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    Lucius Malfoy's Avatar Pure-Blood
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    Default Swords of India (Proposal)


    Swords of India
    (Background Music)
    https://www.youtube.com/watch?v=HX1MlRl6lZg

    The Sultan is dead! The Empire has fallen! What shall become of North India?
    In the year 1206 AD, the Ghurid Empire, which spanned from Persia and Khiva, throughout Northern India to the edges of Bengal, fell into disarray when Mohammad of Ghor, the greatest Ghurid Sultan to have lived, was assassinated. With no dynastic heir to succeed him, much of the Empire in North India fell apart by the struggle of feuding Mamluk generals, native rulers and Islamic nobility. The power of the Ghurids fell back beyond Afghanistan and the Indus Valley, a mere shadow of its former glory. With the collapse of central government, all of Northern India has risen up under various warlords that once served and obeyed the Ghurids. Mamluk generals gather their troops to crave out a piece for their own domain, many of them styling themselves as Kings and creating dynasties. Indian rulers, who long resented their Islamic overlords, seek to consolidate their homes and expel the Muslim invaders. Islamic nobility have followed the Mamluks and proclaimed themselves Kings all over Northern India, conquering new lands and consolidating themselves into the next Empire or Sultanate.

    Now it is your turn. Your turn to carve out your own domain and become the successor to the Ghurids! Will you follow Allah and proclaim a new Islamic Sultanate? Will you follow one of the Indian religions and attempt to expel the Muslim invaders? Will you create the next Empire? Sultanate? Or do you plan to aim even higher?

    Character Rules

    General Character Rules
    - A maximum of four main characters (Characters that can hold land) may be allowed
    - Auxiliary characters are limitless (Can be used to fill up your Council positions and army commanders)
    - Characters may commit suicide
    - A death roll will happen when a character turns 60 and each year with a 20% chance of death and after with increasing odds (7% per year)
    - Birth rolls have a chance birth rate. You may have 1 to 2 birth rolls a year (explained below).

    Birth Rules

    Frequency: Due to Muslim culture allowing up to four wives, chances of birth and how many rolls are thus increased. A female must be 16 in order for birth rolls to begin

    • If a character has 1 - 2 wives, they may have 1 birth roll per year (1 week in rl time).
    • If a character has 3 - 4 wives, they may have up to 2 birth rolls per year.

    Birth rules
    Birth Rolls
    One to two per year (depending on how many wives you have)
    1-5: Complications
    -Secondary roll

    • 1-9: child dies
    • 10-14: child and mother die
    • 15-19: mother dies, child lives
    • 20: Catastrophic failure (see below)

    --Tertiary Roll

    • 1-8: Child dies, mother barren
    • 9-15: Mother dies, child has defect (dwarfism, useless limb, etc)
    • 16-20: Child has defect, mother barren

    6-20: Successful birth


    Child Deaths
    One roll every five years until age 15 for a total of three opportunities of death:
    1-3: Death
    4-20: Life


    Notes about Characters
    - Characters can not only be Mamluks/Ghulam, but also may be of noble blood, clergy, native and other classes
    - Accepted cultures for characters must be within the perimeters of the map (see Map) or requested by moderators

    Government Outline and Titles

    Government in any form and level is up to the player to decide and create. Try to make government simple for others to read and for the player to handle. While creation is left up to the player, please be reasonable and realistic in what you create, do not be outlandish.

    A Template for Government

    • Ruler (Kingly and Emperor)
    • Prince and Princesses
    • Royal Council (Chancellor, Marshal, Steward, Spymaster, Clergy)
    • Lesser Nobility (Equivalent to Dukedoms, Baronies and Mayors)


    Here is a list of titles (Islamic and Indian associated) that can be used

    • Emperor Level – Padishah, Shahenshah, Badshah, Khagan, Chhatrapati, Samraat, Caliph (equal to a King or Emperor)
    • King Level – Shah, Khan, Malik, Sultan, Maharaja, Caliph (equal to a King or Emperor)
    • Duke Level – Bey, Emir/Amir (can also be used as a title for commander), Raja, Beylerbey, High Chief
    • Count Level – Thakur, Chief, Sheikh
    • Barony Level – Mayor, Timariot
    • Religious Level – Caliph (equal to a King or Emperor), Imam/Upadhaya (Court Title), Pujari, Argbadh, Wali


    Some titles will need special conditions in order for them to be formed (recommended that it be roleplayed out)

    • Any Emperor Level title will need major support from the nobility and populace, large amount of land and maybe a sign from whatever religion you follow (this is roleplayed out).
    • Caliph Title can be formed with a good reason that is roleplayed out and similar conditions as the Emperor titles.


    Titles can also be made up/created. Some may need mod approval, but majority won’t need to be (as long as they are reasonable and fitting for the setting).

    Military System and Points

    A player may name their armies and units as they see fit (when armies are mustered and composition completed).
    A point system will be used to allot how many troops a realm will have. Points are attached to the level of the titles as well as provinces.
    Title points are as follows:

    • Emperor Level: 5,000 points
    • King Level: 2,500 points
    • Duke Level: 1,500 points
    • Count Level: 1,000 points
    • Barony Level: 500 points
    • Religious Level: 250 points


    Each province has a yield of 500 points in total (not a yearly yield).
    Every time an army is raised, calculate how many points you have (the combine sum from your provinces and title), then use those points to create the army you are using to invade.
    Army compositions should be:

    • At least have a 50 – 60% total in terms of light infantry.
    • Elite Troops should only encompass 5 – 10% of the army (if you use Elite troops in your army, if not that 5 – 10% can be dedicated to more Heavy Infantry and Mobile troops).
    • The rest of the percentage can be any sort of composition involving Heavy infantry and Mobile Troops.


    For Siege Battles: Attacking armies will be allotted 50 – 100 points (rolled by a moderator prior to the siege and rounded to the nearest whole number) that can be used to build siege engines. (Siege engines in the following rules tab).

    Troop Types and Points

    Types of troops

    • Elite Troops: Up to the player’s creation (Ghazni Guard, Mamluk Lancers, etc etc)
    • Mobile Troops: Heavy Cavalry, Light Cavalry, Mounted Archers (Heavy and Light), Mounted Javelins, War Elephants
    • Heavy Infantry: Spearmen, Swordsmen, Pikemen, Archers
    • Light Infantry: Spearmen, Swordsmen, Pikemen, Archer


    Troop points are as follows:=

    • Elite Troops: 10 points each
    • Mobile Troops: 5 points each
    • Heavy Infantry: 2 points each
    • Light Infantry: 1 point each


    Siege engines and points

    • Battering Ram: 1 point each
    • Ladders: 2 points each
    • Siege Towers: 5 points each
    • Catapult: 10 points each
    • Trebuchet: 15 points each
    • Sappers: 20 points each


    Battle and Duel Rules (Movement included)

    Movement
    It takes 2 hours for an army to cross through one province.

    Player Set-Up
    Players must post the layout of their army in the field of battle. This must be divided into three mandatory and one optional component. Mandatory sections are the Left Flank, Center, and Right Flank. These are the three sections that will engage the enemy army.

    Skirmishing
    Before the clash of battle, Archers (including Mounted Archers) in each army may skirmish against their foe.
    Archers may not make up more than 15% of any force.

    A D10 is rolled for both groups of archers, representing the percentage of the arrows the Archers fire; IE, a 10/10 roll means that 100% of the Archers hit their mark.
    A D3 is rolled, this one representing how many shots the Bowmen get; IE, 3/3 means that the Archers hit three times.

    Ex. 10/10 and then 3/3 for a group of 10 Archers means that they cause 30 casualties to the enemy infantry.

    Unless specifically ordered to only fire on one specific area or group, the casualties are spread out evenly across the flanks of the enemy.

    Rolling the Battle
    The Moderator will roll with the following formula for each of the Left, Center and Right combats. Bear in mind that Player 1's Left will engage Player 2's Right, and vice versa.

    * * *
    [Score of Soldiers] * [d10 Roll] = Score. Repeat for both sides. Winner with the highest score.

    Winner dead: ( [Lower Score] / [Higher Score] ) * [Loser's Number of Soldiers]. Dead capped at 15% of [Lesser Force]

    Loser dead: ( [Higher Score] / [Lower Score] ) * [Winner's Number of Soldiers]. Dead capped at 25% of [Lesser Force]
    * * *

    The winner is the player that has two of three sections victorious. Remember the reserve capabilities above: if Player 1's left flank loses and his reserve intervenes, a new battle between Player 2's victorious right and Player 1's advancing Reserve will be rolled.

    The Aftermath of the Battle
    If you win the battle, an enemy rout happens depending on whether you have an cavalry or not.

    If the winner does have cavalry:

    Roll d10*# of cavalry for routing casualties of the loser.

    If the winner does not have cavalry (or otherwise stated by a moderator to have little cavalry):

    The defeated army gets off without any more casualties.

    Retreating from Battle
    - A defeated army will retreat to the nearest friendly fort or town. Once there it cannot move for 6 hours.
    - A defeated army is not permitted to inform other nearby friendly armies of its fate or location of their victorious foe until 6 hours have passed, whether or not they have reached a friendly keep. This is for balance and sportsmanship purposes.
    - A victorious army may not move for a period of 6 hours.

    Post-Battle wounded rolls
    For example, say A/B/C/D are fighting E/F/G. One character to each flank & one to the center, with D also being assigned to the right flank of Army 1 with C. A would then be matched against E, B VS. F, C VS. G, and D would have his fate rolled.

    The aftermath of battles were a confused state, therefore your character will be given a D20 roll by a mod to determine your individual outcome. (only if a character isn't engaged in a duel)

    Killed In Action – 1-2/20 (if a 1 is rolled your character is killed and a 2 is mortally wounded)
    Wounded - 3-7/20 (there will be a further roll to see what type of wound)
    Captured - 8-12/20 (you are captured by the other side and must be ransomed or escape)
    Free - 13-20/20 (you get through the battle without being captured or wounded)

    - Wounded
    If it is rolled and you are wounded during a battle there shall be another roll under this category to see where the wound is. This roll will only give you a general area, after that it is up to you to RP it.

    Head wound - 1-5/20 (you have taken some sort of wound to the face or head)
    Arm wound - 6-10/20 (you have taken some sort of wound to the arms or hands)
    Leg wound - 11-15/20 (you have taken some sort of wound to the legs or feet)
    Torso wound - 16-20/20 (you have taken some sot of wound to the back, stomach, chest area.)

    In the event that the overall leader in command, or one of the section commanders is killed, a negative modifier may be added to the army/army section who losses a commander. The size of the modifier will be determined by moderator discretion. A more central, militarily accomplished character will be more of a loss and blow to morale than an incompetent commander.

    Religion Rules

    (Partially finished)
    The available religions are Sunni and Shia Islam, Buddhism, Hinduism and Jainism.
    If someone changes religions (ex: Sunni to Shia or Sunni to Hinduism), this could result in a risk for rebellions by subjects who follow Sunni Islam.
    Players are encouraged to experiment and give themselves a challenge. But it is not a requirement to do so.

    If a character changes religions, Moderators will have to do two rolls (See corresponding contentbox for further details):

    • A roll that determines if this religious change is accepted by subjects willingly or not.
    • A roll that determines the risk of revolt for a certain period of time (ex: 25% revolt risk for the next 5 years). The max limit for revolt risk will be 50%.
    • A chance roll is made, at the beginning of every year, to determine if a revolt happens. Ex: 25% = a range from 1 – 4 roll, with 1 being the number that makes a revolt happen.
    • If a revolt happens, moderators will determine the starting point of the revolt and roll how many troops are among the rebels
    • However if a revolt is not defeated within a year (a week in RL), there will be chances of the revolt increasing in size.


    Mechanics for Religious Rules and Revolts (Credit goes to Honors Bastion)

    Religion Change: 1-5, subjects accept your religion change, 6-20, subjects do not accept your religion change
    Revolt Risk Roll: D*10 x 5%, max revolt risk is 50% (A roll of 8 means that the revolt risk is 8 x 5% = 40%)
    Revolt Risk Length: D*10 x 1, max revolt risk length is 10 years (A roll of 4 means 4 x 1 years = 4 years of 40% revolt risk.)
    Revolt Roll: D*20 Roll depending on your revolt risk (A revolt risk of 40% means that a roll of 1-8 on a D*20 roll means that a revolt will occur)
    Initial Revolt Roll: D*10 x 5%, maximum points total for rebels is 50% of your total points (If your point total is 2,500 and the roll is 5, that means that the revolt will start off with 625 Troop Points)
    Later Revolt Roll: D*10 x 5%, maximum points total for rebels is an additional 50% of your total points


    Miscellaneous Rules

    (To be further updated)

    • Rules are left to the interpretation of the moderators. Please respect whatever judgment is made.
    • In certain events, example the Mongol Invasions in 1219, there may be eventual invasions from neighbors outside and within India. These events will be resist and risk your life or submit and forfeit your freedom. Some may attempt negotiations, but in some circumstances and events, negotiations will get you nowhere. If an event is rolled (Formula needed), moderators will determine such perimeters (if the enemy can be negotiated with or if they must be destroyed in order to survive).



    Forum Structure
    Swords of India
    - The Pavilions of Hindustan (The residences of the rulers) (Home forum)
    - The Gangetic Plain (The wide plains of North India) (General roleplaying forum)
    - The Battlefield of Conquerors (The fields of blood and war) (Battle forum)
    - Archives

    Moderators:
    - Lucius Malfoy
    - Skjöldr
    - Nesimî (Memduh)
    - Honors Bastion
    Last edited by Lucius Malfoy; April 07, 2014 at 05:39 PM.
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  2. #2
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Swords of India (Proposal)




    • The white territory is what is available for claiming as your domain. ​Claiming begins after beginning events! Somewhere between 90 - 100 available provinces (I counted 95).


    • The rest that isn't filled in will become NPC realms controlled by Indians or Muslims.


    • Key to come involving what colors belong to what nations to be included


    List of claims to being an influential members (Applications closed for now).
    1. Lucius Malfoy (Mamluk character)
    2. Memduh/Nesimî (Religious character)
    3. Zectorman (Mamluk/Ghulam character)
    4. Oznerol (Mamluk character)
    5. Wheatley (Persian Noble character)
    6. Jokern (Hindu Noble character)
    Last edited by Lucius Malfoy; April 07, 2014 at 03:32 PM.
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    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Swords of India (Proposal)

    Quote Originally Posted by Lucius Malfoy View Post
    List of claims to being an influential members (anyone can apply; if there are more than four, there will be a roll).
    1. Lucius Malfoy (Mamluk character)
    2. Memduh/Nesimî (Religious character)
    3. Zectorman (Mamluk/Ghulam character)
    4. Vacant
    We just need one more contender and the battle rules, add on the basis for the forums, then we will be ready!
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    Dirty Chai's Avatar Dux Limitis
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    Default Re: Swords of India (Proposal)

    Quote Originally Posted by Lucius Malfoy View Post
    We just need one more contender and the battle rules, add on the basis for the forums, then we will be ready!
    Don't force it into 4 locked 'contenders.'
    What's the point of the politicking RP after the death of the Sultan, if you do that?
    Let players hammer out the politics in RP.
    We don't even know if it will turn out like it did in history.

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    Default Re: Swords of India (Proposal)

    Quote Originally Posted by Skjöldr View Post
    Don't force it into 4 locked 'contenders.'
    What's the point of the politicking RP after the death of the Sultan, if you do that?
    Let players hammer out the politics in RP.
    We don't even know if it will turn out like it did in history.
    Sotha, I did state that we would need four contenders, but if more join up then there will be more. But there aren't a lot of people interested in becoming a contender. So I want at least four to start us off.
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    Ace_General's Avatar Praeses
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    Default Re: Swords of India (Proposal)

    Well, you know that I will have a Durrani Character that seeks to Unite the afgans and through the invaders and foreigners from our homeland.

    But who are the Brownish red guys who seem to control most of the Ethnic Pashtun lands? Proto tajiks or Uzbezks?

    And all of this makes me want to play broken Crescent.
    Last edited by Ace_General; April 06, 2014 at 07:47 PM.
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    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Swords of India (Proposal)

    That is what remains of the Ghurid Empire. They lost majority of their empire after the death of Mohammad of Ghor (all that is in white is what they lost). What remains of their Empire is their homeland (that redish-brown to the south) and it was their starting point when they began their Empire building.

    Instead of deciding to attack India however, they fell under a bunch of dynastic struggles (out of the four remaining rulers of the Ghurids, two were assassinated while the other two were captured by the Khwarezmids Shahs). The Ghurids were eventually conquered by the Khwarezmids in 1215, nine years after their Empire fell and their power was shattered.

    Edit: I used Broken Crescent music to motivate me!
    Last edited by Lucius Malfoy; April 06, 2014 at 07:50 PM.
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    Default Re: Swords of India (Proposal)

    Well then the first order of Business will be to Unite the Afghan tribes and throw out the Ghurids who pollute the soil of Pashtunistan!
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    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Swords of India (Proposal)

    Quote Originally Posted by Ace_General View Post
    Well then the first order of Business will be to Unite the Afghan tribes and throw out the Ghurids who pollute the soil of Pashtunistan!
    Good luck with that. The Khwarezmids had begun attacking the Ghurids as far back as 1200 or 1204. So while you may be attacking them, you could potentially be helping a bigger threat approach lol.
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    Default Re: Swords of India (Proposal)

    Quote Originally Posted by Lucius Malfoy View Post
    Good luck with that. The Khwarezmids had begun attacking the Ghurids as far back as 1200 or 1204. So while you may be attacking them, you could potentially be helping a bigger threat approach lol.
    As the Russians painfully learned, its better to confront a foe on his borders then deep in your own homeland.
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    Default Re: Swords of India (Proposal)

    For those who find it important or interesting, this part of the Muslim world typically uses Persian language instead of Arabic as its 'official' and 'court' language.
    All of the Turkic dynasties in the area were usually "Persianized", emulating and continuing Iranian culture to certain degrees.
    The Selkuqs and Ghaznavids became heavily 'Persian', and the more recent Ghurids used Persian as the official language as well.
    Last edited by Dirty Chai; April 06, 2014 at 09:07 PM.

  12. #12

    Default Re: Swords of India (Proposal)

    Aw, Sauriva isn't in the white zone. Oh well, I'll find somewhere else. But this looks great.

  13. #13
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    Default Re: Swords of India (Proposal)

    Quote Originally Posted by Xion View Post
    Aw, Sauriva isn't in the white zone. Oh well, I'll find somewhere else. But this looks great.
    I based the map off of CK2 date 1206.
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    Default Re: Swords of India (Proposal)

    Quote Originally Posted by Lucius Malfoy View Post
    I based the map off of CK2 date 1206.
    I've looked at that date, and can see a feasible new area. Perhaps Sauriva can be some ambition of my characters to control if they end up near it would allow them greater control of any potential trade that follows the Indus river and access to the sea.

    All of the Turkic dynasties in the area were usually "Persianized", emulating and continuing Iranian culture to certain degrees.
    Hm, I can see having a palace with Paradise Gardens in it being my dynasty's seat of power. But interesting.
    Last edited by Xion; April 06, 2014 at 09:31 PM.

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    Default Re: Swords of India (Proposal)

    Quote Originally Posted by Zectorman View Post
    I had trouble myself finding an interesting area.... I think like many people in this community my knowledge of india, geographically and historically is limited. I do not know what areas were notable or valuable. What would mark an achievement for me? Which cities were the places to be, seats of power. Right now im just looking for a good starting position to work from. right now looking at Patna (Pataliputra) as a possible place to start, though who knows! I guess my issue is the sheer size and saturation of possibilities I have a hard time figuring out what I would be interested in.
    Can you think of any famous Indian city names?
    Lots of them are ancient and situated up in the north, along the extremely rich Gangetic plain (which is the white area).
    We're situated right in the heartlands of one of the world's most ancient civilizations, one that has an incredibly rich and pluralistic culture.
    It'd be hard to be given a terrible province, really..

    Quote Originally Posted by Xion View Post
    It's not a problem. If anything, this could give my characters a more interesting background if allowed to have been the prior rulers of Sauriva, but were then deposed by Rajputs and now seek to reclaim their ancestral seat during the chaos following the fall of the Ghurid Dynasty.
    Hm, I can see having a palace with Paradise Gardens in it being my dynasty's seat of power. Probably will have a few Indian influences as well.
    I think those southern Rajputs are revolting against the Sindhi Soomras (although I guess the Soomras don't exist anymore).
    Considering the Rajput kafirs down there are sitting on Muslim land, I don't think it'd be hard to kick them off of it.
    The majority of the Sindhi population should be Muslim.

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    Zectorman's Avatar Primicerius
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    Default Re: Swords of India (Proposal)

    I had trouble myself finding an interesting area.... I think like many people in this community my knowledge of india, geographically and historically is limited. I do not know what areas were notable or valuable. What would mark an achievement for me? Which cities were the places to be, seats of power. Right now im just looking for a good starting position to work from. right now looking at Patna (Pataliputra) as a possible place to start, though who knows! I guess my issue is the sheer size and saturation of possibilities I have a hard time figuring out what I would be interested in.
    http://www.youtube.com/watch?v=RgxBxU9wSP8

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    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Swords of India (Proposal)

    Quote Originally Posted by Zectorman View Post
    I had trouble myself finding an interesting area.... I think like many people in this community my knowledge of india, geographically and historically is limited. I do not know what areas were notable or valuable. What would mark an achievement for me? Which cities were the places to be, seats of power. Right now im just looking for a good starting position to work from. right now looking at Patna (Pataliputra) as a possible place to start, though who knows! I guess my issue is the sheer size and saturation of possibilities I have a hard time figuring out what I would be interested in.
    I would recommend examining the history of India during this time. So between the fall of the Ghurids to the Mongol invasions of India (which brings gunpowder to India).
    If you have questions, you can message me.
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    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Swords of India (Proposal)

    I am thinking about a limit of 5 - 10 provinces for starting nations. Anyone got a suggestion on an exact number?
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    Default Re: Swords of India (Proposal)

    Well for a starting postion, I think being a Afghan noble who is garrison commander of Peshwar would be a good start, and have him call up his Tribal brethren on the other side of the Khyber pass and being the revolution

    And here is another possible Afghan empire that could be inspiration
    http://en.wikipedia.org/wiki/Sur_Empire

    And also if I wish to move to the west
    http://en.wikipedia.org/wiki/Hotaki_dynasty

    Question, in this game, will Persia, or at least the eastern parts of it be in play in this game? And can there be Iranian players and is the Persian throne in play too?
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    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Swords of India (Proposal)

    Quote Originally Posted by Ace_General View Post
    Well for a starting postion, I think being a Afghan noble who is garrison commander of Peshwar would be a good start, and have him call up his Tribal brethren on the other side of the Khyber pass and being the revolution

    And here is another possible Afghan empire that could be inspiration
    http://en.wikipedia.org/wiki/Sur_Empire

    And also if I wish to move to the west
    http://en.wikipedia.org/wiki/Hotaki_dynasty

    Question, in this game, will Persia, or at least the eastern parts of it be in play in this game? And can there be Iranian players and is the Persian throne in play too?
    All of the existing nations on the map will be controlled by moderators who will NPC them when necessary (invasions of our lands, negotiations, etc etc).

    That was the original decision I had made prior to the proposal and will stick with it.
    Gaming Director for the Gaming Staff
    Gaming Director for the Play-by-Post Subforum and the RPG Shed


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