------------- A Stormy World -------------
Welcome to "A Stormy World", an AWRP that will focus on the machinations of Europe in the 11th century AD. Nations from throughout the area, from the Middle East to the British Isles, and from the Balkans to the North of Africa, will be working together, or apart, to ain power and become the dominant player in a continuing game of intrigue and deception.
The way this RP will work is that you will take control of a nation, whether it be the Byzantine Empire or the Swedish Principality. From there you will control it, both through RPing your nation's leader, and any of the numerous important characters that are born/live there. You can declare war, make alliances and begin trade with other nations, among much else.
New players are welcomed, and there will usually be land available for them. Histories must be detailed and of a reasonable quantity, along with the rest of their descriptions (leader, nation, cultural, military etc.). Histories already made by long-standing players will be given priority over new ones, however it is always possible to negotiate.
It is encouraged that you base your nation on a country that existed or was known about at this time period. This makes it easy for people to RP realistically, however exceptions will be made if I judge them appropriate. I highly encourage you to research your nation online on sites such as Wikipedia, which provide large sources of information.
This RP is not here so that you can conquer the world and laugh. It is here to provide a place for people to constructively RP together and make a vibrant new world. Conflict is fine, however it must be known that god-modding, meta-gaming or any sorts of insults/flaming will not be tolerated. This RP is also dedicated to quality RP, as you will see on our IC thread. Sub-standard posts will not be tolerated as they bring down the quality of the entire thread. Overall, have fun!
1. Religion
2. Population and Land
3. Military
4. Diplomacy and Trade
5. Agriculture and Economy
6. Government Type
1. Religion
In Medieval Europe, religion was one of the most important things to take into account about a nation, and was one of the biggest factors behind diplomacy, trade and war. In this RP, the three main religions will be Paganism, Islam and (of course) Christianity. If you do choose Paganism, please provide an explanation of your nation's religion.
Each of the groups will severely dislike each other for their religious beliefs, and so will make diplomacy between nations with differing religions very hard.
Because the majority of nations so far are Christian, I will not be accepting any more Christian nations. Please make your nation either Islamic or Pagan.
2. Population and Land
In this roleplay, one of the biggest parts will, inevitably, be contention over land and people. At the start, you will be able to claim from 10-20 different provinces (small islands do not count as provinces, however must be close to your territory), and each area's provinces will contain differing amounts of people. By putting this altogether, you will get both your nation's territory and it's rough population. Be sensible when calculating population, remember that places like Central Europe will have many more than Deep Russia, while the UK will have around the same as the African Mediterannean coast. I strongly encourage that people have smaller nations, in order to be able to focus on trade/diplomacy in order to gain power, instead of plain old military strength.
On the list of nations you may see a few which are listed as "NPC". These are nations which nobody in particular is playing as, but are used to add a bit more depth to the RP. You are more than welcome to either become that nation and make an application for it and it's land, or you can edit it and the surrounding NPC's/unclaimed land to create a new nation. If you choose the second option, you will have to take into account the IC history of the NPC in question.
3. Military
This was not a time of gigantic, long-standing armies, which were trained from birth. Small standing armies, around 1% of your total population, would be the most the economies of that time could support for sustained periods of time. Only in times of war would you be able to raise this figure (topping around 15%) and you would not be able to sustain that number for very long without your nation's economy collapsing.
The quality of your armies is similar. Your 1% will be the best, and these are the guys you will need to keep track of. They will top at around 10,000 soldiers at the very most, and will be much smaller for small nations. Of course, less soldiers means better training and better quality.
Godmodding and unrealistic army planning will result in bans from the RP.
4. Diplomacy and Trade
Diplomacy in this era was very much a matter or "I'll scratch your back and you'll scratch mine." You make alliances, trade pacts etc. to protect yourself, and you can do it through many different techniques. A common way of doing it in Medieval times was through marriage, where you could finally do something useful with those lazy princesses (sexism of course, was the norm). Marriage between different nations helps build diplomatic relations. Another way of building relations is through trade. If your two nations rely on eachothers trade, then you are definitely more likely to want to protect eachother from harm.
Go ahead, be creative, please research Medieval diplomacy, but remember, realism, realism, realism.
5. Agriculture and Economy
Economies will be based upon agriculture (which includes fishing/hunting). If you are very militaristic and raise large armies for long periods of time, you will start to experience famine, rebellion etc. If you have a good economy, whether it is through trade, or mining or agriculture, then you will be able to support larger armies (your 1% may go to 1.25% or even 1.5%).
6. Government Type
I will not accept any nations which are Empires, please use a different Government Type.
Republic - Happier people, wealthier, can keep larger standing armies. 1.3% Harder to actually wage long term wars, they are expensive and the leaders of a republic rarely all agree on losing money.
Monarchies - Standard. Strong control of country. Each region has its own lord who has pledged fealty to you. They begin the RP very loyal. The lords raise armies, defend the territory, collect taxes and administer the law.
--Strength. Administration is easy, army easily assembled, control absolute - no need to share power.
--Weakness. When adding new regions it is difficult to gain them - must either conquer or entice. New lords are more likely to feel independent and not want to listen to demands to raise armies.
Empire - Very similar to Monarchy, but claim superiority to them. They are a collection of kingdoms/peoples. This means you will have a division amongst your people. Administration can be done through either lords or governors. Governors are far more loyal and have no noble claim to the land - so they can be removed on a whim. If however you conquer a region and make a local a governor, he will fancy himself a lord.
Confederacy. While easy to grow, loyalty to one another, especially in offensive wars is little. Administration is done by the various parties to the Confederacy.
Tribe. A tribe is a less modernized kingdom. They have a much larger standing army (10-15%), but do not have navies, castles, or stable countries. Famine means the tribe has to move. Attacks may or may not fracture tribes. They also use much less sophisticated weaponry (mismatched weapons and armor).
Oligarchy. Similar to Republic - very wealthy, but more likely to division when a conflict causes problems. Requires RP of the major parties.
Theocracy. A religiously ran state, governed by priests and administered by the same. Strong and centralized, it is unlikely that you will have divisions among your leadership, but when conquering territories around you that are of different religions, they will resist and fight back harder and longer.
Other. Describe what you mean and I will decide whether to allow it or not.
Well, hopefully after all that I have gained your attention. If so, please fill out this application!
Nation Leader:
Government Type:
Heraldry (Nation Flag/Symbol):
Population:
Religion:
Nation History (2-3 Paragraphs)
Cultural Description (1-2 Paragraphs)
Military Description (1-2 Paragraphs)
Trade Description (1-2 Paragraphs)
Political Description (1-2 Paragraphs)
Leader History (1-2 Paragraphs)
Nation Territory (Please edit map to show your claim):
Major Imports
Major Exports
2-3 Examples of RP Quality:
Annaliea - The Byzantine Empire (Christian Orthodox)
Saubre - Romanum Imperium (Roman Catholic)
Post-War America = Reich von der Rhineland (Roman Catholic)
Kahlenburg = The Confederal Princedom of Kahlenburg (Pagan)
Chazicaria = The United Celtic Kingdom (Pagan)
Bassyruk = The Kingdom of the Vandals (Arianism - Christian)
Songhia = The Kingdom of Hungary (Christian Orthodox)
Kishrael = Tigrane'ekatana (Armenian Paganism)
Virenna = The Serene Oligarchy of Egypt (Coptic Christianity)
Eurriskabonderra = The Supreme Nizāri Caliphate of Palestine (Nizāri Islam)
Songhia = Idrisid Sultanate (Shi'a Islam)
Handria = Republic of Venice (Roman Catholic)
Arthurista = Hellenic League (Greek Paganism)
Essential NPC's
Greece (Middling Amount of Experience Required, Influential in Trade)
Remainder of Europe (Middling Amount of Experience Required, Importance Depends on Location)
Northern Africa (Middling Amount of Experience Required, Importance Depends on Location)
Mediterranean Islands (Belearics etc)
Gibraltar
viewtopic.php?f=23&t=222559&p=12758657#p12758657
http://forum.nationstates.net/viewtopic.php?f=5&t=216577
Thanks for reading and I hope you guys all think it looks good!
Credit to the now defunct nation of Kroando for idea basis