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Black Blood [MT] [OOC, sign-ups, Open]

A staging-point for declarations of war and other major diplomatic events. [In character]
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Denderan
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Black Blood [MT] [OOC, sign-ups, Open]

Postby Denderan » Sat Oct 13, 2012 10:51 am

IC link

My nation has its little gimmick which has probably been done before: it's an MT, magic-free nation which has Orcs and Elves and what-not. There's also some bizarre things that look magical and probably can't be explained by strict hard sci-fi, but which aren't super miraculous or gamechanging. There's oozes and Mind Flayers and strict adherence to realism is really not the point at all, even though overt magic is being avoided. Naturally, it enters the NS stage gripped in a civil war which other nations are bound to get involved in (that, or my RP gets no responses and dies a quiet and unloved death). The political situation is extremely complicated, however. There are multiple different factions and sub-factions, many of which appear to be the same faction but actually aren't.

Denderan is ruled by the eleven Guild Lords (though more are expected to be added in the immediate future), however the Guild Lords are really a loose alliance of mostly independent leaders, and indeed they will often go to blows with one another. The exact method for selecting a new Guild Lord, the length of their term, how much power they have over their homeland, etc. etc. all vary wildly from one to the other. About the only consistent thing is that they get a vote on the Guild Lords' Council, which isn't always listened to anyway. The nation's unified military, the Guild Army, is quite a bit smaller than the personal armies maintained by several of the Guild Lords. On top of this, there are multiple warlords, revolutionaries, and terrorists vying for control of Denderan who are not Guild Lords, and most of them seek to overthrow the Guilds altogether.

Black Blood in particular is a fairly small scale story, focusing on the Rann Hills, a territory that was, until recently, effectively ruled by the Orcish Brotherhood. Guild Lord Dolgar has sent Commander Ogrinn to root them out of the region once and for all, and while he's driven them out of major population centers, they remain entrenched in a number of heavy fortifications out in the wilderness. The Rann Hills are on the farflung edge of Lord Dolgar's territory, which leaves Ogrinn's supply lines stretched thin and vulnerable to guerilla attacks by the Brotherhood. Ogrinn doesn't have the firepower to take out the fortresses, and his thin supply lines means he can't besiege them either. Without some kind of outside intervention, Commander Ogrinn will be forced to burn the entire region to the ground as he retreats, so as to leave the Orcish Brotherhood with nothing left to claim.

This is a fairly smallscale incident. I don't have my nation completely figured out yet, which means I'm not at all ready to do anything involving the whole thing (which is likely to be an extremely convoluted situation once it does get rolling). As such, please don't bother signing up if you plan on dropping in overwhelming forces to insta-solve the problem in favor of one side or another. That's boring, and it's kind of bizarre that a nation would be willing to commit so many troops to such a tiny theater anyway. Rather, this incident is best resolved by the presence of just a few platoons to try and swing the fight in favor of one faction or another.

A brief overview of both factions:

The Orcish Brotherhood is a militia/hate group raised by the Orcs, which has its roots in the Rann Hills and vies for control of the region with legitimate governments and other warlords. Orcs are generally looked down upon in Denderan, and the spite for them can occasionally explode into violence. The Orcish Brotherhood's response is to up the ante on the violence. They've run must other races out of the Rann Hills. Lord Dolgar is an Orc himself, but he works closely with other races (he, like most of the more metropolitan regions of Denderan, mostly gave up on racism a long time ago). This makes him the worst possible kind of traitor in the eyes of the Orcish Brotherhood, and they are vehemently opposed to his rule.

Commander Ogrinn has been sent to clear out the Orcish Brotherhood once and for all, and by any means necessary, so that other races can live there in peace again. The battle has already taken its toll on the region, but war is nothing new in Denderan. What is new, however, is the scorched earth tactics Ogrinn has been instructed to use if he is unable to dislodge the Orcish Brotherhood. If he cannot destroy the Brotherhood, his orders are to destroy the entire region and hopefully take the Brotherhood with it.

To join, please post:

1) Your nation's name.
2) Why your nation is getting involved in the area, and
3) A brief idea of how you plan to intervene.

Time to see if I can make a weird idea work.
Last edited by Denderan on Sat Oct 13, 2012 11:58 am, edited 2 times in total.

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Denderan
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Postby Denderan » Sat Oct 13, 2012 9:22 pm

Bump?

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Denderan
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Postby Denderan » Sat Oct 13, 2012 11:38 pm

Bugger all, but this forum moves fast. It looks like my weird little idea for a nation might not work out...Or maybe it's just that my specific scenario isn't catching on?

Here's something that'll be helpful: If you read this and decide not to join, please post to let me know why so I can figure out how to do this better next time.

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New Roman Empire
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Postby New Roman Empire » Sat Oct 13, 2012 11:55 pm

I will join, but do you mind If I give you advice as we go. Here is my frist bit of advice. make application look like this.

APP
Nation's name:
Reason for Involvment:
Your plan to Intervene:

My APP
Nation's name: New Roman Empire
Reason for Involvment: Keep the cost of lives down as possbile.
Your plan to Intervene: The Imperial guards, which are the elite forces of the Empire. They will be supporting the Elven Guild with supplies and fresh troops.
“Venimus, Vidimus, Vicimus"
Member of the:IRON Alliance
Xirvo Corporation "Contractors of the future."
[/floatright][floatleft]
I use 1% of my population: 83,720,000
Budget:41,607,720,541,369.43

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Denderan
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Postby Denderan » Sat Oct 13, 2012 11:58 pm

There's...No Elvish guilds involved.

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Denderan
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Postby Denderan » Sun Oct 14, 2012 4:08 am

Okay, I'll give this one more bump.

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New Roman Empire
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Postby New Roman Empire » Sun Oct 14, 2012 4:14 am

I guess I am supporting Commander Ogrinn.
“Venimus, Vidimus, Vicimus"
Member of the:IRON Alliance
Xirvo Corporation "Contractors of the future."
[/floatright][floatleft]
I use 1% of my population: 83,720,000
Budget:41,607,720,541,369.43

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Denderan
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Postby Denderan » Sun Oct 14, 2012 4:29 am

Okay. I suppose that works. I get the feeling you aren't actually all that interested, though.

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New Roman Empire
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Postby New Roman Empire » Sun Oct 14, 2012 4:53 am

Denderan wrote:Okay. I suppose that works. I get the feeling you aren't actually all that interested, though.

I am abit intrerested, the idea is good. So I am here to help you imporve on the idea as in geting more ways to attract people and give advice as we go.
“Venimus, Vidimus, Vicimus"
Member of the:IRON Alliance
Xirvo Corporation "Contractors of the future."
[/floatright][floatleft]
I use 1% of my population: 83,720,000
Budget:41,607,720,541,369.43

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Donvalia
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Postby Donvalia » Sun Oct 14, 2012 5:06 am

Mildly interested, so I'll sign myself up. There are real-life commitments, obviously, during week days, but nevertheless I'd like to see how this RP goes and whether my concept of a FanT/D&D-style nation-state would work out. So without further ado, a little bit about me:

The Kingdom of Donvalia
Donvalia (or Domnhall Fell, if you're interested in history) used to be a monarchy. It is "ruled" by a Queen, but is in reality governed by the council of Lords Industrious - a mixture of nobility and bourgeoisie. Jonathan Steelcrow, Lord Protector of the Realm, keeps the Lords in line and on task, most of the time. Political dissidence was (and mostly still is) common, but harsh penalties keep them to a minimum.

In terms of direct participation, the Lemniscate Order was originally a gathering of Knights under the King-Founder. It became obsolete as knights became obsolete, but recently it has arisen once again as a voiced militant religious organisation that serves the Lords Industrious. It's heavily puritan and human-centric, and provides personal and diplomatic protection services. The Knights can mostly be split into the opportunistic and the zealous, and the few who belong to neither camp are ostracised, hazed, sent on "suicide missions", or worse.

Knight-Commandant Nicholas Stolypin is one of those few.

The Lords Industrious have found mild interests, in terms of propaganda and establishing ties, for supporting the rule of order in Denderan. And so far, the most compatible force is deemed to be the Guild Lords. Being true callous outsiders, they've called on the Lemniscate Order to support the Guild Lord Dolgar and Commander Ogrinn. In turn, the Order has called on Stolypin to go on a "voluntary" expedition.

To note, Donvalia is a mixture of PT (1800 to the early 1900s) and MT, and you'll see conventional equipment and tactic being bandied about along with assault rifles and whatnot. I don't think anyone can survive a 12-pounder cannon shot to the face, so things should be interesting.

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Denderan
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Postby Denderan » Sun Oct 14, 2012 5:20 am

Alright, this looks like it'll work.

The both of you can start posting in the whenever, then. There's a link to the IC Thread in the OP I think, and if not, there you go.

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Nova Arcanum
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Postby Nova Arcanum » Sun Oct 14, 2012 1:46 pm

Interesting concept of a nation, extremely identical to mine in fact. The Arturian Imperium is also a fantasy type nation existing in a modern time period. Expect multiple species, magic, weird religions etcetera.

I'll join on the side of Commander Ogrinn.

Nation Name: The Arturian Imperium (Nova Arcanum is the capital city)
Reasons for joining: OOC wise seems like an interesting idea, and it's good to help out another nation with ideas similar to my own. IC wise, The Imperium is always in need of slaves, and a dispute between the Guild Lords and an inferior species seems a perfect way to go about it, under the guise of assistance.


The Arturian Imperium is a state composing of a multitude of different territories, and species. It is ruled by the Archon Zeran Dessair V, from the seat of power in the city of Nova Arcanum. The Imperium itself, is an elective monarchy, with the Archon being selected from the Imperial Conclave, the main legislative body of the country. The Conclave consists of eight-five representatives from the most powerful noble families in the Imperium. At the death of the Archon a vote is cast, however there has not been an election in over four centuries, as Zeran has not died.

Social wise, the Imperium is a cruel place. With members of the nobility constantly competing with each other for power, wealth, and prestige. Using typical cloak, and dagger techniques. It is a game that has been around since the conception of the state, and has left more dead than any battle the Imperium has fought. There are several species within the nation; Humans, Elves, Dwarves, Orcs, and many others. Humans are the most numerous, and thus wield the most power. In the Arturian human mind, very few races can measure up to humanity. With the elves being a rare exception. Slavery is practiced, with no species being spared the chains.

There are many religions with the nation, yet the most dominant one being belief in the First Gods. Headed by the First Ascendancy, the belief is a polytheistic one, with a multitude of beings. Yet non is more powerful in the pantheon, than He Who Dwells in The Light (other wise known as Yashir). The Creator, the Maker, the Dreamer, the First Amongst Many.
Last edited by Nova Arcanum on Sun Oct 14, 2012 2:17 pm, edited 2 times in total.
The Arturian Imperium

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Denderan
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Postby Denderan » Sun Oct 14, 2012 3:35 pm

Denderan has zero magic. It's an MT nation that happens to have orcs, not a FanT nation that happens to have guns.

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Nova Arcanum
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Postby Nova Arcanum » Sun Oct 14, 2012 3:42 pm

Denderan wrote:Denderan has zero magic. It's an MT nation that happens to have orcs, not a FanT nation that happens to have guns.


Mhm, understood. So is the Imperium allowed in this RP, or not? I have a theory in development on why Arturian magic only works in Imperium, so even then it won't have any major effects in regards to the RP.
The Arturian Imperium

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Denderan
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Postby Denderan » Sun Oct 14, 2012 3:53 pm

If they're not bringing magic with them, then they're fine.

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Nova Arcanum
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Postby Nova Arcanum » Mon Oct 15, 2012 3:15 pm

Denderan wrote:If they're not bringing magic with them, then they're fine.


Affirmative, I'll have a post up by tomorrow.
The Arturian Imperium

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Denderan
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Postby Denderan » Mon Oct 15, 2012 8:46 pm

Awesome.


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