[center][u][h1]Chronicles of Ao[/h1][/u] [i]"It was in the 612th year of the Naga that the world changed forever. The magnitude of what transpired is of such enormous proportions that future generations must think us blind that we did not see it coming when it so clearly must have been staring us in our faces, but how could we have known what would happen? How could we understand? Could anyone? And yet, as it came to pass, we all felt it, somehow; the shadow of death slowly growing on the horizon as the sun of our civilization started setting. Karuna sank into the sea. A whole continent gone, lost forever. Only a precious few survived the event, but their stories all tell of terrible things; of tremors and the great thunder and rumble from below as the earth suddenly cracked and torn, of the panic and chaos, of the end of a thousand thousand people and their way of life. And now remains only the Tears, the only remaining pieces of Karuna, surrounding the Maelstrom itself. The Maelstrom. Our adversary. At least that is what it sometimes feels like. Like the phenomenon is not a phenomenon at all, but an entity with a mind of its own. An evil mind, bend on death and destruction. It sits in the Center sea like a cancerous growth, sending anyone sailing too close to their doom. Some say it has grown, that it will some day reach the shores of the lands surrounding it. I shudder at the thought, that we all are living on borrowed time."[/i] - Scholaris Galvotas, The Chronicles of Ao [hr] [u][h2]Welcome to the game![/h2][/u][/center] In this here game we will be playing as the dynasties of the fictional world of Ao during the aftermath of a great cataclysm. An entire continent was suddenly sucked into the sea 300 years ago, and some evidence suggests that others might soon come to follow. You will race against time and your rivals as you try to figure out why this is happening, if it can be stopped, and how your dynasty can come out on top. Your nations must in the meantime be managed as panic and mass hysteria slowly takes hold of the populace. Here is the map we're going to use: [IMG]http://i65.tinypic.com/295500z.jpg[/IMG] The big maelstrom in the almost-center of the world is... the Maelstrom, and the shreds of island surrounding it are the Tears. You may not claim any of this area for your nation. In fact, even travel through or in the proximity of this place is impossible, forcing people to go the long way around in the name of trade or diplomacy, or (of course) war. Any other place on the map is fine for claims. When writing your nation, be detailed but keep it short. I don't need a thousand words on every aspect of your civilization, I need the basics and a few facts to keep it interesting. I will also supply you with a few stylistic choices to help shape your dynasty in the world of Ao. [u][h3]Choice 1[/h3][/u] The first choice you'll make is which race makes up the majority of your people. In Ao there are three sentient humanoids which have co-evolved throughout history; mankind, elfkind and orckind. Mankind, or humans, need no detailed introduction. They're omnivores, live relatively long lives compared to other mammals, are highly adaptable and can live solitary or social lives. Humans are multi-facetted and capable of a lot of things. Elfkind, or elves, differ from their cousins in several ways. They are strict herbivores, meaning they cannot get nourishment from the meat of other animals. They have also developed a version of photosynthesis, meaning they can get almost everything they need from sunlight and water. They live long lives of up to 300 years, but mature slowly. Elves are naturally solitary creatures, only forming families in order to raise offspring. Orckind, or orcs, differ from their cousins in other ways. Orcs are strict carnivores and can only get nourishment from the meat of other animals. They are natural predators and have developed sharp teeth and claws as well as hightened senses in order to catch and kill prey. Orcs live relatively short lives of up to 30 years, but mature quickly. They are pack animals by nature, only ever on their own when separated from or cast out of their family. Once you've decided which one of the three makes up the majority of your people, we can move of to the choice(s) of Choice 2. [u][h3]Choice 2[/h3][/u] The second choice you're going to make is actually a series of choices from a list of Traits and Flaws (borrowed from older NRPs). These Traits and Flaws will have no further impact on your nation than that they'll help set the tone. The Traits are divided into three categories: Kingdom, Military and Economy. You will have ten points (in total) to spend on these Traits. Then you will choose 2 Flaws. You may take an additional Flaw to redeem 1 more point for Traits. This can be done multiple times. You may also invent new Traits and Flaws to suit your nation. Please note, however, that such Traits and Flaws must be accepted by me before... they're accepted, I guess (:P). Once you've chosen your Traits and Flaws, you will write a paragraph (or two, tops) on each category (Kingdom, Military, Economy, Flaws) to explain how that Trait or Flaw plays out in your nation. Here's the list: [hider=Open Sesame!] [h3]KINGDOM TRAITS[/h3] [b]A web of whispers[/b] - Your master of spies is a genius. His contacts are numerous and you have many insiders in different courts. Your spies are good at seeking out and buying information, at spying, extorting, falsifying, and sabotaging. Although such a reputation doesn't make you popular. [b]A breaker of webs[/b] - Your agents are many, and as such they combat the spy network with great efficiency. [b]Honorable folk (Cannot take with A web of whispers)[/b] - In all of history you were known for being most honorable. Your diplomats are one of the most trusted, although that makes all the more.. Sneakier affairs, more difficult. [b]Beloved by the people[/b] - Your royal family is widely popular among the peasantry. To sow dissent and seeds of doubt into your populace would be met with fierce resistance, for sometimes even a bad jest about your cousin's lazy eye could get you into trouble. [b]Friends with the nobles[/b] - Your dynasty sometimes gave landed titles to those they deemed worthy, or they sometimes helped during disasters or married some nobles, making quite some blue-blooded people happy. [b]Wondrous beauty[/b] - Your cities are adorned with fountains, gargoyles, churches, cathedrals, chapels, statues. Not to mention the world's wonder in your capital. [b]Developed infrastructure[/b] - Your roads are well-built, your villages have wells, watchtowers, and even walls sometimes. Armies and caravans pass rather quickly through your lands. [b]Clean streets[/b] - Your streets are regularly patrolled by the city guard. [b]Fair law[/b] - Your justice court is renowned for its' fairness. No one can complain about unfair treatment at your unbuyable judges' hand. [b]Schools[/b] - Your people are taught in schools. Some folks are literate. [hr] [h3]MILITARY TRAITS[/h3] [b]Knowledge of war[/b] - All high-ranked officers and commanders learn from veterans in military institutes. Your strategists are brilliant and can plan elaborate attacks and maneuvers. Many interesting cavalry and infantry formations are known. [b]Messengers with wings[/b] - Your communication is rather fast with the use of trained birds. It helps relay urgent and sometimes vital orders to different places. [b]Show of war[/b] - Songs are sung, crests and sigils are adorning the shields, tabards, flags, and even painted on faces. The morale in such moments is extremely strong. [b]War taxes[/b] - You tax your populace in time of conflict. It helps greatly with paying for the upkeep and cost of armies. However, if war goes on for too long, the peasants will revolt. [b]Foraging[/b] - Your armies can live off the lands indefinitely; hunting game, gathering fruits and growing vegetables. It helps sustain your army in alien lands. [b]Big armies[/b] - You don't miss up on an opportunity to recruit more people, even if they lack in a finger, eye, or limb. You recruit the old people, the younglings barely out of their teens, and so on. This does however add more mouths to feed sometimes and more people to pay, but can be worth it when needed cannon fodder. [b]Masters of ambush[/b] - Your armies have mastered the art of ambushing an enemy - taking them by surprise and slaughtering them. Indeed, a small squad can destroy an entire entourage of soldiers if they have prepared all the traps and tricks needed for the excellent ambush. [b]Good equipment[/b] - Many of your soldiers have access to good equipment, which means that they'll fight with better armor and arms. However if you take this trait along with the trait 'Big armies' you get a modifier making less soldiers have the same good armor and weapons. [b]Heavy armor (Cannot take with Light armor.)[/b] - Your forces are heavily armored, prone to enduring many blows in battle in exchange for mobility. [b]Light armor (Cannot take with Heavy armor.)[/b] - Your soldiers are lightly armored, leading to them being more faster and mobile. [i]Note that the Heavy and Light armor are simply preferences. You will still have heavy cavalry or heavy infantry if you take the Light armor. Just that they'd be less heavy than the ones with the 'Heavy armor' trait chosen.[/i] [b]Good archers[/b] - Your archers are extremely good, either at discipline and teamwork or at being good shots. [b]Jousting lords[/b] - Your knights have practiced jousting at tournaments for hundreds of years. This means that your lancers are amongst the finest. [b]Trained troops[/b] - The troops that you command are highly skilled and disciplined, taught the art of war and all of its' great and important details. The men are hardened warriors with training and are ready for combat. However, if you take this trait along with the trait 'Big army' you'll get a modifier with less soldiers being experienced and somewhere along the recruits unless after several battles. [b]Sieging genius[/b] - Your engineers know well the craft of building siege towers, siege ladders and digging under the walls. All in all, you are feared as a besieger. [b]Awe-inspiring fortifications[/b] - Your castles and keeps are known for its' beauty, but most of all its' security as they stands tall and imposing, as a big challenge for the world. The kingdom's forts are highly valued strategic positions which reinforce certain regions and protect it from the foe. [b]Ships[/b] - Your navy is formidable with many a ship, crewed by bonny sailors and admirals. [b]Riding the waves (Can't take with 'Massive ships' trait)[/b] - Your ships are among the fastest. You ride atop the waves as if on a chariot, and can cross seas and oceans with ease. [b]Seaworthy[/b] - Don't worry about your entire fleet sinking to meet the god of water himself! Because with the vessels you possess, it's near impossible. [b]Massive ships (Can't take with 'Riding the waves' trait)[/b] - The ships in your fleet are massive, and can take in more than several hundred men, as well as hundreds of crates. But they're rather slow. [hr] [h3]ECONOMY TRAITS[/h3] [b]Agriculture[/b] - Your fields and soil are rich. Your people can feed off it and make bread aplenty. All in all, it is a big bonus to feeding your civilians and your big hosts. [b]Filthy rich[/b] - Your family lives in mythical extravagance, ripe with the stink of old money. [b]Rich with ores[/b] - After successful expeditions into your mountains, you've discovered numerous veins of rich ores and still to this day you're making profit from them. [b]Important trade routes[/b] - Many roads vital to international trade go through your country. Merchant guildmasters bow and pay tariffs to you, coin circulates through your demesne like blood. [b]Ports[/b] - Trading ships set anchor upon your shores as they trade many different, important and luxurious resources from overseas. [b]Industry[/b] - Your craftsmen and artisans create many important and quality goods. [b]Black market[/b] - There is some very interesting wares that can be purchased in your domain, if you find the right person and have good coin. And even for Your Majesty's unspoken approval, they can give a share. [b]Ancient merchant families[/b] - Your merchant families are old, all having haggled with kings and queens of old. Through them you can get access to many other markets and places. The Merchant families and guilds are extremely powerful, almost as powerful as your vassals, or even more. [b]Caravans[/b] - Not just caravans. Very well guarded ones, extraordinarily quick and big. Your merchants won't get robbed by some filthy brigands, and sometimes an army won't stop them, though that's unlikely. [hr] [h3]FLAWS[/h3] [i]Do not take Flaws which are completely opposite of the traits you took. For an example, it's better not to take a flaw about bad ships when you chose many traits for good ships.[/i] [b]Not a flawless family[/b] - Your family members all have flaws. Maybe one is crippled, the other proud and slothful, third a feebleminded abomination. That doesn't help with alliances, which are almost all made through betrothal. Nor does it help with popularity. [b]Not a flawless family 2[/b] - Something horrible had been once discovered about your family, and it's a sweet juice for rumors to be made by your foes. [b]Corruption[/b] - There is clientelism, bribery, and other disgusting things in your government. Your closest advisors take a slice of the tax money for themselves and possess too much power, fighting over the kingdom like petty children. [b]Arguable claims[/b] - Several of your vassals have been married to your ancestors, and all have some considerable claims on the throne, putting your dynasty at risk. [b]Horrible vassals[/b] - Your vassal lords are not very nice to you, nor to each other. They often fight and burn each others' estates, sowing chaos in the country with their disputes and skirmishes. They also often do not help out with troops nor financial contributions to the good of the realm. [b]Debt[/b] - Your parents left you in a bad debt to several rich merchant families. This hurts your prestige and they can take action to take back the money you owe them, by force. Better pay up. [b]Beggars by day, brigands by night[/b] - The poor turn to banditry as a way to eat some more bread at the expense of others. They kill and rob, getting bolder day by day. [b]Sellswords[/b] - Often mercenary companies form the backbone of your army, which is not a very good thing considering that they are only loyal to their purse. [b]Depleted resources[/b] - Your fields cannot sustain your populace, your mines are abandoned and ruined as there is nothing else left to milk out of it. [b]Hated by the people[/b] - Your dynasty better get some equivalent of a Varangian Guard to supress revolts, because there's going to be plenty. Your ruler is loathed and despised by many, (for a reason you can make up yourself.) [b]Overly powerful merchant guilds[/b] - These ones can become an annoyance if you get on their bad side. They can even try and assassinate you if they consider you dangerous or a liability. [b]Terrible boats[/b] - Your hulls are broken, there are holes in it and the sail is nearly ripped apart. Your fleet is a pitiful view. [b]Even your horses look weak[/b] - Yes, your cavalry deserves its' obscurity in the world. Many horses are lame, swaybacked, stubborn, and bad-tempered. Not to speak of your 'knights'. [b]Your arrows fly like dung[/b] - The archers of your kingdom are bad at their jobs. They're an undisciplined raggle-taggle host of weak, cowardly rangers. [b]Serf Armies[/b] - Your infantry is rather undisciplined, and at times poorly armed. [/hider] [h3]Almost done![/h3] Now, having made those choices, there is only the small task of compiling your Nation Sheet and submitting it in the thread for approval. Here's a template to inspire you: [hider=Nation Sheet Template] Kingdom name: Flag (picture required): Location (picture required): Capital (name and a short description): Ruling dynasty (including current ruler): Dominant Race (mankind, elfkind or orckind): Kingdom Traits (including description): Military Traits(including description): Economy Traits (including description): Flaws (including description): Reputation (what your nation is known as/for abroad: History (maybe a short story on its founding, but recent history is more important): [/hider] Once accepted, you're good to go! I will wait for at least 5 finished (and accepted) applications before starting the game. Looking forward to playing with you!