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[Forum Games] Nations RP

Last posted Mar 08, 2016 at 11:23AM EST. Added Feb 05, 2016 at 08:31PM EST
585 posts from 21 users

This is a nations role-playing game in which you take the helm of a state and guide it to victory or ruin in a modernizing world. Once the game starts you will send PMs to me, telling of what your government tries to do each turn. There are few concrete rules or ways to play the game; you may do whatever is within your power and the realm of possibility.


To join, simply post in this thread, saying that you wish to play. There is a maximum of twenty players, although the first eight players get a boon which will be explained later. We will establish nations, discuss rules, and build a prehistory later as well.

Now we are going to construct a prehistory. Each of the first eight players (listed below) may now post in this thread giving a basic write-up of their nation's history, describing where on the planet it is and what kind of culture it has embraced.

Note that you will not be alone; NPC nations will have already risen up around you according to the original timeline. Where a particular region starts in the timeline will depend upon how many players are there; a region with no players will be tribal and nomadic, whereas a region with multiple players will be well developed, with multiple NPC nations and a lengthy recorded history. This design choice is to facilitate colonization; when the age of discovery begins, whichever continents are lacking in players will be ripe for conquest.

When writing your history, please do not use elements from beyond the 12th century. Communism, globalization, and advanced technology should be absent from the world at the moment.


Only the following listed players may post with a country description. The role of other players will be addressed in a later post.

Taryn
Sergeant Arch Dornan
Tchefuncte Bonaparte
Twisty
Laika
Some Guy from Temessee
TillsterRulz
Crimeariver

Crimeariver wrote:

So just to clarify, roughly what time period are we starting in?

That depends upon how many players there are in an area. If nobody is in Europe, then that continent will be pre-Roman. If everybody crowds into Europe, it will be early medieval. The timeline will be mixed and anachronistic, with different regions starting at different times, but you can expect most regions to start somewhere within the range of 250BC to 1400AD. The exception to this is sub-Saharan Africa, Australia, and the Americas; these areas will have invented timelines, so that multiple players starting there have something to interact with at the start of the game.

fuck drumpf #impeach45 wrote:

So how should the format of a Country Description be? and What should be written in it?

Whatever you think is necessary. Anything you do not include will be filled in by real history. For instance, if you do not give your people an original local religion or import an existing one from the region, then whichever religion they encounter will become their native faith. At the very least, you need to give your people a name and a location on the planet Earth.

Taryn wrote:

Are names predetermined?

The names of NPC nations are predetermined, for the most part. For your country, you may make up your own name or choose from a real country's name.

I'd like my nation to begin as Alaska (or at least part of Alaska). You can just call the nation Alaska.

The Alaskans are a very territorial people, and are aggressive to strangers, making trade rare, but not impossible. They are very skilled hunters, and are mainly carnivorous. Due to the natural "dark months" in Alaska, they have become proficient in hunting in darkness, though this practice is discouraged due to its obvious dangers. They are advanced in astronomy, and even some math, which helps in navigation.

The peoples used to worship the native buffalo population, but the buffalo are now just a widely domesticated steed, similar to horses. Gray wolves, too, are mostly domesticated as hunting dogs.

That's all.

my nation can begin in north america, just call it Yusco.

Yusco people are mostly a warrior and hunters race, but these are only for protection and food as they prefer more estable relations than war, their leaders are mostly the oldest and smartest tribe members, who conform one entire group that leades them all. They are known for their discovies of faster travel trough land, so they are adept at math and basic engineering, they often worship the nature around them, and the god that created it.

Name: Central Empire
Location: Central EU, slightly north-western-ish

History:
After many years of petty infighting both against one another and internally a select number of tribes have finally been united under one banner. With a string of treaties, brutal skirmishes and intensive debates, Haglaz "the hench", has managed to install himself as Emperor over these peoples.

The empire has literally just been formed and is nothing more than a banding of tribes/households (era dependent). Haglaz has come a long way to reach this point, only he knows his true goal.

When it comes to faith they are pagan, worshipping the world about them and it's spirits.

Last edited Feb 06, 2016 at 04:58PM EST

Name: Opus State

Location: In between the Black and Caspian Sea

About: The Opus State (Opusians) people separated from the nations south of the Black Sea after many disagreements with the leaders of the small nations there, and hoping to find more fertile land after the ground in the previous land had been extinguished to to negligence.

Much of the nation is just small farmers and poorly built houses, trying to rebuild themselves slowly and the only leisure they know being through songs and singing, which have became tradition with them.

The religion is whatever is nearby, a pseudo government has been formed by the person who has the largest farm, ruling slightly over the others.

Roy G. Biv wrote:

Gosh darn it, I'm always late for the good stuff. Room for one more? What do I do?

There's still room. For now, you don't do anything. Once the first eight players have their nations done, I will let everybody know what comes next. I would like that to be soon, before tomorrow, although I am willing to wait up to sixteen more hours from this post. I still need a nation from the following people:

Sergeant Arch Dornan
Tchefuncte Bonaparte
Crimeariver

Name: Cheswick

Location: Northern Great Britain

About: Cheswick began as a coalition between neighbouring pagan tribes in Great Britain and eventually moved towards a council based government located in a capital city called Brethermoor. The first several years of the nation's development occurred in isolation from the mainland and as a result a unique religion of star worship formed (called Celestialism). As such, Cheswicks developed sophisticated calendars and basic time keeping devices fairly early on. The nation also has a sizable fishing fleet which supplies a large amount of the food (the rest coming from sheep and root vegetables). Most of the houses in Brethermoor are made from stone, and are very densely packed, sometimes even being built over top of older and abandoned buildings left to crumble. There is minimal contact with the mainland.

Elreigh wrote:

There's still room. For now, you don't do anything. Once the first eight players have their nations done, I will let everybody know what comes next. I would like that to be soon, before tomorrow, although I am willing to wait up to sixteen more hours from this post. I still need a nation from the following people:

Sergeant Arch Dornan
Tchefuncte Bonaparte
Crimeariver

Yay, I'll join in and wait then. Thanks for the explanation!

Name: Monarchy of Roses
Location: Philippines
About: The empire started as only the central island. It was populated by sea traders who eventually conquered neighboring islands either by trade or warfare. Each island originally had its own religion but they have started to merge into a larger pantheon.

Last edited Feb 06, 2016 at 07:35PM EST

Name :Hueynation
Location :Cuba
History : A nation of a peaceful yet curious people.They have the best navy in the area and trade with other native people. The people of Hueynation are also very non-religious but tolerant of people's faiths.

Turn 0

Map Link

Map Legend

TL;DR is in bold

The first eight players are the "major powers" and represent the most powerful nations on earth at this moment. All other players are minor powers. It is possible for a major power to be eclipsed by a minor power, thus switching their power status. Your country's capital will have a symbol to represent your status as a major power. Major powers may send four actions per turn, whereas minor powers may only send one.


To send turn actions, send me a PM titled "Nations RP" without quotes. If you must make an edit, resend all of your previous actions as well; I will only read the last PM titled "Nations RP" from each player, so make sure the latest PM from you has everything that it needs to have. Also, try to be brief; if your PM is too lengthy, I may skim to save time, potentially missing important things.


Rather than playing as the immortal spirit of a nation as is typical with grand strategy games, you will be playing as a faction within the nation. For the major powers, the faction is synonymous with the nation. For minor powers, however, it is possible for your faction to be within another player's nation. You can use this to either help or hinder that player, depending upon your own personal goals and loyalty. It is difficult to extinguish a player faction entirely; you may still exist in the game even if you own no lands at all. Switching to a different faction or creating a new faction is possible if times are changing (maybe you want to be a communist later on in the game) or you are having a difficult time (perhaps you are the last branch of a universally hated royal family with no land).


When you send in your PM for this turn, make sure to name your faction and (for minor powers) decide which country to start in. These details do not count as actions towards your action limit. For most of you, the faction will be a family name, such as Habsburg or Lancaster. Some may choose to be something different, like a monastic order (Knights Templar, etc.) or other organization (Guild, Political Party, Nomadic Tribe, etc.). Minor powers may attempt to hijack an existing NPC nation, but this will likely cause that country to collapse, so plan accordingly.


Wars will be settled in a single turn, unlike previous games where they stretched on for multiple turns. You should send war goals along with your declaration of war, otherwise your diplomats will not know what to seize in the peace. War goals can be anything; land grabs, demilitarization, monetary concessions, forced conversion, etc. You may also define a strategy, if you think that your generals need guidance.


Do not send diplomacy related things in your turn actions; post that in the thread, even when dealing with NPCs. You may form alliances in the thread and they will become active as soon as all parties agree on its terms. I will keep track of such alliances, so long as they are made in the thread, and they will be listed in each turn. Alliances formed this way will automatically come to each-others' aid if attacked or attacking, depending upon what the conditions of the alliance are.


As always, feel free to ask any questions if you have them.



History of the World
Faced with the threat of Roman expansion into Germania, many tribal chieftains rallied together under the banner of a man named Haglaz. Routing the Roman armies at Teutoburg in the year 9AD, Haglaz became ambitious, and forced the unification of the clans through violence. Within a decade, most of Magna Germania was united under the budding Haglaz dynasty, which went on to capture most of the Roman provinces from Hadrian's Wall to Sicily.


In the centuries since this conquest the so-called "Central Empire" has been in steady decline. A third-century invasion from beyond the wall in Britain, led by a charismatic astronomer-prophet, caused the islands to be lost. They are now ruled by the Cheswicks, a powerful coalition of highland clans from the far north. A secondary result of this invasion was the spread of Celestialism, a religious fusion of astrology and astronomy, which gradually became the official faith of the empire.


In the early eighth century Spain was lost to Muslim invaders. As a result of the multiple wars the imperial treasury was drained and national manpower was devastated. This left the empire open to invasion and rebellion, and the regime was bankrupted. The kingdoms of Denmark, Poland, Moravia, and Genzodia gained their independence in a series of bloody uprisings.


During the time of the Central Empire's decline, the east-Roman empire was also collapsing. Gradually provinces were lost to a combination of rebellious princes in the north and Muslim invaders to the east. In the 7th century a Persian army marched in to Anatolia and its general, thinking himself more powerful than the Persian king, seized most of the peninsula and declared himself Sultan of Rome. His armies ravaged the countryside in place of raising taxes, leaving most communities too devastated to continue their lifestyle there. Some of the Pontic Christians, unable to tolerate the rule of Rum and its bloodthirsty Sultan, fled across the Black Sea. This army of refugees established a kingdom called Opus and conquered vast swaths of land.


Some time in the late eighth century a small group of Beothuk fishing ships, blown off course by a storm, docked in Iceland. This was the first contact between the continents of Hanunah and Europe, and since then mutual trade has created an exchange of ideas, inventions, produce, and disease across the Atlantic. Among these ideas exchanged has been Celestialism, which is now the majority religion in many northeastern countries.


The history of Hanunah is mostly the history of the Aztecs; Some time in the first century, the Aztec empire stretched out to the east, conquering most of the Caribbean and the areas surrounding it within two centuries. Their religion, symbolized by a Black Sun due to their fear that the sun will one day die, is a lasting effect of the Aztec Empire's presence. The empire lasted for six hundred years before collapsing due to a seventh century invasion of nomadic people from the north.


North of the former Aztec domains is a vast land, unified religiously through a shamanistic practice. This religion, called Peyotism, is a loose collection of Hanunan traditions including astral projection, a belief in spirit animals, vision quests, and a connection with nature. The use of peyote, a cactus known for its psychoactive properties, is central to the religious experience. Nations which control peyote's desert habitat are common targets for religious pilgrimages. Oddly enough, most of these countries are Black Sunnist, and occasionally these pilgrimages turn into bloody crusades to retrieve peyote.


South of Hanunah lies the continent of Pindorama. Very little is known of the extent of this land, which is covered in jungles and mountains. A few nations along Pindorama's northern coast thrive on Caribbean trade while Chimor and Inca are largely isolated from the rest of the world, ruling from the Andes mountaintops. Most people in Pindorama worship the god of the sun, Inti. Intists are less commonly known as White Sunnists, due to their slightly more optimistic outlook on the future of the sun than their Black Sunnist counterparts.


In east Asia the Han dynasty has ruled since the sixth century, having been preceded by a great number of ancient imperial dynasties. The Han are the largest empire that china has yet seen, all previous dynasties holding vastly smaller domains. A few budding civilizations are rising about the expanding Han, including Korea, Japan, and Rose. The Roses in particular are developing quickly, having imported the Chinese writing system and formalized their pantheon into a cohesive, organized religion. Their population has risen rapidly over the past few centuries and their typical city's infrastructure rivals even the imperial capital of China. The Han, feeling that the Roses owe a cultural debt to China, have demanded tribute many times during the small kingdom's rise, but this connection has grown weaker over time and tensions have risen as the occasional request for tribute is refused.

Last edited Feb 07, 2016 at 01:05AM EST

Because I anticipate a bit of confusion, here are a few examples of how to submit your faction when you PM your first turn to me.


Name: Knights of St. Jude
Type: Monastic Order
Base: west coast of Georgia


Faction is the Helliot Dynasty, which rules over Trabzon.


Name: Imperial North Sea Company
Type: Trading Company
Headquarters: present day Amsterdam
Info: The INSC controls most trade in the north sea, at the behest of the Central Emperor, and is dedicated to enriching the Central Empire.


Faction: The Hangzhou family, currently in exile in central Asia. They used to be a minor ruling family in China but were banished due to a plot. Now the last Hangzhou are wandering the steppes, using their wealth and prestige to buy up an army with which they can take what they believe to be their rightful throne in China.


Remember that you may not claim to rule a major power unless you created it. You may, however, create a faction within a major power if you want. Don't forget that this does not take up an action in your PM. You can simultaneously establish your faction and take action during the first turn.

Last edited Feb 07, 2016 at 01:25AM EST

Sorry, first time here and kinda clueless. I apologize but I have tons of questions.

1) What can I do for an action? Can I split up an action into halves to try to do two different things? Could you give some examples of actions, because I really have no clue what that means.
2) How long after you post the most recent turn do we have to submit whatever we need to?
3) What year is it? And for us minor nations, for the current turn at least, can we assume things are pretty much the same unless you said otherwise? Or can you PM us about the state of our nation? Or do we choose the history? Or what?
4) What if I pick a minor nation that's already been picked?

Sorry for all the questions!

So you said diplomacy with NPCs should be done in the thread right? Does that include trade routes or no?

Also, I would like to establish a defensive pact with Denmark.

I like this map setup, no more tedious expansion moves wasted on merely occupying empty land. We can get straight into it.

It also looks like we are now entering the 9th century(?) which presents Europe with it's setting of feudalism, that means my original history write up is a couple of hundred years off and outdated but you have already taken care of adjusting that which is perfect. No questions at this time.

Currently open to diplomacy with my player neighbours

Laika wrote:

I like this map setup, no more tedious expansion moves wasted on merely occupying empty land. We can get straight into it.

It also looks like we are now entering the 9th century(?) which presents Europe with it's setting of feudalism, that means my original history write up is a couple of hundred years off and outdated but you have already taken care of adjusting that which is perfect. No questions at this time.

Currently open to diplomacy with my player neighbours

I'd be down for an alliance between you me and Denmark.

If anyone wants to have a small alliance, please do so!
I forgot to explain my Genzonians. They are a peaceful and middle classed civilization located near the foot of what is Italy. They have a great economy with their friendliness and trading relationships. The Army is also friendly but not to be underestimated.

@Crimeariver & Some Guy,

Alright, I can see we all want some stability from the get-go when it comes to neighbours. I propose this member roster to make things clear on who is going to be apart of this alliance…

1. Me with the Central Empire
2. Crimeariver with the Cheswick
3. Some Guy with the Genzonians
4. Denmark

I have a policy that I'd like to place down first. The Central Empire is not obligated to follow alliance members into wars that they have started only to defend them if they have been attacked first.

We good?


@Syndic

Actually I do have one question.

you will be playing as a faction within the nation. For the major powers, the faction is synonymous with the nation. For minor powers, however, it is possible for your faction to be within another player’s nation

So as a major faction if my faction is synonymous do I still need to state it and make one?

What can I do for an action? Can I split up an action into halves to try to do two different things? Could you give some examples of actions, because I really have no clue what that means.

Anything. An action represents a decree, order, demand, etc. from your government. You can make actions conditional (demand that Caesar step down. if he doesn't, attack him) so that you don't need to wait another turn to respond to its success or failure.

2) How long after you post the most recent turn do we have to submit whatever we need to?

Typically it is 24 hours. I will not post a new turn within 24 hours of having posted a previous turn, but you could have a lot more time than that depending on how busy I am.

3) What year is it?

Its about the tenth century according to Christians but that doesn't matter.

And for us minor nations, for the current turn at least, can we assume things are pretty much the same unless you said otherwise?

Yes. Nothing changes unless you change it through your actions. Assume that your faction is coming into existence or coming into power on turn one.

Or can you PM us about the state of our nation?

When you make a faction and join in as a minor nation, the state of that nation will be made clear during the turn. Your faction type might slightly alter the existence of that nation, for instance, turning it into a monarchy or a republic, or splitting it into pieces if it is too large for minor power to hold from game start.

4) What if I pick a minor nation that’s already been picked?

So you said diplomacy with NPCs should be done in the thread right? Does that include trade routes or no?

If you need to do any kind of negotiation with an NPC (that is, talking to them) say it in the thread. Trade is automatic though, unless you decide to get involved in it or restrict it. There might be a need to do so later, especially with colonies.

Also, I would like to establish a defensive pact with Denmark.

Denmark agrees to a defensive pact with Cheswick.

The following alliance is now formalized:
Northern Defensive Pact (Denmark, Cheswick)

Last edited Feb 07, 2016 at 11:49AM EST

Laika wrote:

Syndic you missed the extra bit on that alliance, check the last few posts.

For some reason those last three posts didn't show up until just now.

So as a major faction if my faction is synonymous do I still need to state it and make one?

You still need to make one, so that we know exactly where the de-facto power in your country comes from; your faction should probably be "Haglaz Dynasty."

alliance stuff

Denmark agrees to the new members of the alliance.

Northern Defensive Pact (Denmark, Cheswick, Central Empire, Genzodia)

Taryn wrote:

So does the top part of the map just not exist, or is that just a technical issue?

The base map that I used does not include territory further north than that. I am afraid that this means most of the arctic circle cannot be displayed on the map, but that does not mean the top third of Alaska does not exist. This should not be too much of an issue being that this area is almost entirely covered in ice and very few people live there. I know that this does affect you the most, having a third of Alaska not being displayed, but rest assured that you do control that area and what few people who live there pay taxes to your regime.

James Blunt wrote:

question, are dictatorships allowed

i would also like to stablish alliances with the cherokee and omaha

Almost every nation on the map is a dictatorship. The only republic that I know of with certainty is Novgorod.


Cherokee and Omaha agree to a general alliance.
Shawnee, feeling threatened by this surrounding alliance, has formed a coalition with Pequot and Ottawa.


Alliances formed:

Yuzco General Alliance (Yuzco, Cherokee, Omaha)
Anti-Yuzco Coalition (Shawnee, Pequot, Ottawa)

Skeletor-sm

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