[b][center]Fractured Empire[/center][/b] [center][img]http://i.imgur.com/3YqyEh9.jpg[/img][/center] [center]Introduction[/center] Six centuries have passed since the fall of the Ikvari Empire. The ensuing chaos threw the fragmented kingdoms into turmoil. It is now a time of great change and prosperity. The kingdoms have consolidated power and scheme anew. Ancient magical artifacts are surfacing. New science and technologies are emerging and radical thought is beginning to stir in the Middle Sea Kingdoms. A lord in Ikvar declares his intent to reform the Empire. Valheim mercenaries traverse the Middle Sea in search of glory and gold.Modern airships bring knowledge and luxury trade goods from far away lands. Peralt shipyards construct bigger and faster sailing ships in greater numbers. Adventurers brave Doanish ruins-submerged castles and ancient catacombs of mythological kings filled with magical artifacts. [center][URL=http://imgur.com/LaKc5Os][IMG]http://i.imgur.com/LaKc5Os.jpg[/IMG][/URL][/center] Players will create a ruler and form a nation. Make allies, declare war-build wealth and fund research. Discover ancient artifacts that bestow great magics. Reform the empire or defend the sovereign right of every Middle Sea Nation. [i]This NRP will be a WIP until further notice. Any suggestions would be appreciated. A map is in the works. For the most part this will be a numbers light game. [/i] [hider=Color Map][IMG]http://i.imgur.com/GfnsjFO.jpg[/IMG] This is a map of the Middle Sea Kingdoms circa 600 A.E. (After Empire , i.e. the Ikvari Empire) Distances have not been established but you can equate it roughly to the Mediterranean Sea.[/hider] --- [hider=NATION SHEET] Nation Name: Create a name for your Nation Ruler Name: Create a name for your Ruler. The Statistics Box: (These stats are an overall measure of your nations strengths/weakness. They are not contrived from any sources but represent a general idea of what your country is capable of accomplishing) On a scale of 1-5 rate the following: INFLUENCE: Your nations influence in exerting its will. If it gets low enough your Ruler could be removed from power and your Nation thrown into chaos.(Don't worry, if you are truly attached to your country you can always write up a new ruler or group of rulers to fill the power void!) WEALTH: Your nations material and economic power. Measures how likely another nation or private interest will go into business with you, loan money etc. POWER: A general measurement of offensive strength. NATION CHARACTERS: Any characters that are affiliated with your nation. You will RP through these characters. NATION RACES: Describe any races that live in your country. Other things to include might be a description of the terrain, features of the main cities, a ruler biography, a list of things your country is known for (art? music? food? military prowess? etc.) Other great characters that come from your country (famous actors or poets, gladiators or notorious pirates and thieves etc.) [/hider] How the game is played: TURNS progress in seasons starting in Summer,621 AE (after empire). Each turn is one season long (Summer,Autumn,Winter,Spring). --- ORDERS and how they (might) work: Orders are how you interact or RP with the world and other players. In general only one major action may be used a turn (like moving an army into battle, or excavating a Doan Ruin). Any number of minor actions may be taken (writing letters, Soliciting officers, Sending envoys. -When considering whether an action is major or minor a few things might be taken into consideration: Major actions involve large groups of people or a multitude of entities (like constructing a new city or moving an army or fleet etc.) Minor actions might involve only one or two (sending a spy into your rivals city, or sending a single ship to port) Orders must be in the form of Speeches,Letters, Journal Entries or anything else you can think of that your Nations Ruler could say or write. Speeches given to the public or at court might raise or diminish public favor. Letters to foreign nations or commanders in the field could sway the outcome of a battle or alliance. Other orders will be things that your nation does. (Army movements, Construction, Maintenance, Research etc.) --- WEALTH and Spending [center][IMG]http://i.imgur.com/etIZ7cE.jpg?1[/IMG][/center] Wealth points may be used to buy things for your country --- CONSTRUCTION and Maintenance [center][IMG]http://i.imgur.com/GNBkTYO.jpg?1[/IMG][/center] Every army has upkeep. How long can you keep your army in the field before your coffers are empty? --- MAGIC and Artifacts The ancient mythology of the Doan civilization tells of wondrous items crafted in the past, items that bestow great power upon the owner. Discovery of these artifacts could bring your nation great notoriety and wealth. [hider=Example Magic Items:] [center][IMG]http://i.imgur.com/DpiLPWM.png[/IMG][/center] Ring of the Seahorse This Gold and Larimar ring has interwoven seahorses etched into the band. When the bearer nears water the seahorses begin to move around the ring, joining and unjoining tails. Stylus of the Emperor This ostrich feather quill pen is wrapped in gold fabric and has a nib of platinum. Any correspondence written with this pen will receive an automatic favorable disposition. (any requests are more likely to be granted etc.) [/hider] --- --- NPC nations: [hider=Ikvar]Nation Name:Ikvar Ruler Name: Tarsus Ivalian, Races: Human, Gnome, Dwarf, Elves,Half-Elves,Minotaur, Orc/Goblin (slaves) History:The name Ikvar harkens back to an older era, an Empire that once ruled all of the Middle Sea Kingdoms. After the decline of the Empire, a few warlords joined under a single ruler of house Ivalian. 600 years later an Ivalian still rules the maritime nation of Ikvar. INFLUENCE:3 The name Ikvar carries with it a certain prestige, as it is known across the whole of the Middle Sea. A certain prejudice is carried with it as well-the centuries after the fall of the Empire were especially harsh. Tarsus Ivalian has worked tirelessly to reestablish the name of his forebears carrying culture and technology to distant ports-more often than not, an Ikvarian fleet on the horizon is a good sign. WEALTH:2 Rebuilding a country is expensive. A huge fleet requires upkeep. The royal coffers are nearly empty, but trade is rebounding after the dark era following the fall and ensuing wars. Ikvari ambassadors work tirelessly to establish good trade practice with nearly every nation of the Middle Sea. Expenses are rising but the economy is on the upswing. POWER:4 Being a (almost!) island nation, Ikvar's navy is nothing short of miraculous. The backbone of the navy is the Royal-Red-Stripes,(RRR) 243 ships protect the trade routes and mainland Ikvar. Nearly 1000 privateers could be called upon to protect the country should need arise (although the cost would surely break Ikvars economy) [/hider] [b]To-Do:[/b] [s]Color Map[/s] Write NPC nations of Ikvar,Valheim,Peralt Exploration of ruins Finish/Edit Nation stats block Finish wealth/spending finish construction/maintenance