[center][h1]Dulce et Decorum Est[/h1][/center] [center][i]Pro Patria Mori...[/i][/center] [center][img]https://theworldwar-prod.s3.amazonaws.com/prod/s3fs-public/styles/interactive_image/public/99.43.JPG?itok=lktl6bw7[/img][/center] [color=gray]This is the end and the beginning of an age. This is something far greater than the French Revolution or the Reformation and we live in it. - H.G. Wells[/color] [url=https://i.imgur.com/zIOPuaP.png]Map of the World[/url] (Unnamed nations are merely NPCs and can be completely disregarded for your own nation. Named NPCs, listed at the bottom, are technically pliable but unnamed are preferred. Semi-NPC nations should generally be regarded similarly to pre-existing PC nations, and may only be overwritten with the permission of their creator) Narrev, a vast continent of diverse peoples, cultures, creeds, and more. A land that has seen suffering and splendor. The year is 1910, the world stands at the precipice of… something. The end of an old era is at hand, and the beginning of a new. Empires, many of them millenia old, dominate the world, and to many it seems as though this is the dawn of a true golden age; - the wonders of technology bringing about new and never before dreamed of comforts to the world. The nations of the earth are at an unprecedented stretch of relative peace, international trade flourishes, railroads are built, and the world faces the new century with excitement. Some, however, face the new age with less enthusiasm, with grim warnings and dark foreboding. Beneath the enlightenment and prosperity is a tension building - there are many great powers in the world, vast nations with ancient and proud traditions. Some say there are too many, and that the world cannot bear for much longer the intricate web of alliances and pacts that bind the powers together. The new century can bring enlightenment and prosperity or suffering and death. War is a certainty at some point, for sure. Any little scuffle that might flare up will be over by the new year - no nation would be fool enough to sacrifice their their economy in a true war. Still, at times, the pen fails and the sword must be taken up - but, when all is said and donel, ‘tis a sweet and seemly thing to die for one’s country. In this NRP, you play as a nation of your own creation. The leaders, ministers, generals, admirals, and everyone else within. Guide your nation to the best of your abilities, avoid the war - or jump right in. We are here to explore a narrative of world war one, the horror of modern mechanized warfare where lives are but a number to be thrown into the meat grinder. This is not a map painting simulator, and if you want to conquer the world, I fully understand, but this is not EU4. Individual nations are player created, with randomly rolled stats serving as a guideline upon which you should build your nation. This setting is a fantasy one, but a fantasy setting wherein the arcane lives side by side with the mundane, and neither has the edge. A wizard standing next to his contraption that casts lightning bolts is at the same level of strength and power as the engineer with her 300mm howitzer. This is a world with by now some well established lore, and I encourage you to speak to me and the other players about how your own nation fits into it! I invite those interested to join our [url=https://discord.gg/fSnBFYs]Discord server[/url] and get to know the players already in. Slots are somewhat limited, unfortunately, so we do not have indefinite room for new players. [h2]Rules[/h2] [list] [*] Use common sense. [*] Don't game the rolls, you get two attempts. [*] No godmodding, powergaming, etc. You get the point. [*] What the GM and Co-GM says, goes. Please don’t push things this far. [*] Try to keep your empires close together, with the homelands all on one continent. [/list] [h2]Application[/h2] [hider=App] [b]Name of Nation:[/b] [b]Government:[/b] [b]Species:[/b] [b]Culture:[/b] [b]History:[/b] [b]Territorial Claims:[/b] [b]Economy:[/b] [b]Technology:[/b] [b]Army:[/b] [b]Navy:[/b] [b]Air Force:[/b] [b]Rolls:[/b] (Rolled by GM in the Discord Server. Just ping me, and I’ll roll as soon as I’m able.) [b]Traits:[/b] [b]Foreign Relations:[/b] [b]Other:[/b] [/hider] [h2]Other Information[/h2] [hider=Magic] Magic, in this world, is significantly different from that of most fantasy settings. In most settings, a mage conjures a fireball in his hand and propels it at the enemy - that is now how it works here. Imagine the magic of the world as a shallow puddle with the breadth of an ocean, covering the entire world, but not ‘deep’ enough to allow much more than low level cantrips, or a telepath to communicate with others. But within this puddle there are spots that could be considered ‘low lying’ - where the magic of the world collects and concentrates, manifesting physically as a crystalline material that can be mined and processed, brimming with the magical energy of the world. These magical crystals can be used as power supplies for the magical contraptions of those nations advanced in the arcane, a machine to cast bolts of lightning or launch balls of fire in place of a howitzer or field gun. A nation’s magic roll is related to the prevalence and size of these ‘hotspots’ - though a nation with a high magic roll may have fewer, or a nation with a low magic roll may have many that go unused. Just as with material resources for a nation dependent on tech, the supplies of this crystal are crucial for the war effort of a nation dependent on magic. There are other means of supplying magic in the field, but these are costly. The sacrifice of living beings, for instance, - dozens or hundreds - can create enough energy with the turmoil of death to power machines and such for a limited time. Magic is a flexible system - but it is far from omnipotent. [/hider] [hider=Explanations on Rolls and other aspects of the RP]And now, a brief explanation of the rolls and other aspects of the sheets. Your rolls are a guideline for your nation, and they serve as an upper limit. If your roll is large, but you wish to go smaller, you are welcome to. With your rolls, you have five free points to place wherever you want, in addition you can subtract a total of five points from wherever you wish and redistribute them elsewhere. Ten points in total to play with. Your Territory: This roll determines the amount of land you have under your sway. It covers how much of the map under your control, and is one of the primary determining factors in your potential population. Territory is somewhat flexible - a nation with a lower roll can claim a somewhat larger expanse of land if said expanse is harsh and will not easily support a large population. Real world examples: Siberia, Australia, Canada. Your Tech: This roll covers the level of technological prowess your nation possesses. A nation with a high roll will be able to field more advanced conventional weaponry, and as the war progresses, more and more advanced material will become available. This roll is also a significant determining factor in your population size if larger than the magic roll, as a more advanced nation is capable of supporting a larger population. A direct counterpart to magic - an ironclad rule of this RP is that tech is not more powerful or inherently better than magic, merely different. Your Army Size: This roll dictates the size of your standing army, and to some extent the level of training and sophistication of your land forces. A nation with a large army roll has many trained soldiers on active duty, ready to be deployed. Your Economy: Your Economy is a representation of the wealth of your nation, and a factor in its population. It stands for the money your people hold, the amount you import and export, and to some extent how advanced your nation is. A nation with a high economy is able to fund and finance more expensive works, and can maintain a modern war for considerably longer periods of time. Your Production: This roll represents your total domestic industrial and productive capacity and is also a factor in the potential population of your nation - a low production does not mean that a large naval or army roll is hamstrung, but rather that the supporting infrastructure is minimized in comparison with a stronger roll, and there is less of that industry to turn towards the war effort should it be required. Conversely, a high production roll means your industrial engine is strong and prolific, and should war break out you have that many more factories ready to go to turn to the war effort. Your Navy Size: This roll dictates the size of your naval forces and the size of your merchant marine capacity. In addition, it represents the sophistication, extent, and other facets of your marine infrastructure - dockyards, drydocks, ports, and so on. This roll does not solely determine the quality of your warships or ability to field advanced designs. Your Airforce Size: The size and readiness of your nation’s aerial forces. This roll does not solely govern the sophistication of your aircraft nor does it heavily restrict the quality of pilots available. It does to some extent apply to the quality of available pilots, but its primary function is in determining your nation’s air capacity. Your Magic: In this world, magic is a potent force - but a tricky one, one that requires intensive study to understand, and requires expert training and meticulous technique to harness. Capable of impressive feats when properly used, a magically potent nation can create massive contraptions to unleash bolts of lightning upon their foes, a ball of flame, or other more mundane uses - a trained individual can communicate remotely with a similarly trained individual in a manner akin to a radio, but nearly impossible to block. A direct counterpart to tech - an ironclad rule of this RP is that magic is not more powerful or inherently better than tech, merely different. Additionally, this roll is a determining factor in population size if it is larger than the tech roll. Your Mobilization: The mobilization roll determines the ability of your nation to turn civilians into soldiers, once the standing armies of the world are committed in war. A nation with a high mobilization roll likely has a Swiss-like militia or is a militarized state where the laws and culture permit the rapid conscription and training of vast armies. Likewise, a nation with a low mobilization roll likely has a populace, legal code, or both that make such conscription and military buildup difficult and slow, or has a thinly spread population or citizens unsuited for combat, meaning a significant time is required to coalesce into a true fighting force. Traits - The Traits of a nation are essentially flavor text, chosen by the player, that gives the nation they belong to extra details, strengths and weaknesses not able to be truly represented by rolls alone. The effects of these traits can be varied, both in their breadth of effect and the magnitude of their impact. Nations are limited to six traits each, and only one trait is allowed to be wholly positive. All other traits must carry some tradeoff. Your traits can carry some flexibility with your rolls, but nonetheless they are still constrained - a nation with a naval roll of 1 may not have a trait that describes their ancient seafaring culture enabling them to build the best warships in the world. For instance, to borrow some traits from pre-existing sheets: As an example of a positive only trait, from Cethos by Rtron: [i]Masters of the Sea[/i]- Every Cethosi has been in a boat from the earliest time they can remember. They’ve been swimming since before that. They know the ocean, and all her fickle moods. As such, Cethosi ship crews are the most efficient in the world, getting that extra knot from their ships, firing those couple of seconds faster, etc etc. When in water, regardless of whether its swimming or beaching operations, they’re much more at ease and skilled at it than other races. And as an example of a trait with positive [i]and[/i] negative aspects, from Sidara by Kho: [i]Sdarid Ways and Sdarid Laws[/i] - Sidara has no official legal system. The law of the land is custom and any disputes arising that do not fall within the remit of established customary law are dealt with via arbitration. This is in line with Sidarid insistence, in the face of any so-called reformers, on retaining their ancient ways and laws despite the onslaught of modernity. Where arbitration over novel problems fails, disputes are ultimately settled through duels between the aggrieved parties so as to avoid family feuds and clan wars. This provides for very swift and cost-efficient administration of justice, and the legitimacy of custom makes for ultimately satisfied disputants (particularly since there is a feeling that the ancient ways have been preserved and authentic Sidarid ways and laws have thus persevered). However, results tend to lack predictability for novel issues or recently-established customs, and the legal system as a whole is utterly decentralised and almost impossible for foreigners to grasp (which is particularly bad for business). Moreover, the non-professional nature of arbiters means that increasingly-complicated disputes might be dealt with incorrectly.[i]'Wance upon a time thare wis... Sdarid ways 'n' Sdarid laws...'[/i] [/hider] [url=https://docs.google.com/document/d/1SYlYYu3UO_g8UyW9lAhUVKA_P5kVoEkAmbYY1Q7gFXA/edit]This is a link to all roll descriptions for use in creating your sheet.[/url] [hider=NPC and Semi-NPC Nations] Some nations in this RP are NPCs, controlled by the GMs and other players to add more variety and uncertainty to the setting. These are named NPC nations, and they can range from great power to insignificant buffer state. They should not, however, be disregarded when creating your own nation or writing out your actions. Semi-NPC nations: Some more veteran players have written up CSes and lost the time to fully commit, and as such they are considered Semi-NPC. If their creator has the time, they will write for the nation as normal, and if time is too limited, they will give instructions as to how their nation will behave for other players to take into account. Semi-NPC nations are not an option for new applicants, and are an exception to the rule rather than the norm. Nations whose players drop out of the game or stop responding will be considered named NPC nations. List of Named NPC Nations: Segon Dynasty Gydka States Nahs’rahk Free State of Pohae Reich von Rotteburg Northern Confederated States Oslad Tsardom of Voskiya List of Semi-NPC Nations: Soomiland Arcanain [/hider]