Time for Round II! I have decided not to allow any more players into Arcanum Octet, and I am content to see that run it's course. However, I am far from done with RTDs, and have been coming up with this one for the past week or so. As of now, the idea is around 90% fleshed out(much further than Arcanum Octet's was) so I'm opening sign-ups.
For those who liked the magical element of Arcanum Octet, I am sorry to say there will be no magic in this one. Mercenary RTD takes place in a different era, different timeline and indeed, different world. Magic just wouldn't fit. However, I may be carrying over my ability system if the situation warrants.
Now, onto the official stuff.
Mercenary RTDThis RTD takes place in the world of Aletica, placed in the semi-modern era. Most technology in the world was available in the late-industrial era, with a few modern elements added in. However, some technology may exist that does not in our world... however such tech is kept top-secret, so while you may not know about it, keep your eyes peeled for any glimpses you may find.
War has broken out between two great countries in Aletica. The Garange Nation has declared war on the Lirosa Federation, citing "unforgivable offenses against humanity". Nobody knows what these offenses might be, as the Lirosan government is calling the attack unprovoked and the other countries just want to stay out of the war.
Garange Nation
Major Cities:
Samal – Capital
Arjved – Military City
Nastok – Industrial Sprawl
Sindar – Technology Hub
Pardrom – Industrial Sprawl
Carstaile – Farming Town
History:
Located in the northern part of Aletica, the Garange Nation has always had a tough time surviving. The land is poor, the temperatures cold, and not many natural resources. The one thing they do have: Mines. Lots and lots of mines. Traditionally Garange metalworkers would trade with the other countries to obtain the supplies they needed, but around 6 years ago trade slowed and then finally stopped. It seems that most of their production went into equipping their impressive military, which arose rather quickly.
Government:
The Garange Nation is a tiered republic, with representatives from each city meeting at at the capital of Samal. Senators are paid not by the government, but by the cities, and each city's wealth is based off the prosperity of the land around it. Thus, is it usually in the senators' best interest to pay in mind to even what the lowly farmer needs, as his harvest gives the senator his paycheck.
Military:
Well-equipped and well-trained, the Garange have always needed to protect what little they had, but have rarely been this aggressive. The people are patriotic and many enlist in the Army or Guard. The mines fuel their industry which puts out high-quality weapons and armor. Scientists have always been innovating to get more out of the little resources the Garange had. Put simply, it will be difficult indeed to stop the Garange once they dedicate themselves to a cause.
Lirosa Federation
Lirosa – Capital
Tori – Trade Hub
Elandir – Trade Hub
Maril – Farming Town
Enjisi – Technology Hub
Caril – Industrial Complex
History:
Lirosa has always been the Golden Land of Aletica. Blessed with rich natural resources, fertile lands and a temperate climate, Lirosians have had relatively little difficult in the past. Because of it's rich lands, Lirosa rarely had conflict with other nations; they had nothing they wanted in other lands, and most other nations knew better than to mess with Lirosa. Because of this, Lirosa's army is rather small. However, in times of need, they often augment their army with mercenaries hired from the country's deep treasuries.
Government:
Lirosa is a technocracy, split into five schools. There is the Agricultural Sector, the Military Sector, the Cultural Sector, the Economic Sector and the Political Sector. Each Sector holds control over a College that oversees all actions, laws and governance of their area. Each Sector also has a First Minister, which reports to the High Council. The First Minister is elected not by the people, but by his peers in the College he represents. Anyone who wants to play a part in the government of the country must first join a College, which is relatively straightforward, if a little difficult; Students only need to regularly pass a test created by that College's council.
Military:
The Lirosan military is small compared to other nations, though should not be easily dismissed by any means. The Elite Regiment that is a direct branch of the Military Sector contains many skilled veterans with excellent tactical knowledge, and the Red Guard which is paid by the Federation regularly travel to the different provinces to settle disputes or deal with outlaws. The rest of the army is composed of various mercenary companies, all paid for by various sectors.
Barut Caliphate
Manjiri – Capital
Nerit – Fishing Town
Marec – Trade Hub
History:
The harsh Labac Deserts and Chung Steppes have pushed the Barut people to the shoreline, were they make a living fishing and trading, as well as taking adventurers or government contracts to distant islands. The Barut are excellent seamen, and their navy is unrivaled by any other. Luckily, as seamen that are uninterested in other's land, and remain out of most conflicts in Aletica.
Government:
The Barut are a proud people, ruled by Caliph Mangir. He has complete power, but is benevolent and the people are content with his rule.
Military:
The Barut possess the finest navy in the world, which is more than enough to hold their pride and power – their sea ports. A naval barrage can wipe out any advancing land army, and they are completely protected from the sea and air.
Kepti State
Kepti City – Capital
History: A small nation, the Kepti is located on the islands off of the northern shore of Alertica. Most of the land is heavily wooded, and the Kepti are devout environmentalists. They have no real industry other than maintaining the lands around them and exporting several of the forest's natural products, like dye and spices. They are content to remain alone, and out of the wars of the other nations.
Government: The Kepti are rules by an Elder Council that is appointed by the people every 12 years. Most council members retain their seats, unless one has committed a grave offence or is no lonegr able to fulfill their duties.
Military: Mostly comprised of artillery squadrons that were purchased to defend their shores, the Kepti have a small military because they don't need one for the most part. The nation is barely economically viable in the first place, and a war would destroy any profit to be made of capturing the lands.
Sanj Republic
Erltowne – Capital
Marut – Trade Hub
History: A recently established nation, the Sanj are a offshoot group of Barut that colonized Sabrith Island to the south of the rest of the Barut Nation. These people wanted to move inland from the sea, and thus are estranged from the rest of the Barut, but nevertheless remain on good terms with them.
Government: The Sanj are ruled by a republic, with senators serving 4-year terms. They are elected by the people, and carry out most of the lawmaking and governance. The citizens generally approve of the senate's decisions, and there has been little unrest.
Military: Like the Barut, they possess a sizable navy, though it is no-where near as large or powerful as the Royal Barut one. That hardly matters, as the Barut and Sanj are on good terms, and will protect one another in war.
I apologize for the low map quality, making maps isn't exactly my forte and I was stupid and saved it as a JPEG instead of a Bitmap.
Rules:Mercenary RTD uses a 2d8 dice system. This is to allow better flexibility with modifiers in-game. A roll of 8-10 will be treated as an average success. Greater or lesser rolls may carry additional effects, as the situation warrants. An attempt to sneak behind enemy lines will fail and result in getting caught on a 6, for example, while shooting at somebody with a 6 will simply miss. A 2 will probably result in shooting yourself in the foot.
All actions must be posted in bold. Non-bolded actions will be ignored. Some simple actions, such as picking something up, can be tacked ont a primary action with italics. Actions may give an auto-success or auto-failure, depending on the situation. Some actions will result in hidden rolls, when it may not be obvious if you succeeded or failed. The result will still take place, but you will not know if you rolled a 4 or a 14.
This section may be updated as the game progresses.
Application:You are all mercenaries, freelancers looking for a job. The Lirosa Federation has deep coffers, and one mercenary company that has been contracted by Lirosa is now hiring. Just your luck! There are currently 7 openings. The best applicants will get the available jobs; if an application is deemed insufficient, it will be returned with advice on improving it. To apply for a job, please full out the following form and submit it to the Finance Office:
Name:
Gender:
Primary Specialty:
Secondary Specialty:
Other:
Example:
Name: Llyod
Gender: Male
Primary Specialty: Heavy Weaponry & Machine Guns
Secondary Specialty: Endurance
Other: Go-get-em personality. Good at taking punishment. In it for the long haul.
Any other non-sensitive information may be provided upon request.
Waiting List: wolfchild