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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

You missed nothing and it isn't too late to join. Additionally, I had to write an essay tonight so the first turn will not be going up until tomorrow. I am still missing actions from quite a few people.

…I didn't miss it? Wow, okay. Guess I should write up some shite, then.
Name: Eyyiks
Location: Mongolia, centered around Karakorum.
History: The Eyyiks have been nomadic Mongolic peoples since the day man learned how to use a horse to every advantage he could. Though of the Altaic culture that symbolized the Great Hordes, they were different in beliefs; the Faith of the Finns (Suomenusko) had been adopted after a nameless migration through Khanty lands long ago. They had remained quite decentralized for many hundreds of years, nomadically grazing and hunting as their ancestors had done before. This will all change as an ambitious Khan by name of Sinühlään rises…

Shit is there room for me?

Name: Ionia

Location: Top/Ainu Japan.

*About:" The story if how the tribes within Ionia came to be is shrouded in myths but legends speak that the land became Ionian grounds when the first empress devoured an egg from a celestial dragon, making her a conduit between the material world and the spirit realm.

While the validity of the story is in question none on can not question that Ionia is run by a Matriarch with a small group of advisers as her company. The people of Ionia are a wise, pragmatic, creative, diligent and curious. Taking on fishing and trading to survive they have met contact with some of their neighbors and have become well known to some for their story telling and song making.

Ionia have a unique religion called Infinitism which carries karmic belief, a cyclical nature of tall things. duality (Think yin and yang instead of good vs evil), reincarnation, and balance as it's main tenets, allowing for great variety when it comes to the inclusion of gods and spirits and what sort of rituals and practices follower should engage in. Because of this faith most Ionians see the world in many different shades of whites, blacks and grays.

Writing, Art and Philosophy is tied to the Ionia's cultural identity of traveling merchants/entertainers.

Last edited Feb 08, 2016 at 07:39AM EST

Faction Name: Narthurian Vanguard
Type: Renegade Military
Headquarters: present day O Porto de Bares
Info: The Narthurian tribe were once prominent in England known for their extremely militaristic society, until they were conquered by the central empire. When the Cheswicks came to take over most of the Narthurians were taken either fled to the mainlands or accepted Cheswick rule. However a small amount of the tribe, led by a war leader called Wulfstan who fought the Cheswicks decided that Haglaz had failed him, and took his men and set sail south, landing in Al-Andalus territory.

Name: The Central Guild
Type: Political faction
Headquarters: Cardigan, second biggest city and biggest naval port in Cheswick
Info: Formed in the late 10th century as a response against bigger taxes on smaller nobility and towns, the Guild unites several smaller, local guilds, burghers and lesser nobles to stand together as a power in the Council. The Archmaster of the guild is chosen every 8 years from most influential people in the guilds and amongst the nobles, and since ten years Walter dei Bardi serves as the leader and representative of the faction, partially due to having a seat in the Cheswick Council, as a member of a noble family mostly stripped from land during the war with the Central Empire. The Guild controls a large part of the country’s advanced goods production and fishing, as well as domestic and international trade. Currently, the Guild supports the Council.

Turn 1

Map Link

Map Legend


I have added an icon and text for the HQ of each faction, so you know which one you are looking at on the map and where they are located. Ruling factions have a star while minor factions are a circle.

There are also now icons for major battles, so you know where the fighting is happening just by glancing at the map.

Republics (there are only two, Novgorod and Yuzco) now have their own font type so you can distinguish them from monarchies. To distinguish them even further, republics are also underlined.

RULE CHANGE All factions, regardless of power, now get four actions per turn. If you cannot think of four things to do, do not feel obligated to make up something more; it is perfectly fine to do less than four things in a turn.

RULE CHANGE Do not work on technology any longer; that will progress naturally on its own.

I have ignored every attempt to establish medieval communism. I won't name anyone specifically, I just wanted to say "don't do that."

The game is now closed to new players.


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

Yuzco General Alliance (Yuzco, Cherokee, Omaha)

Anti-Yuzco Coalition (Shawnee, Pequot, Ottawa)

Chinese Hegemony (Han, Korea)

The Maghreb (Al-Andalus, Morocco, Tunis, Tlemcen)

Eighth Warpath (Chinook, Shoshone, Wiyot, Pawnee, Crow, Blackfoot)

Black Desert Defensive Pact (Navajo, Hopi)


The World

-The Navajo invade Paiute, conquering the country. This has outraged most of Hanunah, as Paiute was the last major producer of Peyote still in Peyotist control. A new crusade, the eight of its kind, has been formed and is inviting Peyotist nations across the continent to join in their warpath to reclaim the desert. Navajo has sought allies in its defense but few are forthcoming.

-Andalucian sailors have charted out the west coast of Africa.

-Novgorod went to war with Muscowy but, after a lengthy and bloody campaign, gained nothing from it.


The Alaskan Synod (Taryn)

-An expedition has been funded to explore Kamchatka. These lands are very sparsely populated, and some fisheries see the land as valuable portage for spring and summer fishing. Industrious colonists have moved out west to settle the land, which has been claimed for Alaska.

-Contact is made with China through the new colony. Among the more interesting items of exchange is gunpowder, which the Han use in fireworks and fire lances, spear-like weapons with a bomb attached to the end. Alaskan alchemists have been encouraged to find a way to recreate gunpowder, since the Han are unwilling to share the secret of its production.

-A national survey has revealed that most of the country's diet consists of fish from local fisheries and grains imported from abroad. Overall, the people are well fed and prosperous.


Emmerich Dynasty (Sergeant Arch Dornan)

-A colony has been established in Pindorama. The locals are extremely cautious, and refuse all attempts at contact, preferring to remain isolated.

-Tobacco plantations are encouraged by the monarch in an effort to undercut the nations to the north in trade.


Rose Dynasty (Tchefuncte Bonaparte)

-Explorers chart out the Malayan archipelago and a few colonial companies are established to settle the lands there.

-Public education is funded by the monarch and a meritocracy akin to the Confucian ideals of the Han is put into place. The people are ecstatic and the Han are impressed.

-Control of the fleets is centralized under the monarchy and a standing army of sailors is constantly maintained.


High U-Love Party (Twisty)

-A populist party dominated by farmers and merchants, the High U-Love Party has been elected into power in Yuzco.

-A small flotilla of sailing boats is commissioned for exploration.

-A military college is established for the training of new officers.

-Mining guilds are given subsidies to increase their output.

-Roads are paved up to the borders. When Yuzcan road workers attempted to cross into foreign territory to continue their work they were forcefully removed; it would appear that Yuzco's neighbors are hostile to meddling in their affairs.

-The "Low I-Hate" party has emerged from the opponents of the H.U.L. voting bloc, advocating individualism and unrestricted trade.


House of Leopold (Laika)

-The House of Leopold overthrew the Haglaz Dynasty during the decline, establishing their own control over the empire under the assertion that they have legitimate claim to the throne through a proper bloodline, something that had been lost by the original dynasty through appointment of bastards and adopted sons as heirs. A major opponent of this overthrow, a group of Gallic Nobles, stood to benefit from such a system of succession and has never given up their opposition to the Leopolds. Although they do not fight openly, they only grudgingly declare loyalty to the sovereign house.

-The armies are reorganized. Roman scutum and gladiuses are produced as standard equipment for regiments. The minor nobility complains that this centralization is infringing upon their rights; the Gauls in particular refuse to allow imperial magistrates to even look at their levies.

-To encourage cooperation with this new system, knights are given higher wages and their former masters are given tax cuts. This attracts the less honorable or more greedy soldiers to the emperor's army.


Bravdaz Family (TillsterRulz)

-The Bravdaz family, of pure Pontic roots, rules in Opis with an iron fist, using their armies to secure the nation's multiple frontiers.

-A minor dispute over trade rights has led to a major scandal, resulting in a flaring up of tensions with Georgia. While it could be used as a pretext for war, the Georgians are not so keen to fight, and have presented a peace offering including a small box of silver coins and a collection of Turkish slaves.

-Ruthenia is in open revolt, opposing Pontic rule. There is a rumor in court that this uprising was provoked by Kiev.

-Nomadic raiders are attacking the eastern frontier, making off with loot and captives. This is not news, as it happens frequently, and is typically safe to ignore. However, the peasants have become more uppity than usual lately, and are requesting a permanent solution.


The Council of Cheswick (Crimeariver)

-Beothuk agrees to allow Cheswick ships to dock in Greenland. Trade flourishes as a result and the connection between Europe and Hanunah strengthens.

-Cavalry forces are bolstered by the import of horses from Europe.

-The potato, an edible plant from Hanunah, is made popular through encouragement from the crown. Throughout Eire and southern Britain the crop is being grown commonly enough to be soon considered a staple.


Last edited Feb 08, 2016 at 07:26PM EST

Sons of Liberty (Snickerway)

-Before the Cheswicks overtook Britain most of Eire was controlled by disparate clans. The Empire never bothered with Eire due to the rumors of savagery and the apparent lack of existing infrastructure to rule over; there were no cities to speak of. However, the Cheswicks did not care for cities, having risen out of a society similar to what existed in Eire, and knew how to rule over nomadic clans. Most of the Eire clans did not appreciate this domination, and some have banded together into a loose alliance known as the Sons of Liberty, a covert organization seeking to overthrow Cheswick rule in Eire.

-Attempts to sow discontent abroad have largely failed; the resources available to the Sons of Liberty are not significant enough to find fractures in these countries or fund the expansion of rebellious groups. Most importantly, however, the administration of the rebel group wishes to focus on a more domestic policy: the liberation of Eire.


The Central Guild (Triangle Mare)

-To combat taxation and tariffs, the Central Guild was formed through the alliance of local nobility and small guilds. As a relatively new organization, the Central Guild has little influence yet on the crown, but is rapidly sinking its teeth into the economy, building a network of cottage industries and fisheries along the coasts of Britain. The guild professes loyalty to the Council of Cheswick.

-Mercantile expeditions to Al-Andalus prove successful; the Andalusian sultan is happy to promote trade.


Narthurian Vanguard (Spider-Byte)

-When the Central Empire sought to conquer Britain it was not through the strength of their own arms that they gained victory, but through alliances with the local tribes. The most powerful and zealous of these people were the Narthurians, who formed a knightly order under Imperial authority to conquer most of the island. The Narthurian Vanguard, as they were known, was ousted when the Cheswicks came to power, and fled across the sea. Without Britain as their power base the Narthurians gradually lost influence in the imperial court and were eventually banished from the Central Empire for the threat that their army posed. Now based in Iberia, the Narthurian Vanguard has gained the patronage of the Almohads of Al-Andalus, who gladly took in the foreign army as an auxiliary to their own and gave them a castle on the northern coast.


The Scribes of Confucius (Roy G. Biv)

-Based out of Shanghai, The Scribes began as a philosophical study group dedicated to translating the intentions of Confucius into the present history's context. Over time the school evolved into a commercial entity; being the most centralized and literate organization in the area, the Scribes became involved in communicating with magistrates and tax collectors on the behalf of local tradesmen and peasants. The Scribes are somewhat controversial in the Han as a whole due to their relaxed and interpretive view of Confucian writings, but their distance from the imperial capital has spared them the wrath of the censors. In recent years the Scribes have reached out to neighboring regions and nations, spreading their influence through education and encouraging Chinese expansion.


The Eyyik Tribes (You Are Reading This)

-The Eyyiks are a Mongol tribe situated in the fertile grazing lands of central Mongolia. They are a highly nomadic people with warlike tendencies, riding in a great horde upon horseback to wherever the grass is greener. The tribes used to be disparate, but have only recently been unified under the banner of a man, self styled as Khan, named Sinühlään.


The City of Ionia (CrowTheMagician)

-A unique culture all of its own, Ionia is a paradox of a city. It sits in the frozen north, far removed from civilization. Despite their isolation, the Ionians have developed a complex economy revolving primarily around the production of agricultural produce and timber. Their fishing fleets and merchants are known to China and Japan. As a fiercely independent culture, the Ionians have a language and religious creed all of their own, a few pieces of which have been absorbed by the local Ainu.


Last edited Feb 08, 2016 at 07:29PM EST

Wow, this is amazing! It must take a lot of work to run this whole shebang! Thank you so much! I can't wait to see what happens next, and although I anticipate that I'm going to mess up before I know it, I feel like that's half the fun!

You Are Reading This wrote:

Can I edit my actions, m80? I wanna see if I can integrate the Xiongnu with promises of wealth and power here, then go back and change my turn to a more preferred (by myself, of course) way?

If you are asking if you can edit your actions after I have posted the turn then the answer is no. You are allowed to edit your actions before I make the turn though; you need to resend your entire turn though, with the edits included.

You Are Reading This wrote:

Okay, I'll do that. I was asking to see if I could get the aforementioned proposed alliance from the Xiongnu here then edit my current turn sent to you.

The Xiongnu cannot come to an agreement on alliance terms due to their disorganization; they are a loose collection of tribes, not a cohesive state. A few may help you, but most will do their own business.

Due to negative reactions and valid complaints I am making two changes to the game.


1) Technology is back on the table. Invent away. Due to the fact that there isn't anything to invent during the medieval period, I am going to add in the following two events to Turn 1:

-The Alaskan alchemists managed to find the gunpowder formula and applied it to military science, creating weapons such as cannons and muskets.

-A mill in Swabia has developed a turbine which can be propelled by steam produced by a heated boiler. Using coal as a fuel, this mill has managed to increase production and vastly reduce labor time. The application of this "steam mill" has been seen to be useful in a multitude of industries and is gradually transforming the Central Empire's economy.

These two inventions give the Central Empire and Alaska steam power and gunpowder weapons, respectively. You may try to invent up to two things per turn. Each invention does take up an action. Try to be specific about your inventions too; don't just say "better guns" or "faster boats." Depending upon how game-breaking or advanced a tech is, you might not get it in a single turn, and will need to continue working on it the following turns.


2) If you are currently a minor faction and you do not wish to be, you may restart as a different faction. I understand that, due to one of my goals being limiting the number of players without putting a hard cap on it, I shoehorned many into minor roles that they did not want to be a part of. This offer is only going out to Snickerway, Triangle Mare, Spider-Byte, and Roy G. Biv, and it is a one-time-only offer. You do not have to take advantage of this offer, and may continue as you presently are.

You can choose to start as an existing faction (such as, for instance, the Byzantine monarchy) or a unique faction of your making. If you choose to be unique you will have to send information on your new faction. Your current faction will not vanish, however; it will continue on its current path as an NPC faction. There are four countries that I will not allow you to simply take over the leadership of: China, Persia, Egypt, and Inca. If you want to re-establish yourself there you will need to begin as a minor faction and launch a rebellion or coup.


If you have any questions, comments, or complaints, feel free to tell me about it in a PM and I will try to address the issue.

Gosh darn it, I was gonna trade gunpowder for wolves or something, or at least try to.

Well, since technology is an option again, may I ask a few questions? Sorry! Like I said, new at this.

From what I remember, China wasn't only famous for gunpowder, but also possibly paper production techniques, some of the first printing techniques, and using magnets to create compasses. Of course, I could be terribly wrong about all three. So, how's China's current level of advancement in these technologies? Is that knowledge I'm privy to, and would it be public knowledge or something only nations or factions close to China would know? And am I allowed to ask how they compare to the rest of the world, like how European block type printing presses eventually surpassed Chinese printing presses which were much more basic from what I remember? Or is there a list of "official technologies" and either none of these are on the list or the technology is either discovered or not, with no in-betweens?

Again, sorry to make your life more difficult (especially considering that, as a minor faction, I know I can't guarantee that any attempts at trying to research stuff will work) but I guess my intuition for "the rules" of these types of games is pretty darn bad, hence all the questions.

As tempting as the offer of becoming a super power is I think I'm going to ignore it. I want to try something different this time around in this RP and playing as a minor nation and having it slowly grow sounds like the sort of new thing that I want to experiment on.

Roy G. Biv wrote:

many questions about Chinese tech levels

Currently I am assuming that every nation on earth is of roughly the same tech level. This means that China is not significantly different in its capabilities than, say, the Central Empire. Next turn I will add a 'tech list' for each player so you know where you stand and what you are working on, but for everyone it will be pretty much the same until you start working on things.


Tirangle Mare wrote:

Is this an offer of becoming a major faction, or just changing the minor faction once is in?

You can do either, but just this once.

Shape wrote:

Can I just use it to make my current faction stronger in the starting point? Hanseatic-league grade?

Sure, I don't see why not.

You Are Reading This wrote:

Mongol-Japanese Alliance when?

The only time in history the Japanese and Mongols met was when they tried and failed to invade Japan, so unless you want to bring in the concept of the Divine Wind to Japan maybe we can officially meet in game from a Mongol explorer ship meeting my people?

Roy G. Biv wrote:

Gosh darn it, I was gonna trade gunpowder for wolves or something, or at least try to.

Well, since technology is an option again, may I ask a few questions? Sorry! Like I said, new at this.

From what I remember, China wasn't only famous for gunpowder, but also possibly paper production techniques, some of the first printing techniques, and using magnets to create compasses. Of course, I could be terribly wrong about all three. So, how's China's current level of advancement in these technologies? Is that knowledge I'm privy to, and would it be public knowledge or something only nations or factions close to China would know? And am I allowed to ask how they compare to the rest of the world, like how European block type printing presses eventually surpassed Chinese printing presses which were much more basic from what I remember? Or is there a list of "official technologies" and either none of these are on the list or the technology is either discovered or not, with no in-betweens?

Again, sorry to make your life more difficult (especially considering that, as a minor faction, I know I can't guarantee that any attempts at trying to research stuff will work) but I guess my intuition for "the rules" of these types of games is pretty darn bad, hence all the questions.

China was famous for gunpowder, paper, printing and compasses.

Well that is a massive development for my Empire….with, and I quote "cannons and muskets" my nation is essentially about 400-500 years early, gunpowder is great and all but the firestick was more of a weaponised firework, even with a load of shit stuffed into the end of it, it was still only a measly weapon, good for scare tactics but not ready to change the face of war…

With this advancement castles, armour, shields, cavalry and traditional war tactics will be completely ruined when faced with an army with this sort of equipment. Especially the cannon, that was a massive game-changer and essentially the end of the castle-era. And all on the first turn.

Anyway I'm just making an observation, I have my muskets and cannons and I will be keeping them.

Personally I liked not having to research shit, with the natural progression of the game, nations will make discoveries themselves, I always though it to be a bit pointless to have that mechanic included. I mean if you wanted to have a unique technology couldn't it have just been included as a normal move/


Anyway I'd like to request a personal alliance with Hungary, not a defence pact but a true alliance of nations. I offer trade, security and European conquest.


On a diplomatic level what are the current standings between the Central Empire, Poland and Moravia? are there hostilities?

Laika wrote:

I have my muskets and cannons and I will be keeping them.


Only Alaska has gunpowder weapons. You got steam power.


Laika wrote:

Personally I liked not having to research


I'm not forcing you to do it. Consider the fact that it is simpler to develop technology if your neighbors already have it, and perhaps you might want to avoid researching anything groundbreaking, saving your actions for other things.


Laika wrote:

Anyway I’d like to request a personal alliance with Hungary, not a defence pact but a true alliance of nations. I offer trade, security and European conquest.


The Hungarians are concerned what their neighbors might think of an alliance with a Celestial and worry that, should you abandon them once your mission is complete, other Christian nations will descend upon them in revenge. However, the concept of Balkan hegemony is tantalizing. They propose a royal marriage, securing a branch of your family in their country and a branch of their family in yours, to guarantee the alliance.


Laika wrote:

On a diplomatic level what are the current standings between the Central Empire, Poland and Moravia? are there hostilities?


Poland and Moravia, former imperial provinces, are extremely wary of imperial intentions. One might venture to call this a hostile attitude. They are on the defensive about the empire.

are inventions apart from actions, or do these 2 inventions take away 2 actions

i also would like to make a non-aggresion treaty with the anti-yuzco alliance to help relationships and encourage trading, and stablish a council between my allies.

Last edited Feb 09, 2016 at 04:25PM EST

CrowTheMagician wrote:

Hey Syndic out of curiosity but with my nation how does it's neighbors view them right now?

A few Ainu tribes covet your lands due to your city's high land development, but you are small enough for the majority not to care. Japan is mostly concerned with its own issues and China is entirely indifferent to your existence because you aren't a threatening barbarian or sufficiently Chinese.


Twisty wrote:

are inventions apart from actions, or do these 2 inventions take away 2 actions


Yes they count as actions. I may up the number of actions later, depending upon how well this works. Tech will be explained in more detail in the coming turn.


Twisty wrote:

i also would like to make a non-aggresion treaty with the anti-yuzco alliance to help relationships and encourage trading, and stablish a council between my allies.


The coalition is ready to dissolve and, believing your peace offering, does so. Your allies do not understand what you want to gain out of this council.

Last edited Feb 09, 2016 at 04:29PM EST

"These two inventions give the Central Empire and Alaska steam power and gunpowder weapons"

Ah. You meant individually, makes more sense. Alright then but I have to admit that I found that easy to misread.


I accept Hungary's proposal and they are to be given a recommendation to step up their military's readiness for future war. The wedding is to be kept low-key and promises of a solid and forever lasting alliance are to be given at every diplomatic talk.


Moravia and Poland are to be offered a chance of reunification of the old Empire with the guise that the Emperor wishes to once more bring together the Celestial nations. This will mean the annexation of the two states into the Central Empire.

Skeletor-sm

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