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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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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
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?.
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.
A WWII Era Diplomatic Strategy RP
[/HEADING]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!
[/HEADING]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)
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)
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.)
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)
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.)
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
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!.
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.
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).
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.
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.