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Nations RP - Classic

Last posted Jun 17, 2015 at 06:41AM EDT. Added May 12, 2015 at 06:01AM EDT
795 posts from 19 users

TURN 5

Religion maps will be uploaded sporadically, and not on every single turn.

Also, the next turn may come in two days rather than one, to give me time to catch up on other things in my life. It is possible that I will update tomorrow, however, so make sure to send a PM sooner rather than later.



  • Ovon, Vakuni, Persian, and Sword armies march into Gallia to destroy the Dread Horde. Overwhelmed and surrounded, rather than break their age-old tactic of staying mobile and avoiding unwinnable battles, the horde performs a turning maneuver against the Vakuni legion and storms straight into and through Germania. Hellbent on preserving their murderous cowardly strategy, they flee east into sparsely settled, tribal lands.
  • The Huns migrate west into Europe and encounter Dathuastan and the Dread Horde. A pitched battle occurs against the horde and both sides lose massive quantities of soldiers. Unable to successfully flee such a massive cavalry force and lacking suitably developed lands to pillage this far to the east, the Dread Horde seems to be close to capitulation.
  • A huge Persian expedition travels east to conquer China. After several initial victories, the Persians are dealt a crushing defeat owing largely to their lack of knowledge of the terrain. While crossing through a lengthy mountain pass the army is ambushed and utterly destroyed.
  • Indian Satraps begin to rebel against the Persians and, with the empire's manpower greatly drained from its wars in China and Europe, a few are able to successfully revolt.
  • Controversy arises from the Persian decision to cede a rebellious province, Egypt, to their Levantine puppet. Rebellious nobles throughout the empire take this opportunity to forge alliances against the Persian king. Armenia, the Pashtuns, and India in particular find themselves pushing for independence.
  • Christianity has become the primary religion of the Persian emperor after Xerxes XIV adopted the faith. His successors gradually become more and more fanatical, eventually attempting to coerce the subject nations into conversion. This further antagonizes the vassals of Persia, pushing the empire closer to the verge of collapse, although many in India are embracing the faith.

Mr. Stalker
Blood Kingdom

Government: Monarchy
Culture: The Fights, Talion Law, Lord of the Arena, Death Matches, Blood God
Economy: Maritime Mercantile
Military: Longboats, Elite Longbowmen, Blood-Berserks

  • The most fervent believers of the Blood God board the greatest longboats they can salvage from the wrecks near the capital and flee north. While in hiding in Scotland they build a fleet and, organizing refugees from the south, flee across the ocean at the behest of an Oracle who claims that the Blood God awaits them there.
  • The Lodites are now a people without a nation, sailing into the great unknown. They come to call themselves the Blood Kingdom because all they have is their blood (kin).
  • The initial goal of Iceland is missed due to poor navigation. The Bloodinites sail west, rather than north, and are seemingly lost to the sea.

Levantine Republic
Stalemate

Government: Republican Satrapy
Culture: Religious Freedom
Economy: Agrarian
Military: Rogue Army

  • Freedom of religion is granted to all people, angering the Jews of Jerusalem who view the Messianic followers of Jesus as heretics. This also mildly upsets ambitious Kebabists and Zoroastrians, who had hoped to convert the nation to their respective faiths through the use of their political power.
  • The religious debate between Jesus followers and Israelites continues due to the new law, eventually causing a schism effectively dividing the two sects into separate religious groups. Jesus' followers, known now as Christians, set themselves to work converting the Persians to their religion. Zoroastrian elements of faith, such as angels, divine right, and halos, are adopted by the Christians into their mythology.
  • The army is reformed to focus on crossbow and dagger usage. These soldiers, called rogues by most, specialize in city defense and holding fortified positions, rather than advancing on enemy lines.
  • A second expedition to Cyprus is sent, hoping to unite with the decedents of the last colony. The settlers are sent back, however, by the Syserrene governor who rounds them all up and forcibly deports them.
  • After rebelling thrice in a short time period, Egypt is handed over to the authority of the Levantine Satrapy. The Persians hope that the Levantine, being more loyal and predictable than the Egyptians, will be able to handle the responsibility of keeping the region under control. This unfortunately causes much controversy throughout the empire, leading to more rebellions.

Dathuastan
Soviet Marmalade

Government: Despotic Satrapy
Culture: Floating Homes, Ship Builders, Tide God
Economy: Maritime Mercantile
Military: Large Fleet, Conscription, Corsvaires Order
Flashpoints: Hunnic Nomads, The Dread Horde

  • Settlers move north and east, but are generally blocked by Hunnic invaders.
  • The Dread Horde, hurriedly migrating east, arrives at the northernmost borders of Dathuastan.
  • Persian engineers are recruited to construct better siege engines for Dathuastan. A great many paranoid people begin purchasing balistae and mounting them on their roofs.

Doon
Laud Piestrings

Government: Tribal Confederacy
Culture: Talion Law, Tedizm, Tundra Living, Ice Structures, Gender Equality
Economy: Agrarian
Military: Specialist Weapons, Eits Spy Network

  • Colonists expand the Doonish way in nearly all directions, settling in Asia and Iceland.

Polis
Sergeant Arch Dornan

Government: Theocratic Republican Satrapy
Culture: Solairism, Turtle Status
Economy: Coastal Agrarian
Military: Massive Small-Boat Fleet, Sun Warrior Fanatics

  • The republic adopts Solairistic ideals and writes a new law code based on the religion.
  • Missionaries find great success in converting Iberia to Solairism.
  • The Persians are welcomed into Polis, which is now a willing province of Persia.
  • Expert archers, known as rangers, leave for Riveria to join the wars there as mercenaries.
  • Exhibition, the capital city, attempts to boost trade by advertising its cuisine as the apex of fine Mediterranean dining.

Vakun
You Are Reading This

Government: Tribal Despotism
Culture: Megalith Temples, Tengriism Faith
Economy: Palace
Military: Legions, Coast Guard Quadremes

  • Vakuni legions advance into Gallia, seeking to destroy the Dread Horde. They are additionally warned about the Persians, and money is sunk into expanding the defensive lines of the nation in defiance to the Persian king's hopes to conquer Europe.
  • Road networks are built throughout Vakun to facilitate the movement of troops.
  • The Legion is reformed to focus on lighter infantry for greater speed and maneuverability on the battlefield.
  • Frightened of the invading Persians, Swords, and Ovons, the Dread Horde flees east straight into the Iron Line. The forts, not connected by walls and not a target of the Dread Horde, are completely ignored. The Horde flees at high speed straight through Vakuni lands, pillaging as much as they can while avoiding conflict with the legion.
Last edited May 20, 2015 at 07:47AM EDT

Mac Tíre-Madra
Spider-Byte

Government: Tribal Confederation
Culture: Sacred Dogs
Economy:
Military: Warrior Society

  • 1 turn missed

Ovo
Twisty

Government: Tribal Republic
Culture: God Questing, Compulsory Education
Economy: Maritime Mercantile
Military: Large Longboat Navy, Austere Elites, Siege Ships, Specialist Weapons

  • The military is specialized, with various branches established for the elite training of soldiers specifically meant for one weapon or another. A multitude of weapons are introduced to the army.
  • Schools are established throughout the country and education is made compulsory for all.
  • An expedition into the ocean is funded. Ovon longboats travel to Greenland, Iceland, and a new continent far to the west.
  • The armies advance into Gallia, seeking to ambush the Dread Horde while it is on the move. Unfortunately, the Dread Horde abandons Gallia to the invaders and flees east to greener, less pillaged pastures.

Monarchy of Roses
Tchefuncte Bonaparte

Government: Tribal Despotism
Culture: Warrior Poets, Gender Equality
Economy:
Military: Merchant Marine

  • Women have been serving in Rose armies for hundreds of years, although it comes as a surprise to all that somehow this was not legalized yet. A law is written allowing it officially.
  • Naval contractors are hired to expand the size of the Rose fleets.
  • Colonists are sent to settle the Canaries.
  • Settlers attempting to establish a base south of the Sahara are devastated by Malaria. The remaining survivors are massacred by savages.

Zellania
Naschzaube Maus

Government: Elected Dictatorship
Culture: Tide God, Bakuki Theater, Hostage Nobles
Economy: City-State Maritime Mercantile
Military: Specialist Fleet, Testudo Pikemen

  • A new formation of shield bearing pikemen is formed. Wearing heavy armor and utilizing a testudo formation, they are nearly invulnerable against arrows and cavalry charges.
  • An attempt is made to defy the Persians. An engagement at the Po river leads to significant Persian casualties, but does not halt their advance. The capital is placed under siege and the rest of Zellania falls to the Persians.
  • Slavic mercenaries are hired in droves to attack and harass Persian supply trains. The tactic works, at least for the armies moving up along the west side of the Adriatic. Additionally, the Slavs view this defiance of Persia as an inspiration; they reject the Persian offer of vassalage, and launch an invasion of their own into Greece.

Naval Monte
CrowTheMagician

Government: Constitutional Republican Satrapy
Culture: Totemic Rites, Gender Equality, Infinity Faith
Economy: Coastal Agrarian
Military: Large Galley Fleet, Meritocracy, Elite Horse Archers, Shadow Men

  • Persia's offer is accepted and Naval Monte becomes a province of the empire
  • Mac Anu, the easternmost city of the nation, is revitalized with a huge influx of tax money. Piping systems, aqueducts, new houses, and other structures are built. A great harbor is also constructed, making it a perfect trading hub for the eastern Mediterranean. The money is also put to use beautifying many cities with gardens, baths, frescos, plazas, and other artistic elements.
  • Tolls are introduced for passing through Navan waters, which are extensive. Much money is made.
  • Scholars and diplomats tour the Persian Empire, enlightening Navan society on the ways of the rest of the world.
  • This time period is regarded as a golden age of culture and enlightenment in North Africa.

Kingdom of Riveria
Crimeariver

Government: Feudal Monarchical Satrapy
Culture: Dendrolatry, Spruceborn Faith
Economy: Agrarian, Mercantile
Military: Mob Army, Fortified Alps, Civic Duty Archers

  • An envoy offers a deal to the Persians, involving the capitulation of Riveria in exchange for help against the Dread Horde. They accept, and the Persian armies move out into Gallia and Germania, flushing the lands of all Dread Lords and liberating Kolkar.
  • Persian armies recruit droves of Riverians into their armies, placing great value on their skills as archers.
  • A feudal styled ruling system is put into place, with hereditary titles being passed down from chiefs to their sons. This essentially kills off the last vestiges of tribalism in the country and, as the population of serfs grows, noble families gain the true power in the kingdom.
  • All of the lords of the land are required to meet in the capital thrice yearly for the Spruce Council, which turns out to be a good way of keeping the lords in line but very time consuming and costly at the same time.

States of the Rising Sword
TillsterRulz

Government: Tribal Confederation
Culture: Honor, Meritocratic Mystery Cults, Meritocracy
Economy: Agrarian, Mining Towns
Military: Quinqueremes, Berserks, Bonfire Watchtowers

  • Public bath houses are constructed at the expense of the state.
  • Sword armies move north into Gallia to fight the Persians. They are utterly crushed, and the Persian king demands that the Swords surrender to the empire.
  • Veteran benefits are given out to placate former soldiers with nowhere to go in retirement.

Syserror
Butterscotch (of Death)

Government: Elected Dual Dictatorship Satrapy
Culture: Kebab Faith
Economy: Maritime Mercantile
Military: Military Schooling

  • 1 turn missed
After rebelling thrice in a short time period, Egypt is handed over to the authority of the Levantine Satrapy.


A second expedition to Cyprus is sent, hoping to unite with the decedents of the last colony. The settlers are sent back, however, by the Syserrene governor who rounds them all up and forcibly deports them.

Oh hi, People of Ovo! I see you've landed in Iceland as well! I am a people of peace without provocation, and I don't mind that you've settled in Iceland so long as my people can live beside yours peacefully! I'm also more than happy if we could formally declare a treaty so as to know that we can both trust each other in these troubling times.

Soviet Marmalade wrote:

The Dread Horde… FUCK… The Huns? OH FUCK… OH GOD NO. ANYONE HAVE ANY IDEAS ON HOW TO DEAL WITH THEM!?

I sent some of my soldiers to the border to help out with defence. You might also want to get some Persian soldiers, too.

Soviet Marmalade wrote:

The Dread Horde… FUCK… The Huns? OH FUCK… OH GOD NO. ANYONE HAVE ANY IDEAS ON HOW TO DEAL WITH THEM!?

Alright you need to get a woman disguised as a man, that has a Chinese dragon, you need to send the girly man to a camp that sings "we are men", next you need to find a nice winterly mountain, and use a canon to fire and freeze the Huns to death.

As for the dreaded horde, you need to get your corpses away from them.

Well I guess my plan to deal with the Dread Horde and the Persians kinda sorta half worked.

Anyway, it seems like the Persians are beginning to crumble so I think now would be the time to start a resistance. As for the Huns, we can probably let them duke it out with the rest of the Dread Horde and the Persians occupying Dathustan.

Also, how would the European nations (Ovo, Vakun, and Swords) feel about constructing some road networks to better facilitate trade?

Last edited May 20, 2015 at 02:13PM EDT

Oh baby, besides the fact that I joined a crumbling empire I like this turn. If I had to join the Persians than I might as well take advantage of being a part of it and make my nation even greater. I shall now play the song of my people.

@You Are Reading This: Well the Huns I have some info about them that can be interesting for everyone here if you all want to hear them. Also other than the hun I'm also looking at the Christens with suspicion.

It appears the Persians want me dead, I doubt they can sustain their own empire much longer though. And the Dread Horde, while dispersed in a new location, took a massive blow to it's size. The new Swords in the North can live relatively peacefully now.

@Crimeariver

Why yes, I think a trade route would be most beneficial for everyone in the region.

Last edited May 20, 2015 at 06:08PM EDT

Laud "The Bear Jew" Piestrings wrote:

Oh hi, People of Ovo! I see you've landed in Iceland as well! I am a people of peace without provocation, and I don't mind that you've settled in Iceland so long as my people can live beside yours peacefully! I'm also more than happy if we could formally declare a treaty so as to know that we can both trust each other in these troubling times.

no worries, we dont have plans to turn our colonization of greenland into a war, ill be glad to sign the treaty.

I am currently in the process of writing the next turn. I will not be accepting any further edits. Speaking of, some of you are not sending edits correctly. I have corrected the offenders thus far, but just in case some of you are still confused, this is how I want edits to be sent:


PM#1
Title: KYMnatRP
Content: blah blah blah

PM#2
Title: KYMnatRP
Content: blah blah blah AND something else


This is NOT how I want edits:

PM#1
Title: KYMnatRP
Content: blah blah blah

PM#2
Title: KYMnatRP
Content: ALSO something else


Consider this the last time I will warn anybody. In the future, if you send an incorrect edit I will not hesitate to simply skip all of the actions sent in PM#1, instead only writing about your edit in PM#2, or PM#3, or whichever is the latest PM you sent me.


Another issue I want to bring up is the concept of limiting the word count of your PMs. This turn is fine, I will be writing it regardless of the length of time it takes, so do not resend or edit your PMs (too late for that anyway) if you are one of the people who sent too much information. I did say that the limit was seven lines, but many of you took that to mean seven actions, many of which took up two or three lines, ultimately adding up to far more than seven. So, from now on the limit will be 120 words instead of the ambiguous seven lines. There are plenty of websites to do word counting for you, or you could just use a word processor. I cannot, at a glance, determine whether you wrote more than that quantity and I will not be checking every single one of you to make sure you stayed within the limit. However, if your turn looks flagrantly long I will check it and delete every word past #120 before writing you into the turn, so try not to go very far beyond 120.

Following is a picture of two different players from this turn who both sent "seven lines" of actions. The first is fine, the second is quite long.

Anyway, thanks for reading my little rant, and sorry for taking so long in the production of this current turn.

Last edited May 21, 2015 at 04:49PM EDT

@Soviet Marmalade
If the edits change the original turn then simply edit them in. If they are brand new orders, then you can put them wherever you want. For example, if you wanted to attack the Huns, then changed your mind, simply resend the original PM and delete the part about attacking the Huns. Remember, I only read the very last PM you send me titled KYMnatRP, so it really doesn't matter if I even know that you edited your turn or not.

Last edited May 22, 2015 at 03:25AM EDT

TURN 6

Religion



  • The Huns encounter the Dread Horde and the two annihilate each other in a series of bloody conquests. With very little developed land or settled people within a few days ride from the battlefront, the two have little to do other than fight each other until both civilizations are spent and dying. The remainders are swept up by Dathuasani defensive armies.
  • Slavic peoples of the region where the final showdown of Huns and Dread Lords occurred have united under a king in Minsk.
  • Following the utter defeat of the Persian armies in Europe and India, the Empire shrinks down to a fraction of its former size and barely managed to survive a succession crisis that followed soon after. Stabilized for now, the Persians are now mostly restricted to Iran. Of all their former vassals, only the Levantine people remain loyal.
  • Islam rises in Arabia, although the religious acceptance of the Levantine prevents it from becoming as militant as some other contemporary faiths.
  • India is almost completely Christian now, and the four kingdoms of Punjab, Maharashtra, Nepal, and Bengal have organized a holy council for all decisions related to their interactions. Called the Council of the Magi, they and their Prime Magus are the primary authority for all Christians the world over.



Mr. Stalker
Blood Kingdom

Government: Theocratic Monarchy
Culture: The Fights, Talion Law, Lord of the Arena, Death Matches, Blood God, Human Sacrifices
Economy: Agrarian
Military: Longboats, Elite Longbowmen, Blood-Berserks, Zealot Warriors

  • The armada lands in South America and among the islands of the Caribs. The settlers quickly unpack and begin rebuilding their society from the ground up. An arena is immediately constructed out of mud bricks, gradually upgraded as better materials become available.
  • The local people, observing the new arrivals, bring word of their innovative masonry, warships, steel forging, and agriculture techniques to the neighboring lands. Native population skyrockets as their quality of life rises and organized nations begin to emerge in the surrounding lands. However, disease quickly strikes, destroying most of the new nations almost as quickly as they rose.
  • The armies are now commanded by bloodthirsty warmongering cultists. The most zealous warriors rise in the ranks as the theocracy gains power, being named inquisitors.
  • Mostly independent war parties have gone out raiding all along the coasts, some crossing the isthmus of Panama with their longboats to raid along the westernmost coast. Local peoples, fearing these yearly inquisitor raids and greatly respecting the relatively powerful Blood Kingdom, find that it is much easier to convert to the raiders' savage religion and appease them with gifts than it is to resist. The Blood God is now worshiped far and wide in the new world.
  • A throne is constructed out of the skulls of fallen foes for the king to sit upon and contemplate combat, revenge, warfare, and other such honorable things.
  • Far to the northwest, raiding parties encounter people with similar beliefs to themselves. Believing this to be verification for the Blood God's will on earth, they bring back some of these native customs, including human sacrifice. The king declares that Bloodinites may not be sacrificed, meaning that warfare is the only logical method of finding sacrifices. The people now yearn for war.

Levantine Republic
Stalemate

Government: Republican Satrapy
Culture: Religious Freedom
Economy: Maritime Mercantile
Military: Rogue Army

  • Soldiers are sent to Dathuastan to combat the Huns, but little actual fighting occurs. The and the Dread Horde destroy eachother, and mopping up the remnants is an easy task.
  • Egyptians are allowed to peacefully protest the occupation, although for the most part the peasantry are peaceful. It seems that the prior rebellions were mostly just nobility fighting back against Persian taxes.
  • Persia authorizes Levantine settlers and armies to move across Arabia, and they do so. Wherever it is feasible, settlements crop up. Local populations that do not flee further into the desert are either destroyed or conquered.
  • Trade expands greatly as Levantine cities become the only ports of call for Persian ships in the Mediterranean. The bounty of the Silk Road now almost exclusively runs through Levant.
  • A man by the name of Muhammad is given to visions of God and prophecy in Arabia. Initially rejected by the locals for his monotheistic preachings, the timely arrival of Levantine conquerors brings religious tolerance to the region and allows him to preach peacefuly. The religion of Islam spreads at a moderate pace throughout Arabia and parts of Africa and Iraq.

Dathuastan
Soviet Marmalade

Government: Despotic Satrapy
Culture: Floating Homes, Ship Builders, Tide God
Economy: Maritime Mercantile
Military: Large Fleet, Conscription, Corsvaires Order
Flashpoints: Hunnic Nomads, The Dread Horde

  • Seeing the ongoing rebellions elsewhere within the realm, Dathuastan declares independence from Persia. There is little resistance to the declaration, as Persia is currently engulfed in civil strife.
  • The Dread Horde and the Huns destroy each other and, with Levantine help, the remnants are taken care of as well.
  • Walls are constructed around the cities due to mass paranoia about roving hordes. This is a legitimate fear.

Doon
Laud Piestrings

Government: Tribal Confederacy
Culture: Talion Law, Tedizm, Tundra Living, Ice Structures, Gender Equality, Religious Freedom
Economy: Agrarian
Military: Specialist Weapons, Eits Spy Network

  • The people are given the right of religious choice, allowing them to choose their own faith while stressing the importance of Tedizm in governmental affairs.
  • Settlers land in Nova Scotia while others move further west into the frozen tundra of Northern Russia.
  • The local tribes are given the freedom to practice their own faiths, helping gain their trust and then swiftly betraying their innocence with the burden of taxation and citizenship.
  • The Nova Scotia colony is razed. The inhabitants were murdered by a mysterious group. As there are no survivors, none can tell what people did the deed.

Polis
Sergeant Arch Dornan

Government: Theocratic Republican Satrapy
Culture: Solairism, Turtle Status, Dancing Revolution, Holy Women
Economy: Coastal Agrarian
Military: Massive Small-Boat Fleet, Sun Warrior Fanatics, Scourge Warriors

  • A rebellion against the Persians is launched. Being that there are no Persians in Polis at the time, it is fairly easy to throw off the shackles of oppression.
  • An artistic revolution begins, led by the most beautiful dancers in Italia. Dancing becomes extremely popular and profitable, and dancing harlots can be seen on most city street corners.
  • Dual-wielding long-swords and clad in heavy armor, a new unit of soldier evolves out of the fanatics known as Scourge Warriors. While extremely ineffective in a fortified defensive role or in one-on-one combat, the Scourge can deal a deadly charge at the start of battle and then, ditching one of their swords, hold a position effectively as the enemy inevitably flees out of fear.
  • The concept of maternal holiness becomes popular, and many priests are gradually replaced with female priestesses.
  • The highways are repaved, facilitating land trade.

Vakun
You Are Reading This

Government: Monarchy
Culture: Megalith Temples, Tengriism Faith
Economy: Palace
Military: Legions, Coast Guard Quadremes, Repeating Crossbows

  • A massive construction project is begun, building a wall along the eastern frontier. The Great Wall, original constructed out of dirt mounts and wooden beams, is gradually upgraded from generation to generation, eventually become a stone structure with frequent towers and the occasional fort built into its side. Maintaining this lengthy structure is extremely expensive, but seen as a necessary expense to keep the barbarians on their side of the wall.
  • Kesiak, the capital, is heavily fortified. It becomes more of a super-castle than a city, with most businesses and housing geared towards serving military men.
  • A variation of the repeating crossbow becomes mainstream in the army.
  • Settlers colonize the Baltic islands.
  • The massive cost of the fortification efforts has taxed the tribes into submission. Most move to the cities, and all have abandoned what remained of their independence

Mac Tíre-Madra
Spider-Byte

Government: Monarchy
Culture: Sacred Dogs, Tirius Worship
Economy:
Military: Warrior Society, Longbowmen, Legions, Wuulfgaurd

  • The remainder of Scotland and the northern isles are colonized.
  • A new tribal council is arranged in Mac Tire. A man by the name of Tirius is elected to lead the nation as Alphir, or leader. His stature is enormous, and he strikes fear into many with his presence. Over time his ambition grows and the council's power shrinks in accordance. After his death his son inherits his power, putting an official end to the power of the clans. Tirius is worshiped like a god and, after many generations, becomes the prime god of the pantheon.
  • Longbows become a core component of the army, which is restructured under a system similar to the Vakuni legion.
  • Soldiers known as the Wuulfgaurd, originally the bodyguards of the Alphir only, become the elite forces of the new legions. They wear metal masks resembling the faces of wolves to terrify their enemies, and wear full plate metal armor.
  • Riverian coins and sheep trading not being sufficient for an economy as large as MacTire's has become, the nation starts to mint its first coins.
  • Missionaries venture out and visit Gallia, Germania, Scandinavia, and Iberia to learn of the local people and spread the word of Tirius.

Ovo
Twisty

Government: Feudal Republic
Culture: God Questing, Cumpulsory Education, Egalitarian
Economy: State Mercantilism, Prime Manufacturer
Military: Large Longboat Navy, Austere Elites, Siege Ships, Specialist Weapons, Knights Hospitaller

  • Territoria in Britain is ceded to the MacTire.
  • A new constitution is written, guaranteeing race and gender equality, worker rights, and voting, among a great many other things. The senate decides to meet once every four years to decide on new legislation.
  • The tribes of Ovo, long in decline, have lost the last vestiges of their power as the senate takes full control over the rights of their people. Feudal lords are assigned in their place, being given an amount of power roughly equivalent to the old tribal chieftains.
  • Explorers land in North America and attempt to establish a colony with the support of soldiers. After a decade of initial success, they mysterious disappear, leaving no trace as to where they went besides the word BLOEHD carved into a tree. There are no signs of a struggle, and all of the soldiers' arms and armor was left behind. Potential replacement settlers protest being sent, saying that it is 2spooky4them.
  • Highways are built into other nations, greatly aiding the burgeoning land trade network.
  • Hospitallers are recruited into the military to treat the wounded as soon as they are struck, reducing mortal casualties and giving Ovo a reputation as a caring state.
  • The state now decides what nations are traded with. The senate forms the Ovon Trading Company and it is mandated that all ships and caravans leaving the borders of Ovo must sign on this this new organization. Being able to selectively decide where goods come from and go, rather than rely on the unpredictable tides of supply and demand, allows Ovo to situate itself as the primary producer of finished goods in Northern Europe.

Monarchy of Roses
Tchefuncte Bonaparte

Government: Monarchy
Culture: Warrior Poets, Gender Equality
Economy:
Military: Merchant Marine

  • A massive fortification effort is made in Iberia. Forts are built on every hill or mountain that could be imagined to be of strategic importance. Balistae and archers are placed atop the walls, adding significantly to the expense of the whole project.
  • Fortification becomes so taxing that the tribes are forced to disband, their people moving to the cities or spreading out to cover more land for plantations. The wealth of the kingdom increases.
  • More Atlantic islands are found and colonized. The Roses now hold a monopoly on such landmasses.

Zellania
Naschzaube Maus

Government: Elected Dictatorship
Culture: Tide God, Bakuki Theater, Hostage Nobles
Economy: City-State Maritime Mercantile
Military: Specialist Fleet, Testudo Pikemen

  • The Persians are forced to retreat on the very eve of the capital's surrender, saving the city from being sacked and pillaged. In fact, they have vacated the entire nation, for almost no reason apparent to the Zellanians. Confused and relieved, the citizens move back to the country villas and continue tending to their grape and olive vineyards as if nothing had ever happened.
  • Many Slavs, grateful for the monetary aid during the war and feeling a strong association with the Zellanian nation due to their decades-old alliance, elect to declare loyalty, adding their people and territory to Zellania.

Naval Monte
CrowTheMagician

Government: Constitutional Republican Satrapy
Culture: Totemic Rites, Gender Equality, Infinity Faith, Meritocracy
Economy: Coastal Agrarian
Military: Large Galley Fleet, Meritocracy, Elite Horse Archers, Shadow Men, Specialist Forces, Specialist Fleets

  • Specialization in various military fields is now paramount in training. Elite soldiers are armed more and better weapons and a greater variety of metal murder tools are added to the arsenal. The navy is similarly specialized, with ships for a multitude of purposes being commissioned.
  • Militarists enforce the ideals of meritocracy in other parts of society.
  • The cities are fortified with walls and moats against potential raiders and possibly, perhaps, just maybe… Persians.
  • Persian merchants go missing in the middle of the night and Persian ambassadors are lynched on the streets. Naval Monte declares itself independent of Persia, which lacks any kind of capacity to retaliate.

Kingdom of Riveria
Crimeariver

Government: Feudal Monarchicy
Culture: Dendrolatry, Spruceborn Faith
Economy: Agrarian, Mercantile
Military: Mob Army, Fortified Alps, Civic Duty Archers

  • Riveria becomes the first to rebel against the Persians, having been the last province to be added to the empire, making it the shortest lived Persian holding in history besides the fateful Chinese conquest. Persian armies march into Italia and besiege the Alps, eventually launching a massive assault against the sheer walls of Riveria. They fail miserably, and tens of thousands of soldiers from the various nations of the empire fall at the foothills of the Alps. This paves the way for future liberation movements as the Persian army in Europe and Africa has been completely destroyed.
  • Balistae, ever the popular weapon these days, are fitted to the tops of most watchtowers along the great Alp wall.
  • The Vakuni have built a wall to the Baltic sea, starting in the Alps roughly where the Alp wall ends. This effectively means that Europe has been carved in half by a man-made structure.
  • Roads are constructed, helping connect Europe in unspeakable ways.
  • Greentide has fully recovered from being sacked by the Horde.

States of the Rising Sword
TillsterRulz

Government: Tribal Confederation
Culture: Honor, Meritocratic Mystery Cults, Meritocracy
Economy: Agrarian, Mining Towns
Military: Quinqueremes, Berserks, Bonfire Watchtowers

  • Defensive forces are positioned along the Riverian border, but the Persian armies are destroyed by a Riverian rebellion and their remainders have retreated out of Europe.
  • The pan-European road network is connected to the Sword States.

Syserror
Butterscotch (of Death)

Government: Elected Dual Dictatorship Satrapy
Culture: Kebab Faith
Economy: Maritime Mercantile
Military: Military Schooling

  • The Slavic tribes are attacked. To defend themselves they move north, away from Syserror, and organized themselves into a kingdom. The Slavs who stay agree to join the Syserrene nation. Kebab Mosques, known as Hummusques, are constructed to convert the population.
  • In the chaos that is the Persian Forever War, Minoa is sneakily annexed. While the Minoan forces were engaged alongside the Persians in fighting the Riverian rebellion, a small force of Syserrene troops snuck onto the isle of Crete and into the king's palace. Assassinating the royal family and seizing the fortress, the armies of Minoa are left without a leader or a base of operations. The rest of Crete quickly falls and ties are immediately cut with Persia.
  • Kebabist missionaries are sent into the Sahara. They are never heard from again, although after a while it is well known that most Berber and Tuareg tribesmen believe in tasty, delicious Kebabist way of life.

I can't believe Stalker crossed the Atlantic. How in the hell did he manage that without kissing the bottom of the ocean?


I also find it hilarious that we effectively bitchedslapped the hun invasion with a wet fish, by booting the dread horde right into their path like a glorified bear trap

For the first time in KYMnatRP history, we found a way to hard-counter the eastern horde and we did it using our very own western horde. The fact that it was accidental makes it even funnier.

I know this is probably gonna be difficult but would it be possible to upload a higher resolution map? I can barely see anything on this one. If file size is an issue then maybe you can upload two separate maps for Eurasia and the Americas?

Crimeariver wrote:

I know this is probably gonna be difficult but would it be possible to upload a higher resolution map? I can barely see anything on this one. If file size is an issue then maybe you can upload two separate maps for Eurasia and the Americas?

If you open the picture on its own in another tab, it's much larger and clearer.

Tchefuncte Bonaparte wrote:

If you open the picture on its own in another tab, it's much larger and clearer.

Oh, weird. I did open it in another tab before, but for some reason it was super low res. Oh well, I guess it's working now.


An open message to all European nations: In an effort to allow trade to flourish, Riveria will allow anyone wishing to pass through the Alps on trade or diplomatic business may do so freely after a search of your goods. You will not be charged or harassed.

However, any military units or armies wishing to pass must first obtain special permission to do so and will be subject to a small toll. As a neutral Kingdom, there will be no bias in who is allowed to pass as long as you request to do so and pay the toll.

>Colonies disappearing left and right.

i think you guys need to send armies when sending colonies. Also why make colonies. you should expand your mainland further.

also. why is everyone going egalitarian. you guys sure want to be destroyed by a powerhouse.

Last edited May 22, 2015 at 11:05AM EDT

Mr.Stalker wrote:

>Colonies disappearing left and right.

i think you guys need to send armies when sending colonies. Also why make colonies. you should expand your mainland further.

also. why is everyone going egalitarian. you guys sure want to be destroyed by a powerhouse.

as you might have seen, dispite the fact i backed my settlers with soldiers, they still managed to dissapear, so yes something really spooky is happing that it makes colonies AND soldiers dissapear

James Blunt wrote:

as you might have seen, dispite the fact i backed my settlers with soldiers, they still managed to dissapear, so yes something really spooky is happing that it makes colonies AND soldiers dissapear

Also they disappeared with a final message.
"BLOEHD".
spell it. Twist it.
It's either BLOOD or BEHOLD.

And no, my people didn't have anything with it.

Last edited May 22, 2015 at 12:33PM EDT
Defensive forces are positioned along the Riverian border, but the Persian armies are destroyed by a Riverian rebellion and their remainders have retreated out of Europe

So essentially my guys just all lined up on the border and watched Riveria do the work…heh

Happy that trade route is set up though.

@BSOD

The city was too close to the Levantine capital and fell into obscurity as it was out-competed by a better city. Fancy way of saying I don't like how close they were.

How did Stalker get to America? Well for one, Longboats are better than Naus. The ships Columbus used had an average speed of four knots, whereas Stalker's longboats have a speed of ten. The Top speed of a Viking longboat with good winds is fifteen knots, which is twice as fast as a Nau in similar conditions. Since it took Columbus five weeks to reach the new world, it is reasonable to assume that a fleet of longboats would only take about half that time. Even if they were aiming for a region much closer (Iceland) it is not difficult to imagine each person bringing at least three weeks worth of food with them, especially considering that they were migrating to a new home which would not immediately have farms or known fishing grounds available to them. And of course, the fact that they had no intention of returning home further aided in their success, as a return journey would make the voyage more than twice as difficult to pull off.


And here's a video showing an accurate depiction of the Dread Horde's eastward march and meeting with the Huns.

TillsterRulz wrote:

Defensive forces are positioned along the Riverian border, but the Persian armies are destroyed by a Riverian rebellion and their remainders have retreated out of Europe

So essentially my guys just all lined up on the border and watched Riveria do the work…heh

Happy that trade route is set up though.

Between the mountains and the big ass wall my Kingdom is basically all like:

Laud "The Bear Jew" Piestrings wrote:

Well, looks like my colony disappeared. And to top it off no clues or survivors were left behind. Looks like there's either a splinter group attacking us or bloodthirsty natives. Either way, they will fall.

i had a plan to simply find safer lands, but ok, i think with more backing forces we can take down, whatever was killing our colonies

Skeletor-sm

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