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5 mos ago
Current No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.
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5 mos ago
Today is my birthday! I wish you all a truly enchanted day!
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1 yr ago
Arguing over petty details at times of dimensional emergency was a familiar wizardly trait.
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1 yr ago
It's my birthday! I wish you all an excellent day!
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1 yr ago
A wizard never had friends, at least not friends who were wizards. It needed a different word. Ah yes, that was it. Enemies. But a very different class of enemies. Gentlemen.
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Just got a feeling :P
So are people still interested in this or should we call it in?
WIP

Nation Sheet





Nation Name: Arlais (ARE-LAYS)

Demonym: Arlaisan (ARE-LAYS-AN)

People/s:











Population Scale/Nation Size: Large, 600.000

Government: Aristocratic Republic. Arlais has a senate where all political decisions from laws to declarations of war are made, in which only nobles are allowed to vote. Each noble has one vote per occasion to, and may choose to leave it blank if they so wish. Majority rules. While the entire aristocracy is allowed to vote, the reality of the situation is that only a very little part of it is directly involved in the politics of Arlais. Each family has a few representatives in the senate which tells them what to vote for and when. A chancellor, who acts as a mediator, is elected every ten years. There is no limit as to how many times a person may be elected as chancellor.

Heroes:





Capital:



Settlements:







Nation Description: (What’s your nation like? A text to get the feel of your nation, may include history, culture, etc)

Magic/Tech Barometer: Mostly technology. Magic is rare. Only a few people are capable of wielding it, but even they don’t know much about it. Heroes may be simple magicians. Social tech is equal to late renaissance societies. Military tech is limited to simple mechanics and chemistry, advanced fortifications and gunpowder siege equipment, and muskets.

Religion: (If there's religious worship in your nation, how is it done and what are the deities like?)

Flora & Fauna: (What creatures and plants can be found in your nation?)

Ambitions: (Is your nation expansionistic, trade-orientated, or a mediator? Just a quick summary, almost like a rumor of what your nation will be known as internationally)

Economy: (What kind of economic system does your nation have? What is your nation importing/in need of? What is it exporting/in excess of?)

Military: (What is the size of your military (max 10% of population)? What kind of troops do you have? Do you have a navy?)[/hider]
I see now how that could be confusing, yes. Sorry about that. But thanks for moving the NS :)
Did you read the OP at all? I don't want the NSs here, but in the Deposit thread I linked to. Please edit your post.
Sure, just edit it into your NS.
The counter currently says 6 days ago from the original post, but it's been saying that since yesterday night, so... maybe not tomorrow. But the day after, absolutely.
Welcome!


Please do not post in this thread unless you are participating in Munacra - of Sorcery and Science. Here's a link to the game.

For members of the game:

- Post your nations/factions in the IC of this thread.

- Keep the discussion of those nations/factions to the OOC of this thread.

- Questions and comments that does not concern these nations/factions can be written via PM.

- Try not to confuse the thread.

Thank you!
Munacra: of Sorcery and Science


In this game we will construct and play as the nations and factions of the fictional land Munacra. You can expect diplomacy, warfare, and trade negotiations. I will be as open minded as possible about your nations, but there will of course be limits to what you can do. I don't want overpowered military autocracies. I don't want untouchable utopias. I want realistic, balanced nations and factions with strengths and weaknesses. If you think this might suit you, read on! If not, begone!



Munacra is 2000km wide between its northernmost and southernmost peak.

The land of Munacra is a place full of wonders, but also a place full of conflict. There are many nations and factions, all with their own ambitions and relations, and while there is peace at times, war often lies brewing under the surface. There are many different kinds of peoples and cultures in Munacra, which provides variety, but also tension. In short, the future of the land is far from certain.

There are many sentient beings besides humans living in Munacra. What they all have in common is that they’re somewhat humanoid in appearance, with arms and legs, hands and feet. A popular theory among many scholars, called Supernatural Selection, says that all the species of Munacra once evolved by magical means from a kind of proto-humanoid sometime in the age before recorded time.

There are also many other magical beings living alongside the sentient ones. Dragons, unicorns, griffons; a plethora of mystic creatures can be found in the various regions of the land. You will create the flora and fauna of your own nation.

Magic is present in Munacra, and is a force as natural as it is unnatural. It is present in all living things to some degree, bound in their spiritual energy, but far from everyone knows how to access this power. Magicians can focus and bend this energy with sheer willpower, causing reality to warp. They can throw balls of fire, travel vast distances by means of teleportation and turn invisible if they will it. As a side effect of this, technological devices, which rely greatly on enhanced natural processes, are disrupted by magicians and magical feats, and will start to malfunction when they are near them. Simple magic includes, but isn’t limited to: small lights, lighter healing, weak telekinesis, etc. Normal magic includes, but isn’t limited to: Fireballs, farseeing, telepathy, etc. Advanced magic includes, but isn’t limited to: Teleportation, resurrection, weather control, etc. Using magic fatigues the caster. The more complex the spell is, the faster the fatigue sets in.

The level of technology in Munacra differs with each nation. A rule of thumb is that the more a country is into magic, the less technologically advanced it is. The latest technological innovations are created by those countries that have undergone an industrial revolution, and thus have tech from that era. The ones most into magic are savages with bows and arrows.

The difference in mechanics between magic- and tech-oriented nations is mostly cosmetic. Magic is more individualistic, with great benefits for a few people. Technology is more socialistic, with lesser benefits for a lot of people. Magic provides stronger heroes, while technology provides stronger armies. Magic grants a better, healthier environment, while technology offers better production. Magic is the slow path to insight, while technology is the fast one to understanding.

Apart from nations, there are many influential, international factions present in Munacra. Guilds, secret societies and political parties can often be found in more than one nation. These factions may be biased in the conflict between magic and technology, but may also be neutral; a bank might not care whether its customers are of a magical or technological persuasion, while a guild of mages certainly would.

One week of IRL gaming will be equal to one month of time in-game. This rule is used to speed up the passage of time, so that longer projects such as construction and warfare may be concluded at a quicker pace than not at all (which unfortunately is the case in many NRPs).

Warfare between nations will ultimately be decided by a system, which I will not divulge further as insight on your behalf could lead to meta-gaming and unnecessary complaining. Trust that I will be fair and consequent in this. Both sides in a conflict may describe their tactics, which will affect the outcome of the war, and then the system will do the rest of the work. PMs will be sent to each party involved with casualties and potential losses and victories. Be warned that war will be terrible for all sides involved, and that disaster may follow even for the victors.

You will create a nation as well as a faction in this game. The faction can be centered in, but not only loyal to, your nation.
Creating your Nation


When creating your nation, there are several things you must think of and describe to the rest of the players. Below is a Nation Sheet for you to fill in. Each point in the sheet will have a description to help you (if necessary).


Creating your Faction


When creating your faction, first look up if there already are other factions and see what they’re about. If there’s already a mercenary guild or a laborers political party and that’s what you had in mind, ask yourself if there’s really any need for another one, or what you might make differently in yours. Unique ideas are most welcome. Secondly, fill out the sheet below to give us an idea of what your faction is like.


Post your finished Nation and Faction in the same post in the IC section of the Nation Deposit Thread for easy reference. Discussions on the various nations will be in the OOC section of that thread. You may wish to edit your Nation and/or Faction as other players submit their contributions (for sake of diplomacy, trade or some other reason). You are of course allowed to do that, but are also required to notify me so I can inspect and accept the changes.

This OOC will be for comments and discussions on the game only.

With all this written and done, you’re ready for action!

Looking forward to playing with you!
Here's a link to the OOC.
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