1) Assume that, for the sake of the game, that area simply doesn't exist. Maybe it's too hot for armies to march, or its infested with bloodthirsty tribes, it's just a no go area.
2) Religion is entirely up to you! You can obviously use actual religions directly, or as a base, but it's all up to you in the end.
3) If a Province is unclaimed, or claimed but unoccupied by a Fleet or Division, a Fleet is able to take that Province without needing to transport a Division.
4) For sake of simplicity the small unmarked islands do count as parts of a province. The province they are part of is normally quite clear, as they will be close to it, but the further out ones, just look for the closest province. Consider them too small to be occupied though, and so you cannot land there.
@SonOfALich It does indeed! I'll update the territory map with claimed provinces ASAP.
@Lauder The nation looks good to go! Only thing to add is what Provinces you want your two Musket Divisions to begin the game in, then feel free to add it to the Characters Tab
@Commodore You're more than welcome to! Bear in mind that the territory map, currently blank, will serve the same purpose, but you're welcome to keep your own records as well
@SonOfALich Firstly, welcome to the forum! Secondly, I'm glad to hear you're interested. And thirdly, no, I don't plan on playing the example nation sheet in the actual game. My only direct impact on the game will be through random events.
@Commodore Well spotted! Either 7 is imaginary, or I forgot how to count! You decide.
@Commodore Glad you're interested! Simply post your filled out Mation sheet here, in the OOC tab, and if it's accepted then you can move it to the Characters Tab
"A new century is dawning across the continent; a new age, an age of empires, an age of progress. The 19th Century will be one of industry, one of expansion and, as is human nature, one of war. The time for the sword has passed, now comes the time of the gun."
Welcome to you, yes you reader! This role-play is set in an alternate version of early 19th Century Europe. You, the players, will assume the role of the leader of a fictional nation of your own creation, guiding it through the new era. The countries that should cover the map; Germany, France, Spain etcetera, do not exist. Instead Europe is a clean slate to be populated by your own nation, and the nations of your fellow players! Of course it is not unfeasible that nation's with the same culture and territory as real countries may exist, but that is entirely up to you. Before we delve further into how to create your nation, and how your armies can batter your enemies, a few rules, so read on.
Rules:
1) Show respect for everyone. This includes respecting the choices and decisions of other player, as well as just generally being courteous to one another.
2) No God-Modding at all. I am the only god here, so remember to use common sense. Your armies aren't immortal, they can't fly around the map, and they can't throw lightning bolts around.
3) On that note, this role-play is firmly rooted in early 19th century technology. Yes there are guns, but they are basic muskets, so don't expect to be sharpshooting across the battlefield. There's no magic, and the only race your nation can be is human. Any further questions, just ask!
4) If you don't put effort into creating your nation, then chances are I won't put the effort into reading it. Be warned.
5) If you commit your leader into a war, and order them to charge alone towards a row of cannons, then your leader will die. Just like if you declare war against all your neighbours then send your army on holiday, then your nation can be defeated. If either of these two events happen, your nation or character dying, then as GM I'll outline what your next move is.
6) Real life comes first, but please only join this if you envision that you will have the time to participate, and also let me know if you are going to be away for a prolonged period of time. Nations can be made NPC, but I prefer to know if you are dropping out, or merely going through some real-life issues for a week or so. To show you have read the rules, please include that the year is 1800 in your History.
7) I'm aiming for the turns to last one week, so please aim to make a post for each turn. What you can do during these turns, you can find below. If someone fails to post within the week period, don't expect the role-play to wait for them.
8) This is intended to be an Advanced role-play. So please put effort into your posts! You should have no shortage of things to write about, so I expect at least 3 solid paragraphs per post. I would prefer acceptable spelling and grammar, but I'm not demanding professional level stuff! A lot of people role-play to improve their own writing skills, I know I certainly have, so you're welcome as long as you put effort into your post.
Mechanics of War
So now we reach the real meat of any nation role-play, how you can slaughter your enemies! It may look a bit daunting, but at its heart the mechanics are fairly simply. Whichever side has the higher score, wins. You don't need to read all of this to create a Nation Sheet, so don't be too daunted
Armies
Your nation will be protected by your Army, which will be made up of 'Divisions'. The Divisions, and their bonuses, are as follows.
Sabre Division: Consisting of 3,000 Cavalry, and 1,000 Infantry. +2 in Attack
Musket Division: Consisting of 10,000 Infantry. +1 in both Attack and Defence
Cannon Division: Consisting of 40 Artillery and 1,000 Infantry. +2 in Defence
As the game progresses, more types of Division may become available, to represent the progress of weaponry etc.
Army Variables
Terrain Plains: +2 for Sabre and Cannon Divisions Mountains: -2 for Sabre Division, -1 for Cannon Division Forest: -1 for Sabre and Cannon Divisions, +1 for Musket Division Farmland: +1 for Musket and Cannon Divisions Urbanised: -1 for Sabre and Cannon Divisions, +1 for Musket Division
Leadership Leader Commanding: +1 for all Divisions Light Casualties: -1 for Division Heavy Casualties: -2 for Division Outnumbered: +1 for larger Army (Greater number of Divisions) No Surrender: +1 for Defenders when ordered to not Retreat
Example Army Battles:
First Example To put all that into context, lets imagine a battle and work through it. In this example, a Sabre Division of the Red Empire will be attacking an Urbanised Province that is occupied by a Musket Division of the Blue Kingdom. Attacking Red Empire Sabre Division +2 for Attacking -1 for Urban =1 Strength
Defending Blue Kingdom Musket Division +1 for Defending +1 for Urban =2 Strength
So in this example, the Blue Kingdom would successfully defend itself. The Sabre Division would only take Light Casualties as they only lost by 1, but they must retreat into a friendly Province, their attack a failure.
From a role-play perspective, we can imagine that the Infantry were able to form solid defensive lines in the streets, and repel the Cavalry that was hindered by the winding roads.
Second Example So let's create another example to help you all better understand. Let's imagine that the Red Empire has decided to take it's revenge, and immediately attack again. This time, the Red Empire Leader has decided to lead the Sabre Division with Light Casualties, and also commit a Musket Division of their own. The Urban Province is still defended by the single Blue Kingdom Musket Division.
Attacking Red Empire Sabre Division +2 for Attacking -1 for Urban -1 for Light Casualties +1 for Leader Commanding =1 Strength
Attacking Red Empire Musket Division +1 for Attacking +1 for Urban =2 Strength
Attacking Red Empire Army +1 for Sabre Division +2 for Musket Division +1 for larger Army =4 Strength
Defending Blue Kingdom Musket Division +1 for Defending +1 for Urban =2 Strength
In this situation, the Red Empire is victorious. Due to the Attackers have 2 Strength more than the Defenders, the Blue Kingdom Musket Division would suffer Heavy Casualties and be forced to retreat to a friendly Province, defeated.
From a role-play perspective, the Sabre Division, inspired by their Leader, were able to sweep away the defending Blue Kingdom, supported by their own Infantry.
Navies
As well as commanding an Army, some nation's may also field a navy. Again, your navy is made of Divisions, or 'Fleets'.
Transport Fleet: Consisting of 10 Ship's (able to transport 1 Division)
Battle Fleet: Consisting of 5 Frigates. +2 in both Attack and Defence
As with Armies, as the game progresses, more types of Fleets may become available.
Navy Variables Leader Commanding: +1 for all Fleets Light Damage: -1 for Fleet Heavy Damage: -2 for Fleet Outnumbered: +1 for larger Navy (Greater number of Fleets) Blockade: +1 for Fleet if Occupying a Province No Retreat: +1 for Defenders when ordered to not Retreat
Example Navy Battle:
Again, another battle to put this in context. Let's imagine that a Transport Fleet of the Red Empire commanded by the Red Empire's Leader is defending one of their home Provinces, and are attacked by a Battle Fleet of the Blue Kingdom, eager for retaliation after the army defeat earlier.
Attacking Blue Kingdom Battle Fleet +2 for Attacking =2 Strength
Defending Red Empire's Transport Fleet +1 for Occupying +1 for Leader Commanding =2 Strength
In any case where there is a draw, it is assumed that the defender is victorious. In this case, the combined strength is relatively small, so both Fleets take only Light Damage, and the Blue Kingdom's Battle Fleet must retreat, attack failed.
From a role-play perspective, we can imagine that the Ship's crews were inspired by their Leader and, thanks to their defensive position, were able to hold out against the Frigates and force them to retreat.
Armies and Navies
While a Fleet cannot directly attack a Division, and vice versa, there are a number of scenario's where they will no doubt encounter each other.
The first of these is if an enemy Division moves into a Province that is only Occupied by a Fleet. In this situation, it is assumed that the Fleet cannot hold the Province, and must retreat to an available adjacent Province or Sea, or alternatively Blockade the Province as detailed below. Either way, the invading Division claims ownership of the Province.
In the reverse of this situation, if an enemy Fleet moves into a Province that is only Occupied by a Division, then the Fleet is not able to seize control of the Province. Instead, they may Blockade the Province. This cancels out any Requisition bonuses for the Province from naval buildings, as well as preventing any Fleets being constructed in that Province.
To break a Blockade, a Fleet must assault the Blockading Fleet and defeat them, forcing them to break the blockade and retreat, or be wiped out.
The third scenario in which Army and Navy meet is if a Transport Fleet, carrying a Division, is attacked, either during their voyage or in the process of disembarking.
If the Transport Fleet is attacked during their voyage, then a Light Damage result will translate into Light Casualties for the embarked Division, Heavy Damage to Heavy Casualties, and if the Transport Fleet is wiped out then the Division is also considered wiped out.
If a Transport Fleet moves to drop off the Division on board into a Province that another Fleet is occupying, then the Transport Fleet must engage in a battle with the Fleet/s. This battle is different to other Navy battles, as the Transport Fleet can still succeed even if it is weaker than the Defenders. Whatever Damage/Casualties that are appropriate are inflicted, and it is then considered that the Division has managed to disembark.
Mechanics of Expansion
First of all, congratulations if you're still reading! Now we move onto how you will expand your great Nation.
Your armies and navies are obviously intended for war, but they can also be used to expand. To achieve this, you simply need to move either a Division/s or Fleet/s into a Province adjacent to the one they currently Occupy (or Sea they occupy for Fleets), that is not owned by your nation. You can move Divisions and Fleets once per turn, so the maximum number of Provinces you can claim this way is equivalent to the number of Divisions and Fleets you command.
You can of course also move your Fleet's and Division's into Provinces that are owned by another nation. If the Province is Unoccupied, then it is counted as if it were an empty Province, and it is claimed without trouble. If it is Occupied, then you must wipe out, or force to retreat, any Occupying Divisions, or Blockade the Province if using a Fleet.
Mechanics of Requisition
Money does indeed make the world go round, and in the case of this role-play, that money comes in the form of Requisition. The concept is very simple, you earn a certain amount of Requisition per turn, and you can spend it on certain things. Allow me to expand!
Each Province you control will generate a base of 1 Requisition per turn, no matter what upgrades are constructed.
You can spend your Requisition on the following:
1 Requisition - return a Division/ Fleet occupying any of your Provinces to full strength from Light Casualties/Damage 2 Requisition - return a Division/ Fleet occupying any of your Provinces to full strength from Heavy Casualties/Damage 3 Requisition - recruit a Division in a Province you control. 3 Requisition - construct a Fleet in a Province you control with a Port/Harbour that is not Blockaded. 3 Requisition – upgrade any Province you control with Farmland. Generates 1 Requisition per turn. 3 Requisition - construct a Port in any Province. Allows the Province to construct Fleet's and generates 1 Requisition per turn. 4 Requisition - upgrade any Province with Farmland you control with a Factory. Generates 2 Requisition per turn. Removes Farmland upgrade. Province becomes Urbanised. 4 Requisition - construct a Fort in any Province you control. Province will give +1 to Defending Divisions. 5 Requisition - upgrade any Province with a Port to a Harbour. Generates 2 Requisition and gives +1 to Defending Fleets. Removes Port upgrade.
Mechanics of The Turn
As stated, the turn will last one week. In this Turn there are a wide range of what you can do, explained below
Movement
The first, and perhaps easiest thing you can do is move around your Division's and Fleet's. Divisions are able to move into any Province that borders their current Province. Fleet's are similar, except that they can only move into a bordering Province if it is also Coastal, and they can also move into a Sea bordering their current Province or Sea. This also covers Invasions and attacking Fleet's in Seas you move into, simply announce that is what you are doing. To show this, you simply need to state, for example:
2nd "Hellbringers" Musket Division move from Province 83 into Province 82 Or, for a fleet: Battle Fleet "Furies" move from Province 28 into Sea 5
Diplomacy You are of course encouraged to negotiate with the other nations that occupy the world in which your nation exists. This should mostly be discussed over PM, but it is always welcome in IC as well, representing the announced diplomatic relations between different nations.
Economics Keep a tally of your Requisition, how much is generated and if any is carried over from last turn. Then simply state anything you are buying with Requisition, for example:
+4 Requisition generated -3 Requisition to recruit the 1st "Hellhounds" Sabre Division in Province 4 Remaining Total = 1 Requisition
Random Events This is the area where I will hopefully aid you in giving something to role-play. I encourage that you don't simply state actions and constructions anyway, that you try and create a story with it, but each turn I will present your nation with a dilemma to solve, whether it is an uprising in a Province, or a shift in morale, it will be something your leader must resolve.
The Nation Sheet
If you've made it through all that, then consider me impressed. If you've skipped to here to start making your nation, then welcome as well!
Leader:(The name and title of your leader, whether he be a King/ Emperor / President, whatever suits you. Try and create a character that you enjoy, as you will largely play the game through him)
Age:(Fairly self-explanatory, how old your leader is)
Story:(A summary of the life that your leader has led so far, important event's etcetera. Any questions as to what you can and can't include, just ask!)
Beliefs:(A summary of how your leader feels your nation should be led, what his aspirations are)
Appearance:(What your leader looks like. Feel free to use a picture here, although please keep it as realistic as possible. Otherwise, simply write a physical description)
Nation:(The name of your Nation, entirely up to you)
Flag:(Optional, but encouraged to include a picture or description of your Nation's flag)
History:(The History of your Nation. Again, if you have any worries about what can and can't be included, just ask. The more the better!)
Claim:(You may claim 3 grouped Provinces on the map. Simply state the numbers of the Provinces you want. Depending on number of players, this number may change. This is not a definite claim, as I have final say.)
Military Strength:(You may begin the game with 2 Military Units, whether it be 2 Divisions, 1 Division and 1 Fleet, or 2 Fleets. Simply state your choice and where in your Claimed Provinces you want them to start the game.)
Leader: King Thomas Marichali
Age: 68
Story: Thomas is no doubt approaching the end of his life, weakening and more and more manipulated by his advisors. Never a strong man, ever since inheriting the throne at a young age, Thomas has been steered by the true leaders of the kingdom, the rich, aristocratic families. Although lacking the nature and drive of a King, Thomas possesses the bearing and charisma of one, and has been ruthlessly used to further the ambitions of his advisers. Although now frail, Thomas is still adored by his nation, his caring nature the perfect front for the wicked ambitions of the nation's rich.
Beliefs: Thomas is a profoundly kind man, and has always strived to provide shelter and protection for his people. The aristocrats that whisper in his ear however thirst for the rich potential of the empty lands surrounding the Kingdom.
Appearance:
Nation: The Kingdom of Besvor
Flag:
History: Thomas's grandfather, the legendary leader and military commander William Marichali, founded the Kingdom of Besvor when he demanded his own coronation in the fortress that is the nation's namesake. The newly crowned King established Besvor as a military power, before finally passing away and passing the crown to his son, Frederick. Frederick was a weak man, a childhood accident leaving him with a twisted spine. The rich families of the Kingdom quickly saw their opportunity, descending upon the frail King and quickly establishing him as a mere figurehead. Frederick's accident severely shortened his life, and just a year after his forced wife gave birth to a son, he died. Thomas was then named as King, and from birth controlled by the men who imposed themselves as his closest advisors. Now the year is 1800, and the Kingdom of Besvor is teetering on the brink as their King nears death, with no heirs.
Claim: 67, 69 and 79
Military Strength: -Musket Division in Province 69 -Sabre Division in Province 79
Map
Perhaps the most important part of any Conquest role-play, I present to you, the map!
So there we go fine people of Roleplayer Guild! I hope to hear from plenty of you
Strengths: Experienced – Lee has spent decades in some of the most hostile environments on Earth. His instincts have been honed, and he is incredibly perceptive. He is also able to read people’s basic body language and facial expressions to quickly gauge threats.
Respected – Lee earned his nickname through well-documented acts of brutal violence. While many disagree with his methods, he has proven his ability, and is well-respected.
Born Leader – From his first command, Lee proved himself to be a natural leader, able to inspire his men and motivate them to push themselves beyond what they could hope to achieve alone.
Hardened – Facing merciless criminals has hardened Lee. He can soak up amounts of physical pain that would knock down a lesser man, as well as withstanding any emotional or mental attacks.
Improviser – Fighting on the streets has trained Lee to think on his feet. He is able to quickly adapt to new situations and threat, reacting to them almost before he has registered them.
Weaknesses: Manipulative – Years of first-hand experience with the many types of human psyche has left Lee with a extensive understanding. He often uses this to exploit other’s weaknesses and create a rise out of them, or to push them into taking an action.
Blunt – Lee is brutally honest. He speaks his mind, no matter what the emotional impact it will cause. This trait has served him well through his service, as people learn that he could be trusted on his word, but he has also left a string of bitter enemies.
Injuries – Multiple bullet wounds and countless bone fractures has left Lee with a string of injuries. While he is often able to push through the pain, Lee is far from being entirely fit. Years of smoking has also attacked his lungs, diminishing his stamina.
Ruthless – Lee will pursue his objective with no remorse and no mercy. This often goes against other peoples own morals, often causing tension.
Personal Effects: -Simply wardrobe containing his clothes -Bookshelf containing an extensive collection of vintage crime novels. -Wide array of cigars -His trusted Revolver
Biography: Lee was born in Chicago on the 15th of November in the year 2168. His parents are unknown, as he was abandoned just days after his birth. Brought to a local orphanage, Lee was forced to grow up tough, robbed of his childhood by the brutal life on Chicago’s shadowed streets. From a young age, Lee showed a natural resilience, and a quick mind, and it soon led him to being dragged into the local police station. Chicago was run by multiple criminal syndicates, and the police were both undermanned and underequipped, so when the young teenager was brought into the station for a petty crime, he was not punished, rather offered a badge. Feeling something stir within himself, Lee took the badge. Excelling throughout training, Lee soon proved to be a resourceful and highly capable police officer. Climbing the ranks at record speed, Lee began cracking down on the crime that ran rife throughout Chicago, slowly claiming back the city. It is here that he first began to develop his reputation for being ruthless in the pursuit of justice, as well as earning his nickname “Bloody” for the brutal punishment he dealt out against the scum of the city.
Lee’s talent was soon picked up by the Federation, who fast-tracked him into their Special Branch, where he engaged in the cold war that was raging. The skills bred into him on the harsh streets of Chicago set Lee in good stead as he carried out several successful counter-espionage missions, catching spies implanted across the Federation and exacting bloody justice against them. It was this role that turned him into a renowned detective, as he continued to climb the ranks and gain notoriety amongst his comrades. He continued to excel until the Three Day War.
Following the formation of the United Earth Council, the Federation’s Special Branch was largely disbanded, the cold war effectively over as the three powers came together to face the outside threat. However the Federation deemed Lee to valuable an asset to allow him to return to the Chicago Police Department, so they created his role as Inspector, where he continued to brutally crack down on the most pressing crimes committed within the Federation’s borders. When the second wave was detected, Lee was given clear orders. He was to maintain the peace when Project Genesis was announced. As the Federation had expected, there were mass riots across all of the major cities. At the head of specially trained squads of armed police, Lee led the offensive against the rioters, bringing down the ringleaders with ruthless efficiency and supressing the panicked hordes. When calm was finally restored, Lee was assigned to the Vitae to act as the head of the on-board Investigation Branch, his exemplary record clearly marking him as a valuable crew-member.