guide. The most important thing to note is that an NS and a CS are not mutually exclusive, and some NRPs might require you to provide written descriptions (mini-CS') for key characters and influences in your nation. This section may go by numerous names, but has an inexplicable tradition of following latin phrases such as "Dramatis Personae" and derivatives thereof.
4. Not!(nation): In some circles, one of which I am part of, in order to describe your idea for your nation, you link it to pre-existing aspects of your own history or popular culture. Hence, Not!Germany means your nation takes major inspiration from german history and culture. The Not![...]'s purpose in the term is to exemplify the fact that it is not a rip-off, but your own personal creation, with inspirations taken from that particular nation. One given nation of your own creation may take influence from a number of other nations, and as such, one nation may follow numerous Not![...] classifications (ex. "My nation basically surmises to Not!Germany with a bit of Not!Eastern Roman Empire interspersed").
Nation roleplayers can largely be summarized into two categories: mechanic- and story-driven. Mechanics are probably a common concept to roleplayers frequenting the spheres of pen-and-paper tabletops, and the story-driven roleplays are probably a common concept for anyone who frequents the forum. After that, the most common sorts of NRPs are historic, alternate history, fantasy, and sci-fi. For purpose of shortening what I've written, modern-age NRPs are included within "historic." Steampunk and dieselpunk are another common setting for NRPs, but they follow common grounds often associated with WW2- and WW1-era roleplays.
Nation Roleplays tend to develope in stages: 1, the preparation phase, the initial phase upon which nations are created and collaboration between writers initiates. 2, the initiation phase, the period in time where the roleplay's IC has begun, and writers are either in the process of having finished their sheets or are in the process of finishing them. This phase is where the collaboration between players will be made notice of in the IC posts of a nation's given writers. As a rule of thumb, the higher up in the nation's hierarchy a character is the more aware they are of the writer's collaborative discussions with other writers' nations. 3, the story development phase, the last phase and also the longest. This phase is where collaboration bears fruit and a nation's characters and memembers, and also others' characters and members, develope stories based on both opportunity and developements presented in the IC and OOC respectively. NRPs require immense collaboration and worldbuilding for efforts to bear fruit and roleplays for last, but if they do, you may want them to never end.
COMMON GENRES
One or another, but the other can also be another. Deep shit.
SANDBOX Sandbox roleplays are roleplays without any form of common adversary or specified goal; a world provided for which you may run amock and create your own legacy the annals of the world's given history. Take note that I included only some categories in the sandbox super-category, this is because certain settings such as historic and alternate history tend to lean towards one or the other, but are not mutually exclusive. Historic and AH roleplays can also fall within other categories, this is just a generalized rule of thumb.
5-second narrative, so don't blame me for these examples being trash.
Universal Setting - The great war has finally taken its steps towards the end, with countries and empires of the world finally buckling towards the key of peace. 12 years have passed since the Uthron Empire first layed siege to the frontier-cities of the Republic of Uthrecht with the entire world baring their eyes upon the debaucle. One after the other, militaries and ambassadors forged schemes and plans, laid perfect strategies and maneuvers, against one another. But finally, after 12 years of naught but brutish bloodshed, the war has taken a stance towards peace and the fallen sons of their fallen fathers are finally laid to rest. Abalast, the first city to fall into ruination, will now host the peace ceremony, and the world will finally rest easy. With the belligerents of the great war attending and speaking of peaceful times and sunny shores, finally it is time to rejoice!
Historic - Spanning the annals of history, the historic category of NRPs can contain anything from roman-era world conquest to modern-age thermonuclear annihilation. General rule of thumb is that, the more you err towards weapons of mass destruction, the more intrigue any given roleplay will maintain. This can basically amount to the NRP-scenes common understanding of geopolitics. If an enemy or threat arrives in the form of a weapon which could annihilate your nation within months, the more a nation (and thus its writer) will naturally tend to err on the side of caution. Roleplays that edge towards intrigue also edge towards collaborative writing. It is important the note that, in roleplays pertaining to story-driven writing, collaborative writing is something to be pursued. NRPers tend to adore collaboration, where both nations get to have their own fair share of badasses, but the scene is filled with more shy people in this matter than it is not. Taking initiative in collaborative writing and presenting ideas for intrigue and whatnot is something the NRP-scene would greatly benefit from.
Alternate History - Roleplays of this variety tend towards the cold war-era to pre-WW1, some even stretch back towards the imperial age. It is generally quite self-explanatory in and of itself, but tends to explore more the fantastical than it doesn't. Alternate History roleplays, I find, can basically be summed up to two categories: War-driven and diplomacy-driven. War-driven AH roleplays (Alternate History roleplays) tend towards steampunk walkers and dieselpunk tesla weapons, basically "cool factor." Diplomacy-driven AH rolepalys tend towards imperial-era colonialism and world dominance, war plays key roles, but are not overshadowed by diplomatic drives.
NARRATIVE Narrative-driven NRPs are roleplays which have an underlying story or antagonist/protagonist that drives the roleplay in some form. This can be anything from Gods to other nations (NPC or writer). Narrative settings can also be established in, lets say, historical context. Though it becomes a bit more restrictive in how it is established. For a roleplay set in the modern day, per example, can establish similar things by maybe delivering some alien invaders right to our front door (thus demanding global cooperation to defeat it, but each nation has its own interests, instead turning it into who can exploit who the best, all the whilst dealing with a third-party).
5-second narrative, so don't blame me for these examples being trash.
Fantasy - The black banner rises high above the umbral clouds, kings and emperors alike quaking at the sight of the black fleets slowly drifting ashore. The army of the dead had come, the reaper himself had made it clear to the world when he spoke to us all on those days where storms and thunders raged across the abyssal-painted heavens some years ago. It would seem that the Reaper-God's hosts had finally come, and now, what is to be made of this appearance?
Science-fiction (ripping @Ozerath's The Last Laugh(tm) story because I am lazy)- The Ashtar have ruled the galaxy for next to a century now, but suddenly, as abruptly as they had come, they vanished from the galaxy. From whence had they come? From whence had they gone? Only they left behind was an ominous reminder and highly defended ruins. With the world vying for power with the abolition of the Ashtar's mandate of heaven, the great war raged across the galaxy, with every power from galactic north-to-south stepping in for a chance to peer at the ivory halls of the Ashtar's treasure-tombs. The great war may have ended now, some-30 years since its beginning, but peace remains fragile. With only mutual exhaustion ensuring intragalactic peace, how will the scales turn now?
Science-fiction - Involving all your favourite arts and sciences for transcendental warfare and diplomacy; if you fancy using singularity cannons and antimatter-annihilation beams to wage war and threaten peace, then this will probably satisfy your greatest wishes. The main aspects necessary, really, for a narrative NRP is an aspect of freedom which transcends sandbox settings. Science fiction is a common example of one such setting, a galaxy with unnumbered stars and countless secrets makes it easy to fabricate an ancient alien race that once ruled the galaxy, but mysteriously vanished, leaving the rest of all sentient life clueless and aimlessly scratching through ruins to figure out their whereabouts and how to accomplish what they did. Or maybe an extragalactic threat creeps ever onwards towards all life in the galaxy with an enigmatic task. Any number of narratives can be provided when you have a blank slate like one provided in science-fiction. Heck, maybe even the gods themselves live amongst the stars and manipulate you without your knowing. Science-fiction NRPs are often very generous in what you can accomplish, though restrictions do often arrive in the forms of "no blowing up planets." The problem here is that restricting the freedom of writers instead, through rules, often becomes arbitrary without any real explanation. This isn't because it is somehow a bad thing, but it is really just because logifying reasons as for why blowing up a planet is a bad thing will be filled with loopholes. Having said that, SCIFI is eligible for a wide array of different stories and perspectives when writing, making them capable of emulating the feeling of a real epic like what Star Wars accomplished.
Fantasy (my favourite) - The Gods are dead! Their heavenly bodies descending upon our earthen lands, shattering and breaking apart our world under the weight of their divine hands. The worlds are cast asunder, a great cataclysm remade the lands upon which we once lived, and strife abound was all that was found in what remainds of their smoldering bodies! Fantasy is, again, much like SCIFI, a very free form of writing. With magic, the unexplainable becomes self-explanatory and narratives and settings sprout out from within. As a fantasy world is, again, a blank-slate, it allows the setting and how it is constructed (and for what purpose) great flexibility. If you want a sandbox? Just don't make the history too obvious, or clear, and if you want a narrative, just define it accordingly! You can really just do whatever you want really, but again, rules are a likely occurence in settings and genres that allow great freedom. The problem with any roleplay is that people look at things differently, and some may be out to make a game out of what you may have wanted to be a story, or some may want to make a story out of what you wanted to be a game. Of course, you can just make a game-story if you wanted it to be one, but some might not want to partake in that. As such, rules are commonplace, but as long as you abide by them, and sugar up to the GM, maybe your interdimensional slavers FROM HELL can become a reality.
ENTERING NRP
Inconspicuous threat to join my RPs in the future, or lose 12 centuries worth of luck and success in relationships.
Joining your first NRP - Communicate, collaborate, and fascinate. Build a nation, a part of the world, that truly belongs by asking people for guidance, proposing ideas, and seeking out collaboration between writers and their creations.
I cannot proclaim to know your personal interests, hence why I entirely skipped the common "finding a roleplay best suited for you" bollocks. Only you know what you, yourself, like the most. And finding a good roleplay is a pretty impossible thing to "explain" to anyone. But you just found it, metaphorically, luck you (because the Gods would slaughter us both if you didn't, because it'd invalidate this entire guide).
First thing to really do is to read the setting and information provided thoroughly, as you always should, so you don't step on any (my) toes. Most people are kind and accepting, but the NRP group itself right now is a deeply entrenched lot with the basics of etiquette down and dusted. They don't force their own ideas through the setting through persuasion, and instead engage in the story and bend their ideal nations according to it. If magic is limited, you cannot make a God-Mage Lich King just because you played some WoW and now really feel like remaking icecrown citadel. NRPing, maybe even more than other RPs, is a collective exercise.
Look at what other people have constructed and make people aware of your noob-status, you're new so you taking some time to make your nation is more than accounted for. Establish a mental map of what you want to strive towards, and what you want to build in the roleplay's world. Guage other peoples' interest in your idea and find some who might be up for collaboration with you in the nation development and IC progression.
NRPing, because it is a collaborative community, looks down on isolated creations. Lets say your nation is so impossibly alien to the world and setting itself, how on earth did that even happen? How will you portray that properly in the story, and make it interesting for everyone involved? It isn't impossible to do it right, but it isn't really something I would propose you do starting off. The main reason why I advocate collaborative writing is three-fold, in all directions: 1, because I like writing collaboratively. 2, because you will benefit from writing collaboratively with people who already have experienced the NRP community-culture. 3, because experience increases proportionally to exposure.
The NRP community likes to complicate things (in their writing) and making things seem grander than they really are (overcomplicate the overall appearance of what NRPing is), often times for the better (though in regards to the second parentheses, for the worse (in my opinion)). In this instance, thinking too much about it will make joining NRPs even more difficult for anyone with an interesting in this genre of roleplaying. Jump into the sea of NRPs and find as many buoys as possible whilst doing so (ask people for help if you are confused about anything).
I make it seem like the NRP community is elitist and "foreigner-hostile," but as I previously stated above, the NRP community is one of the most helpful and patient out there, they only really have short fuses when it comes to people ignoring the rules or bending them. "Oh, you need help and tips on inspirations for your nation? Sure, have some. But. Step on my toes and you will be tortured for life." Basically.
Just be a good dude(ette) and you will be fine.
Collaborative development of a nation is one of the biggest parts of an NRP, as it establishes your role in the universe. CryptEater99's Celestial Empire and your Autarchate of Orin waged a brutal war some 30 years ago, tensions never having lowered sense. Because of this, your borders are a convolution of tall palicades and vast stone fortresses; traffic between the two having dropped greatly. Diplomacy between the two halves of the continent therefore having suffered proportionally to their access with the sea-trade. But because you have had trade with SausageFeSt's Oberon Republic for 177 years, the Celestial Empire was kept at arm's lenght bý your combined might and geopolitical encirclement.
Stuff like this, thinking about things, is really what makes NRPing different. You think, discuss, and implement. Sometimes compromise, really depends on what you want to do and accomplish in relation to what others are wanting from the roleplay. You can't really just force a nation into a position of weakness through one-sided historical recordings: The Celestial Empire is a peaceful empire-turned-imperial figurehead republic. But, the Autarchate of Orin suffered utter defeat, therefore becoming STRONG from their shame. They waged war on the Celestial Empire and forced their warriors and armies back to their capital so they could kiss their imperial papa's bottocks.
WRITING YOUR NS
The more detail, the happier Archetype Zero will be. He is nevery happy though.
Having recieved some top-tier tips (my writing style has become increasingly comedic due to my sleep deprevation and exceeding boredom) in the form of metaphorical rat poison, you are finally ready to embark on the greatest task in all of internetdom, the creation of your NS (nationsheet). I will provide some tips, some personal insight, and some other stuff in the following to accompany this grand revelation.
When you read the roleplay, its setting and premise(s), most people have a natural inspiration or initial thought about what they want to accomplish. Utilize that initial inspiration as inspiration because you will be dried of everything after this. Perhaps, when you read history in highschool, you felt interested in something. Add that into your nation pot, swirl the metaphorical swirly-swirl and mix the components. Construct the Not!German Empire that spanned the stars thanks to their slave-labour and prisoner-rehabilitation program (mind-controlled lobotomized criminal).
With your idea established, it is time to fill out the NS template, so lets get into it:
One of the most important things when making a nation, but really just when roleplaying (both in and outside of NRPs) in general is to refrain from absolutes. Such as absolute good, wanting to hug even the most fiendish devil with a reassuring embrace, and wanting to mindlessly slaughter every leaving entity within a 100km radius, are definitive taboos.
When making your nation, think about the greys. Just general think about your nation's place in the world, and how it can accompany that which already exists. How it fits into the puzzle. If you put thought into your creation you will be properly satisfied with praise and good will from the NRP-sphere.
If you want to create the zerg-swarm, just gushing on intestines and biomatter (fancy way of saying flesh, they are feasting on flesh), you will be pretty quickly disliked. If you want to have an antagonistic presence within the roleplay, establish that within the IC itself, not before it. If you say that your leader is the world's demonic overlord, then it will force the hands of the entire roleplay. But if you find a way to develope your nation towards that direction, inevitably to become it, there will be far less of an issue.
As a general point of reference, some things are initially unacceptable. But with development and story progression, the "sometimes impossible" becomes "usually possible."
This is a shit NS template, I recommend you don't use it outside of this example.
- Flag - Flags are a common thing to have in an NRP, and also spices up the aesthetic appearance of your NS. Most NRPers won't admit it, but the aesthetic appearance of your NS does play some part in how you are recieved. Putting effort and thought into anything in the NRP-sphere nets you a net income well into the positives. A lot of people, as such, tend to collect images to represent their nations (be it flag or art piece). Finding images is another great source of inspiration for anyone wanting to NRP.
Name: BE CORRECT IN YOUR NAMING. Your nation's name should not be "The Stratocracy" when in reality it really is "The Republic of Peoples," if there is a reason for differing/confusing names in your nation, such should be explored (but not in the name section itself). It is a really obvious part of the NS, and doesn't demand much explanation as such.
Ex. "The Heavenly Domain of Transcendental Empires," "The Heavenly Domain," "Transcendent Empires."
Summary: Here anything that quickly sums up your general theme should be included. As of late, the summary section (TL;DR section) has become a norm. This is generally because people are lazy and don't read what they should, which is a shame, but so long as it is a thing I should explain it (even though I want this thing to disappear thanks to a dutiful collection of diligent roleplayers).
Ex. "The Heavenly Domain is a powerful collective compromise established by the diplomatic Arch-Emperor of the 12th Empire, a federal collective established as the last resort to maintaining peace at the cost of national autonomy. Now, each empire is merely a state under the superior governing structure and bureaucracy, with each imperial family taking terms to govern the super-empire of which they are usually subservient. Though each member-state is comparably weak against one another, but individually they are each the peak of what the galaxy has to offer its inhabitants."
Anything in the following I suggest developing through collaborative thinking and discussion with other roleplayers. Even collaborative writing, but usually just the exchanging of ideas. Most NRPers, ironically, are rather timid to collaborative writing, and it is pretty daunting to get into. As such, take things at your own pace, and if they don't feel like writing collaboratively ("Ah, I can't really come up with anything") then just discuss ideas with them and between the two (maybe more) of you.
Government: Here you will describe, preferably in-depth, how your government operates within your nation. This is personally one of my favourite parts within the NS, as it allows your to, with great freedom, define the foundational elements of what makes your nation special, its own self. There are many things to think about when making your government, however. If your nation is a leading inspiration for any one particular aspect of cultural/technological development, then it will show in your government. With your nation popularized the democratic method, then other nations will have to look at you with awe and reverence, which should be displayed by others, and if you are merely a follower of another developed system, then it should also equally be represented.
Ex. "The Heavenly Domain maintains an odd blend of federal electoral democracy with a highly absolutist power at the government's apex. The further up one manages to claw oneself, the more power. But all power centers on the elected emperor, aside from the power to elect them itself. [...]"
Culture: Culture is generally a 50/50 topic, half-influenced, half-native. If you really want to think about things, then collaboration is vital in developing a logical culture that fits in with what other nations (or your nation) has already established. In general, most of these different categories are really quite self-explanatory once you get into the habit of things, but as you are a beginner I would generally just take heed of what other people have made for themselves already. Advanced worldbuilding and nation-making can be tinkered with once you have got a thing for the way of things.
Ex. "The Motorsi, or Celestials as they have referred to themselves ever since they transcended the heavenly barrier and reached out towards the heavens and space with their feet of flame. A highly traditionalist people well versed in the classics and philosophy, their imperial court meetings usually consist of intellectual maneuverings and whoever can besmirch whoever-else's bad taste in poetry the best. [...]"
Race: One of the best sections, really! Probably not an unfamiliar thing to most, but this is where you get to go ham on how you wish to portray your race, but beware, the limitations of the setting may only demand humans, or may limit your selection to the scientifically-reasonable. Sometimes psionic soul-manifestations of the dead Gods slain by the extragalactic invaders aren't allowed as a race choice when making your nation.
Ex. "The Motorsi, a slim and highly tall race thanks to their developing on low-gravitational worlds. Weak builds, demanding support on even the most basic of gravitational pulls, has managed to survive thanks only to their proportionally massive brains. With their increased intellect they fashioned themselves supporting equipment for environments beyond their typical climates, leading them to often be confused for machines in and of themselves. [...]"
Native description: What I wanted to say here is that this is the part where you describe your nation's natural environments. Floating rocks, grey dunes, and subterranean seas. All that stuff goes here, and in general, you can be pretty free in describing things here. Maybe your entire nation's territory is nothing but A GIANT CITY. Well, this is where you write that, or maybe they survived a scorching orbital bombardment and fled subterranean, building vast aquatic cities within deep-ground oceans. I won't provide an example here, as it is generally quite explanatory and you probably have the ability in the way of the words to describe what you want to here. Though, as a tip, adhere to the general theme of the roleplay when making your nation's own environments Don't be the only one to have flying islands when everyone else just digs the earthern groove.
Religion: In a roleplay where religion, and supernatural powers play an important role (like in fantasy), religions are a pretty common thing to include in the NS. However, the fact that it is there makes it seem like each nation can have an independently evolved religion in and of itself. And whilst this is technically true, it plays into the NRP vice of isolated development. Nations that lack the feel of actually existing together with other nations in a shared world are subpar, really. I recommend you take notice of other pre-existing religions and weave it into your own. Having two, or more, nations and peoples sharing one unified religion allows for a wide array of interesting stories. And whilst I haven't said it enough in this section, stories and storytelling is the most important part of NRPing. Don't forget it.
Ex. "Much akin to the Ostrikovs, those rampant space-communists habitating within the inner-regions of the galaxy amid vice and sins aplenty, the much more glorious Celestials share their religious motives, but maintain a far more luxorious and grandiose perception to the worshipping of the twelve gods under the manifested hood of the 12 Gods' Church. This sense of elitism has, indeed, shortened the fuse between the two powerhouses of the galaxy, but they stand united against a sea of heresy all the same. Only real thing keeping them from unloading millions of world-shattering ballistics at eachother is the threat of everyone else throwing their own world-shattering ballistics at them. Rather destroy heresy before destroying your worser half. [...]"
History: This is where the magic happens, where everything is just made to make sense of all the mumbo-jumbo hoppycock. This is where the epic of your nation's founding fathers and their war against the gods of the deep sea ultimately lead your people towards intergalactic dominion. This is where the untold story of Diplomat Aasha-t saving the dominion of twenty five and a half suns from DrUnorthodox's Empire of Twentytwo sand dunes' vengeance. All that stuff. Pretty much the same as a biography, treat it just the same really. Writing a nation's history seems daunting, but in reality, just write what you feel inspired to here, and then fill in the gaps afterwards. Detail the most crucial aspects, and sow it all together through convenient and narratively appreciated jump-cuts if such is deemed necessary.
In general, this is just the place where the motivations and actions of your nation are made to make sense from a human perspective, through empathy. This is where the bad guy who murdered his sister recieves his convenient excuse and "go murder with a good conscience"-card. Where the vast and domineering Star Empire of Doom is validated in their enslaving twentyfive lesser races in their quest to unify the galaxy and establish a ruling dynasty of peaceful regents paved forwards by a path of blood (though if you want to be that particular one, try and be a bit diplomatic. No one in the NRP scene likes mindless things).
Ex. "The Heavenly Domain endured a ripe age of war between the once 12 empires which now encircle the galactic inner-core; always waging war upon eachother to keep the balance firmly rooted between each and every member. When one grew too powerful, two would gang up on them, and the cycle would continue endlessly as trillions upon trillions of lives were tossed aside for the greater convenience of national self-preservation. It could all have ended with the merciful death of the Empires' incompetent rulers, but alas the pampered and sheltered teenage-minded sovereigns thought naught but for their own skin. [...] The Ascendent Unifier brought forth decrees from the heavens, or so they say, and conquered the twelve empires until they no longer had the opportune convenience of resistance. At that point, he forced unification upon the 12 empires and their respective sovereign dynasties under one empire beneath his own feet. Luckily for all the outer-galaxy, his rule was a just one, and a competent one, and many improvements were had. His death was a sad one too, and even the once teenagers of the 12 states of which he presided over were left with little option but to weep at his departure. [...] Now the Heavenly Domain once again turns towards internal disputes, as the 12 servants of the Arch-emperor vy for power with greedy glances and back-doors dealings. The greatest empire to every span the stars, unifying all worlds and regions beyond the inner core, now is on the verge of fracture."
Military: A lot of people go into NRPs looking to wargame, but I must STRESS. War in NRPs ought not to be about victory, who prevails over who, and who "wins" the roleplay. NRPs are usually stories done and created in a collaborative exercise. It is worldbuilding, and as such everyone should have a taste of what they wish to accomplish and achieve. Be open with what you want, if you don't want to lose a battle then just say it, bring the GM in if it becomes and issue, and figure it out.
Wars are one of the most difficult parts of NRPs as it brings out the competitive spirit latent in all human life, and as such compromises are abound and guaranteed. Just keep being the awesome person that you always have been, and maybe you can get the GM to steer things your way (corruption, since you sugared his personality from earlier in the guide).
Rule of cool, good story, and all that. Just do what you want to do, ask for input if you feel like what you want to do might not fit, or heed the words of the GM in case what you posted does not align with their vision. Be a good samaritan throughout and all will be well. Don't be too focused in winning, and instead focus on what would make for the best story. Heroes are usually born after they've already died, after all. There is much glory to be had in a defeat, and much to be lost in a victory.
Ex. "The Heavenly Domain utilizes advanced AI technology to maintain an active and eternally vigilant threat-removal fleet. Because of the Motorsi's natural aversion to anything that doesn't involve their own highly niche natural climate and conditions, they do not make for the best soldiers. Therefore they built advanced AI to do all the back-breaking work for them. [...] Their advanced fleet is the terror of all who bear witness to its vast size, but whilst intimidating, the AI of which they fashioned have numerous exploitable weaknesses in their necessarily basic programming. Advanced fleet maneuvers are rendered impossible because of their code needing to be open and generalized, allowing them to function in the ever-changing field of battle. [...] Whilst they fleets are their greatest strenght, their automated armies are equally numerous, but far from being as lethal. [...]"
Technology: It is impossible to explain all the technologies of a truly advanced space-faring species/civilization. As such, the technology section is really just to garner a feel for their abilities (an unspoken rule). If a nation utilizes nanomachine technologies, then the natural assumption isn't to assume that they ONLY have nanotech, but instead that nanotech is a key aspect of their technological capabilities. The examples could go on, but the essence of things is that this section is where you provide the capability and aesthetic (at the same time) for your civilization at large. Their breakthrough tech and their unique accomplishments. Other people could have the same tech, of course, so don't assume you are the best at something just because you have it in your technology section.
Normal things to include, in terms of scifi, are advanced weaponry, mode of travel, and functional technologies (AI, nanotech, regenerative tech (bio, etc), etc).
The End
He feels empty, the Archetype of Nothing, as if he missed a few key aspects. He will undoubtedly answer all your questions with great patience should that be the case.
It seems a lot of people and myself think alike in this context, and it is clear that Theodorable does not have any sort of majority backing in his opinions regarding the topic. But I would like to stress that presumed superiority (in the case of Precipice of War) is a faulty stance. The only real special quality of that roleplay in particular, which allows it any real clout or ability to be used as boast, is in the fact that it is long running one. Many NRPs have what Dinh AaronMk proposes to be unique, it is just that they don't live long enough. As we all agree, keeping a roleplay running isn't really something any one person can control, and depends on many number of things, not least the people involved.
I must say that @Dinh AaronMk's comment does confuse me quite a lot. I cannot presume to fully comprehend what you mean, and it isn't because I have a poor understanding of the english language or am unfamiliar with the terms used. But it seems a bit contradictory.
I am not here to bash any one person, obviously. But I do not want people to be mislead into thinking that NRP requires some sort of superior thinking skill or deductive reasoning superior to anyone else's like what you wrote makes it appear. Any NRP has the ability and potential to become what Precipice of War became if it had a deducated and patient writerbase. And a vast number of people are capable (and have been capable for a long time) of writing PoV perspectives for their nations, and others' nations, in a NRP setting. But whilst Precipice of War had an actual unmeasurable degree of success in running for so long, and establishing a dedicated following, it also gives it its own issues and troubles, namely joining it. Any roleplay is doomed to die, and "finishing" a roleplay is in and of itself a death too. It is just more dignified, and provides satisfaction. Precipice of War is special because it lasted longer than the vast majority of other NRPs, perhaps even any NRP, but I wouldn't amount it to having some form of superior writing within it. That just seems elitist, which is the problem in NRP as a whole.