It was like a switch was flipped, a switch that has never come back on. It was a global black out, they energy of power stations, generators even batteries just didn't work. Like something was absorbing all its energy and allowing none to escape. After electricity stopped flowing for a few hours, then a few days, another daunting discovery was made. Gunpowder lost its potency, so to speak. Police, thugs, soldiers and citizens pulled the triggers on their guns to find them only to hiss at them and just burn out, no matter the caliber, no matter the size. The era of firearms and certain explosives had gone out with a hiss.
As the years after the change went by, the world descended into basic, savage fighting with the passing of time. Famine and plague came shortly after the change at the breakdown of infrastructure and sanitation, millions died in droves. There were those who survived, though they were assaulted by the fear of starvation, hounded by bands of wandering cannibals or stalked by crueler men with their dark intentions.
As the decades went by, in the place of the United states of America sprang small enclaves and territories of survivors that brought organisation and security to the peoples under them. From sea to shining sea, it was becoming harder and harder to avoid the warlords and kings that filled the gap the US once filled.
Some of these fledgling nations were more dominant than others, with grand plans and desires, they annexed land and fought battles. Now the time is coming, thirty years after the change, when these nations will compete and fight for dominance.
If you've read this far, first of all thank you. If you're a fan of the Emberverse series of S.M Stirling, then you're in for a treat. The setting of this Rp is thirty years after the change, an event that made electricity, engines and firearms non-functioning and practically useless. The world has descended into a chaotic realm where medieval warfare dominates this post-apocalyptic world. This Rp will focus on you, if you decide to participate, forging a post-apocalyptic nation and having dealings and interactions with other player's nations. If you're interested still, then state your intent and take a look at the various sheets that you'll have to fill in and prepare.
Western united states (Rp setting)
http://postimg.org/image/5ubozqs4d/
Faction name:
Faction flag/sigil:
Form of government:
Total population: (Use pop numbers from both your territory and settlement sheets to work out total population)
VIPs: (Names and general descriptions)
Bonuses: (Only three)
Territory: (Either a image of the map provided with the area you wanted highlighted)
Territory points sheet:
Settlements: (Settlement name and points sheet, up to three in total allowed from start)
Starting resources: (Use the stats from the territory and settlement sheets to work out your total numbers for each resource)
Valuables =
Materials =
Total troops: (Up to 20% of the population)
Troop type ratio: (Example: 25% LI, 25% HI, 25% LC, 25% HC)
History: (As far as you feel necessary)
Ideology and beliefs: (How the general population thinks, what do they believe if they do, what religion to be subscribe to, the political mentality of your people?)
Miscellaneous details; (Other details you would like to mention put here.)
- Founding farmers: Additional point for territory or all settlements agriculture.
- Tall walls and deep ditches: Additional point for territory or all settlements defence.
- Capitalists by nature: Additional point for territory or all settlements commerce.
- The sweat on your brow: Additional point for territory or all settlements industry.
- Spartan training: Combat bonus for all infantry.
- Born in the saddle: Combat bonus for all cavalry.
- Medieval blitzkrieg: Combat bonus for all light armored infantry and cavalry.
- Of steel and chains: Combat bonus for all heavily armored infantry and cavalry.
- Wanderers: Cost of 'Expedition into wilderness' halved.
- Brethren in arms: Cost of 'Hire 100 mercenaries' halved.
- We're not in a creed: Cost of 'Hire Assassins' halved.
- Engineers: Cost of 'Construct siege equipment' halved.
+ Territory sheet (Twelve in total, six available to allocate from start) +
- Farmland.
1 point = Extensive gardens, livestock pens. (10,000 pop)
2 points = Crop rotation, fenced pastures. (15,000 pop)
3 points = Irrigated fields, open pastures. (20,000 pop)
- Commercial outposts.
1 point = Trader way station. (10 Valuables + 30 pop)
2 points = Trading post. (20 Valuables + 50 pop)
3 points = Walled trading post. (30 Valuables + 100 pop)
- Military outposts.
1 point = Entrenched lookouts.
2 points = Watchtowers.
3 points = Fortified structures/ruins.
- Prospector wilderness.
1 point = Overgrown farmland. (10 Materials + 50 pop)
2 points = Forested town ruins. (20 Materials + 100 pop)
3 points = Former city outskirts. (30 Materials + 250 pop)
+ Settlement sheet (Twelve in total, six available to allocate per settlement sheet) +
- Agriculture.
1 point = Subsistence vegetable gardens. (500 pop)
2 points = Livestock pens. (1,000 pop)
3 points = Extensive vegetable gardens. (1,500 pop)
- Defence.
1 point = Wooden wall, shallow ditches and scaffold watchtowers.
2 points = Wooden wall, stone foundation and deep ditches.
3 points= Stone wall, stake filled ditches, fortified watchtowers.
- Commerce.
1 point = Market hall. (25 Valuables)
2 points = Open bazaar. (50 Valuables)
3 points = Central forum. (75 Valuables)
- Industry.
1 point = Blacksmith. (25 Materials)
2 points = Workshops. (50 Materials)
3 points = Foundries. (75 Materials)
Unique facilities: (One settlement only)
- Pre-change Fort: One point to settlement defence.
- Industrial workshop: One point to settlement industry.
- Plant nursery: One point to settlement agriculture.
- Warehouse: One point to settlement commerce.
Troop types
= Light infantry: Archers, lightly armored spearmen/melee fighters.
= Heavy infantry: Arbalists, heavily armored spearmen/melee fighters.
= Light cavalry: Fast, ranged cavalry.
= Heavy cavalry: Heavily armored melee cavalry.
+ New Settlement = 250 materials +
+ Expand territory = 150 materials +
+ Hire 100 mercenaries = 100 Valuables +
+ Expedition into wilderness = 50 Valuables +
+ Construct siege equipment = 50 materials +
+ Buyout and create vassal = 350 valuables +
+ Hire assassins = 100 Valuables +
+ Form trade caravan = 100 materials +
If you have any questions or are just a bit confused with all the sheets and layouts, then feel free to ask in a reply.
P.S the artwork isn't mine, Check out the guy who did create such fantastic work here
http://donmalo.deviantart.com/gallery/?offset=0