[center] This is a continuation of the original idea run by gowia in [url=http://www.roleplayerguild.com/topics/8803/posts/ooc]Colonial Powers NRP[/url]. Unfortunately circumstances dictated that he had to drop the roleplay but we decided to try and keep it going as best we would. So credit goes to gowia for the ideas and to the other writers aiming to keep it going. The roleplay is recruiting but not taking any newly created nations; however feel free to attempt to redesign an existing nation should it take your fancy. The writing is to a casual standard minimum and we generally have a posting cycle of one to one and a half weeks. [/center] [quote=gowia] [b]Colonial Powers[/b] [center][url=http://www.roleplayerguild.com/topics/9152/posts/ooc]Nation Dump[/url][/center] [i]The year is 1700. The beginnings of superpowers are starting to form in the world and the land is becoming more and more crowded, with the discovery of new lands the powers are now beginning a deadly game in which they try to gain as much of these newly coveted lands, and whatever wealth they may bring, as they can. Furthermore advances in warfare and weapons mean that wars are becoming bloodier and more is at stake for them. However the human mind is never fulfilled and already great thinkers are coming up with new and wonderful inventions whilst the rich and powerful attempt to persuade them to aid their nation. Finally new forms of government are beginning to crop up over the world. Republic is the word on the lips of all around and senates and parliaments are being built grander than the palaces of imperial rulers, but does the representation of the people always mean the best for the country? Or is simple autocracy the most reliable and effective means of controlling the people. You will decide, you are a growing power in this suddenly much larger world, will you lead the people to fame and the history books? Or into the dirt?[/i] Major Power: Kamalao Republi (Yellow) Democratic People's Republic of Konzia (Light Green) The City-State of Bennipolis (Dark Green) The Kingdom of Aznavor (Light Blue) The Corleonn-Warrus-Grudden-Nollin Alliance (Maroon) The United Imperium of Valm (Pink) The Empire of the Khan (Purple) Lascaux (Purple) The Councilate of Arbasses (Dark Blue) Minor Powers: The Sofon Dominion (Red) The Peoples Republic of Dont (Orange) Terheridon (Black) Map: [hider=map (I know there is a lot of white, it's because I will fill this in with other continents at a later date.)][img=http://i.imgur.com/XbSjnyC.png][/hider] Rules 1: Basic guild rules, let’s be sensible people. 2: Keep arguing out of the OOC, if it’s to do with the RP then let me know and I shall mediate between both parties to find an outcome, if it’s personal then just leave it out altogether. 3: My decision is FINAL. I will not have people argue with me or make snide comments, I am happy to listen to suggestions and your opinion but actually if you don’t like my decision that much, leave. 4:I’m happy for there to be some language and some gore but nothing over the top, angry characters swearing is fine, swearing for the sake of swearing is a no go. 4: Enjoy. And now on to the actual roleplay! As you know you are playing as one of the superpowers in this new world. Edoniras is your home continent. It is where your people have grown as a nation since the records show. You may design you power as you wish, will it be a merchant nation or a warlike one? Will it employ only the finest soldiers or simply scrape up whatever people it can? People will be posting about changes in laws and fight over newly found land that will appear as the RP goes on, the first post will be mine and it will be the event of explorers returning after discovering a new land for you to colonize. However before you start backstabbing and building colonies you need to create a nation. Nations will be mainly up to you however wealth, military might and political stability come down to traits you choose from and will be rolled for by myself. These traits will either gain or lose you points and you must have zero or higher points at the end, each will be explained and you may only chose a maximum of two traits that neither take away nor add to your points total. You begin automatically with 2 points. Please put all your nations in hiders and send me a copy in PM, I can read through and check them and also it makes it easier for me to put them here in the OOC. [hider=Traits]Traits Army Large Army: Your nation maintains an army of many men that can dwarf many of the smaller nations. -2 Professional Army: Your nation’s army is well trained and equipped with good weapons, performing better in battle. -3 Small Army: Your nation maintains a relatively small number of troops, when fielded in battle against another nation your forces are almost always outnumbered. +2 Outdated Army: Your men carry weapons not even your grandfather remembers, muskets misfire more than usual and your training deals with tactics not used in many years. +2 Conscription: Your army conscripts men from the countryside to fill out it’s forces. You have large numbers of men that can overrun positions howeve they have next to no training and break very easily. -1 Militias: Local town and cities employ militias meaning that during times of war they are able to provide a small garrison of men in their defence. -1 Ambitious Generals: Your generals all want a piece of glory. Sometimes even going to backstabbing each other and arriving to another’s aid ‘late’. +1 Never been out of the village: Your men have almost all never been outside their own borders. Other countries lands and environments are almost alien, especially those on another continent. They will suffer from not being able to deal with weather and being unable to forage as well. +1 Decentralized Army: You have an official head of the army however apart from troop allocation he controls very little. Men fall, under the complete command of their own general and whilst this means that they may react to local problems much faster when trying to organize full scale invasions your army is slow and takes a long time to ready. +/-0 Navy King of the Seas: Your nation has a glorious Maritime history and a navy that matches, many grand ships fill your docks and sailers are viewed as hero’s in the eye of the public. -3 Sealegs: Your sailers have spent some time at sea and so can deal with storms and rough weather better than those of other nations. -1 Landlubbers: Your sailers don’t exactly train on a boat, boarding’s and marine forces perform slightly worse due to the moving deck. +1 Ships of Line: The largest ships to sail the sea’s are expensive and vast undertakings however your nation has viewed this as a needed expense. Your fleets have a number of these ships.-2 Scared of water: Your nation has never been one for their sea legs. Many naval loses and ship disasters have left your people unsupporting of any venture in which they need to leave the sight of land. +3 Rotting Hulls: Your nation views ship maintenance as an unneeded cost and so many of your ships have weak wood and the sails are torn and with holes in them. They will not perform well at sea. +2 New Age Ship Construction: New ways of shaping the wood and newly discovered types of wood has led to advances in how ships perform. However these come at a cost, making ships more expensive than usual. +/-0 Economy/Industry Trading Hub: Your country is a nation of traders and merchants, many coins pass through the fingers of your citizens every day, especially through your own after taxes. -3 Strong Industry: Your craftsmen and labourers are good quality and hardworking making some of your nations goods very reliable, sometimes fetching a high price from a market. -2 Fertile Fields: Agriculture is what your nation is known for. Fields of golden wheat and barley run throughout your country. -2 Depleted Materials: After years of exploitation mines now run dry and woods no lober exist, your nation has to import its goods and anything that is made from your own raw matireals is highly coveted and so expensive its not worth the cost. +3 Off the Beaten Track: Your nation rarely if ever sees a supply of merchants, only those that bring in the goods on order. Sometimes you wonder if it’s even worth an import tax. +2 Free market: Your economy is not controlled by the state, it can fluctuate completely freely. This means that it can rise incredibly quickly making you very rich, however you are vulnerable to recessions and collapses. -1 State Controlled: Your market is controlled by your ruler, every business is state owned and all works are employed by the state, you are less vulnerable to crashes in the market however with the lack of competition your country advances more slowly and the economy rises more slowly. +1 Empowered Companies: Certain companies are allowed to grow across nations and continents. You have one such company. For sums of money and aid in troubled times they are allowed to construct ports, towns and militias for their own ends. However in the future if you stand in the way of their profits they may have to power to replace you. Or aid you if you help them out. +/-0 Misc. Empire: Your lands are made up of conquered peoples and are vast. -4 Serfs: Whilst you live in luxery your peasantry works hard labouring all day for practically nothing. Whilst you have a large labour force that produces a lot the people are unhappy and unsupportive. +/-0 “I’m not a racist but…”: Your people look down on those from outside their own street, let alone those from another country. If you wish to attack another group of people you will be backed 100% of the way however foreigners are very loathe to come into your country. +/-0 Natural Great Men: Great minds and people seem to spring up from your populace every day. The chances of an inventor or great person appearing in your nation are increased. -3[/hider] NS Nations Name: Flag: Form of Government: Describe the System: (Descibe how your country is run in some more detail.} Location on Map Desired: WIP Capital: (Please point out where in your land you would like this and your other settlements to be otherwise I will put them all on your borders for easy access of an invading army.) Important Settlements: Description: (Descibe an average city in your nation. Culture, language, currency etc.) Important Characters: Traits: Army: (I will roll this, navy, GDP and stability.) Navy: GDP: Stability: I will make an example NS for a NPC Minor Power. [hider=NS] Nations Name: The Sofon Dominion Flag:[img=http://i.imgur.com/1qYDdK0.png] Form of Government: Monarchy Describe the System: The Sofon family has run this land for as long as they can remember, advisors and the wealthy advise in courts on a daily basis however all real decisions are made by the King or Queen. Location on Map Desired: The centre of Edorinas Capital: Damnos Important Settlements: Dryharbour, Osteros and Damnos. Description: The Sofon Dominion is a relatively content nation. They have no wish to expand or conquer. They live in a well off part of the continent and many of the people become farmers or craftsmen making for bustling markets and full purses. Houses are built out of stone and towns are spacious but not open. The Imperial Palace is a monument to decadence with steep spires reaching into the sky built out of marble. Their army may be small however they can protect themselves and will not be bullied by powers around them. Important Characters: King Edgard III, Queen Hida, Prince Yuri, Prince Dimetra and Chief General Tul. Traits: Starting Points +2 Small Army +2 Professional Army -3 Scared of Water +3 Trading Hub -3 Army: 5,000 Veterans 10,000 Regulars 20,000 Recruits Navy: NA GDP: 43,000,000,000 ($) Stability: Very Stable[/hider] [/quote] Current Members of the RP: [indent] Dedonus: Winston Smith: The Incredible John: Darthpaul: Sadko: Asura: KabenSaal [/indent]