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RISE AND FALL OF THE VARECTIAN REPUBLIC


The year is 91 B.C. (Before Current). The Varectian Republic has a long and storied martial history, but her sudden expansion has stalled. With the great Southern Mayyad Empire growing in the south, and the Lacedonian and Delosian provinces requiring attention across the water, the Republic must now face threats external and internal, lest it fall apart at treacherous hands from the inside and growing threats from the outside. The Ardenoisian Tribes to the north and the People of Marfactorum and Thecian colony of Sarecia on the Delosian Isle to the east, the potential for expansion is ever present. To the west, the Sasticcan Tribes and the fiercely independent Subian tribes threaten trade routes.


The Varectian Republic and it's Provinces, 91 B.C.


The Varectian Senate, with one hundred junior and senior senators is a power unto itself. With the Varectian Legions at it's beck and call, it is a powerful tool, except for it's constant division. You, as a senator of the Varectian Senate or a governor of one of the Republic's vast provinces, will lead the Republic. Though will you lead it to it's continuation, or its downfall?



MECHANICS
-- You as a player will represent a single character: a Varectian Senator or Governor.
-- The game will begin with a Sortition (casting of lots) to appoint Governorship and Appointments.
-- One Turn is equal to 3 Years in peace and 1 Year in war.
-- Each Turn, a character may take 1 Action:
* [Call for Vote| Senator Only]: You may call for a vote on the following: Raise Legion (Costs 100 Vects), Disband Forces Relocate Forces, Raise Navy (Costs 150 Vects), Call to War, Call to Trade, Call for Peace, Call for Appointment, Call for Exploration (Costs 200 Vects), Call for Legislation.

* [Raise/Disband Troops | Governor Only]: If you are a Governor, you may raise/disband 3,000 Varectian Auxilia for 30 Vects in your territory or (if it's legal) 3,000 Native Auxilia for 20 Vects or 5 Triremes for 30 Vects.

* [Plot]: This creates a Plot, which you may ask others to join. You may Plot to Seize Power or Plot to Kill. Use this wisely.

* [Govern/Campaign]: You may Increase Loyalty in your province, or Decrease Loyalty in a neighboring province if you are a governor, or Increase Support for your Senator by 3 Senators or Decrease Support for another Senator by 2 Senators. This costs 30 Vects from the Vectarian Treasury.

* [Send Gift]: May send a gift of 30 Vects to a PC or NPC character or an NPC nation your Province borders.

* [Develop Province]: May spend 40 Vects to increase Income in your Province by 1 Vect/Year.

* [Build a Fort]: You may spend 100 Vects to build a fort on the border in your province.

* [Consolidate Power]: You will receive 1 Military Event (Randomized One Use Military Ability) that you can play at any time in lieu of an Action. To play the Military Event, you also use this action. A Military Event cannot be gained and played in the same turn.

* [Consolidate Support]: You will receive 1 Support Event (Randomized One Use Political Ability) that you can play at any time in lieu of an Action. To play the Support Event, you also use this action. A Support Event, cannot be gained and played in the same turn.

* [Military Expedition]: Governors may attack enemy forces using any number of Auxilia they have. Success will generate Influence and Gold.

THE GOAL OF THE GAME
-- As a Varectian, you may want to expand the empire in a war. You may want to see it's citizens more loyal. You may wish to forge alliances. You may wish. . to become Emperor. These are all possible.
-- Governors must pay attention to the Loyalty of their provinces. Higher loyalty will increase it's income. Lower loyalty may cause it to revolt, though Governor's who wish to seize power may want a rebellious province. A province not loyal to the Republic will also be more loyal to the governor if he too does not support Varectia.
-- Senators must pay attention to their Support, which can range from 0 to 100. These NPC Senators are crucial for passing bills in your favor.
-- Besides just your actions, great IC posts will garner favorable events for you.










[TURN: 3 | YEAR: 85 B.C.]
- Governor of Delos Primus Stertinius Lucius [ACTION: [0 INF]
- Governor of Millyria Quintus Caecilius Agricola [ACTION: ] [0 INF]
- Governor of Lacedonia Julius Conrad Velos [ACTION: ] [0 INF]
- Governor of Tyyrhia Governor Fermetius Thaximus [ACTION: SKIPPED ] [0 INF]
- Junior Senator Numerius Vibidius Ahenobarbus [ACTION: ] [0 INF]
- Junior Senator Avitus Domita Malleolus [ACTION: ] [0 INF]
- Junior Senator Mirathus Kiarian: [ACTION: ] [2 INF]




REVOLT RISK [1d7 - Loyalty. Roll on 4 or less].
1. Lacedonia (3/10). [Safe in 88 B.C.]
2. Delos (3/10). [Safe in 88 B.C.]

BUILD UP CHART [2d6] (+5,000 per Number. +20,000 on Doubles.)
  • 1. Ardenoisian Tribes (40,000)
  • 2. Sarecia (5,000)
  • 3. Marfactorum (15,000)
  • 4. Subia (10,000)
  • 5. Sasticca (30,000)
  • 6. Southern Mayyad Empire (25,000)


CRISIS CHART (Here's how my calculations work) [1d12] [Raid - - Border War - - Total War]
  • 1. Ardenoisian Tribes [Raid]
  • 2. Sarecia [Raid]
  • 3. Famine
  • 4. Uprising
  • 5. Marfactorum [Raid]
  • 6. Subia
  • 7. Sasticca [Raid]
  • 8. Southern Mayyad Empire
  • 9. Assassination Attempt
  • 10. Troops Abandon Post
  • 11. pax deorum
  • 12. ire deorum.


Province Chart [1d9 after Famine, Uprising or Troops Abandon Post rolled.].
  • 1. Varus
  • 2. Samelko
  • 3. Tyyrhia
  • 4. Tuebia
  • 5. Millyria
  • 6. Naussius
  • 7. Lacedonia
  • 8. Delos
  • 9. Canelus


HOW TO GAIN INFLUENCE
- Pass Laws that you Propose. [+2 INF]
- Win Offices. [+3 INF]
- Win Military Campaigns. [+4 INF]
- Put down Uprisings. [+1 INF]
- Win Plots. [+3 INF]
- Control Legions. [+3 INF]
@Murtox You've been added to the Varectian Senate section.

We officially have 2 Senator characters and 3 Governor characters.
@Skylar You've been added to the Varectian Senate section.

So we have Governors of Millyria and Lacedonia and a Junior Senator. Sweet.
@ethanjory You're always free to join!

Given the fact this is mechanic-lite and moves at 3 Years/Turn, the game should be relatively fast paced.
@LordZell You'll start the game as the Governor of Lacedonia, Zell. What will your Governor's name be?
@LordZell Yes. Senators can be Appointed to Governship or Governors appointed to the senate.

Would you like to be a Senator or a Governor, Zell?
@AspenIvan You've been given Governorship of Millyria.

@Murtox Will you join us?
@AspenIvan Thinking a Governor or a Senator?

RISE AND FALL OF THE VARECTIAN REPUBLIC


The year is 91 B.C. (Before Current). The Varectian Republic has a long and storied martial history, but her sudden expansion has stalled. With the great Southern Mayyad Empire growing in the south, and the Lacedonian and Delosian provinces requiring attention across the water, the Republic must now face threats external and internal, lest it fall apart at treacherous hands from the inside and growing threats from the outside. The Ardenoisian Tribes to the north and the People of Marfactorum and Thecian colony of Sarecia on the Delosian Isle to the east, the potential for expansion is ever present. To the west, the Sasticcan Tribes and the fiercely independent Subian tribes threaten trade routes.


The Varectian Republic and it's Provinces, 91 B.C.


The Varectian Senate, with one hundred junior and senior senators is a power unto itself. With the Varectian Legions at it's beck and call, it is a powerful tool, except for it's constant division. You, as a senator of the Varectian Senate or a governor of one of the Republic's vast provinces, will lead the Republic. Though will you lead it to it's continuation, or its downfall?



MECHANICS
-- You as a player will represent a single character: a Varectian Senator or Governor.
-- The game will begin with a Sortition (casting of lots) to appoint Governorship and Appointments.
-- One Turn is equal to 3 Years in peace and 1 Year in war.
-- Each Turn, a character may take 1 Action:
* [Call for Vote| Senator Only]: You may call for a vote on the following: Raise Legion, Disband Forces Relocate Forces, Raise Navy, Call to War, Call to Trade, Call for Peace, Call for Appointment, Call for Exploration, Call for Legislation.

* [Raise/Disband Troops | Governor Only]: If you are a Governor, you may raise/disband 3,000 Varectian Auxilia for 20 Vects in your territory or 5 Triremes for 30 Vects.

* [Plot]: This creates a Plot, which you may ask others to join. You may Plot to Seize Power or Plot to Kill. Use this wisely.

* [Govern/Campaign]: You may Increase Loyalty in your province, or Decrease Loyalty in a neighboring province if you are a governor, or Increase Support for your Senator by 3 Senators or Decrease Support for another Senator by 2 Senators. This costs 15 Vects from the Vectarian Treasury.

* [Send Gift]: May send a gift of 30 Vects to a PC or NPC character or an NPC nation your Province borders.

THE GOAL OF THE GAME
-- As a Varectian, you may want to expand the empire in a war. You may want to see it's citizens more loyal. You may wish to forge alliances. You may wish. . to become Emperor. These are all possible.
-- Governors must pay attention to the Loyalty of their provinces. Higher loyalty will increase it's income. Lower loyalty may cause it to revolt, though Governor's who wish to seize power may want a rebellious province. A province not loyal to the Republic will also be more loyal to the governor if he too does not support Varectia.
-- Senators must pay attention to their Support, which can range from 0 to 100. These NPC Senators are crucial for passing bills in your favor.
-- Besides just your actions, great IC posts will garner favorable events for you.







That's the whole game. I as moderator will represent the NPC powers of the game. The world map is much larger than what you see above, but Varectia must explore if it wishes to find new lands.

This is an interest check. If I can find 5-10 players who wish to have a character, this should be a fun RP.

Drop your interest here with questions, suggestions, etc.
Age of Imperialism 2.0: TURN 4| January, 1920 (Week 8) (Turn 4, Part 8 of 12)


Friday, March 5th
The Empire of Mille-Sessau co-signs the Maritime Safety Act of 1921. They pledge to help clear Tervasan waters of mine, though they currently have only a handful of ships capable of performing such duties. The Empire dispatches the light cruiser Orage and two destroyers Sirroco and Tornade to run the anticipated supply run from Sikea to Fuso in anticipation of discovering survivors or wreckage of the lost ships.

Saturday, March 6th
West of Wuwei, Yuxiang Clique soldiers begin to converge on the supply trains headed through Fuso into Clique territory. Sporadic fighting to maintain the supply train begins, but General Tujoki remains mostly mum on orders for his men.

Sunday, March 7th
The Hond Committee is formed to discover the loss of three ships. Similarly, Convoy Fleet Und is formed with three convoys ships and escorted by the destroyers SRF Braakmans and SRF Albach. The five ships are anticipated to reach Fuso by the middle of next week.

Monday, March 8th
After the Republic of Kalpia suffers a horrible earthquake in it's capital, damage estimates to repair the city are estimated to be 180,000,000 Kalpian Mariats. With thousands homeless, hundreds killed, the rebuilding has finally begun.

Tuesday, March 9th
The Empire of Mille-Sessau donates 1,000,000 Sessauan Spheres to the Republic of Kalpia, with a message from Empress Alexandre de Vaille: "Tragedy will befall all of us, but in Kalpian hearts there is strength. With this aid, feed and clothe those whose homes have been taken from them."

Wednesday, March 10th
While patrolling, the Sessauan ships discover and rescue 41 men floating adrift 150 miles east of the Boccian coast. They're pulled aboard, thankful to be alive. Out of over 350 men, the rescued 41 Soroyan merchant sailors are the only ones left. The Sessauan ships patrol further, discovering floating debris from the Soroyan merchant vessels.

The Sessauan government, later in the week in a statement, said: "It is abominable, deplorable and disrespectful to the sea and sailors that sail it to have forsaken the lives of the three merchant ships lost. A grievous callous for the sanctity of each ship may be expected when your shipyards can produce more vessels than any other in the world. This disgusting attitude toward their own servicemen may estrange Sesso-Soroyan relations in the future. We hope that these men, returned now to their families, can hope to forgive a government that had all but forgotten them."

The three Sessauan ships headed toward Soroyan waters to deposit the sailors at Sikea before heading home.

Thursday, March 11th
The Kalpian Exploration Society begins exploring the unnamed island of the Oclardth colony.
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