[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://cdn.discordapp.com/attachments/735604923458256988/768634893562675230/MusketRPMapPolitical.png]Map of the World[/url] [url=https://cdn.discordapp.com/attachments/735604923458256988/768634893562675230/MusketRPMapPolitical.png]Political Map of the World[/url] [url=]Alliance Map of the World[/url] [url=https://cdn.discordapp.com/attachments/628811074489286657/673060334281687051/MusketRPMapKoppen.png] A heavily WIP Koppen Climate Classification Map for fellow geography nerds[/url] Yevrazha and Anyamundar, vast continents of diverse peoples, cultures, creeds, and more. A land that has seen suffering and splendor. The year is 1914 PA, 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 host to cultures and traditions 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 connect the continents, 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 economy in a true war. Still, at times, the pen fails and the sword must be taken up - but, when all is said and done, ‘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 inevitable 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 is a rather different entity to that of many high fantasy settings, I encourage you to read below for information on its function This is a world with by now some well established lore from a previous RP, 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/ssX8T3H]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. I can be flexible, but I will not roll over. Their purpose is to provide some irregularity and random chance. [*] No godmodding, powergaming, etc. You get the point. [*] What the GM and Co-GMs say, goes. Please don’t push things this far. I don’t like having to put my foot down but I will. [*] No meme nations (why do I have to make this a rule?) [*] Don’t be a piece of shit. [/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]Natural Resources:[/b] [b]Technology:[/b] [b]Social Development:[/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 from the ether and propels it at the enemy - that is not 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 works of those nations advanced in the arcane or possessed of a powerful god, a machine to cast bolts of lightning or launch balls of fire for those of great sophistication, or a contraption to draw water from the earth or a stone circle to communicate at great distances for the middling. A nation’s magic roll is related to the prevalence and size of these ‘hotspots’ - determined by the magical reserves roll. 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. Magic is performed and learned of through two primary routes, through communion with an Elder god to learn of the ways of the universe through their revelations in exchange for some service, or through prayer and devotion to a Gestalt god to gain their intervention in the working of magic. As explained in the section on religions, the ways in which different peoples will use these capabilities vary widely. Those following an Elder religion rely upon what is essentially magitech, imbued with its nature through myriad means of channeling and shaping the forces of the universe, in much the same way that electronics or mechanical devices must be carefully manufactured and arranged for all of their components to function together. Those who follow a Gestalt religion will invoke the power of their god, and, provided sufficient crystal is available and the faith has the power to do so, the desired effect will be worked through the divine intervention of the deity in question. For example - to draw water from an underground aquifer: An Elder worshipping people possessing the relevant knowledge will construct a device reminiscent of a pump, perhaps covered in various runes to focus and channel the power of the arcane, which when supplied with crystal, performs the work of a pump and mechanically pulls water from underground through a hole drilled through the rock. A Gestalt worshipping people will, provided sufficient crystal is available to power the ritual and the faith is capable of the task, assign a priest to call upon the intervention of the god. The god will then act, and the water in the aquifer may be transported into an awaiting reservoir, cast into the sky to fall as rain, or so on. Those learned in the ways of magic’s use are known as mages - almost anybody can become a mage, as the use of magic is for the most part a matter of learning and applied technique, rather than any inborn attributes. 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 supply magical devices for a limited time. This method is widely abhorred in much of the world, and those seeking to use such means with any frequency will find themselves similarly shunned. Magic’s use, however, comes with a darker side - one that can and has spelled doom for many civilizations and empires before. Excessive extraction of magical crystal can lead to depletion of the magical field in the area - ‘dry’ spots can occur, and should action not be taken to dramatically lessen or outright halt crystal extraction, calamity can occur. There is always ample forewarning - magically sensitive individuals will experience splitting headaches and full body pain, for instance. A basic (and somewhat silly) visual guide can be seen here. Should such a calamity occur, it will become immediately obvious. At the point wherein the depletion reaches a critical point, the very landscape will begin to change. Earthquakes, volcanic eruptions, vast lightning storms, and all manner of natural disasters are likely to occur, greater than any recorded on earth in living memory. The land itself will turn fallow, life becomes twisted, corrupted, a shadow of its former nature as universal forces unknown to the living crash into the mundane world. Such land is tainted, and for the first centuries at least the land will be unlike anything of the natural world. Warped abominations will prowl through toxic streams, plants and animals molded into new, perverted mockeries of life, unable to live outside of the hostile, abnormal conditions that gave rise to them. The only mercy is that those who created such conditions rarely live to see the worst of them. To survive, let alone remain sane and uncorrupted within such land is all but impossible, and it can take a millennium or more for the area to truly heal. Magic is a flexible system - but it is far from omnipotent; and with great power comes great responsibility. While there is room for a significant array of arcane involvement in your nation, it is greatly preferred that it be a combination of magic and technology and most, as I am not looking for a battle of wizards against tanks. Technology rules the day, magic is a potent augmentation to such. The specific nature of which I leave up to you, but I will intervene if I deem it necessary. [/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 can subtract a total of ten points from wherever you wish and redistribute them elsewhere. Additionally, you can choose any two stats within a roll to swap - changing fertility with land area, for instance. However, to increase a stat from 19 to 20 will require the use of two points, in order to prevent minmaxing and to reflect the significant jump in capabilities from 19 to 20. Likewise, decreasing a stat from 20-19 will yield two points. Stats can be increased in game. Players wishing to increase their stats must make a post describing in at least some moderate detail the events and efforts of their nation to begin this process. Your Land Area: 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 Land Fertility: This roll dictates the suitability of your land for your people. A low roll may be host to a harsh climate (natural or artificial) difficult to inhabit, it may have soils that yield small crops or those inedible to your people. Conversely, a high roll will have rich, fertile soil and a climate that lends itself to habitation by your people. Your Natural Resources: This reflects the quantity and quality of natural resources your nation is capable of extracting from the lands under your control. A nation with a low score may have depleted the available resources in their area, the resources available may be difficult to acquire, or perhaps other reasons. A nation with a high score is more insulated from effects upon the global supply chain and is more able to rely upon itself for industrial production. Your Technological Development: This roll covers the level of technological prowess your nation possesses. A nation with a high roll will be able to field more advanced 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, as a more advanced nation is capable of supporting a larger population. Your Societal Development: Societal Development represents the sophistication and development of your nation’s culture, civilization, governmental structure, infrastructure, tax systems, social programs, and more. It is essentially the difference between a highly developed and well organized society of bustling metropolises and efficient governance, and a collection of thatch roof villages loosely controlled by a reigning warlord. Your Total Economic Strength: Your Economy is a representation of the wealth of your nation. 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 without sacrificing quality of life at home. Your Industrial 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 inherently mean that a large naval or army roll is negated, 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 Land Power: This roll dictates the size of your nation’s land forces, and the level of training and sophistication of your land forces. A nation with a large army roll is likely capable of raising powerful forces, numerous, well trained, and well equipped. Your Naval Power: 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 as your technological development is likewise crucial in this regard. ________________ Traits - The Traits of a nation are miscellaneous additions outside the base rolls and tech tree system. A nation can have up to five different traits. Traits must carry a trade off past the first one, or be countered by another trait with negative effects. Traits can confer a number of effects, such as bonuses or other effects upon your militaries, populations, climates, or other elements of your nation not touched on by other mechanics. Your traits can carry some flexibility with your rolls, but nonetheless they are still constrained - for instance, a nation with a fertility score of one may not have a trait that describes their land as being a bountiful nation of plenty. An example trait, for instance, may reference an age old warrior culture and boost the morale of their armies, ensuring that flight is only a possibility in truly dire circumstances. Battles will be decided in two ways. Battles between player nations, where the two players have agreed upon the story they wish to tell require no GM involvement, and can be written in whatever style chosen. Battles between a player and an NPC nation, or between players who disagree on the outcome of the battle, will be decided by rolling. Players will describe the actions they wish to take, and dice will be rolled to see if that action succeeds or fails, with bonuses being applied based on relevant stats. The exact details of the battle will then be written according to the players’ desires, in line with the results of the rolling. This is for multiple reasons - to ensure a way to break stalemates while remaining fair and impartial, to prevent immediate steamrolling of NPCs, and because the element of uncertainty and randomness adds some excitement! [/hider] [url=https://docs.google.com/document/d/11wHryI3Sajb9pE5YRnDPPmYXdmK_OwkMKj7DoKwHDUY/edit?usp=sharing]This is a link to all roll descriptions for use in creating your sheet, still WIP as I have had a busy work schedule lately.[/url]