A time came when the dwellers of Earth made a leap into a golden age of technology and prosperity. Despite this, there was no peace on Earth. No matter the attempt or person who pushed for peace, the divisions and petty squabbles prevented a dream world from being created. They stood in a state of tension and dead lock, with the prospect of war looming heavily on the horizon. That was, until the end of their world came. One of their own, whose name has been lost in the pages of time, brought forth creatures that not even humanity's nightmares could dream of. This Black Knight led them to victory after victory as they spread across the face of Earth.
Desperate to survive, the factions of Earth banded together to fight these beasts. Even sharing their most secret and precious technology with each other in order to develop super units that could withstand the chaotic hordes. These became known as the Titans, and for a time they brought the fighting to a standstill. Until, the skies opened, and from them came four beasts more powerful then man could comprehend. Three of the beasts brought the Earth to its knees. The fourth led a new group of twelve beasts and together, they shattered the skies. It rained blood that day, and Earth seemed to have lost all hope.
It was at this moment, that one of the leaders of Earth struck a deal with the living dead beyond Earth's surface. They agreed to intervene as long as he brought the Black Knight to justice. This White Knight, swearing to be all that the Black Knight wasn't, set off for the Black Knight's frozen fortress, at the bottom of the Earth. Knowing that victory was in hand.
Yes, victory, but at a cost none of them could imagine. The Living Dead intervened, and the Nightmarish beasts fought back with even more tenacity then before. Caught in the crossfire, the remaining dwellers of Earth were, with the exception of a few who escaped to space, slaughtered. It was during this that the White Knight confronted the Black Knight and dueled him for the fate of Earth. The fight was intense, and as the Nightmarish beasts were finally killed off by the relentless Living Dead, the Black Knight's fortress was shattered, and he was banished to the void that appeared. The White Knight left what was once the frozen fortress and saw with his own two eyes that his world had ended. The Living Dead were not the saviors he expected them to be and as they left, all was in ruin. But with every end comes a new beginning, and that is where this story begins.
The survivors told this tale for generations upon generations, keeping the legacy of that golden age in their kids mind as something to build back up to. Now, for the first time since that golden age, the dwellers of Earth have birthed new civilizations, that hope to match those of the legends. With the assistance of technology from the age before, and technology built from the designs of their own imagination, these nations are finally set to stretch out and tame the still wild lands that contain a reemergence of beasts similar to those of the legends. All that is needed are great leaders to lead them. Great leaders like you perhaps?
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Welcome to the next generation of Of Nations and States, the next in the trio of long winded RPs filled with over the top plots, betrayal, and, most importantly, Nations...and States. If you haven't played before, the game kind of works like Risk except with more role playing and control over your nations. There is quite a bit built into this RP this time around, however that will all be described in the posts to follow. For now, here's the stereotypical character/nation sheets needed to join.
Character Sheet:
Name:
Age:
Race: (choice of Human, Ninja Monkey, Nekojin, Dragon Knight, Slith, Aikon, The Corrupt, or a race of your creation that is approved by the GM)
Physical Description:
History:
Skills (limited to 10 for the entire RP, though you don't have to list them all now, choose and plan wisely):
Miscellaneous facts:
Nation Sheet:
Name:
Dominant Race (whatever race is in control):
Recent History:
Other information:
Titan Sheet
Name:
Pilot:
Weapons:
And now for some General Rules and a description of the Races and their Nation abilities.
General
-If a player is absent for more then 20 days, a revolution will happen in their country and it will fall apart. When and if they return, the country can be reformed to some extent via GM action.
-GM will not make a move for a player unless told to by that specific player. If they say nothing, the country will function based off of the last set of moves they made.
-No crossing IC/OOC lines.
-You cannot raise an army or economy from outside the established system. If you do, I will nuke it...and you won't like it.
-To move into space or into the ocean, you must have the technology to do so. Since the areas depicted are under water, they can be passed over if the player lacks submersibles.
-You can attack anywhere as long as you have the necessary tech to reach it
-You can split your total force to attack multiple areas. You can't use your entire force to attack multiple areas in one turn.
-No Countries that spread naturally are allowed. Meaning any country that expands through disease, tech, assimilation, etc are forbidden. This is not because they are unfair or unbalanced but because they have a tendency to become “filler nations” which limit the expansion of other nations and form almost a gridlock that isn't fun to deal with.
-Capital region is the original region your country starts in. It can be moved by the player if taken or if they want to; all economic gains from raids and stock market are added to this region's economic score.
-If defeated, player can become a Mercenary organization, a rebellion or create a bank.
-The GM reserves the right to change or modify any of these rules if the need arises.