This RP is open to all NS players and is sponsored by the Confederacy of Allied States. Check us out and consider joining if you enjoyed the RP.
Op: Grand Adruvain
Map makers: Aelvania, the Norgan Alliance
Random Events Co-op: Osphen
Moderators: Aelvania, Jordkloden, the Norgan Alliance
The world of Venmaria, a world, of multiple races, and none the least, Humanity. On the continent of Kolen, in the year 0, the collapse of the greatest Empire to ever bestow the continent, Cronelia, plummeting the continent, and northern Afux into the Dark Ages, causing multiple feudal states, small and large. 670 years after the collapse of the Empire, a evil descended upon all inhabitants of Kolen, be them Human, or not, magical or not, young and old, none were spared in the wake, of the black death. 4 years later, millions lay dead, however, this sparked a revolution across the continent, new thoughts, arts and technologies arose, including weapons using an explosive powder from some land not yet even known to most kings. With these new technologies, the old world soon discovered a new one, across the sea. In 727, Giano Aurini sailed across the Ranun Ocean, and discovered a new land, where already millions of different races lived. But then, came the power hungry Kingdoms and Empires of Kolen. Through blood and steel, the continent became subject to Kolen, making them wealthy, and expanded trade further. Little under 200 years later, the world experiences another Revolution, the Enlightenment, men questions the divine rights of king and clergy, and of Colonial Masters and the old ways of Magic.
Rules:
No Metagaming – If you wish to communicate with a player, do so via telegram, the OOC thread, or ICly. This will prevent the bleeding of OOC into IC that Skype tends to cause. You can talk about the RP on other mediums, of course, just don’t try to work out a trade deal or peace treaty there.
Be Civil – Don’t be a prick to others on the OOC. ICly, be however big of a prick you want to be, go ahead. But keep it IC and if you do so OOC you will receive two warnings before getting removed from the RP entirely.
No Godmodding – Other people have complete control over their countries. Don’t post their casualties, military movements, reactions, or basically anything involving them without their approval.
Have Fun! – As I said, everybody’s enjoyment. If you aren’t having a good time, you’re doing something wrong.
Claims and Territory
Conquering unexplored lands, annexing territory, and settling distant colonies are all part of creating an empire and achieving international prestige and superiority. Trade routes must be secured, rightful lands reclaimed, and colonial possessions settled to acquire the untapped wealth they provide.
Conquering lands under the control of foreign powers requires the application of military force. This can range from gunboat diplomacy and mere displays of force to blockading entire nations and reducing their navies and armies to bloody tatters. Politics, diplomacy, and warfare between major powers is determined by the players themselves, though guidelines on how to build and equip your military are detailed further on and are determined by the Op and Mods.
A maximum of 5 unclaimed and uncharted territories can be claimed, as long as the proper roleplaying going into the process. Unclaimed and uncharted doesn’t mean uninhabited, after all - there will be natives, and they will not always welcome the fruits of your civilization with open arms. Whether planting your flag in a hostile jungle or crushing an opponent of a local ruler with superior technology in exchange for their loyalty, you will be required to provide a detailed account of your military actions and expeditions. Sailing across vast oceans, mapping out an unexplored continent, pacifying newly conquered populations, dealing with local uprising and revolts, settling the frontier, funding and creating infrastructure - all this takes time and effort, and that needs to be roleplayed in the creation of your new colonies.
Roleplaying Diplomacy, Politics, War and your Nation
When launching and waging war, even if the decision is your ruler’s alone to make, theirs is not the only opinion that matters. The factions of your government, varying groups within your populace, and other nations all have their own stake in conflicts.
Keep in mind that a proper Casus Belli, or legitimate reason for going to war, will determine how other nations and your own people view a war. A poor public opinion about an action or conflict will impact on your economy and your effectiveness at fighting, and could even inspire open revolt. Wars that drag on or grow more destructive and draining will degrade your peoples’ and ally’s desire to carry on the fight - soldiers serving as levies need to return home to harvest crops every year, not to mention raise their family, contribute to industry, and get away from the danger and tedium of military life. Fighting a nation or civilization with a similar culture or history of good relations, performing especially brutal and public acts during a campaign, and failing to provide pay and supplies will impact the morale of your troops and citizens just as much as a crushing defeat, if not more.
Another good thing to stay aware of is that mobilizing and moving troops, supplies, ships, and aircraft is not instantaneous and takes time. Troops moving long distances will suffer fatigue, ships may be caught in storms, and everybody needs to be kept stocked up on bullets and food and drink. Supplies not reaching soldiers in the field means morale with fall, troops will go hungry, and they won’t have enough bullets or energy or resolve to properly do your dirty work.
Time and Technology
The progress of time and technology will be controlled by the OP and the Mods, with major events, natural disasters, and defining epochs controlled by a Co-Op. New political movements, more effective firearms and ships, and shifts in the balances of power will shape the world around your nation, forcing you to adapt and survive, or pass into the annals of history.
New technological advancements, as well as where and by whom they are first developed, is determined through cooperation between the OP and the Mods, as well
Cultural Legacies: The proud traditions of your people from the disguinshing proficiencies of your nation. Whether you are feared for your historical prowess on the battlefield, reap the benefits of a hegemony in maritime trading and exploration experience, or are renown for your religious piety and fervor, these are the values and histories that set your people apart from their foreign rivals and will carry them to greatness.
Every nation begins with two aspects that define their Cultural Legacies
Examples: (seafaring, martial traditions, tradewinds, work and soil, diplomacy, lingua franca, etc.)
National Policies: The ideals which drive your nation’s leadership and legislature, stemming from the opinions, machinations, and schemes of its rulers, politicians, and populace. As times change and the tides of fortune ebb and flow, these ideals shift and grow as well.
2 National Policies are gained every twenty years. As these reforms and policies are implemented and change, and new technologies, movements, and ideals are created and become obsolete, new ones take their place. Every hundred years seven more are unlocked.
Examples: (Flintlock engineering, airship development, colonial administration, constitutional assemblies, racial equality, etc.)
Military
Warfare drives change, defines eras, and shapes history. Tying into every aspect of a nation and the world around them, wars will more often than not be decided by who was the greater military force. But having the best guns and largest army means nothing if you can’t provide for them, equip them, move them, keep them up to date and use them.
Based on factors such your economy, our nation’s culture, technological progress, and the political climate, your military’s composition, manpower, and overall function will differ. A force numbering roughly 0.2% of your nation’s population can serve as a minimum peacetime standing force, capable of performing garrison duties, patrolling your borders, and occupying forts and colonial outposts. Raising a military of the size needed to defend against invaders, conquering your enemies, and occupying foreign lands requires levies or other systems of raising manpower.
As technologies evolve, and civilizations advance and prosper, militaries may reform their structures and change. Military Reform takes time and is expensive, and moving from one Military Type to the next is by necessity a gradual process, taking at least a decade. If shifting to a less sophisticated Military Type, perhaps to allow for cheaper upkeep or a larger body of troops, reforming the military requires less time but is unable to mount an effective standing force during that time. Mercenaries or vassal states can provide troops for defence in the meantime.
There are a wide variety of Military Types that will determine the size of your military:
Eras
-Age of Enlightenment - Introductory Post and the Age of Enlightenment
-Early Industrial Era - The Industrial Revolution!
-Napoleonic Era (may change) - Napoleonic Wars!
-Industrial Era - The Technological Revolution!
-Era of Wonders (working title) - Steampunk Bitches! Also World Wars. Shit.
18th Century (1700s) -> Enlightenment, Early Industrial Era
- Industrial Revolution (1760-1830s)ish
19th Century (1800s) -> Early Industrial Era, Napoleonic Wars
- “Second Industrial Revolution”/Technological Revolution (1840s-1870s)
20th Century -> Steampunk, Era of the World Wars?
Military - Combat System***************
Land Combat
Morale - Morale determines your troop’s will to carry on the fight. Each unit begins with 2 Morale. Each day of combat a unit will take a Morale hit of 0.01 or 0.02 regardless of taking casualties. Casualties from battle with enemy inflict additional morale damage. Once an army's overall Morale value has been reduced to zero the army will attempt to retreat. Units in the field or on the march take morale damage from poor environmental conditions, and lack of stable supply lines, and long marches - reaching zero outside of conflict may result in army mutinies.
A unit that has its morale drop below 0.50 is disorganized and losing cohesion. A disorganized army is unable to properly maneuver until its morale has recovered above 0.50. Newly trained, inexperienced regiments without proper supplies and equipment will often fall below this threshold.
Morale is recovered in units by things such as being on friendly or home territory, your commander’s decisions, victories, and various policies and legacies.
Your soldiers need to eat! Supply lines affect your soldiers as much as Morale. Watch how far your armies march from your borders and the climate, overstretched Supply Lines can bring down your morale from 0.01-0.10, and may even begin to kill off your troops, rather then the enemy.
Naval Combat
(WIP)
Air Combat (Coming Soon…)
Physical Map Province map
Nation App
=Group App=
Species App
Religion App
(Delete everything in parentheses in apps)
List of Races (excluding Humanity):
Dwarves viewtopic.php?f=31&t=399644&p=30800286#p30800286
Lupinkin viewtopic.php?f=31&t=399644&p=30804838#p30804838
The Yuanti viewtopic.php?f=31&t=399644&p=30806665#p30806665
Wild Wakers viewtopic.php?f=31&t=399644&p=30814257#p30814257
Roving Clans viewtopic.php?f=31&t=399644&p=30814257#p30814257
Necrophages viewtopic.php?f=31&t=399644&p=30814257#p30814257
ýe Vénu viewtopic.php?f=31&t=399644&p=30819182#p30819182
Aurneian Giants viewtopic.php?f=31&t=399644&p=30876262#p30876262
Atelan Yensa viewtopic.php?f=31&t=399644&p=30855789#30855789
List of Religions:
House of Nimue viewtopic.php?f=31&t=399644&p=30806665#p30806665
Al-Iskàndar Kataliòic viewtopic.php?f=31&t=399644&p=30803198#p30803198
Seduanism viewtopic.php?f=31&t=399644&p=30804838#p30804838
Ancientism viewtopic.php?f=31&t=399644&p=30801565#p30801565
The Gods of Mxar viewtopic.php?f=31&t=399644&p=30819182#p30819182
Forgerism viewtopic.php?f=31&t=399644&p=30822707&sid=71489bc97394586e32c2c1dec1c30e0d#p30822707
The Mysteries of é Silmárkon viewtopic.php?f=31&t=399644&p=30819182&sid=dbc8eaa562d929d79cf69c3a2810c4a0#p30819182
Wanderers of Dol viewtopic.php?f=31&t=399644&p=30876262#p30876262
The Two Paths viewtopic.php?f=31&t=399644&p=30883004#30993004
List of Nations:
The Union of States of Aurineia- Grand Adruvain viewtopic.php?f=31&t=399644&p=30797610#p30797610
The Yuanti Sovereignty- Sihai Tan viewtopic.php?f=31&t=399644&p=30806665#p30806665
Niflheim- Nieblham viewtopic.php?f=31&t=399644&p=30797956#p30797956
Ræpublique d'Ausfonaïle - Osphen viewtopic.php?f=31&t=399644&p=30814257#p30814257
The Lupinkin Federation - Aelvenia viewtopic.php?f=31&t=399644&p=30804838#p30804838
Free City of é Silmárkon - Nahua Xolotl viewtopic.php?f=31&t=399644&p=30819182#p30819182
Order of the Flaming Sword, the Forger Knights - Camelone viewtopic.php?f=31&t=399644&p=30822607&sid=7d38cad5249acacf8e698f157253e077#p30822607
The High Chiefdom of Wurheim - Blayk viewtopic.php?f=31&t=399644&p=30876262#p30876262
Kingdom of Atel - Granis viewtopic.php?f=31&t=399644&p=30855789#p30855789
The United Kingdoms of Estiele and Lannduane - Mondrova viewtopic.php?f=31&t=399644&p=30883004#30993004
IC thread: viewtopic.php?f=31&t=400095