Year 1422, March of the Halpernian Calendar.The Halpernian Calendar began over fourteen hundred years ago with the rise of Halpernia, a kingdom based in the west. In those days Halpernia was a monarchy, ruled by the Shold Dynasty. By the time the Calendar took effect, Halpernia had taken over roughly a quarter of the continent, and was performing displays of wealth and prestige. Though it didn't catch on particularly quickly, the Calendar replaced all dating systems within the next two hundred years. During that time, Halpernia continued to expand their territory and influence, conquering or vassalizing most nations west of the Culprin Mountains. By the year five hundred, they controlled the majority of the continent. It was at this point that a great rebellion took place in the capital, organized by several powerful nobles. They overthrew the Shold Dynasty and crowned Tyver Paller as Emperor, who proceeded to quickly centralize the realm, decreasing the rights of autonomous nations and transferring it to the nobility who had helped him become Emperor. Thus, the Halpernian Empire was born under the Paller Dynasty. By the year seven hundred, the entire known world would be within the boundless state.
At the turn of the 15th century, the Empire showed signs of faltering. Different political groups, most notably the Church of Halpernia, grabbed as much power and wealth as they could from within. Widespread corruption and over-extension took their toll, and by 1418 the empire was close to collapse. The event that finally ended it was the execution of George Paddock by the Church. Paddock was a renowned scientist and humanitarian, who had come up with dozens of technological innovations and gained the respect of the scientific community. His life-saving patents and generous donations to the working poor earned him their admiration. Though the church had put up with and even often endorsed his research, he crossed the line when he attempted blasphemy: finding a method of flight. The Church worshiped the sun and the stars, claiming the celestial objects as divine. By attempting to enter their domain, Paddock was committing treason against the gods themselves! After ignoring several warnings, Paddock was kidnapped and executed within the Capital. The realm plunged into chaos, as civil war broke out. Unable to sustain discipline within the populace and military, the Empire finally fell into disarray as the Palace was seized in 1420 by General Thomas Paddock. The Church and Imperial Dynasty were dismantled, with the murder of any who might have a claim on the throne. With that, all control over previously subjugated provinces and nations was lost.
It has been two years since the fall of the Empire. Many nobles and political figures have risen to prominence in their local regions, with aspirations previously rendered impossible by the Empire...and with the Church gone, technological progress has started to increase rapidly. The world is changing.
The continent was previously dominated by the Empire and Church of Halpernia, which fell two years ago. Since then, political figures have started to rise to prominence in their respective provinces, either at the tip of a sword or the voice of the people. At current, there are no dominating factors and the world is free to make your name within. There are still many who follow the faith, and some seek the restoration of the Empire. Most see George and Thomas Paddock as heroes and saviors, liberators of the people. Thomas' political base is in the west, however.
The world is close to where ours was around 1800-1820. The mass production of steel has just recently been invented, and before his death George Paddock invented flight via hot air. The factory system is just being formulated, and coal is being used more - particularly in areas near the Culprin Mountains, which are abundant with mineral resources. Weapons tend to be archaic; the lack of warfare made developing them needless. Guns and gunpowder exist - they are inaccurate but still preferred over swords and bows (think mid to late 1700s).
Format it how you want; I suggest it's done similarly to the Province/Character Sheets. Post it in your action so I can OK it and add mechanics and such. In essence, you'll want the following information:
CENTERS OF INFLUENCE (what province are you based in? Who supports you? You must be based in 38, 39, or 46).
ASSETS (important assets; the number of employees, what the employees are skilled in [lawyers? warriors? operatives?], important buildings under your control, special weapons, amount of wealth, etc.)
IMPORTANT CHARACTERS (leading characters in the organization, what they might be good at).
AGENDA (what is the organization's goal? Why was it formed?)
OTHER (any additional information that would help me make your sheet; if you give me limited information, the organization might not be to your liking).
Player SheetsKeep in mind you need to update your sheet! If anything CHANGES (for example, econ goes up by five) I will inform you via turns or PMs. If it's an annual thing (tax of seven each turn or upkeep of two) than you need to update it independently. This is so I can focus on the game instead of trying to work out all of your stuff. You'll want a sheet for your character, one for each province/organization, and one for your "Nation" (if applicable; can be considered an organization). Each organization sheet will probably be different; feel free to change it however you want as long as the information stays the same (ask me if you want to add, remove, or change data).
I suggest that instead of posting it every turn (please don't do that), simply have one post (probably where you initially posted it), paste the sheet there, and then edit it if anything changes (as well as updating it every turn). I will post links to sheets.
[PS: I am leaving out roleplay stuff and the like; you'll need to copy paste that from your first sheet! The stuff below is mostly stats!][PS: If you are an organization, please write out an organization sheet using the GUIDELINE (not SHEET) in the above spoiler.]
[ Actions are allowed at this point; those who are in organizations may still ROLEPLAY as the organization, the mechanics are simply not screwed down yet (but they should be by the end of the turn). Players may take one "big action" (manage a province/organization, perform character adventure) that is split into multiple actions; for example, managing a province allows you four actions regarding the province; improving the economy, increasing state industry, etc. etc. It also allows you to respond to events. Going on a character adventures allows you multiple actions and responses within that adventure; this could be a mission, spying on a government, going on a political campaign, setting out to a faraway land, you name it. You may also perform "minor actions" or fill in roleplay details; these can be small things, such as meeting with someone, buying something (personal), etc. Also let me know if I messed anything on your sheets up, you think a trait should give different stats, or you want something removed/changed/added. After this turn, changes will only take place through in-game means. PS: Any character can take a bunch of "small" actions; roleplaying and the like are highly encouraged. Don't feel like you can't do anything because you're managing a province. ]
Name: Richard A Riley (President)
Organization Name: The NRF [The National Reactionary Front]
Stats:
Martial: 4 (+1 Relation: Soldiers).
Admin: 0.
Politics: 1 (+1 speaking).
Personal Combat: 5 (3: traits, 2: martial, .5: health).
Health: 2
Traits: Command Talent (+1 Martial), Skilled Commander (+2 Martial), Inspiring Speaker (+1 Martial, +1 Politics, +1 Speaking), Skilled Warrior (+3 Personal Combat), Strong (+2 Health, +1 Personal Combat), Scarred (+1 Relation: Soldiers), Limp (-1 Personal Combat)
Name: Chaorr Sayinae (Lord Protector)
Nation Name: Taivor
Stats:
Martial: 2.
Admin: 2.
Politics: 2.
Personal Combat: 1.
Health: 0.
Traits: Intelligent (+1 Martial, +1 Admin, +1 Politics), Agile (+1 Personal Combat), Strict (+1 Army Movement, +1 Admin, -1 Morale), Politician (+1 Politics), Student of Strategy (+1 Martial).
( "Dominant" and "Militaristic" are more of personality traits; if you want me to replace them with something, let me know. )
Associates: Urnuch (Colony of Taivor), Sevrack (Colony of Taivor)
Name: Risyrr
Number: 38
Population: 184.000P
Economy: 1.02 [188]
Industry: 0.89 [164]
Manpower: 1.00 [184]
Tax Income: 20% [38]
State Industry: 25% [41 (+16)]
Population Growth: +0.30%/month
Public Order: 76
Happiness: 55
Education: 85
Health: 80
Province Modifiers: (no starting modifiers)
Terrain: Forest.
Other:
Name: Yuna. No surname (given).
Organization Name: The 国境なき軍隊 (Kokkyō Naki Guntai), or Military Without Borders.
Stats:
Martial: 2.
Admin: 1 (-1 Relation: Business).
Politics: 1 (+1 cunning, -3 charisma).
Personal Combat: 6 (5: traits, 1: martial, .25: health).
Health: 1.
Traits: Skilled Strategist (+2 Martial), Great Warrior (+5 Personal Combat), Administrator (+1 Admin), Cunning (+1 Politics, +1 Cunning, -2 Charisma), Overspender (-1 Relation: Business, -1 Admin), Harsh (-1 Charisma, +1 Admin), Healthy (+1 health).
Associates: [TBD]
Name: Reverent Elder Jeunas Merrisdotter of the Followers of St. Alonis
Start: Organization.
Stats:
Martial: -1 (+1 Morale).
Admin: 0.
Politics: 3 (+1 Charm, +1 Charisma, +2 Speaking, +1 Respect).
Personal Combat: 0.
Health: 0 (+3 Occult).
Traits: Alluring Personality (+1 Politics, +1 Charm), Skilled Orator (+1 Politics, +2 Speaking), Humanitarian (+1 Respect), Inspiring (+1 Politics, +1 Morale, +1 Charisma), Occultist (+1 Occult), Occult Knowledge (+2 Occult), Poor Commander (-1 Martial).
Associates:
Name: Shaquanda Banks
Start: Character (Journalist)
Stats:
Martial: 0.
Admin: 3.
Politics: 3 (+2 Intuition, +1 Debating, +2 Writing, -1 Respect).
Personal Combat: -2.
Health: 0.
Traits: Insightful (+1 Politics, +2 Intuition), Nosy (-1 Politics, +1 Admin, -1 Respect), Short-Sighted (-2 Personal Combat), Diligent (+1 Admin, +1 action), Skilled Conversationalist (+2 Politics), Debater (+1 Debating), Skilled Writer (+1 Politics, +1 Admin, +2 Writing).
Associates: Her mother,Verna.
Name: Jimmy Dreadnot
Race: Ork
Start: Character
Stats:
Martial: 3.
Admin: 0.
Politics: -3 (+3 Intuition, -1 Respect).
Personal Combat: 7 (5/traits, 1.5/martial, .75/health)
Health: 3.
Traits: Barbaric (-2 Politics, -1 Respect), Very Strong (+3 Health, +2 Personal Combat), Crude (-1 Politics, -2 Relation: Upper Class), Very Intuitive (+3 Intuition), Command Talent (+1 Martial), Skilled Commander (+2 Martial), Skilled Warrior (+3 Personal Combat).
Associates: None (all other orks are either isolated or dead).
Roleplay Stuff: Jim is one of the last of the Orks and like most of his kind, He is hated by humanity for the few bad ones who were killed off Centurys back.
Name: Edith F. Cromartie
Organization Name: The National Intelligence & Protection Bureau
Position in Organization: Chief Director
Stats
Martial: 1.
Admin: 4.
Politics: -1 (+3 Cunning, +1 Respect, -1 Charisma).
Personal Combat: 2.
Health: 0.
Traits: Intelligent (+1 Martial, +1 Admin, +1 Politics), Skilled Administrator (+2 Admin), Apolitical (-2 Politics, +1 Respect), Espionage Genius (+1 Politics, +3 Cunning), Cold (+1 Admin, -1 Politics, -1 Charisma), Old (-1 Health), Healthy (+1 Health), Former Operative (+2 Personal Combat).