Naarhda: A Nation Command Strategy RP

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Skyfall

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A WWII Era Diplomatic Strategy RP​
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Just as a note; this does not take place in a traditional WWII theater. So no, Axis and Allied forces. It's a custom theater, custom map and custom world. Only the technology and weapons remains the same.

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Welcome to the Continents of Naarhda!​
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Naarhda, is a large ocean expanse surrounded in mist and mystery in an obscure part of the world. Six great continents lie within this region, six great powers that have arisen together over the centuries of bloodshed and conflict. The warriors of these lands have enjoyed years of peace and suffered in the years of bloodshed, the need to expand ones boarders, the need for resources and the need to dominate is a primal drive that keeps this region on it's toes. An uneasy truces has been in the air for a while, too long now have the giants slept!.

The last Great War raged for over three decades consuming everything in its path. A peace treaty and a crippled economy were the only things that kept the remnants of the armies of these mighty nations at bay, a peace that has so far held fast for two centuries. As the time passed, the land mended and history was forgotten to books. The economy recovered throughout the region and the nations carried on in peace as if nothing happened. Despite the calm, a storm brews; each nation knows that the other looks for an edge, an opportunity to strike a weaker target. To become stronger and rule the nations of

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This is a nation commanding RP, you the players will be tasked with guiding your chosen nation to be the unsurpassed authority of power in the region. The only problem is, space is limited; very limited!. The resources withing your own boarders are dwindling, your population is growing. To survive in the long term you are going to need more than what is made available to you from trade deals but your neighbors are not the most generous of people nor are they going to be easy to convince given the regional history.

You have fought with them before, over reasons much trivial than resources and power. The Great War was waged where the fires of destruction spread for 30 years. Three centuries have passed since that time and the Simpae peace accord remains as one of the few reminders that bloodshed almost consumed Naarhda into oblivion, a lesson that some might overlook, to the doom of others.

Reports have come in, rumors, paranoid ramblings from paranoid minds that the enemy is moving again, unknown armies gather at unknown boarders. Planes and ships are leaving port for unknown destinations. Suspicions flare, hidden motives arise. What do you do?. Do you take the road to war again or do you seek diplomacy?.


The map and the landmass environment.


Ketura has a continental climate with long, very cold winters, and short, cool summers. This climate is a result of very cold air masses from the frigid North moving in. The temperature range is larger than any other climate. Precipitation increases during summer months, although annual precipitation is still small. Much of the forest climate is considered humid. However, large areas in western Keturia receive very little precipitation and fall into the subhumid or semiarid climate type

Temperature Range: 41 C (74 F), lows; -25 C (-14 F), highs; 16 C (60 F).
Average Annual Precipitation: 31 cm (12 in)


Njord is for the most part supports a highland climate, which ranges from cool to cold, and is persistant in the mountains and high plateaus. The mountains work as water storage areas. Snow is kept back until spring and summer when it is released slowly as water through melting. Below the high altitude lies the grassland and forest regions of Njord which sees some temperate and tropical rainfall. The low coastal regions make most of the out edges of Njord and the outlying islands.

Temperature Range: -18 C to 10 C (-2 F to 50 F)
Average Annual Precipitation: 23 cm (9 in)


A tropical climate dominates the Atemtecc landmass. The total annual rainfall is often more than 250 cm. (100 in.). There are seasonal differences in monthly rainfall but temperatures of 27C (80F) mostly stay the same. Humidity is between 77 and 88%.
High surface heat and humidity cause cumulus clouds to form early in the afternoons almost every day.
The climate on the eastern sides of the continent is influenced by maritime tropical air masses. These air masses flow out from the moist western sides of oceanic high-pressure cells, and bring lots of summer rainfall. The summers are warm and very humid. It also rains a lot in the winter. Majority of the outlying areas are jungles and rain forests.

Average temperature: 18 C (F)
Annual Precipitation: 262 cm. (103 in.)

This climate is in the frigid South Hemisphere region - the battleground of frigid and tropical air masses. Seasonal changes between summer and winter are very large. Daily temperatures also change often. Abundant precipitation falls throughout the year. It is increased in the summer season by invading tropical air masses. Cold winters are caused by fast moving cold wind masses traveling south from Karam.

Temperature Range: 31 C (56 F)
Average Annual Precipitation: 81 cm (32 in)

A wet dry tropical climate that is mostly dry and arid for most of the year. However, a seasonal change occurs between wet tropical air masses and dry tropical air masses. As a result, there is a very wet season and a very dry season. Trade winds dominate during the dry season. It gets a little cooler during this dry season but will become very hot just before the wet season. Karam is politically divided into two segments; as

Temperature Range: 16 C
Annual Precipitation: 0.25 cm. (0.1 in.). All months less than 0.25 cm. (0.1 in.)

Characterized by grasslands, this is a semiarid climate. It can be found between the Atemtecc fault zones and the more humid climates of continental Naaru. If Ithil Simpae received less rain, the steppe would be classified as an arid desert. With more rain, it would be classified as a tallgrass prairie.
This dry climate exists in the interior regions of the landmass and in some surrounding islands. Moist ocean air masses are blocked by mountain ranges to the west and south. These mountain ranges also trap cold air in winter, making winters very cold. Summers are warm to hot.

Temperature Range: 24 C (43 F)

Annual Precipitation: less than 10 cm (4 in) in the driest regions to 50 cm (20 in) in the moister steppes

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As you can see, the local region dubbed 'Naarhda' is occupied by six landmasses/continents. Keep in mind that these are the continent on which you will build your nation upon (The climate info is just for completeness and random info about the terrain which some might need. It is not a significant part of the RP) Each continent can support 1 nation, with the exception of Karam; two nations can be established there (1 on the North and 1 on the South), and players cannot build a nation on Ithil Simpae, the reason shall remain a mystery for now. In total, one can build 6 nations on 5 continents.

While I say you will "build" a nation, in the RP it will in actuality be a well established civilization, somewhat resembling the modern nations in the World War II era, indeed much of the technology present in Naarhda at this time is limited to WWII technogoly.
Your role in the nation sheets will be to set a theme for your civilization. If you wish you can give it a history, elaborate or simple I care not, but what is important is that you try and give your nation a face and a feel, make it clear to other what your country is about!.

You will play the role of the leader/el presidente/dictator/emperor/King Chicken Suit, whatever you want. You're the boss of your minions (who will do what you want, as they are NPC's, which you can control). In fact, I will not confine you to play just one role as the leader; you can manifest yourself as many characters as you want to do as many thing as you want. Tired of telling people what to do in your office?, want to be on the bridge of a battleship sinking enemy ships with 406-millimeter guns?. Well then make a character of a Naval officer and RP it to your heart's content. Just be aware that you don't create so many characters that it gets confusing for you and remember, no matter how many characters you make your primary job is to lead your people.

To lead your people and nation to become the dominant power in Naarhda, either through diplomacy or combat. All the while RPing your highs and lows.

Using the Nation sheets, fill out the details stated and PM it to me. I shall add the key elements and generate a city map. Once that is done, we are pretty much good to go. As for nation attributes, that will be explained in detail in the 'nation attributes section'

How many players is this for?

This RP doesn't have a player cap limiting applicants but it can only have 6 nations, i.e- 6 leaders. Anymore, and they have to join various ranks of a nation of their choosing.

Ah, good question!. Lets start at the beginning.

Each nation will start with 6 cities, one of which will be the capital. Your objective is to make sure that you expand your nation the furthest, i.e increase the number of cities in your possession. This can be achieved by invading and capturing enemy cities, making it part of your empire. However capturing a city is not necessarily an easy process as defensive pacts and treaties with other nations can hinder your plans. Therefore, you must take care with diplomacy and cunning to survive and win. Losing a city usually does not carry a heavy penalty (except for the loss of defending troops), unless it is the capital of your nation. In which case your government collapses and your territories become neutral to every player; making it a free rush to grab what they can. It is possible to recover from losing your capital by moving all remaining forces into a nearby neutral city but you will then only have one city (or as many as you can recapture before the others do) and must work your way up from there (Re-establishing a new capital does not mean that your former territories will rejoin you).

When you submit your character sheets and nation sheets I will PM each of you with your respective nation status reports. In it I will summaries the national and international issues that are currently underway in your country and with it I will indicate how many and what types of troops are made available to you (based on dice roll and national attributes stats). Then each of you has to split the allotted forces between the cities under your command at your own discretion.

Attacks on another nation can be made through an official war declaration or you could just blatantly make a surprise attack. Either way, when launching an attack you have to specify how many troops are engaging in the invasion and where they departed from and where they are going to. There are no restrictions into how many troops that can partake in an invasion; in fact troops from two or more cities can combine to form a single invasion force. Just be sure to keep track how many troops are deployed and where they originated from. Keep in mind that sending a huge invasion force may leave your cities woefully unprotected from attacks/counterattacks.

Since this is primarily a pvp RP, the outcomes of combat will be issued by me. On paper, when an invasion force manages to overpower the defending forces, the battle is considered over and the invaders will have captured the city. The opposite is also true; if the defending forces outnumber the invasion forces then the city will not fall. However, there is more to combat than a pure numbers battle. I have to take into account national attributes, secret moves, the roll of a dice (for luck) and various other facts such as defenses and day/night operations which can give bonuses to either the defender or the attacker and sometimes both, before issuing a result of conflict. The Result of Conflict (RoC) will be issued by me to the parties involved via PM and will be summarized in the RP thread.

Hence the ruling that I shall resolve the PVP combat, the occasional NPC combat which can occur can be resolved by the players themselves and does not need my input or intervention.

Players are free to stick to the role of leader throughout the RP and issue orders.
Such as:

[A was furious at the latest release of the Bleeding Mother's heavy metal album and so decided the best course of action is to invade the city of Muck, the home town of the band and the location of their main recording studio. He ordered the Admirals of the 6th and 12th fleets in the port city of 'Cheesy Dip' to prepare for immediate departure and to blockade Muck harbor with 600 ships and to deploy 12000 infantry from the city of 'Moldy Cheese']

That was a ridiculous example but you get the drift.

Or one can RP the battle itself (as another character creation), depicting firefights and air raids and what nots from the front line, with or without the aid of NPC's, so long as the outcome of the battle is not interpreted by any party other than me. [If you get tired of that, you can always kill your secondary creation.]

It is very unlikely that a conflict between two players and a city will be resolved in the first round of contact, it will most likely extend for two or three rounds and as each round progresses I will PM the casualty reports and current troop status to the appropriate players so that they may proceed responding to the situation and RPing/commanding till a clear victor remains.

If you have any questions ask here. There will be more on this to come and it will be divided in the pages below, but this is a general interest check. If you have any questions or suggestions drop em here or PM me.
 

Sparrow

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Could really do with a summary of all of that. I've already read a book that size. It was called Harry Potter and the Half Blood Prince.

(I could've sworn I've told that joke before, but what the hey.)
 

Skyfall

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Construction is a part of the game and it is fairly simple. The basic principle is that construction requires resources and each resource allows you to do different things. Each nations starts with 2 randomly assigned resources, the rest you have to get either by trade or invading their continent. Construction will completed after two posts from the original request post.

Oil, Gold, Steel, Copper and Rubber

There are basically 2 types of construction. Defense and unit.

Defense:

To build defenses, you need resources. Each nation will be given two natural resources that is inherently present in the region; the construction of defenses however, may require anywhere from 2 to 4 resource items. This means that a nation must trade with another to acquire the needed materials for defending their country.

Pillbox: A low-roofed concrete emplacement for a machine gun or antitank gun. [Requires: 2 Copper and 2 Steel per unit]

Flak cannons: Weapons for actively combating air targets from the ground.
[Requires: 3 Steel, 3 Copper and 3 Rubber per unit]

Costal Defenses: Weapons for sinking navel vessels and thwarting amphibious landings
[Requires: 4 Stone, 4 Steel, 4 Copper and 4 Rubber per unit]

The number and type of defenses present will play a part in calculating defense bonuses when under attack. Needless to say, the more defenses the better however one must consider that building large defenses entails a certain degree of reliance on foreign nations for supplies and any change in that supply may leave you vulnerable.

Units:

Infantry: Infantry are the easiest to acquire with almost no resource input. They can be summoned from conscription from the general population. One merely has to pass a general issue for conscription to the public in the RP and the GM (me) will inform you via PM how many answered your call. The number and type of units that you get will depend again on dice roll, and your nation's attributes. More importantly though, the more cities you own, the more people will join in the conscription as there is a large population pool to draw from. So if you call for conscription when you have 6 cities, you may get 700 soldiers. If you call for conscription when you have 12 cities, you may get 7000 soldiers. (These are top of the head figures)

Tanks/land vehicles: To build tanks one needs access to Oil, Steel and Rubber. At the cost of 2 resources each, per unit. Once again, you have to order the construction of (x) amount of tanks and make sure that you have the resources to fund it.

Planes/airborne vehicles/rockets: Requires, 4 units of Oil, steel and rubber for construction.

Ships and Submarines: Needs 6 units of Oil, Steel and Copper


You can make any treaty you want with anyone. Generally treaties consist of but are not restricted to:

Defensive Pacts: Help each other in defensive needs only
Alliances: Help each other in offence and defense
Trade: Besides war this is the only other way to get the stuff you need from others. Since there is no money here, you must use the barter system. Ideally that is one foreign resource for one of yours.
Non Aggression Pacts: You won't invade their territories.

There is no format for this, you can be as formal or as informal as you like. You can submit this on the thread addressing the nation and the leader you wish to include and state what your intentions are. Considering that any agreement made is only as binding as your own words are, you can choose to not follow-through with your agreement with no prior warning.

The only exception to this is with the trade treaty. You must stick to the agreement that you made and if you change your mind you must inform the other party before canceling it. Trade treaties can be drafted in any way one chooses, but it must contain the following information:

- The amount of resources being traded. (eg: 300 copper to 200 Steel)

Once the trade is complete, the treaty ends. A new treaty must be drawn up again if you wish to acquire more resources. Note: a trade is considered completed when both parties agree to the conditions in the treaty.

Hidden treaties can be conducted in secret with other nations, in order to undermine a visible treaty or gain a covert upper hand in diplomacy. Hidden treaties are called such because they usually contain sensitive information that must not be made visible to everyone and usually plots the demise of another nation. When drafting a hidden treaty with another nation be advised that the final draft of such a treaty should be copied and sent to the GM. If you make a secret treaty and the finalized plan is not shared with the GM, then any action taken using the secret treaty will be considered void

These are the characteristics of your nation. The attributes that make your country what it is today. They include positive attributes and negative attributes. Players must choose from both. You can chose as many as you want as long as the number of negative attributes is one less than the chosen positive attributes ( Eg: 3 positive, 2 negative) . You will not be made aware what these attributes will bestow upon your nation until you confirm your choices. After making your final selections, PM me the choices you have made. Then I shall tell you what these attributes entail and if your not happy with a choice you made, you may change one attribute from either list.

Masters of the sea:
Hardhats:
I am the Road Warrior:
Cartographer:
Buzz the Tower:
Night Owl:
Element of Surprise
Enrichment Process:
Master and Commander:
I see you:
Forewarned is forearmed:
Starbuck:
Divine Intervention*
Hidden Strike: **
Way of the ninja:
Alchemist*:
Guerilla Warfare:
Counter Strike:
They came from the heavens*:


*Limited use = cannot be used after mentioned limit
*Restricted Use= Cannot be used until a set number of turns have passed


Charlie Don't Surf:
Plumbing Issues:
Enemy Propaganda:
What is that up there?:
Fog of war:
I'm deaf not blind:
I've never being abroad:
Jinxed:
Heresy:
Landlubber:
Double agent:
Ignorance is bliss:
Guidance Failure:
Homesickness:
Black Sheep:
Dumb bombs:
Nature's fury:
I thought you packed it?:
Screamer:

Yes, you can spy on one another!. How can this not be complete with spies?. Spies are all around, how they come into your service is limited to your imagination to explain. Either way, there is no limit on the number of spies you can have. Deploying a spy however must be done in secret or everyone will know what you are doing. Therefore, when you need to acquire some knowledge on the enemy, simply PM me with where you want the spy to go (city) and what you want the spy to do.

Spies can gather intel, such as troop disposition and layout of defenses. As well as sabotage equipment (combat bonus) and spread propaganda (invasion bonus). Be warned that using spies does not guarantee anonymity, there is a chance that the spy may get caught and then they may or may not reveal vital information about you. The chance of success for your spy in accomplishing its task depends yet again, on your chosen attributes and a dice roll.

A summary of all what has been said here will be posted soon (maybe tomorrow) along with the Character Sheets and Nation Sheets.
 

Skyfall

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1) Each city is worth 2 points, so every one starts with 12 points (six cities). These points are useful for calculating combat strength and defense bonuses. The more points you have, the higher the moral of your troops. So they perform better. I.e.- more cities = stronger military. Once you reach a certain amount of points you also have the ability to discover new technology which can greatly push the outcome of a battle in your favor.

2) Naval Blockades: If there are no ships protecting a cities port then enemy ships are capable of forming a naval blockade. Blockading all the port cities of an enemy nation will prevent it from acquiring foreign trade resources. Naval Blockades however can be forcibly removed by engaging in naval combat.

3) PVP combat will be resolved by me. As a general rule of thumb, you need an invasion force greater than the current defending force in a city to capture it. (It is possible to achieve this with fewer troop numbers, assuming luck is on your side and you have appropriate nation attributes as well as tactical skill)

4) When your nation sheet is submitted you will each get a starting resource supply. This can be used to build initial defenses and units. Once you have used all the initial supplies you will have access to your continents natural resources (restricted to two). These resources you can wield in infinite amounts.

5) You can acquire foreign resources via trade by establishing a trade treaty with another player. While domestic resources are infinite in amounts, a trade treaty must be conducted with finite materials. (You can not have a silver ? copper treaty for the remainder of the RP, instead you can specify a 500 Silver ? 500 Copper treaty) Once you have gotten the resource you want the treaty ends.

6) National attributes act as bonuses for calculating the chances of success in certain missions as well as your overall adeptness as a civilization. Negative attributes work to counteract the positive and give your nation imperfections.

7) Spies can be RPd of commanded to execute the covert operations of world leaders. They can infiltrate enemy cities and gather intelligence as well as take a more active role and sabotage or spread propaganda in enemy cities. They can be discovered however and carry a chance where they might divulge information about you.

Name: Your name

Age: whatever you want it to be

Gender: Male or Female

Occupation: (Leader/Follower. If follower specific role; eg, military, diplomat, civilian)

Appearance: What do you look like

Bio: How did you come to power/get to where you are now

Name of Nation: What do you call your country?

Government Type: Republic, Dictatorship, Democracy, etc..etc..

Starting continent/landmass: Which of the landmasses do you chose to start in

Languages spoken (optional): whatever language you think is cool (but post in English :D)

Flag of Nation (optional): or colors if you can?t find a nice flag

Important Cities and location: Name your six starting cities and indicate which of these will be the capital. Also indicate which of these should be coastal or not or if starting on an outer lying island or not. [See City Map]

Important Notes of National History: A brief background why your nation is cool and some of the cool things it has done (be imaginative)

 

Kaboose the Moose

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Wow, well it is a bit of a lengthy post but I guess RP's like these have to be detailed. Still, it was a good read. Can't wait for the sheets to come up.
 

Skyfall

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If you have questions again, post here or PM them to me.

The character + Nation sheets are up so you can PM them to me or post it here to await further instructions.
 

Dragonearl

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Name: Alexander Driscoll

Age: 28

Gender: Male

Occupation: Leader

Appearance: 6' 5" tall, lean and muscular build. Often seen wearing a bowler hat

Bio: Born in to a wealthy family, Alexander took an active interest in politics and strategic warfare. When he turned 18 he joined the military strategic academy where his skills as a tactician were put to the test and soon he rose among the ranks as a valued asset among the militaries finest. He soon put his skills in the mix with his growing diplomatic prowess and soon joined the parliamentary office. Before long he was running for presidency and now is the leader of the Republic of Eradova


Name of Nation: Republic of Eradova

Government Type: Republic

Starting continent/landmass: Njord

Languages spoken (optional): English and Eradin

Flag of Nation (optional):


Important Cities and location:

Kent-on-sea (coastal)

Mount Hollowvale (Capital)

Kedalpoint (Coastal)

Ellisborough (Island)

Kenttol (Coastal)

Hammondburg (island)


Important Notes of National History: The Republic of Eradova has been a stalwart Empire within the Emerald Sea throughout the ages. It has a rich history and a proud military tradition which dates all the way back to the original unification wars, where the continent of Njord was ruled by various barbaric tribes. The different tribal warlords were integrated into the republic and drawing from the various cultures formed the mighty nation of Eradova and its military as we see it today. Today Eradova is weary of war, especially after the events of the Great War that left the region in tatters, still defiant of adversity the people of Eradova rose to the challenge and remade the country to rise from the ages of old.

Today, spread across the main continent are the fort cities of Eradova which keep a weary eye on its neighbors from the east and west. Suspicion runs deep in the region, no one is too eager for another Great War.

Also, Eradova were the first nation to discover that the world was spherical, the first to circumnavigate the world and the first to invent gratuitous dancing moves, which are somehow correlated to alcohol, which was also invented in Eradova.

I hope this is fine and that my slight exaggerations are in order?
 

Skyfall

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Alexander Driscoll said:
Name: Alexander Driscoll

Age: 28

Gender: Male

Occupation: Leader

Appearance: 6' 5" tall, lean and muscular build. Often seen wearing a bowler hat

Bio: Born in to a wealthy family, Alexander took an active interest in politics and strategic warfare. When he turned 18 he joined the military strategic academy where his skills as a tactician were put to the test and soon he rose among the ranks as a valued asset among the militaries finest. He soon put his skills in the mix with his growing diplomatic prowess and soon joined the parliamentary office. Before long he was running for presidency and now is the leader of the Republic of Eradova.


Name of Nation: Republic of Eradova

Government Type: Republic

Starting continent/landmass: Njord

Languages spoken (optional): English and Eradin

Flag of Nation (optional):


Important Cities and location:

Kent-on-sea (coastal)

Mount Hollowvale (Capital)

Kedalpoint (Coastal)

Ellisborough (Island)

Kenttol (Coastal)

Hammondburg (island)


Important Notes of National History: The Republic of Eradova has been a stalwart Empire within the Emerald Sea throughout the ages. It has a rich history and a proud military tradition which dates all the way back to the original unification wars, where the continent of Njord was ruled by various barbaric tribes. The different tribal warlords were integrated into the republic and drawing from the various cultures formed the mighty nation of Eradova and its military as we see it today. Today Eradova is weary of war, especially after the events of the Great War that left the region in tatters, still defiant of adversity the people of Eradova rose to the challenge and remade the country to rise from the ages of old.

Today, spread across the main continent are the fort cities of Eradova which keep a weary eye on its neighbors from the east and west. Suspicion runs deep in the region, no one is too eager for another Great War.

Also, Eradova were the first nation to discover that the world was spherical, the first to circumnavigate the world and the first to invent gratuitous dancing moves, which are somehow correlated to alcohol, which was also invented in Eradova.



Issaria Sharevan said:
Age: 25

Gender: Female

Occupation: Queen

Appearance: 1.60 cm tall with long brown hair often wears gaudy jewelry and dresses.

Bio: Issaria was born into the royal family
she was trained and prepared for ruling the country for when her time came though she hadn't expected that time to come so soon.

Name of Nation: DredZhar

Government Type: Monarchy

Starting continent/landmass: Atemtecc

Flag of Nation (optional):


Important Cities and location:

DredZhar: Capital
Quintilis : island
sharess: Coastal
rivacheg: Coastal
Chelsus :mainland
Suloth: mainland

Important Notes of National History: In ancient times the DredZhar where 2 different tribes namely the Dred and the Zhar one was the strongest tribe and the other the smartest type. The Zhar proposed to merge their tribes and conquer Atemtecc to which the Dred aggreed. They were the first country to have determined (and used) the concepts of nobility, Monarchy and ninjitsu which are still used in the modern day. Interestingly troughout the ages they have been led by the same bloodline as today with only Queens.
 

Dragonearl

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Mar 14, 2009
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It's a nice thought that's in this RP. Still sitting on the fence about proceeding with this, hopefully there will be more players. Still a helpful bump
 

Birras

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EDIT:Silly me, I didn't see the instruction to PM him the sheets. Please disregard this post.