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@Chairman Stein DOPE.

CanI get the capital and 5 city names, sir?

@Aristo Is my location and scale appropriate for a France-esque nation? I added in the multi-ethnic background as well.
EMPIRE OF MILLE-SESSAU




Nation Overview
With over two and a half thousand square miles of territory, the Empire of Mille-Sessau is a quilt of language, faith and culture. Almost entirely agrarian, the Empire of Sessau thrived as a beacon of the Antovan religious, home to it's many scholars and the birthplace of some of it's more respected cardinals. The Sesso-Millean War, with the Kingdom of Mille finally moving to thwart Sessauan expansionism in the region ended, Sessau emerged as the dominant power in the region. It's hold however, was tenuous. Encompassing a brave fourteen million souls, Sessau embodies people who speak over thirty-six different languages, with twice as many different cultures.

Empress Alisandre de Salle has been on the throne less than a year and already the fabric of the empire has stretched her meek and mild soul. With the former Kingdom of Mille clambering to the minor nations for movements of revolt, the King's Council (named so even with a queen on the throne), issued a mandate to allow the Milleans some form of autonomy. This has kept things quiet. For now. The Sessauans are ruled as an absolute monarchy, with a King's Council of five governors plus an allotment to the Millean King, Juno IV of Herada.

Geography



History
Self-explanatory. This doesn't need to be long; just informative. I encourage players to collaborate and create shared history.

[Under Construction]

Society
What are the people in your nation like? How closely do they adhere to the Church? What is notable about their culture and how they do things? Feel free to elaborate, but keep it reasonable. History may play a large role in this section, and vice-versa.

[Under Construction]

Economy/Industry
The Sessauan economy is based on primitive agrarianism and specialized guilds. The Guilds are separated into their respective crafts and they are often at odds with their Fiorientian neighbors. Silks, arts, marble and granite works are all among the various elements of industry that the Sessauan artisans sell. Le Grande Bazaar is one of the biggest marketplaces in Western Antova(n) and among a favorite for lesser royalty to browse and shop at.

Due to a lack of mountainous terrain, the Sessauans import the majority of their iron ores for use in military weapons, as well as stones for construction of buildings and defensive works.

Military
The Sessauan military has two very distinct hierarchies. The Sessauan Army is comprised of feudal levies, raised by the fiefs of those who serve the Sessauan throne. If called to actions, it's estimated that between 100,000-120,000 men-at-arms can be raised. These troops wear chainmail and are often given pikes, maces or short swords and bucklers. They are moderately equipped, as they are given seasonal training, but are not professional soldiers.

The Order of Sapphira and the Saavan Order are the two remaining sects of knighthood. The Sapphiran Knights have the limitations that they must be born in Sessauan royalty. They are trained, nearly from birth, for combat. They number around 3,800. The Saavan Order are those who have devoted themselves to the Ambrusian Church. They are the warriors of faith often lauded in song and dance. They come in a thousand different cultures and number around 15,000.
Could I be a Papal States like nation?
Age of Nationalism




This game will be taking place in a world unlike our own, but similar to ours in technology, culture and ideology. You will fabricate your own nations, aspire to your own goals, etc. I'll leave this bit here short. Let's get to the game. Overview the mechanics, get an application up.

MAP INCOMING THIS WEEKEND.





I. Government
Every one of the Great Powers will be embodied by one of the following government types.


Absolute Monarchy (0 Points)
* Power of the Crown: Government Stability unaltered unless Party Support drops below 10.
* Minority Oppression: Foreign Cultures gain +1 Nationalism per Turn.

Constitutional Monarchy (2 Points)
* Modern Politics: Endorse Politician cost -25% Cash.
* His Majesty's Government: If Party Support drops below 15, a Re-Election event has a 25% chance to fire every year.

Republic (4 Points)
* Democracy: Policies cost -2 Support Less.
* Divisive Politics: Endorse Politician cost +25% Cash.




II. Economics

The machinations of the coin are as important to the nation as ever before.


-- Your Primary Culture generates 2 Cash per 1,000,000 Population.
-- Your Secondary Cultures generate a set amount based on the Laws in your nation.
-- Every Province you own has 3 Building Slots.

Buildings
-- Primitive Factory (40 Cash): Generates 3 Cash/Year.
-- Barracks (20 Cash): Increases Army Cap by 50,000 Soldiers.
-- Shipyard (20 Cash): Increases Naval Capacity by 2 Naval Squadrons.
-- Farm (15 Cash): Increases Population growth by 300,000/Year.
-- National Bank (30 Cash): Allows 20% of Yearly Income as Debt.




NATION DOSSIER
-- Stability: Scale of 0 to 100%.
-- Army Training: Scale of 0 to 100%.
-- Navy Training: Scale of 0 to 100%.
-- Naval Squadrons: 1 Squadron equals approximately 6 Ships of the Line.
-- Soldiers: [Starting Capacity is Population/20]
-- Political Support: Range from 0 to 60.
-- Policies:
-- Cultures:









Policies: Policies are enacted when accrued. If something costs 20 Support, you can spend 10 Support 1 Turn and 10 another to complete it.







The World, 1815
Excellent, sir!

II. Economics

The machinations of the coin are as important to the nation as ever before
.

-- Your Primary Culture generates 2 Cash per 1,000,000 Population.
-- Your Secondary Cultures generate a set amount based on the Laws in your nation.
-- Every Province you own has 3 Building Slots.

Buildings
-- Primitive Factory (40 Cash): Generates 3 Cash/Year.
-- Barracks (20 Cash): Increases Army Cap by 50,000 Soldiers.
-- Shipyard (20 Cash): Increases Naval Capacity by 2 Naval Squadrons.
-- Farm (15 Cash): Increases Population growth by 300,000/Year.
-- National Bank (30 Cash): Allows 20% of Yearly Income as Debt.




NATION DOSSIER
-- Stability: Scale of 0 to 100%.
-- Army Training: Scale of 0 to 100%.
-- Navy Training: Scale of 0 to 100%.
-- Naval Squadrons: 1 Squadron equals approximately 6 Ships of the Line.
-- Soldiers: [Starting Capacity is Population/20]
-- Political Support: Range from 0 to 60.
-- Policies:
-- Cultures:




<Snipped quote by Theodorable>

I agree with your post but years around 1815 were years of revolutions and political intrigues. Anyway you are GM and you make rules


You make an excellent point, but you'll be playing a Great Power.

Given that no new interest has been generated. It looks as if Age of Nationalism will be our new RP!




I. Government
Every one of the Great Powers will be embodied by one of the following government types.


Absolute Monarchy (0 Points)
* Power of the Crown: Government Stability unaltered unless Party Support drops below 5.
* Minority Oppression: Foreign Cultures gain +1 Nationalism per Turn.

Constitutional Monarchy (2 Points)
* Modern Politics: Endorse Politician cost -25% Cash.
* His Majesty's Government: If Party Support drops below 20, a Re-Election event fires.

Republic (4 Points)
* Democracy: Policies cost -20%.
* Divisive Politics: Endorse Politician cost +25% Cash.




II. Economics

The machinations of the coin are as important to the nation as ever before
.

-- Your Primary Culture generates 2 Cash per 1,000,000 Population.
-- Your Secondary Cultures generate a set amount based on the Laws in your nation.
-- Every Province you own has 3 Building Slots.

Buildings
-- Primitive Factory (40 Cash): Generates 3 Cash/Year.
-- Barracks (20 Cash): Increases Army Cap by 50,000 Soldiers.
-- Shipyard (20 Cash): Increases Naval Capacity by 2 Naval Squadrons.
-- Farm (15 Cash): Increases Population growth by 300,000/Year.
-- National Bank (30 Cash): Allows 20% of Yearly Income as Debt.




NATION DOSSIER
-- Stability: Scale of 0 to 100%.
-- Army Training: Scale of 0 to 100%.
-- Navy Training: Scale of 0 to 100%.
-- Naval Squadrons: 1 Squadron equals approximately 6 Ships of the Line.
-- Soldiers: [Starting Capacity is Population/20]
-- Political Support: Range from 0 to 60.
-- Policies:
-- Cultures:




@Theodorable Ah, I see. Can you post the rules for Absolute Monarchy? And other mechanics as well, such as how Cash, Policies, and when an Election Cycle comes around. Thanks.


I'll have the rules up when I do the OOC.

What if I will lose elections, can I and opposition declare revolution to overthrow goverment?


Your nation still functions, you simply don't have the ruling party. If the Democrats lose an election in the US, they don't attempt to overthrow the government.
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