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New Dawn - Nightfall Chapter 2 (Ooc)

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Nation Name: Republic of Andor
 

Culture(ie. Latin influence/Asian Influence/Etc.): Latin American/English
 

History:

 

The Republic of Andor popped into existence about one hundred and fifty years before the age of electric. On the continent of Truncatis, they had remained safe within the rich valleys and mountainous rain forest. Their cities and hamlets were scattered along the coast and in the very mountainous regions. Straddling to the west and east of the land bridge to Oceanis. The republic was a industrious nation of thinkers and merchants. Resources were available with the right amount of skill, and the people were of a medium population. Their main trade was that of fine galleys, made out of jungle wood. They could carry cargo or troops alike, but were susceptible collapsing to stormy seas. As the Republic solidified after years of secession wars, a ruling family came out on top. They were not victorious through a coup, but a peoples revolution. The Rich bourgeois had ruled through wealth from their city companies. Andoran thinkers and commoners were being pushed aside for wealth. House Trakand was one of the few nobles of any importance in the Republic. Nobles meant little to republican politics, but they still came to lead. Fighting the mercenaries of the merchants, the cities were taken by revolutionary city folk. And the electric age ushered in a new age. House Trakand became a royal dynasty, with a republic senate sitting to help rule. They played a game of advantage, though the moderate Trakands always kept unity, fearing a civil war tearing them apart. Scholars flourished under patrons, and the innovations were splendid.
Did you find the “If you read this?” (put the secret word): Cpt. Buckets, at your service.

 

That red stuff in Truncatis

 

XOgOtgC.png?1?3232

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Nation Name: United African Remnants
Culture(ie. Latin influence/Asian Influence/Etc.): British Influence
History: Ezekias Scaria quickly rose to power within the UAR. After killing his political enemies, and those that would oppose his claim to the title of emperor. His first act as emperor would be to unite the entire continent under his rule. There were those who opposed his rule. And so, through the fires and rage of war, Ezekias' rule was strengthened.
Did you find the “If you read this?” (put the secret word): Buckets

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Nation Name:The Duchy of Fenris

Culture(ie. Latin influence/Asian Influence/Etc.): Scottish Highlander and French Feudal values.

History:Chaos and unchecked power had brought the old world to its knees.  Before the long night the people of earth lived for centuries based on the concept that all men were created as equals and that even the most ignorant of them could be trusted with power. This clearly delusional and utopist view of the world not only brought forth mass murdering weapons as it also turned good honest folk into psychopaths who only thought about their own well being and not that of his community.  Utter annihilation was to be expected.

 

But not all hope is lost, long ago a clan of nomadic warriors stumbled upon a vast mountain range and hanging from one of these mountains was some sort of old military base, now inhabited only by some sort of mutant. The clan decided these mountains were their promised the land and the mutants some sort of usurpers. A war between both people soon followed and the clan emerged victorious and claimed the mountain as their home. Using an old pre Nightfall language the leader of the clan named himself the Duke of these lands with this first mountain as his seat of power. On his deathbed he gave each of fours sons a mountain to rule over, but the younger ones were to always pay fealty to the Duke, that being the line of the eldest son. Thus appeared the Ducal family of Utor and its cousin houses, counts, Kor, Nix and Russ.

 

The centuries came and the prosperity of Fenris attracted many folk who were looking for a way to live. A social system based around an old pre nightfall society appeared. Just as the counts were to serve the Duke, the new arrivals of low birth were to serve the counts as laborers. most of the times as farmers or miners. While those who could prove their descent from the original colonists were considered of minor nobility and fit to serve the Duke as part of his army. Through this system order was brought back into the world, with every last member of the Duchy knowing his place. Order was the main ideology for the lack of order would bring back the darkness of the night. Even the among the people of Fenris revolves around a single God who represents order while his nemesis is the God of Chaos.

 

The current Duke is Logar Utor, just recently inheriting the tile from his late father. The counts have come to pay him fealty but they have their own agenda in mind wishing to take advantage from the inexperience of the Duke. But the Duke has his own plans for his people. With the recent invention of electricity some of the lowborn seem to feel uncomfortable with the current order of things and seek liberty. The Duke faces these problems but he will use this new invention to bring a new meaning of order to the world and not let some upstarts destroy his family's legacy.

Did you find the “If you read this?” (put the secret word): Buckets

Location:I want the top right corner of Ruasia

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Nation Name: Mediam Noctem Republic 
Culture(ie. Latin influence/Asian Influence/Etc.): Latin
History: 

The Mediam Noctem was founded in 900A.N. when the Doge of a neutral city-state of  had peacefully brought in the warlords of the surrounding deserts of  Al'Kaziim and solidified a deal that would bring the merchant power of  Valetta and the military power of the Warlords together to make one powerful republic with the capabilities of being able to defend its self. 

 

Although Mediam Noctem praises itself on its naval power, it likes to keep a very good balance between it's navy and infantry as by the first Doctrine many believe that balance is key.....  

Did you find the “If you read this?” (put the secret word): I GET /BUCKETS!?/

 

Location: Right where that Al'Kazhiim arrow points too.

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New Map

Updated with all players on main page

qjUYXz9.png

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S6g12JM.png


Terrain Map for Nightfall Part II (Subject to possible change)


Dark Green = Swamps/Jungles

Light Green = Mediterrainian/Plains/Fertile Farmland

White = Tundra/Ice

Normal Green = Forest

Black = Mountains

Yellow = Desert

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Andrew please refer to this paragraph on the first page of OOC:

 

INVENTIONS - 5 military Inventions per nation over course of game, otherwise unlimited

One major aspect of the game will be the inventions aspect. Rather than the sort of spontaneous and loosely controlled research system of old, you will be able to build whatever you can imagine, within reason of the time period. This will be done through an application system.

 

I'm not limited by amount going at once, but I can only invent 5 over the course of the frp.

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Nation Name: The Tazman Republic
Culture(ie. Latin influence/Asian Influence/Etc.): Originated from Tasmanian (Anglospheric culture)
History: (soz for **** writing it's like midnight out here)

 

The Tazman Republic was born out of a union of many petty barons and counts known as Signurs that  each controlled a chunk of the island of Tazlund. After many hundreds of years of conflict and bloodshed between the differing Signuries, one Signury emerged as a clear dominant force. This was the Signury of Sondolt, one which waxed and waned in power with the changes in rulers from statesmen to warmongers, but even at it's weakest it remained apart from the rest.

 

Eventually, the final Signur of Sondolt rose to power, a man named Rykurd Weelzun. With a brilliant mind he struck the perfect balance between diplomacy and aggression, and by the end of his life he had united every Signury of Tazlund through conflict and conference under his rule which radiated out from his capital of Hubard, dying in 1313A.N.

 

After Rykurd's death, his son Janiz came to power, already having a high standard to match after his father's impressive and successful reign. He failed miserably to meet it, and after a mere 5 years his unpopularity reached a level that provoked a popular revolt throughout Tazlund. The Signurs secretly sent arms to these rebels, expecting a restoration of their autonomy, but after the storming of the Royal Palace in 1318A.N., the Tazman Republic was declared, with the leaders already making rousing speeches of freedom and equality for all men, much to the horror of the Signurs.

 

Seeing that their time would come to an end should the Tazman Republic remain, the Signurs collectively attacked the revolutionaries, resulting in a brutal and bloody civil war that raged on for 10 years. However, the determination and popular support of the Republicans eventually won out, and the Signurs were forced to sign the Treaty of Lonztun removing all the powers of their titles, and were then executed by firing squad for treason in 1328A.N., and the was brought once again to Tazlund.

 

After 72 years of the signing of the Treaty of Lonztun, and the Tazman Republic has prospered and suffered as any nation does. In this period, the Republic's identity as a naval and mercantile nation with the willingness to be aggressive with outsider nations has become even more pronounced, and now it looks to foreign shores to bring affluence and ascendancy. 

 

Did you find the “If you read this?” (put the secret word): **** IT, BUCKET

 

MLGAMU4.png

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Nation Name: The Tazman Republic

Culture(ie. Latin influence/Asian Influence/Etc.): Originated from Tasmanian (Anglospheric culture)

History: (soz for **** writing it's like midnight out here)

 

The Tazman Republic was born out of a union of many petty barons and counts known as Signurs that  each controlled a chunk of the island of Tazlund. After many hundreds of years of conflict and bloodshed between the differing Signuries, one Signury emerged as a clear dominant force. This was the Signury of Sondolt, one which waxed and waned in power with the changes in rulers from statesmen to warmongers, but even at it's weakest it remained apart from the rest.

 

Eventually, the final Signur of Sondolt rose to power, a man named Rykurd Weelzun. With a brilliant mind he struck the perfect balance between diplomacy and aggression, and by the end of his life he had united every Signury of Tazlund through conflict and conference under his rule which radiated out from his capital of Hubard, dying in 1313A.N.

 

After Rykurd's death, his son Janiz came to power, already having a high standard to match after his father's impressive and successful reign. He failed miserably to meet it, and after a mere 5 years his unpopularity reached a level that provoked a popular revolt throughout Tazlund. The Signurs secretly sent arms to these rebels, expecting a restoration of their autonomy, but after the storming of the Royal Palace in 1318A.N., the Tazman Republic was declared, with the leaders already making rousing speeches of freedom and equality for all men, much to the horror of the Signurs.

 

Seeing that their time would come to an end should the Tazman Republic remain, the Signurs collectively attacked the revolutionaries, resulting in a brutal and bloody civil war that raged on for 10 years. However, the determination and popular support of the Republicans eventually won out, and the Signurs were forced to sign the Treaty of Lonztun removing all the powers of their titles, and were then executed by firing squad for treason in 1328A.N., and the was brought once again to Tazlund.

 

After 72 years of the signing of the Treaty of Lonztun, and the Tazman Republic has prospered and suffered as any nation does. In this period, the Republic's identity as a naval and mercantile nation with the willingness to be aggressive with outsider nations has become even more pronounced, and now it looks to foreign shores to bring affluence and ascendancy. 

 

Did you find the “If you read this?” (put the secret word): **** IT, BUCKET

 

MLGAMU4.png

 

Accepted.

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Nation Name: Kingdom of Eeyerlund

 

Culture(ie. Latin influence/Asian Influence/Etc.): Irish
 

History: The Kingdom of Eeyerlund originally came to be in 602 A.N, after self-proclaimed King Aelfred led a successful campaign to unite the many tribes of the island. Since, the small nation grew to one of the largest in the North Sea, and potentially one of the most powerful. Aelfred's line continued to rule the island for three centuries, only being disputed during the rule of King Paedy II. Two noble houses from the north of the island, Galway and Dabblin, rose up and declared independence along with their holdings, splitting the kingdom in two. Galway and Dabblin were responsible for most of Eeyerlund's industry, making it obvious for Paedy that this reckless idea of self-worth had to be crushed, to set an example.

 

The Civil War was a short one, with most of the fighting done in Dabblin county. Their Duke was slain in the great battle of Aginbroth, which paved the way for the rest of the war. Within two years, Dabblin surrendered back to the crown, where Paedy removed every trace of the family, and claimed their possessions for himself. Terrified by this act, the Duchy of Galway ceased it's campaign to invade southern Eeyerlund, and instead set up defending it's rocky holding. It didn't take long for the infertile lands of Galway to not provide enough food for the Duchy, leading to the surrender back into the crownlands. King Paedy promised to be merciful, but upon his arrival to the Duchy, he slaughtered the Dukes family, personally cooked their bodies and fed them to the starving, unknowing peasentfolk. Many songs were made about the war, and about the King, who was since named King Paedy the Chef.

 

Since those times, Eeyerlund became a single kingdom, commanded by an absolute monarchy. All property belonged to the crown in order to prevent any more civil wars. Despite the somewhat oppressive sound of this, the commonfolk were fine with it. They are currently living the best they ever will, and wealth is accessible for any man. Their non-expansionist lifestyle continues, and nationalism is high. The navy of Eeyerlund is adequate, and moderate in size. It patrols the rocky east coast night and day, protecting trade routes and ports. The army of Eeyerlund are extremely proficient, having many different types of terrain to train on. 

 

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Position on map: The island that would be Ireland but is instead Eeyerlande although im now naming it Eeyerlund k? k.

  
 

Did you find the “If you read this?” (put the secret word): kfc bucket

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DIDGE THINE CEPTED

:beer:

 

Though you should totally play a nation in the America region, so not everyone's focused in frigging Europe.

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I was going to, but you then Hellifuzz took the places i wanted to have ;-;

 

also i feel like i have a better chance of survival against the europoors then you, will and alex 

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NATION NAVAL STATISTICS

(Determined by focus and coastal land area)

 

Pok - Transmedian Republic - 35

Andrewtech - United Kingdom of Windsoria - 40
draeris - The Evropean Commonwealth - 25
Tyras - United Amerigo Republic - 20
Destroyer_Bravo - Swordcoast Protectorate - 35
Bickando - Empire of Eichii - 40
Conor - Pirates of Vrak + Outposts - 51
Taufirewarrior - Empire of Oceanus - 30
TheAmazingPhoenix - Campestribus - 30
Zanderaw - The Republic of Kuanesh - 40
Urukaresh - The Olympians - 25
Sneaky - Noctem Republic - 25
Hairy - Republic of Andor - 20
Pureimp - African Remnants - 20
Craotor - Duchy of Fenris - 10

DigitalRescue - Kingdom of Eeyerland - 25

Hellfiaz - Republic of Tazman - 40

 

IF YOU DON'T AGREE WITH THESE STATISTICS, YOU MAY APPEAL TO EITHER POK OR MYSELF FOR EXPLINATIONS OR TO ATTEMPT TO REQUEST A DOWNGRADE/UPGRADE. PM ME TO APPROVE SPECIFIC NUMBERS OF SHIP TYPES AND PLACEMENTS FROM YOUR STARTING AMOUNT.

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International Trade DLC: $5

Plus new navy rules


As the world becomes more interconnected, nations begin to reach out to each other, and a global trade network begins to flourish. This has resulted in new game mechanics.

This is the trade map:


S7XxukH.png


As you can see, it consists of a network of trade routes connecting various nodes. Each of these routes is worth a specific amount of money per 5 pages, and together they all add up to $150,000/5 pages. This number may be subject to change later in the game, but the values of each trade route relative to each other will not change. Here they are:
A: $3,000
B: $3,000
C: $3,000
D: $1,500
E: $3,000
F: $4,500
G: $3,000
H: $1,500
I: $6,000
J: $9,000
K: $9,000
L: $6,000
M: $6,000
N: $6,000
O: $7,500
P: $7,500
Q: $6,000
R: $6,000
S: $1,500
T: $3,000
U: $2,250
V: $750
W: $3,000
X: $1,500
Y: $7,500
Z: $7,500
AA: $4,500
AB: $1,500
AC: $1,500
AD: $2,250
AE: $1,500
AF: $2,250
AG: $10,500
AH: $9,000
AI: $12,000
AL: $6,000

AJ: $10,000
AK: $10,000

To "harvest" this income, you must build a trade post on both sides of a route. Trade posts can only be built on nodes that are colonized: that is, either you must own the land the node sits on, or you must get permission from the player (or NPC nation, if mods allow) that does. Trading posts construct instantly and cost $2,000. If there is a trade node within your nation's territory and you have a national trade hub built, that improvement counts as a free trading post for that node.

All trading posts that you build must be connected back to your "home" node via your network. If your territory does not encompass a node, the closest one to you is considered your home node. I realize this means the owner of that land can shut you out of the system completely; deal with it in RP.

Once you are harvesting a node, you split its income with anyone else trading on it, with advantages for the players who own both ends. If you own one end, you monopolize 25% of the route's income and split the rest with everyone else. If you own both ends, you monopolize 50% of the income and split the rest. For example, if I owned both ends of a route and was sharing it with one other player, I would collect 75% of the income. A trade route with different owners at both ends being harvested by them and one other player will give each node owner 42% of the income, and the third party will receive only 16%.

Obviously, this may get a bit complicated when multiple players are involved. I recommend making treaties among yourselves to divvy up the wealth.

The Canal:
The AJ and AK routes are inactive, and only come into existence after the construction of a canal across the isthmus. This canal will cost $200,000 up front, will take a base 10 turns to complete, and may be subject to events. If the route on either side of the canal is blockaded, the entire canal is rendered useless and no income is generated from either side. However, the owner of the canal is treated as if he owns both sides of the routes, and therefore is entitled to the 50% monopoly.

Blockades
Is another nation encroaching on your sphere of influence? Does a trade route go right through your land, or your waters? Stand up for yourself! If you are in a position to stop trade from moving along a route, you can do so. This will nullify the targeted nations' income from that route, as well as all trade that is only connected to their home node through that route. Use it wisely...they can always retaliate. If you are a pirate, you receive a 25% share of the route's value as long as you blockade it, but you may also prowl the route, which works similarly to blockades, with the difference that you then receive 50% of the route's value, and other nations can continue using the route for the remaining half.

Pirate raid
Pirates can also raid active nodes themselves. Although extremely risky, it pays off well. If the attack is successful, all routes connected to that node will produce no income for 10 pages. The raiders will immediately receive all the income from those routes for the current 5 page economic round.

It is imperative that you direct any questions about the system to me before using it. It will only work if we all understand the mechanics and handle it in an organized fashion. Also, when taking action that will affect another players trade, always clearly state it in large, bold letters. It may help if you include the resulting effects on other relevant nations.


Ships

Instead of having a ship factory produce a single ship every two pages, ships now cost money! A ship factory will halve the cost of all shipbuilding. Here are the costs for the currently available classes:

Dreadnought: $25,000 - 5 pages
Cruiser: $10,000 - 3 pages
Destroyer: $5,000 - 2 pages
Frigate: $2,500 - 1 page
Corvette: $500 - 1 page

All invented ships will have a mod-approved price assigned at the time of their invention. You may construct 5 ships at a time, and with a shipyard you may construct 10 at a time.
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