European Wars IV - Roll to Dodge
A year has passed since the original European Wars were started by Rarity, so I guess it's the perfect time to start the long awaited European Wars IV!
Here are the rules:
*Each turn ends at 17:00 GMT+0
*Every turn is 24:00 long. People post their map on their next action (their next region to annex), then I roll to see how well their actions are going to be.
*To make it fair, the game master (that is me) doesn't have a faction.
*The new players won't lose their region due Epic Fail effect in the first 5 turns.
*The new players can't be attacked in the first 5 turns.
*If a player losses his capital he will get -[1] in the next turn.
*If a player doesn't reply in one turn, he'll lose the turn.
*The players shall do diplomacy via PMs or whatever they want and add GM as a recipient.
*The game begins in 1400 (It doesn't effect anything).
* Each turn is 6 months (Again doesn't effect anything).
*The black areas are unsuitable and too hostile for any settlements.
*Any bordered area that has more than 10 white pixels in it is counted as a separate region. Otherwise it is part of the nearest over 10 pixels big area.
*A player who loses all his regions to another player, will be able to make a revolt in two turns in the province which was taken by the enemy 1-3 turns ago. I will roll to see how the revolt is going to be each turn. The last and counted point is the average point.
*A player who doesn't have any region in 3 turns will be eliminated.
*The player who owns 100 regions wins the game and gets rep from all players.
Attacking regions
[0]: You are unable to make a move next turn and the enemy have a chance of taking your region.
[1]: Epic Fail. You lost the battle, and the enemy have chance to take your region. And you will get the point -[1] next turn, due to the morale losing.
[2]: Fail. You fail to take to region.
[3]: Meager success: The battle is unresolved. But with the better experience, you'll have the point +[1] if you attack the region again next turn.
[4]: Success: You take the region successfully.
[5]: Great Success: You take the region successfully, and you can choose to attack 2 regions next turn.
[6]: Overshot: You take the region successfully, and you can choose to attack 2 regions next turn with the point +[1].
[7]: Epic Success: You take the region successfully and you can choose to attack 3 regions next turn.
[8]: Complete Wipe out: You take the region successfully and can choose to attack 3 regions next turn with an extra point +[1].
Ships
Ships building:
[0] You are unable to make a move next turn.
[1]. The construction is epically failed. Next time when the player tries to build ship again, he'll lose a point.
[2]. The construction is failed. The builders will have to try again.
[3]. The construction is ongoing, and not finished yet. Next turn when the player continues to build the ship, he'll get a bonus point.
[4]. A small-size ship is completed. Hit point (HP): 3.
[5]. A medium ship is completed. Hit point (HP): 5.
[6]. A large ship is completed. Hit point: 8.
[7] A magnificent ship is finished. Hit point: 12
[8] A monstrous ship is finished. Hit point: 17
It takes 2 turns for the players to sail from land-to-land.
- Turn 1: Build the fleets and prepare to sail. In this turn the players will lose their rights to attack 1 region (busy building fleets). But if they got [4], [5], or [6] in the last turn, they can still attack 1, or 2 region.
- Turn 2: They sail to the land they want to, and attack the coast region.
Sea battles:
When 2 ships of 2 enemies players meet in the same sea, they'll crash to the heat of battles.
When comes to the battle of 2 fleets, the GM will roll and see how well they fight.
GM will use the the ship with higher point (fights better) minus to the lower. If the result is...
[0]. A draw and no ship gets any damage.
[1] => [5]. The ship with lower point gets the damages of the result point.
The average point is calculated by all the points the ship got in the battle.
Example A medium-size ship (HP:5) vs a magnificent great ship(HP:10):
[2] [1]. The magnificent ship gets 1 point damage.
[5] [1]. The magnificent ship gets 4 points damage.
[3] [4] The medium-size ship gets 1 points damage.
[5] [2]. The magnificent ship gets 3 points damage.
[3] [4] The medium-size ship gets 1 points damage.
[3] [3]. 2 ships don't do any damage to each others.
[6] [1]. The magnificent ship gets 3 points damage and get sunk.
The medium-size ship wins.
Average point:
The medium-size ship: (2+5+3+5+3+3+6)/7 ~ 4
The magnificent ship: (1+1+4+2+4+3+1)/7 ~ 2
The players can only make an attempt of sabotage/assassination once every 3 turns, so they won't be massively used every turn, like it used to be. To use an agent PM the GM (except for spies).
The revolt system
An empire which gets 20 regions or more and gets two times [1] in a row have the chances to get revolts in some provinces which they got 3-5 turns (the rebels see that it's a good chance to revolt, since the Faction Leader seems to be very unlucky).
And a player can also make revolts in others's empires by sending saboteurs. He can ask me through PM and I'll roll his point to see how it'll work, and usually will tell him the result via PM as well.
[1]: The saboteur fails to make a revolt, and he's caught. News that a Kingdom send saboteur to others will be announced publicly, which will surely reduce the relationship between the empires. In the next turn the next turn the player tries to send saboteur, he'll lose [1] point due the morale lost.
[2]: The saboteur killed while trying to create the revolt. That way he'll never be able to open his mouth and tell who's his boss. But the other saboteurs will lose [1] point the next turn they try to create a revolt, since fear is growing in them.
[3]: The saboteur fails to create a revolt, but he manages to get away with it.
[4]: The saboteur somehow succeed to create the disharmony between the people in that region, but the revolt doesn't happen yet. Next turn if he continues, he'll get the point + [1].
[5]: The saboteur succeeds to create the revolt, and turns the region into rebels.
[6]: The saboteur is better than you thought, when the revolt grows in every lands near the target region. The target is turned to rebels of course, and the saboteur can have one bonus point when trying to create the revolt in nearby provinces.
Spying
A player may use spies to gather information from his enemy's region. When you want to use spies, post it together with your turn, I'll roll and tell you the result:
[1]. The spy fails to gather information, and he's caught. News that a Kingdom send spies to others will be announced publicly, which will surely reduce the relationship between the empires. In the next turn the player tries to send spy, he'll lose [1] point due the morale lost.
Player will lose -1 point in attack.
[2]: The spy is killed by the guards while trying to gather information in this place. That way he'll never be able to open his mouth and tell who's his boss. But the other spies will lose [1] point the next turn they try to go into other cities, since fear is growing in them.
[3]: The spy fails to get any information of the enemy, but he'll have more chance (+[1]) to succeed in his next attempt if he spies the same region.
[4]: The spy succeeds to get information of the enemy and sends them to his leader. Now the land is well-known by the enemy, and when the spy's leader sends army to attack this land, they'll get a bonus point.
[5]: The spy succeeds to get information of the enemy and sends them to his leader. Now the land is well-known by the enemy, and when the spy's leader sends army to attack this land, they'll get a bonus point. Next turn this nation can send 2 spies on actions.
[6]: The spy succeeds to get information of the enemy and sends them to his leader. Now the land is well-known by the enemy, and when the spy's leader sends army to attack this land, they'll get a bonus point. Next turn this nation can send 2 spies on actions, with a bonus point to succeed.
[7]: he spy succeeds to get informations of the enemy and sends them to his leader. Now the land is well-known by the enemy, and when the spy's leader sends army to attack this land, they'll get a bonus point. Next turn this nation can send 3 spies on actions.
Assassinations
When a player wants to kill someone quietly, he can send the GM a PM on his target. I'll roll and see the result.
[1]. The assassin fails the mission, and he's caught. News that a Kingdom send assassins to others will be announced publicly, which will surely reduce the relationship between the empires. In the next turn the player tries to send assassins, he'll lose [1] point due the morale lost.
[2]: The assassin is killed by the guards while trying to kill his target in. That way he'll never be able to open his mouth and tell who's his boss. But the other assassin will lose [1] point the next turn they do their missions, since fear is growing in them.
[3]: The assassin fails his mission, but he manages to get away with it.
[4]: The assassin fails to kill his target, but he manages to get away with it, with a better knowledge on his target. The next turn he'll have more chance (+[1]) to succeed his mission.
[5]: The assassin succeeds his mission and killed his target successfully.
[6]: The assassin succeeds his mission and killed his target successfully. This assassin's success will encourage other assassin on their next missions, which they will have better chance to succeed.
Diplomacy
here are currently few kinds of diplomacy:
- Trade rights: The first step to bring 2 nations closer.
- Alliance: Two nations are allied and with help each other in various things.
- Peace agreement: A nation offer the Peace Agreement in an amount of turns. In this period, no one can do aggressive actions against each other.
For example: Kingdom A offers the Peace Agreement to Kingdom B for 8 turns or something like that.
- A player has rights to give another player a region as a gift. But the men's morale will be lower in the next 3 turns, causing penalties to the chance to win.
- Player upon quitting isn't allowed to cede his regions to another player.
- Military access: With the Military Access agreement, the nations can bring army cross each other lands without fighting (unless they want to...). So they can get a shortcut to the land they want to get.
And remember that crossing a region will also cost you a turn.
Examples
The Green move the Army across the Red's land:
...And take the region.
- Gives regions: A player has rights to give another player a region as a gift. But the men's morale will be lowed in the next 3 turns, causing penalties to the chance to win.
Important Cities system
When a player wants to build an important city, places a dot on the map, I'll roll and tell the bonus you're going to get for the city.
[1] Saboteurs's Guild: +1 points with sabotage once every 3 turns.
[2] Thieves's Guild: +1 points with spying once every 3 turns.
[3] Assassins's Guild: +1 points with assassinations once every 3 turns.
[4] Sailors's Guild: +1 naval movement once every 3 turns.
[5] Banners Bearers's Guild: +1 land movement (can attack a bonus region) once every 5 turns.
[6] Town Watchers's Guild: -1 points of assasinations/spying or sabotage attempted on this country.
Other rewards
The first player who does one of these actions will also get rep from all players:
- Owning 20 provinces.
- Owning 30 provinces.
- Owning 40 provinces.
- Attacking another player's region.
- Getting a six for 2 turns in a row.
- Getting a revolt.
- Winning the first sea battle.
- Eliminating a player
- Owning 50 provinces.
- Owning 75 provinces.
- Owning 100 provinces.
Colonial Rules
Ships
Only [6] Large ships or bigger are able to sail and discover America. But you are able to upgrade your current ships to better ones from on, which will cost a turn. The upgrading can only be done once to one ship if it succeeds, but if it fails then you are able to try again. Only [5] medium ships and lower ships can be upgraded. I will roll and see how well the upgrading goes.
Spoiler Alert, click show to read:[1] Upgrading totally fails (Chance to get -1 for your ship)
[2] Upgrading doesn't bring good results at all (-1 for the next turn you try to upgrade a ship)
[3] Upgrading fails
[4] Upgrading is almost finished (+1 if you try upgrading your ship again)
[5] Upgrading succeeds (Your ship advances by 1 level)
[6] Upgrading succeeds (Your ship advances by 1 level, +1 roll if you try to upgrade another ship)
[7] Upgrading succeeds (Your ship advances by 2 levels)
[8] Upgrading succeeds (Your ship advances by 2 levels, +1 roll if you try to upgrade another ship)
Sailing
To discover the newly included sea areas, you sail with a fleet there. If roll for it is [6] or higher you will discover another nearby sea zone.
When your fleet will finally reach land, I will do a separate roll which doesn't add up to your average point. With that roll you will discover as much land which the sea borders as high is your roll. Even with [1] you will discover 1 region, but with [6] you will discover 6 regions.
Colonization
And then on the discovered land you will be able to set up a colony. Works like with conquering regions. You just need a fleet nearby to get at least 1 colony there, from then you can expand from that one colony further. And then when you set up a colony, will be another round for roll, which doesn't add up to average point. From [1] to [3] you fail to discover any land, but from [4] to [6] you succeed in discovering new land by setting up your colony successfully. When it succeeds, I will roll how much land you discover again. You can't fail here too, because with [1] you would still discover 1 land region.
Explorers
Yes, a new agent is included! You are able to use it separately from spies and assassins/saboteurs, but only powers who have at least 1 successfully set up colony can use it. How to send it? Simply mark a red dot in your map to the black place where you want to send him, but behave if he's sent to unlockable land, then he automatically dies. I will roll and see how good your explorer is.
Spoiler Alert, click show to read:[1] Explorer is captured by natives and is forced to reveal the colonial plans (-1 for the next time you try to use an explorer)
[2] Explorer is killed by natives.
[3] Explorer doesn't discover anything, but is able to get away (+1 if you try to send him to the same place again)
[4] Explorer succeeds and discovers one region!
[5] Explorer succeeds and discovers 2 regions!
[6] Explorer succeeds and discovers 2 regions (+1 for using him in the next time)
[7] Explorer succeeds and discovers 3 regions!
[8] Explorer succeeds and discovers 3 regions (+1 for using him in the next time)
Trade posts
Trade posts work like an important city and one can be built if you have at least 3 colonies connected to each other (Can be separate if they islands). And only one of it can be built, but bring good bonuses. I will roll and see how the building goes and what you get in the end.
Spoiler Alert, click show to read:[1]
[2]
[3]
[4]
[5]
[6]
(This will need a little bit more work.)
Achievements and some rules
The 1st player to make a successful colony receives reputation from all players!
Players aren't allowed to make a new faction in the colonial lands until at least 20 regions are discovered of it.
This will come really handy for future games!
Current players and their Factions
Player: The Kybrothilian
Name: Grand duchy of Kalivonia
Government: Elective monarchy
Language: Kalivonian (Finno-Ugric language tree)
Currency: Läppä
Capital: Pärnu
National Anthem: http://www.youtube.com/watch?v=iPzSK...zHhlr6u7S3y1MQ
Leader: Laevo I Kalilainen
Religion: Finnic paganism
Color: dark blue (0,0,160)
A small group of alien brainwashed people, who wiped out the locals, then adopted their culture, and became Kalivonia. (Well, now it's a pretty big group)
Player: the mysterious F
Name: The mysterious lands
Government: Absolute Monarchy
Language: The language is too mysterious to be understood by anyone else than native speakers, and so mysterious it doesn't even have a name.
Currency: Mysteries
Capital: Mystery city
National Anthem: It's time
Leader: King Pedro I
Religion: The ways of mystery
Color: Dark grey (21,20,22)
The mysterious lands, were a small county, but when their leader Pedro conquered all the lands surrounding his territories in a battle where he defeated a force 4 times bigger than his own he was acclaimed king. Now he looks for new land to conquer, as he prepares an expedition against his northern neighbors...
Player: Shagga son of Dolf
Name: The Vale of Arryn
Government: Absolute monarchy
Language: Common Tongue
Currency: Dragons
Capital: The Eyrie
National Anthem: The Bear and the Maiden Fair
Leader: Lord Jon Arryn
Religion: Faith of the Seven-Pointed Star
Color: Royal Blue (0,162,232)
House Arryn of the Eyrie is one of Great Houses of Westeros, and is the principal noble house in the Vale. Their main seat is the Eyrie, but they have many other holdings, including their winter castle at the Gates of the Moon. Both of these fortifications sit astride the Giant's Lance, the tallest mountain in the Vale, and the Eyrie is considered impregnable. Their sigil is a white moon-and-falcon on a sky-blue field, and their words are "As High as Honor." Their line dates back to the old Andal peoples that invaded Westeros. Usually marrying other Andal nobles, House Arryn to this day has the purest line of Andal nobility.
[B]Player: General Maximus
Name: Roman Empire (Official: IMPERIVM ROMANVM)
Government: Absolute Imperial Monarchy
Head of the State Title: Caesar (called: His Imperial Majesty)
Army leader Title: Tribune (Plural: Tribunes)
Language: Latin
Currency: Denarii
Capital: Rome
National Anthem: Linky
Leader: Caesar Octavian Augustus
Religion: Roman paganism
Colour: Bright Red (234,20,18)
Romans are a new state in the world. The origins can be traced back to seven villages upon seven hills at the river Tiber, formed by Aeneas and other citizens fleeing from Troy. Those villages grew and grew until they became so close that it could be termed as a city. They captured the nearby area around the river and thus made their first mark in the world.
Player: Enarec
Name: The Shahdom of Sogdiana
Government: Absolute Monarchy
Language: Sogdian
Currency: Daric and siglos
Capital: Samarqand
National Anthem: Oh, Steadfast Sogdiana
Leader: Shah Devastich VII
Religion: Zoroastrianism
Color: violet (127,0,127)
The Shahdom of Sogdiana was formed in 720 A.D. when Devastich I of Sogdiana proclaimed independence from the Umayyad Dynasty. It came at a hard price, for understandably the Arabs didn't want to let to go of Sogdiana, but Devastich I prevailed and drove the Arabs out of Sogdiana. After the war Sogdiana splintered into many rival states, who fight for dominance, with the Shahdom of Sogdiana being the most powerful of them. The Shahdom of Sogdiana has suffered many hardships (Mongol Invasion for example) and has even been forced to become a vassal of other nations for a while, but it has always survived.
Player: Everto
Name: The Polish Commonwealth (Official: Polska Reczpospolita)
Government: Constitutional Monarchy
Head of the State Title: King (Król)
Army leader Title: Grand Hetman (Hetman Wielki Koronny)
Language: Polish (Język polski)
Currency: Reputation (Reputacja)
Capital: Warszawa
National Anthem: Bogurodzica
Leader: Stefan Jaworski
Religion: Roman Catholicism, Accepts; Protestants, Jews, Muslims and other faiths
Colour: Light Red (244,90,80)
Player: Pinkerton
Government: Total, and Absolute Monarchy
Head of the State title: Rey
Army leader title: Alférez
Language: Castellano (Spanish), Bastard Latin
Currency: Corona
Capital: León
National Anthem: http://www.youtube.com/watch?v=0flWsBwaqXU
Leader: Rey Santiago, "el Valeroso"
Religion: Catholicism,
Colour: Brown-orange (191,116,2)
History:
When Lorenzo, a petty nobleman, united all the Iberian Peninsula and founded the "Imperium Hispaniae", Spain seemed to have found a renewed glory.
But after Lorenzo's death (who was later sanctified), Iberia fell once more in anarchy, brother against brother, father against son
200 years have passed, and the King of León (the great-great-grandson of Lorenzo) seeks again to bring glory to Hispaniae, and name himself Emperor. Will he succeed?, It's up to God almighty.
Player: ♘Princess Celestia♔
Name: The Supreme Diarchy of Greater Austria
Government: Diarchy
Language: German
Currency: the Krone
Capital: Vienna
National Anthem: http://www.youtube.com/watch?feature...&v=ek7AH31On1U
Leader: Kaiser Hans von Salzburg and Kaiserin Rosalind
Religion: Catholicism predominantly, but religious tolerance is practiced widely.
Color: Gold (212,175,55)
Player: Cuddles The Cat
Name: Nortmann en Sicilia
Government: Absolute Monarchy
Head of the State Title: King
Army leader Title: Bourreau
Language: French
Currency: livre
Capital: Palermo
National Anthem: Flight of the Valkyries
Leader: Robert Guiscard "The Weasal"
Religion: Catholicism, with a Muslim minority
Colour: Purple (174,0,200)
Inquisitor Gandalf
Name: Britannic Empire
Government: Constitutional Monarchy
Head of State Title: King of England, Lord of Ireland, Wales, Scotland and Brittany, Emperor of Britain, Magnus Patricium and defender of The Cult of Hardrada.
Language: Britannic/English, Latin (upper classes)
Culture: English, Norse, Roman.
Previous Leader: Divus Edward IV "The Great". Hãrdråda rest his soul.
Leader: His Imperial Majesty, Henry I, King of England, Lord of Ireland, Wales, Scotland and Brittany. Duke of Kent, Viscount of Bedford, Emperor of Britain, Magnus Patricium and Defender of the Cult of Hardrada.
Heir: TRH Arthur Wellesley, Duke of Wellington, Viscount of Wellington, Viscount of Wellesley, Marquess of Torres-Vedras, Prince of Waterloo, Lord Mayor of London, Senior Magistrate of the House of Commons, and Lord High Marshall (Presumptive)
Cabinet and its leader: Royal Constitutionalist party, headed by TRH Arthur Wellesley, Duke of Wellington, Viscount of Wellington, Viscount of Wellesley, Marquess of Torres-Vedras, Prince of Waterloo, Lord Mayor of London, Senior Magistrate of the House of Commons, and Lord High Marshall
Laws Passed: Imperial Citizenship Act, Imperial Slavery Act, Imperial Metropolitan Police Act, Imperial House of Commons Act, Imperial Cabinet Reformation Act, Imperial Army Reformation Act.
Currency: The Golden Crown
Capital: London
National Anthem: "God Save Britannia!"
Religion: The Cult of Hardrada
Allies: The Roman Empire.
Color: Red in Britain (255,0,0)
The founding of the Empire is told in Legends, where the great Norse god-king Hardrada came and settled on the banks of the river Thames with his Viking followers. They interbred with the local populace and have produced a breed of fighting men who are also culturally astute and economically sound. They worship Hardrada as a god and the kings that follow him as saints. The current king can trace his line back to Hardrada himself. Their ambition is to conquer the whole isle.
Player:|Sith|Galvanized Iron
Name: Al-Shabaab Militia
Government: Warlordocracy
Language: Somali
Currency: Khat
Capital: Jilib
National Anthem: "Khat is clearly a chemically superior drug"
Leader: Warlord Ahmed Mostafa Mohammed Ali
Religion: Khat-olicism
Color: Yellow (255,242,0)
Description: In an unknown land the Al-Shabaab Militia is on the rise, having united and bribed the local population with a steady supply of khat, the Warlord Ahmed Mostafa Mohammed Ali now commands a formidable army of angry villagers with a secret weapon: the power of khat! The first goal of the Al-Shabaab Militia is to conquer Ethiopia and burn down the coffee fields, because destroying this rival drug is vital in order for the Al-Shabaab to secure their monopoly on the drug market. The very loyalty of their subjects is dependent on being the sole provider of stimulating drugs. So forward brave Al-Shabaab soldiers, fight for your khat!
Player: Schwertbruder
Name: Duché de la Riviêre
Government: Monarchy (Duchy)
Language: Southern French
Currency: 1 Riviêris = 100 Muné
Capital: Toulon
National Anthem: "La Garde à Waterloo"
Leader: Duc Maxime I. d'Azur
Religion: Franco-Christian
Color: Light blue(6,86,234)
The Duché de la Riviêre is a duchy at the Cote d'Azur ruled by the Duc Maxime I. d'Azur It's capital is Toulon, which is well fortificated and is a big port for ships around Europe.
Player: Warrior Cat
Name: The Queendom of Amazonia
Government: Constitutional Monarchy
Language: Amazonian
Currency: Heads of men
Capital: Themiskyra
National Anthem: http://www.youtube.com/watch?v=11sCnwENMkQ
Leader: Queen Hippolyta (age: 39). Princess Penthesilea is the heir (age: 19).
Religion: The Amazonian Pantheon of Goddesses (including the worship of Kybele, Athena, Demeter, and Artemis).
Color: Dark Red (164,0,0)
Themiskyra was founded by General Lyssipe on the northern coast of Anatolia during the reign of Queen Myrina the Great of Tritonis. When Tritonis was destroyed and Myrina’s empire gone, Themiskyra became the new capital of the Amazonian nation. Under the self-declared “Queen of all Amazons”, Queen Hippolyta has repelled many attacks by men upon Themiskyra. These wars created so many chopped heads of men that they became the official currency of the Amazons and adorn their houses. Amazonians are great horse-women and some of the most deadly archers in the world. Princess Penthesilea has gathered thousands of young women into a grand army of armoured hoplites, axewomen, grenadiers, musketwomen, horse archers, armoured lancers, and foot archers.
Player: ErgoSumm
Government: Divinely appointed Monarchy (every so often a god appears and declares a new line of rulers)
Language: Mispronouced Lower class Provincial Latin
Currency: Salt
Capital: Zedan
National Anthem: Don't stop me now
Leader: Karl the 4th of the Crimean Dynasty
Religion: Fades in and out, changing when a new god appears to change kings. Currently it is one of praying to ash trees.
Color: Dark green
Ducmania is a turbulant state, where it is not unknown for peasants to become kings after being chosen divinely. Now after securing the boarders of Ducmania from those who follow the great Beaver (the previous religon) Karl seeks to move south to the shores of which his ancestors lived...
Player: Speedlion
Name: Bumble Kingdom
Government: Kingdom
Language: Bumblific
Currency: Mobiums
Capital: BumbleCity
National Anthem: Will be added later
Leader: Ian Flynn
Religion: Anything
Color: Dark red (128,0,0)
Player: bradavies
Name: Emirate of Bradavies
Government: Absolute monarchy
Language: Tamazight/Arabic
Currency: dinar
Capital: Bradstantinople
National Anthem: Will be added later
Great Prophet: Al Abbou Nsame VI
Title: Great Prophet of the greater Emirate of bradavies and Overlord of Maghreb and al Andalus
Army leader title: Chieftain
Religion: Bradhism
Colour: Brown(ish)
History:
A millennia of conflict in the central heart of Africa has forced the emirate to migrate from its original homeland deep in Africa. The great warlord and father of the current Caliph, Al Abbou Nsame V, lead his people through a legendary movement across the sahara, defeating many enemies along his terrifying path. Now he has settled on the North African coast, and his son, Nsame VI, is ready to return the Emirate of bradavies to former glories, but in a very different domain...
Player: Ciloron
Name: Regnum Judaica
Government: Oligarchy, Meritocracy
Language: Latin (nobility), Hebrew
Currency: Aurum
Capital: Yerushalayim
National Anthem: Hatikva
Leader: Meshullam ben Gilad
Religion: Judaism, Christianity, Islam
Color: (10,154,136)
Player: daluna13
Name: the Moonstone Kingdom
Government: Monarchy
Language: English
Currency: Diamonds and Gold
Capital: Moonstone City
National Anthem: The Halo Theme
Leader: King Daluna the XIII
Religion: All
Color: Bright green
Player: the new username
Name: The Black Empire of OstPreussen
government type: Black Dictatorship
Leader: H.R.M Thugnificent Tha II Pretalhadarius
Religion: Cult of da hood
Currency: Crack and stolen bikes
Fears: Whips, Police, Job Applications
Position: See name
Population: 40% Old Prussian, 2% Other Baltic cultures, 8% Germanic, 7% Polish, 35% Blacks 8% Mestizo
Capital: Dacribberg
The Empire was founded in 1322 when a group of refugees, fonts mention they are from the old city of Constantinople that got plundered by the Crimean Khanate and it's equestrian allies, decided to settle in Northern europe. The native inhabitants of the region were prussians, that received their new guests warmly
Black colonization in the area begun by order of the son of the fallen king of Grove street, Jamal Victor Pretalhadarius, decided to construct a settlement to give some proper shelter to the people, who were living in huts by the time. a new city, at the coast was build, named Dacribberg, after the majestic palace Da Crib, from Old Constantinople. Since then the city grew and eventually conquered the surrounding regions, and it started to attract the Prussians itself, this being in 1367, during the reign of Patricius Buraka Pretalhadarius , who later crowned himself emperor of Prussia.
Player: mic1402
Name: The Holy Kingdom of Francia
Government: Absolute Monarchy
Language: French
Currency: Franc
Capital: Paris
National Anthem:
Leader: Azrael d'Arc the Bastard
Religion: Christian
Color: Green
History:
In 1350 the kingdom of France ruled by Charles the Great collapsed, His many sons fighting among themselves for the kingdom. In 1374 a peasant girl escorted by four knights arrived in Paris demanding to see the current king. the current king of Paris Auxlon the 2nd, then met with the peasant girl.
the girl called herself Joan and claimed to have seen vision's sent by god and his angel's. She claimed that they commanded her to help the king of Paris unite France for god. Auxlon, advised by the treacherous Bishop Johnn called her a witch and imprisoned her, later he raped her.
But Joan had the support of the people of paris. A few weeks later a rebel army led by the Knight Jean de Metz Stormed the palace and executed Auxlon. They also freed Joan. Joan and her supporter's took control of Paris and surrounding area's, Defending the city from other greedy noblemen.
In 1375 Joan bore a son, who she named Azrael. A few years later joan Died from a Illness related to complications from the birth.
Azarel was raised by Jean de Metz in Paris until 1400 when he Declared himself Azrael d'Arc King of the Holy Kingdom of Francia. Supported by Jean de Metz and the people of paris, His mission is to unite France for god to absolve him of his and his father's sins. And he will not Tolerate any pagan, traitor or heretic that get's in his way.
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