IC
The Known World is a patchwork of Feudal domains with mighty lords dominating the land. The British Isles are dominated by various peoples and for the first time since the Roman Empire manned Hadrian's Wall is England united by the Anglo-Saxons. To their north, the Scottish tribes; The West, the Welsh kingdoms still remained independent. Across the Sea lay the Emerald Isle ruled by Irish clans. Across the English Channel the Kings of France contend with powerful local lords and duchies like Normandy and Brittany. Territories independent in all but name. While the ever looming threat of Norse raiders remains on the horizon. In Spain the remnants of the Iberian-Visigoth Kingdoms have coalesced into the realms of Navarre, Leon, and Castile. The Moors dominating the Iberian peninsula.
Meanwhile, in the heart of Europe the Holy Roman Empire is in turmoil as powerful electors and magnates vie for the title of Emperor. Meanwhile the Kingdom of Burgundy, the third successor state to the empire of Francia sits between its powerful Western and Eastern siblings. Italy itself is a battleground between Lombard, Norman, native Italian, Papal, Byzantine, and Muslim interests. But one thing is certain in Italy. The power of the Pope and the Latin Church is firm throughout Europe.
In Eastern Europe, the lands East of Poland are the domains of Pagan tribes, Norse settlers, and the growing dominance of the Kievan Rus' situated in its core lands within Ukraine. In the Balkans and Anatolia the Empire of the Romans, the Byzantine Empire, based out of Constantinople as finally subjugated the Bulgarian Empire, retaken much of Southern Italy, and is shoring up its Eastern Frontier under the leadership of the aging Emperor Basil II, The Bulgar-Slayer.
In Africa and the Middle East the Fatimid Caliphate is in decline. Local Emirs are gaining increasing autonomy while the Caliphate's army is faced with internal strife between Berbers, Turks, and African contingents. The Uqaylids in Syria already are independent while other Islamic empires claim the title of Caliphate. The Zarids in Tunis, the Umayyads in Spain, the Almoravids in North-West Africa and Ghaznavids in Iran.
This is an alternative history role play whereby everything is historically accurate up until the year 1000AD whereby you may diverge and make up the last 18 years of history to start out. From then on you may alter history even further as the story progresses. Is your ruler totally made up by you? Maybe it's a historical monarch, in that case, will your ruler who in real life died childless give birth to a heir? Perhaps he/she will have six children instead of three. Will your realm conquer territories it never possessed in real life? Will is fall into civil war and from the ashes something wholly new emerge? It is up to you! The role play will not have a set end point and could conceivably continue right up to the present and beyond.
Now, there is a bit of grounding to be had. Armies cannot cross the known world instantly. However for the sake of the RP certain realities are bent to fit the narrative. Writing a letter to another ruler can be received in that persons next post to keep the RP going. However, the movement of armies and navies took time and energy, especially if you need to raise levy/militia/peasant troops to compliment whatever warrior corps you already possess. I wont give a hard rule for how long this should take but I do ask players to be reasonable and fair to each other nor should anyone expect to win every battle, siege, and war. Further, there is a degree of historical accuracy in all aspects in regards to military and economics. Populations were fairly spread out and small compared to the modern period and money is not infinite. Feudalism while being self-sufficient in regards to social structure and agriculture for much of its history had lower production levels. Warfare was endemic during this period but your people will get tired of constant warring and you may find dissent among the ranks more so than opposition from the enemy.
Additionally, I, the OP will throw certain challenges at players that befits the era and situation. Playing as the Duchy of Normandy and you manage to Conquer England with a previous ruler. Now your current king starts purging nobles he doesn't like and spending frivolously to the point of endangering the financial stability of the realm? Fair chance you'll have a rebellion of land owners on your hands with angry Barons and Earls raising banners to put your head on a pike and install your younger, much easier to control, brother on the throne.
Passage of Time
Each IC page represents one year. Naturally during complex diplomacy, wars, and dialogue bits this will slow down the roleplay. Time skips will be used to maintain this pace of the RP. As such players should not feel rushed to go through events or challenges that should be interesting to write and read about. So as a general rule always monitor the OP's posts for dates and times which will dictate the official chronological date that the role play is currently on.
Succession Laws
Salic
An Old set of laws stemming from the Frankish Kingdom under Clovis I in the early 6th century AD. Whereby all the lands and wealth of the parent are evenly spread among the legitimate sons. Women are excluded from all succession rights. It is also known as Gavelkind law and the eldest son succeeds to the main title of the father. However, the rest of the realm is divided up into either various feudal fiefs under the oldest son or become entirely independent realms.
Seniority
Oldest dynasty member inherits. This is naturally the least complicated but can become very destabilizing to the realm. As rulers naturally will have shorter reigns due to succeeding at greater age than normal and easily can lead to infighting among the ruling dynasts all vying for power.
Primogeniture
The eldest child inherits. This style of succession was arguably the most common in Europe and came in a few variations depending on the culture of the realm in question. Agnatic whereby only male heirs succeeded. Agnatic-Cognatic whereby males had preference but in the absence of a legitimate male heir a female could succeed. Thirdly, Absolute Cognatic where male and female heirs had equal rights and it came down to whom was the eldest.
Feudal Elective
Every major ruler in the realm votes for the heir. This tends to be very popular with vassals as it gives them greater political power in the realm. However, should you prove to be unpopular than you may find your family losing the next election to lead the nation. The Holy Roman Empire starts out with this form of government and requires the Pope in Rome to officially Crown them as Holy Roman Emperor after being Elected.
Ultimogeniture
Youngest child inherits. The natural drawback to this is it tends to yield younger, less experienced or straight up inexperienced, possibly even minor rulers on the throne.
Population Growth
Medieval populations are up to conjecture at best and points of contention at least. However, certain approximate population sizes can be ascertained. Such sites, Wikipediafor example, can offer aggregate outlook from a variety of sources. So I will allow some leeway for your realms starting population. Just be reasonable and I won't take issue. Since we're in the early half of the High Middle Ages and you decide to role play as England. Having a population of 2 to 3 million is reasonable. Put pushing it beyond that is largely unreasonable and something not seen in England till the end of the High Middle Ages just before the Black Death caused a sharp decline in population. A yearly population increase of 0.5% (compounded) during peacetime is the rule of thumb to follow. Additionally, realms at peace but next to realms fighting long wars may experience an immigration event adding more people and will be determined during the course of the IC at a case by case basis.
As an example: The Kingdom of England in 1150 is locked in a war with the Kingdom of France. England has a population of 3 million and has mobilized itself for war. The simulate the loss of manpower being used to form armies (and thus not home farming or making babies) the population growth will naturally decrease by 0.2-0.4 percent depending on how long your armies remain on campaign. One year. thus one IC page, will simulate a 0.2% loss of population growth which corresponds to one campaigning season historically (March to September would be historically accurate but not necessary to adhere too). Any thing longer and it doubles to 0.4% loss to also account for losses due to disease, less agricultural production thus capping growth, and replacing battlefield losses. So if the English player fights a long war with France and has to Winter his army still raised then their growth is down to 0.1%. Not accounting for other issues like famine or devastation brought about my raiding forces or disease which could cause populations to decrease up to 2% per year.
Warfare and the Economy
Warfare was endemic during the Middle Ages and naturally a well accepted fact of life. The economies of various nations could skyrocket or crash considerably depending on their successes in war and the actions of their neighbors. Warfare itself was also highly risky despite it being relatively widespread; especially, given that many conflicts were not against other nations but internecine squabbles for internal power and wealth. Pitched battles were rare and seldom devolved into a chaotic melee as most often depicted in Hollywood films. Quite frankly much of medieval warfare came down to zone-of-control via fortifications and battles of maneuver. It was quite often that a General would retreat to force a better outcome else ware or seek to outmaneuver their opponent before committing their forces to a full on battle. As most casualties typically occurred during a rout, if one was forced to retreat, all could be lost so use your forces carefully. This section however is not about the tactics and nature of warfare but a general guideline for organization. Additionally, your eligible population is different than what you can field logistically. Medieval field armies rarely exceeded 30,000 men due to the logistical strain and shortcomings of the period. Further the loss of a field army, while you may have plenty of manpower, is a heavy blow and seldom is there enough time to cobble together another force before the war is over.
The Levy
The Levy whether you're playing as nomads from the Eurasian steppe or Saharan desert, a feudal society in the Christian and Muslim worlds, or what have you. The Levy formed the bulk of every nation's army during the Middle Ages. Where as the noble classes could train for years, gird and shield themselves in proper weapons and armor, they are few and could not win wars on their own. They needed the masses of society to do the footslogging for them to attain victory. In come the Levy. Made up of farmers, towns peasants, nomadic tribesmen, etc. Equipped and armed by any means available and sent on campaign. They are not professional soldiers but as history shows if well led and cared for they can put up a stiff fight. This type of force comes in a few sub-categories due to what society they hail from:
-Nomad/Tribesmen: Nomadic and Tribal groups can call upon 15% of their population to mobilize during war time. However, the tribe/clan's economy is greatly affected as a result. A successful campaign can yield great riches and boons to your people. But a long, bitter, heavy casualty suffering campaign can cause your people's fortunes and disposition to sour greatly.
-Feudal Levy: The Feudal Kingdoms of Europe, Middle East, and North Africa can call upon 5% of their male populations to serve. This is a modifier to the Royal Levy explained below. Again these are not professional troops in addition to the fact that they take orders from their local lords. An unpopular monarch may see a much smaller than usual Levy mobilized during wartime as a result as local lords withhold their forces. Low morale and a series of defeats may also cause your Feudal Levies to seemingly melt away as they grow disheartened with your leadership and seek to just return home.
-Royal Levy: The Royal Levy is the catch all name for the peasants and/or serfs in your immediate demesne. This is the core of your levy and augmented by your vassals raising their feudal levies and marching to join you on campaign. You may raise up to 3% of your immediate demesne's population to serve.
-Imperial/Thematic Levy: This only is mentionable by the fact that the Roman Empire still exists (also known as Byzantine Empire) and was never a true feudal society. Instead after numerous military reforms over the centuries the Empire can still boast a professional army backed up by provincial forces. The provinces of the Empire are organized into Themes which have their own self contained Levy that is called up in times of defense or to accompany an army on campaign. Follows the same 5% rule as the Feudal Levy.
Mercenaries and Orders
War is business for some. Mainly for those men who choose to live by the sword for profit. Mercenaries tend to be professionals in the art of war. Otherwise they wouldn't be employed right? While their loyalty can be bought and can even switch sides while on campaign, which is their main drawback, mercenaries are a good way to augment a force were a certain skillset is lacking. Mercenary companies and guilds often have certain specializations and internal organizations that can prove useful. One Mercenary group may specialize as Heavy Cavalry while another may be adept Siege experts. Mercenaries are tough, capable, and generally competent on the field of battle. Just don't expect them to fight to the last man for you. After all, can't make much coin if you're dead?
Next there is the Orders, Religious or Secular, and are a group of warriors (typically Knights and Men-At-Arms) that are landless or tied to a specific location. While many of history's most famous military orders like the Knights Templars, Hospitallers, and Teutonic Knights wouldn't appear until the 12th Century. Players can form their own Orders, hire them, or even vassalize them by giving them land. However, the catch is that an Order will only fight foes that befit its original purpose. If a player forms the Teutonic Knights in 1075AD to fight Pagans in Lithuania....they won't go to war against the Pope! So while they can provide an amazing boost of good or at least zealous soldiers to any player's military forces they are a niche formation.
Professionals
What made a professional soldier was different in the 11th century than in the 21st. While the only true Professional Army at the time was the Tagmata formations of the Byzantine Empire in 1018 AD. Any nation can strive to form their own professional army if one so chooses. Though it is highly expensive and in a feudal society would probably require greater centralization and taxation. Therefore occurring immediate opposition from the nobility. But, in lieu of professional troops, many nations were able to fulfill this niche with the noble class itself. In Europe there are Knights and Men-At-Arms. Knights being nobles who are able to equip themselves with horse, full armor and weapons, and trained from a very young age of how to fight and lead men into battle. Hollywood likes to portray Knights as pompous buffoons half the time but the truth couldn't be farther from that image. Yes, while some Knights were indeed incompetent morons. Many were soon gruff, competent, grizzled veterans trained in lance, sword, and bow. Capable of fighting on horseback and foot. Executing complex military maneuvers and being knowledgeable in various aspects of warfare. They were also learned, able to read and write, many spoke more than one language and knew the art of diplomacy as well. The Islamic nations of the period while able to similarly equip themselves had their own rules and etiquettes. As such Islamic armies tended to lack a true equivalent to knights but were nonetheless able to have competent nobles leading them. A professional army is only expected to be about 1-2% of a nations population during war time.
The Economy
Medieval economies were agrarian based. Most of your people spend a lot of time growing food or performing animal husbandry. Being feudalistic or in the case of the Byzantines not being feudal but still having the social stratification. Lower classes would pay taxes either in coin or kind (food and goods) to the nobles or government in exchange for protection and administration. As such you need not necessarily defeat a players army in the field, simply lay waste to their country side, as was the tactic of the Chevauchee by the English during the Hundred Years' War against the French. However, a market economy did exist throughout the world at the time. Towns and Castles formed centers of trade were farmers would sell foodstuffs, craftsmen would ply their trade, and foreign caravans would arrive to do business. Exchange was either through barter or metal coins.
While various realms had their own coins and names for them. By 1018AD there was one currency that all are pegged too, and two prevailing systems of units. The currency in question was the Byzantine/Roman Nomisma (Nomismata for plural) or popularly known in the West and Islamic world as the Solidus or Bezant. It is a 24 karat gold coin at 1/72 a pound of gold and accepted by all medieval economies of the time.
The Islamic coin known as the Dinar is based off of this coin but of lesser quality.
In the West you'll find a second system of currency using silver and copper coins using the Pound/Shilling/Penny system. Whereby the Shilling was the equivalent of the Solidus (though of lesser quality) and valued at 12 pence/pennies. Naturally various nations had different names so I'll leave it to the players to form their own names or even systems.
1. No Godmodding or Metagaming
2. Be respectful at all times.
3. I reserve all rights as OP
4. I and possibly other Co-Ops may form events that offer challenges or boons to a player based on their actions (they will not be biased).
5. Rules subject to change.
6. Nations already accepted, when the RP is ongoing, will have their new histories take precedence over new applicants. New applicants will have to treat the new alternative history being made as canonical when making their application.
Imperialisium: Byzantine Empire
Joohan: Kievan Rus
Krugmar: Buyid Dynasty
Great Confederacy of Commonwealth States: Kingdom of England
Adab: Kingdom of France
Pasong Triad: Kingdom of Sicily
Toaslandia: Republic of Genoa
Imperium of the Huron: Kingdom of Hungary
Sweillia: Kingdom of Poland
Greater Liverpool: Kara-Khanid Khanate
Illegal Planets: Kingdom of Sweden
Union Princes: Duchy of Lotharingia
Historikal: Fatimid Caliphate
Strala: Canton of Schwyz
Of the Quendi: Caliphate of Cordoba
Andsen: Kingdom of Scotland
Lendenburgh: Duchy of Provence
Ralioskener: Margraviate of Tuscany
Application
Delete everything in parenthesis)
- Code: Select all
NationStates Name:
Nation Name:
Capital:
Government Type: (Feudal, Republic, Theocratic, Imperial)
Head of Government:
Dynasty/Family Name:
Population:
Eligible Military Population: (total eligible males, NOT what you can field)
Territorial Claims: (These give you starting Casus Belli's over territory occupied by another nation that you view as de jure your own)
State Religion:
Dominant Religion:
Minority religions:
Religious Information:
Economy Information:
Military Information:
History: (need not be exhausting, just some details so we can get a bit of your nations past and heritage)
Ruler's Name:
Ruler's: Age:
Ruler's Personality:
Physical Appearance:
Ruler's Family Information: (describe other important family members)
Ruler's History:
Anything I should know about you player wise?: