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@Commodore @SantosGabriel77 Feel free to post your nation's in the Character tab.

NATIONS HERE


Once you have received a roll, you may post your nation stats here with a basic description and any info you desire.

Example

[Flag Here]
Nation Name Here


Stats Here

Nation Description Here
<Snipped quote by Theodorable>

Alright thank you! I will have to consider my options.

Will this roleplay have a discord then or not?


Currently no, but I'm sure if Zell or Boop join they will inevitably make one.
<Snipped quote by Theodorable>

It is wonderful, thank you this is almost exactly what I hoped for. :D

Will it be possible to choose which Superpower I am a puppet of? Or will that be determined otherwise?


You can choose. SantosGabriel is one of them, he's democratic at least but his ideology is up to him (Religious, political, economic, etc). So you may choose.
Interesting....Count me in!



Very much interested, you can count me in.


Here's your roll.


Modern - Politics - Economics - Nation



The World, January 1st, 1956.

The International Conclave convenes for it's seventeenth official meeting, representing all nations in the modern world. The Big Five represent themselves and all international interests on the Defense Council, while all other nations send representatives to the General Assembly. Although the last war cost nearly ten million men, women and children, it's end has not brought an era of peace. The two major Superpowers, representing their unique ideologies are not the sole purveyors of power in the world, although they certainly possess some pull on the international chessboard.




Realpolitiks is a semi-modern nation RP set in a world analogous to our own. Posting in the OOC with your interest will allow me to roll a series of online die to create your nation. Your nation is entirely yours to mold and craft, though it's beginning strengths, weaknesses and crises are randomly generated. Additionally, your nation begins as a member of the International Conclave and possibly, a member of the Defense Council, making it a significantly stronger nation.

This game entail some minor use of the domestic front, proxy wars, international politics and international crises generated by me, the GM. To have a nation roll, simply indicate interest via OOC post and your stats will be generated. You may then form a nation and government following that. A random 1d10 will be rolled during every stat generation, a roll of 10 will induct you into the spot of one of the two Superpowers, which will have 2 players--representing the two major political parties/ideologies present in that nation.
@Ascendant, please PM me your Round 2 Draft Pick. Thank you.
Nation Name: The Republic of Blaque

Head of State & Age: President Raul Fernadino (46)

Political Alignment during the Most Atrocious War: Neutral Nation

Culture: The Republic of Blaque has long since held the ideals of neutrality and the freedom of the individual above all else. Ideologies challenged throughout the events of the atrocious war to the point in which the nation seemed almost primed for collapse, split between varying factions supporting both the now defeated powers and the pact nations. Ultimately, for better or for worse, the nation remained neutral. Playing to both sides of the conflict, giving to their demands where necessary and remaining stern to what they believed in where they could. Caught between the conflict of two major factions.

Once a nation welcoming to all people and cultures, the shadow of the bloody war has left a lasting mark upon the people of Blaque. Despite having never spilt a drop of blood fighting for either side, the infighting, foreign meddling, and persistent referendums have left the population jaded and isolationist ideals now remain at the forefront of current politics.

Before the great war and the slow shift towards isolationism, the Republic was at the forefront of liberal and progressive ideology. Accepting of all people and cultures, proposing the ideas that it was not the heritage of the man but the character. Though a large portion of the country continues to hold these beliefs, it is questionable just how long they will remain influential to the nation moving forward.


Accepted. Please send me your Round 1 Draft picks.
Game Mechanics / Information


    Minor Nations
  • City State of Terkovia: Gaining independence from Voskiya during the Voskiyan Revolution (1915), Terkovia is a moderate protectionist democracy under the rule of President Heinz Statgart. Terkovia currently has no alliances or agreements with foreign nations. They are largely liberal minded with a locally popular Tarkovian People's Party.
    - Population: 1,090,000
    - Armed Forces: 65,000 Soldiers. 7 Minelayers, 5 Destroyers, 1 Submarine. 38 Aviatik-II Fighters.
    - Government: [Democracy: 144 Seats] - [Fascist: 0] - [Communism: 16 Seats]
    - Elections: June, 1922
    - Trade: Free Trade with Voskiya (+$26 GDP per Capita). Free Trade with Vornheim (+$13$ GDP Per Capita)
  • Saurtarian Republic: Gaining independence from the Empire of Sessau in 1645, the Kingdom of Saurtaria evolved in Blaquinian fashion and become Centara's first liberal republic in 1691. Saurtarian Republic is currently run by the Partista Populaire under the rule of Chanceller Malcolm Holister. Saurtaria has no alliances or agreements with foreign nations.
    - Population: 2,640,000
    - Armed Forces: 70,000 Soldiers.
    - Government: [Democracy: 199 Seats] - [Fascist: 0] - [Communism: 1 Seats]
    - Elections: February, 1926
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