Hark traveler! Thou hast a view upon thine screen to find a story of kingdoms and war, dangerous foes and diplomacy, love and hate, trust and betrayal. Shall thou fall amidst the endless abyss of time, or shall thou prosper with thy kingdom? Shall a mysterious foe destroy us all? History is made
in these times, and the people are eager to hear it.
NO LOOPHOLESINFOThis will be the Medieval epic, Kingdoms! It shall have some fantasy elements, but will not exceed history too much. It is set in a fictional area, you could call it expanded Equestria if you'd like, though it is different as well. In this, we make history. I will give a brief description of events happened up to the starting point. There will be an app for this, as to give information about kingdoms. An accompanying map will go along as well, where kingdoms and empires can mark their borders. This will be a mixture of nation management/strategy and rp.
TECHNOLOGYThis will take place ~1420. Religions will be a major part. This is not yet the age of gunpowder. Weapons like crossbows will be the closest to a gun you will get. There will be distinct tech groups that will allow or disallow certain things. The groups are Western, Eastern, and Southern. Each group, along with allowing or disallowing certain things, has their own unique styles as well.
'True' pagans pick their tech group.
Key:
X = Western
O = Eastern
H = Southern
W = Tribal
Crossbows: XOH
Pole axes: XOH
Spears: XOHW
Straight swords: XOH
Curved swords: H
Hammers: XOW
Pole-arms (misc. two handed): XOH
Straight dagger: XOW
Curved dagger: H
Broadsword: XO
Scimitar: H
Longbows: XOH
Compact bow: OHW
Recurve bow: O
Catapult: XO
Bombard: H (A bombard is like a cannon. It is the
only exception for gunpowder. It uses stone, not metal, balls)
Horseback archers: O
Cavalry archers (less effective): XH
Knights: X
Cavalry: XOH
Trebuchet: XO
Halberd: XO
Javelins: XOHW
if there are any concerns or questions, feel free to ask.
GOVERNMENTThis will important, now. There are several forms of government: Despotic Monarchy, Feudal Monarchy, Mercantile Republic, Noble Republic, and Tribal. I will give an explanation of each.
Despotic Monarchy: the King/Queen holds absolute power.
Feudal Monarchy: More geared towards the nobles sharing power, standard medieval monarchy.
Mercantile Republic: Republic with heavy focus on merchants, who are often the aristocrats.
Noble Republic: A Bureaucratic republic, believe it or not. The nobles are like congress, and one noble is elected president.
Tribal: Chiefdom. That is all.
RELIGIONThere will be 3 main religion groups, and each with its own branches.
vocab: heathen - non believer
heretic - altered believer
follower - follower
Celestialism: Celestia is the queen goddess. Followers of this are in tech group X.
benefits: +2 offensive power. Holy War causus belli [reason for war] on all heathens.
hindrances: There is a head religious leader, like a pope. Those in this religion can compete to be the 'papal controller' and be able to excommunicate rulers or call crusades on heathens. Both actions give a causus belli against the target. Papal controllers get double bonuses and higher tax income. Those who do not follow the papal controller's orders will be penalized with higher revolt risk.
Lunarism: Luna is the queen goddess. Followers are in tech group O.
benefits: +2 defensive power. No papal controller. -2 revolt risk.
hindrances: most difficult to influence leaders of other religions.
Yudaism: Beliefs spread by a prophet about God just centuries ago. It quickly spread. Belong to group H.
benefits: +2 culture. +2 stability. +2 tax income.
hindrances: Least tolerated religion. Viewed by other two often with disgust. -2 diplomacy. -2 military strength.
Paganism: Polytheism. Belongs to tech group W. Most difficult and least stable.
benefits: +5 culture. No revolt risk from captured lands.
hindrances: -5 stability. Revolts in home states/provinces are more likely.
'True' polytheism: Polytheism, with gods instead of shamanism/animism.
benefits: +1 culture, +3 stability,
hindrances: -1 diplomacy.
Discordism: Belongs to tech group X. They choose discord as a god, and are often violent.
benefits: +2 military strength. - 5 revolt risk, does not need a causus belli.
hindrances: -2 stability, -3 diplomacy
SUBRELIGIONCelestial traditionalism: The aforementioned papacy is strongest here. This is the most aggressive form, the kind that would hold large inquisitions. (C/T)
Celestial reformationism: Less strict that traditionalism. More tolerant. The middle ground of Celestialism. (C/R)
Eastern Celestialism: Least strict. Near opposite of traditionalism in views, but nonetheless non-tolerant. (C/E)
Lunar traditionalism: the ancient practices. No papacy. Most strict and thus provides best religious bonuses. The traditionalist religions are the ones to go if you plan to start holy wars often. (L/T)
Lunar reformationism: Similar to Celestial reformationism, but with a few practices of Lunarism. This and Celestial reformationism are the two best religions to get along with each other. They are the only two to tolerate heretics, but only of the Lunar/Celestial reformationist kind. (L/R)
Lunar Orthodox: Free-thinking. Innovative. This is the closest to atheist you will get. They have a light belief on religion, and though it still exists, does not dictate their lives. Provides half religion bonuses. (L/O)
Yudaist polyism: The least strict of the Yudai branch. Believes anyone can become a prophet or a holy man if truly devoted enough. (Y/P)
Yudaist monism: The most strict. They believe only a select group can be prophets or preachers, those who are selected at birth. This branch only suffers (Y/M)
Forest paganism: Basically Shamanism. Focus on spiritual aspects instead of religious ones. No gods, only spirits. The spirits have subtle influence on life. Everything has a spirit. (P/F)
Jungle paganism: Basically Animism. Your ancestors guide your life, their spirits aiding you along the way. Similar to Forest Paganism, but more focused on nature and ancestry than spirits. (P/J)
Aresan paganism: [request added]. A 'true 'polytheism, it supports multiple gods, like those of Greece or Rome. This is historically the pantheon of the United Equestrian Empire. Based on ruins and records, Ares is believed to be either the Empire's remnants, the nation left behind after the fall; the Empire's descendants, the people having moved on; or at least close enough for the culture to have been carried on. (T/A)
Discordist separatism: Dissenters from Celestialism, they took a different approach and worshiped the enemy of Celestia. They are mostly comprised of excommunicated individuals who seek revenge upon Celestia.
Discordist traditionalism: Simply put, this was the religion before the separatists came. They have always followed discord and take a much more chaotic and violent approach to the religion.
They often have mostly anarchist nations, the leaders serving mostly as representatives and to tell the crazed masses who to attack.
Celestial followers: C/T, C/R
Celestial heretics: L/T, L/R, L/O, C/E
Celestial heathens: Y/P, Y/M, P/F, P/J
Lunar followers: L/T, L/R, L/O
Lunar heretics: C/T, C/R, C/E
Lunar heathens: Y/P, Y/M, P/f, P/J
Yudaist polyism followers: Y/P
Y/P heretics: Y/M
Y/P heathens: C/T, C/R, C/E, L/T, L/R, L/O, P/F, P/J
Yudaist monism followers: Y/M
Y/M heretics: Y/P
Y/M heathens: C/T, C/R, C/E, L/T, L/R, L/O, P/F, P/J
Forest Pagan followers: P/F
P/F heretics: P/J
P/F heathens: all else
P/J followers: P/J
P/J heretics: P/F, Y/P (for complicated reasons to be explained later)
P/J heathens: all else
APPNation name: (do not name after yourself unless it is newly formed, and even then likely not)
Ruler name:
Location on map: (use Photobucket and a picture editor)
Religion:
Government type:
Real life equivalent (optional): (does not have to be equivalent, but closest earth counterpart for those who can't imagine a fictional culture)
Points system:
Culture: how rich a culture is, accumulates based on policies and such. Keeps a nation happy and calm.
Revolt risk: chances of revolts popping up. One a scale from 1-10, 1 is low and 10 is high.
Tax income: basically, the amount you get per month/day/whatever.
Treasury: how many ducats you have. Ducats shall be standardized currency.
SPIESSpies can do certain actions for certain prices. PM me with the action your spy wishes to preform
and I will tell you if it works and if you were discovered. If it is discovered, then it will be posted publicly.
gather information: 40 ducats (success means an overall status review of the nation is given)
assassinate an important person: 50 ducts (causes temporary income loss)
support rebels: 20 ducats (start a peasant revolt. Success means lower income for target)
support patriot rebels: 120 ducats (Success means annexation of target by nearby nation)
support nationalist rebels: 100 ducats (Success means new nation emerges. Only done in conquered land)
support zealots: 100 ducats (you pick religion, success means religion or subreligion change)
sow discontent: 110 ducats (decrease relations with other nations)
forge claims: 150 ducats (create claims to target's throne. Gain 'claim to the throne' causus belli)
Papal election: 120 ducats (hold an election for the pope. Possible replacement.)
support pretender rebels: 200 ducats (success means change in government type)
support noble rebels: 150 ducats (success means either switch to feudal or lower income)
revolution: 130 ducats (success means a colony gains independence)
disrupt research: 100 ducats (success means target loses a technology)
coup: 300 ducats (success means target becomes your vassal. You also get to choose religion)
Kidnap leader: 500 ducats (success means you gain the target leader as a hostage. Least likely. The nation will need to spend resources getting their leader back.)
TIMELINEAncient empires: 25,000 B.C. - 1000 B.C.
United Equestrian Empire: 1000 B.C. - 700 A.D.
formation of new kingdoms: 700 A.D. - 800 A.D.
Great Plague, border wars, royal marriages, land claims, etc. : 800 A.D. - 1237 A.D.
Migration of Aragon peoples, New Equestrian Empire: 1237 A.D. - 1250 A.D.
Celestial and Lunar reformation crises: 1250 A.D. - 1323 A.D.
100 years' war (succession/land wars between Aragon and Eremus) 1323 A.D. - 1423 A.D.
Continuation of normal life: 1423 A.D. - 1427 A.D.
Start: 1427 A.D.
map:
https://2img.net/h/i1174.photobucket.com/albums/r610/somethingidontcare/map_zps74b4e373.pngNotesdeclaring war without a causus belli causes reputation and/or stability drop. Declaring war on heathens causes stability drop, heretics is reputation drop, and followers is both. Causus belli negates these effects.
Hordes, like Mongols, need no causus belli, but they suffer from it. They are hated greatly by non-hordes and have low stability. They can field a very large army, but are also poor on the defense. Revolts are highly likely, especially in conquered or occupied lands. The government is also considered tribal, so it can not hold large empires at once, having to make vassals instead of annexing the lands. This leaves them open to revolutions, as the vassals can attack the horde for freedom. The hordes, despite having tribal government, are not in the tribal technology group. Their religion decides their tech group. They are also slower to advance to new technologies, and cannot 'westernize' as long as they are at 'horde' status. Westernization changes status to one of the republics or monarchies. This requires research. They must give up 100 ducats and research government until they get 'tribal'. Once they get that, they can drop horde status and westernize when they want to. Hordes may not enter royal marriages with non-hordes.
All tribes start with the "tribal culture" bonus, which means they start with 3 culture. This does not apply to hordes.
Anyone can westernize. This puts them in the Western tech group, religion change is optional. Westernization has initial hindrances of decreased manpower (lack of training in western weapons and tactics); increased revolt risk (traditionalists); and increased chance of religious fanatics (not wanting religion change). All random events will be triggered by me, if I feel it is time for one.
Feudal monarchies allow for more duchies and such. This means that in a Feudal monarchy, the government is focused more on the nation as a whole while the nobles deal with internal affairs. By getting rid of a little bit of power, you allow yourself more management freedom over the whole nation. The nobles will deal with rebels and taxes. You, however, lose control over things like taxes this way, so you cannot raise them.
Pegasi are weighed down by weapons and/or armor. They cannot fly, but they can use their wings to run faster. Keep in mind that you cannot have an army solely of pegasi, for obvious reasons. Unicorns have had the magic bred out of them by the religions, so the horn is more decorative, but can be used as a weapon for stabbing. Pagan nations can use magic, but in very limited amounts. Most knowledge of magic was lost with the fall of the United Equestrian Empire (UEE)
Having a royal marriage, alliance, or good relations with a nation you declare war on will cause damages to your nation. It is even worse if you don't have a causus belli. Crusades have different rules. No causus belli is needed, and relations do not affect it. Instead, crusades damage if you do one against Lunarism. Though it may be tempting, you cannot crusade a heretic. The religion is too similar.
Crusades give Celestialist nations a causus belli against the target. Excommunication can be done to other Celestialist nations, and does the same thing as a crusade. It also follows the same rules, except you can only do it to Celestialist nations.
Since hordes have no palace guards or royal guards, the "kidnap leader" option is significantly more likely to work against them.
THAT'S ALL, HAVE FUN