Welcome to the world of Paxit, a medieval nation-building, world-conquering roleplay! This is heavily based upon the old Dekpia roleplay by hrsidkpi. Sound interesting yet? Then without further ado, let's get into some of the more nitty-gritty details.
How To Roleplay
This will be a rather unique roleplay when compared to the other active ones on this forum. Unlike most of its coevals, writers for Paxit will control the governments of medieval nations, rather than specific characters. In this manner, events can occur on a far larger scale. Envision huge wars, grand alliances, significantly detailed treaties, and all manner of other events of equal grandiosity.
To achieve this manner of roleplaying, posts will be written in a very specific style. This style will consist mainly of lists of actions completed in each turn, as well as a section laying out the current state of a nation. Here is an example of a post that a person running the Ksintiosan Empire might make on an average day:
Military Actions:
First Batallion:
-The Ksintiosan Empire stations one hundred footsoldiers along the southern-most section of their border with Tos in preparation for a declaration of war.
Second Batallion:
-The Ksintiosan Empire stations thirty soldiers in Baki City to quell protesters.
First Naval Fleet:
-The First Naval fleet is officially created and officers from across the nation are assigned positions. Admiral Sinourak is placed in command.
Infrastructure Actions:
-The Ksintiosan Empire commences construction of a naval fleet, 20 ships strong.
-The Ksintiosan Empire introduces an anti-poverty program to deal with vast wealth disparity amongst the population.
Diplomatic Actions:
-The Ksintiosan Empire sends envoys to Basin, Q'rin, and the Island Nation of Fae-Qwan with the request of a formal alliance.
Informal Actions:
-Emperor San'je'jok declares a national holiday to elevate the population's happiness and patriotism.
Diplomatic Ties:
-Military alliance with Kyrik
Military Situations:
First Batallion:
-200 foot soldiers
-100 stationed at southern-most section of border with Tos
-100 stationed in reserve
Second Batallion:
-100 foot soldiers total
-30 stationed in Baki City
-40 stationed along northern Omantiosan border
-30 stationed in reserve
First Naval Fleet:
-In construction at Chmeee harbour
Well, perhaps not an average day.
This style has both its advantages and its disadvantages. As for its advantages, it allows for any reader to easily understand what is occurring with a certain nation, as each event or action is clearly organized and displayed. It also has the advantage of allowing any interested roleplayer, no matter their writing abilities, to feel proud of their participation; alternatively, extremely busy roleplayers will still be able to partake in this roleplay because there is not an excessive amount of writing required from them. Its one disadvantage is that it might not be as beautiful as the average post in many other roleplays. To deal with this, there is always the option for devoted roleplayers to make detailed posts about certain citizens, officials, locations, or events, if they so choose.
The four different groups of actions listed in the above example may not encompass all actions. Always place an action in the category you feel that it is most suited to, and if you feel as though none of the categories suits it perfectly, then resort to informal; this category could also be considered an "other" category. The same applies to the underlined status sections.
Keep in mind that you are controlling the government of a nation, not the nation's population. Therefore, while you can make actions to try to appease your population and affect their opinions on various issues, you cannot assume how they will respond to these actions.
The World of Paxit
The world of Paxit only works if all of the countries are within a generally similar technological range. In this case, that range has been chosen as the one stretching from the time of the Roman Empire to the European Middle Ages. At the beginning of the roleplay, technologies like gunpowder do not exist. Some states are still in a nearly tribal state of governance, while others are bordering on democracy and imperialism. Sea-faring ships are nearly universal, though some countries excel in this more than others. Swords, spears, bows, daggers, poisons, catapults, and varieties of these weapons proliferate in this world. Brass and percussion instruments form the majority of music in the more civilised nations.
Technological advancement may occur as this roleplay progresses, but do not expect rapid scientific progress. As well, do not try to force progress upon your country, as every action has an equal and opposite reaction.
It should also be noted that, as the owner of this roleplay, I will be doing my part to ensure that no one nation ever grows overly powerful. Therefore, I will be managing any unclaimed nations, as well as orchestrating unexpected natural disasters, rebellions, industrial accidents, famines, plagues, and the like. Envision this roleplay as being hyper attentive to Murphy's Law on a societal scale.
The average size of these nations should be considered in comparison to Scotland or Ireland. The highest populations might reach four million, but a more average population of 800,000 to one million would also be acceptable.
Maps of the nations are included below, but here are brief summaries of general environmental trends in the various nations. Feel free to change these when you adopt a nation, but be sure to keep the trends intact in general areas.
The north-western island consists mainly of jungles, thickest in the south and growing into a dispersion of plains at the north.
The Islands of the Cantaraves have mostly boreal climates. They are rough, but generally habitable.
The northern landmass surrounding the Fae Gulf has a mix of boreal and tropical climates, north and south, respectively. North of the mountain range is a frigid tundra. The same general rules hold true for the landmass surrounding the Gulf of Sintos.
On the southern-most continent, a wide array of environments are represented. To the west are large forests, transitioning into the Karabar Floodplains, which continue around Lake Karabat. The only routes for a naval vessel travelling from Lake Karabat to the sea are through the rivers which flow through the the two Karabar territories. Adjacent to the east is the Ay'ul Desert, surrounded by the northern Riplent Mountains and the southern Guali mountains, which eventually converge at their easternmost points.
History
I promised it, therefore, I now deliver upon it. Behold the history section, where the tales of this world are recorded for all to see!
The nations came into being quite suddenly, and as if they had always existed without interacting with each other. All relations were neutral, though some would quickly become more strained than others. This is a story of the results of those strains.
In the north-west, we quickly witnessed the growth and come-to-prominence of Vatrugos, a religiously-driven, jungle-inhabiting, navally-powerful nation. As they celebrated their festivals, gained a renewed sense of entitlement and arrogance, and began work upon a massive line of fortresses at their northern frontier, they began to come into contact with their neighbours, such as the struggling Tribes of Sin'jok. Despite the peaceful beginnings of the tribes, tensions boiled over between two feuding coastal groups who competed over fishing resources. The Vatrugi watched on with contemplatively greedy eyes. Meanwhile, they made connections with their other neighbours, the respectable nation of Erabas. One such connection was a trade deal between the nations, which would provide Erabas with the lumber it required to purchase equipment from Fae-Qwan which would refurbish its military. Meanwhile, the Vatrugi enjoyed foreign labourers, supplied by the government of Erabas itself. These labourers were easily convinced to perform this labour even at a meagre salary due to the sudden famine which had struck the southern portion of the nation's agricultural areas. In the north, the Kingdoms of Utos remained somewhat separate as they dealt with the issues surrounding their king's failing health. His latest wife, Queen Alyé, slowly grew to replace his presence.
Meanwhile, the Cantaraves were struck by a monstrous storm which destroyed colonies on the northern islands. Utos was quick to supply this relief, though the issues with King Jess' failing health caused its delivery to fluctuate. Erabas was somewhat more slow in its response, but it delivered a larger contingent of assistance for its smaller damages. Finally, Maranavok failed to provide even the slightest response.
Moving east, we come across three very interesting nations. Maranavok, the largest, was an immense military power, though its navy was weak due to a lack of necessity. It threatened both Arenthia, a noble, powerful, and beautiful country to the east, and T'ing-Mat'ao, a country renowned for its art, and recognized for its progressive democratic system. However, this democratic system made T'ing Mat'ao very erratic, causing it to sign treaties with its oppressor to the north only to abandon them weeks later. Protests did emerge. Arenthia, a more traditional nation, responded to the threat of Maranavokian expansionism with increased protection along the western border.
Perhaps most important within the early days was the message delivered by the sudden collapse of the old Omantiosan Empire. Once one of the most renowned and feared powers in the land, the empire, having grown weak and ineffectual in its luxury and famines, was threatened by the rising power of the Ksintiosan Empire, a new-yet-strong, and also very small, nation to the south-east. The immense power of Kyrik, Omantiosa's other eastern neighbour, and also a rather new presence, was yet another threatening imposition. Finally, the harmony and stability of Tsin at Omantiosa's south-western corner would have major repercussions on the old, decrepit power. In the mid-summer months, the Ksintiosan Empire began its advance into Omantiosa, slowly annexing territory for itself. Omantiosa, after a delayed reaction in hope of appeasing the Ksintiosans with some free territory, finally declared war on the Empire to its south-east, and began seeking assistance from Arenthia and Fae-Qwan. Tsin, noting the weakness of Omantiosa, and fearing a complete take-over by the ambitious and impressive Ksintiosan Empire, launced its own invasion against the southern limb of the failing state. The Empire was quick to take large legs of Omantiosa's territory, reaching its capital within two months. After forcing the retreat of the Omantiosan government to a second, unofficial capital in the northern part of the country, the Empire made a deal with Tsin in which they outlined the distribution of territory between the two invaders. It had become clear that Omantiosa had lost its old southern glory, and would at the very least be relegated to the cruel northern stretches of land. Meanwhile, new tensions rose. The growing Ksintiosan Empire sparked conflict with the Kyrians through a variety of actions, though the Kyrians were at times guilty of misdeeds as well. The Ksintiosans, seeking to lessen the Kyrian presence in 'their' gulf, demanded such a withdrawal of forces and also worked to fortify its coastal settlements in the case of an attack. Unfortunately, the Empire also chose to impose upon a prospective treaty which the Kyrians sought with the nation of Tos, a neighbour of both adversaries. Some signs of good-will came in the form of Emperor Yan-Sun's repeated appeals for peaceful resolutions, and in the attendance of Ksintiosan athletes at the Kyrian international games. Tensions, however, remained quite high as Kyrik grew its army to encompass nearly two/thirds of its population, and the Ksintiosans began to incorporate women into their naval forces, sparking a societal revolution in this advancing nation. One thing only is clear with this mass of land: the old powers are gone, and into that vacuum, new ones have emerged.
Finally, we turn to the southern land. Here, little of grand interest has surpassed. In Q'rin, troubles with Gualichos were inflamed by the arrogance of the Guali leader, though these were resolved, and the southern trade route remained intact. A small disease caused some concerns. On the opposite side of the land, the nation of Indigosoki-Vontropanos had collapsed under the pressure of various weakly-united ethnic and religious groups, and as turmoil struck the nation, Mylanos and Southern Kurubar, like vultures to a carcass, struck their prey. The northern Kurubar, meanwhile, sought a trade route through its fellow northern neighbours, Riplentique and Tamlar, which would stretch all the way to Q'rin. Diplomatic relation between the Kurubars were also healed. Riplentique suffered some economic unrest as the old peace frayed and new tensions caused diminished luxury, and finally, in Mylanos, two important actions occurred. One was a stray ship of the Vatrugi pillaging a Mylanese settlement. Two, was the formation of an alliance with Kyrik which would effectively unite the most powerful naval force (That of the Kyrians) with the most powerful terrestrial army (That of Mylanos, a military oligarchy of a nation).
Any pacifists would despair to see so many conflicting interests causing so much chaos through such a vast land. The old ways, as horrid as they might have been, were certainly gone, and the future held only a mystery - a mystery, and consequentially, a threat.
Applications
Could it really be the time to apply already? Absolutely! In fact, this roleplay will always accept applications, unless we feel that there are too many roleplayers. However, since the roleplay has begun, we ask that anyone attempting to make an application sends a Private Message to Commandosaurus first, so that we can work together to find a way in which the roleplay will be least effected by this sudden change. Without further ado, here's a form with which one might do so, and some information to help you with each section:
Name: Feel free to change this, but be sure to include the name which is given on the map so that we know where your nation is located.
Government: Feel free to make this as detailed as you wish, especially if the governmental form is of your own creation and cannot be easily compared to a current form.
History: Give as much information as you can for this section. After all, isn't the history just a super fun part?
Population: With an average of about 800,000, but a high end of four million, these are vastly different nations. Describe the size of yours.
Environment: This is optional, to be used if you want to give more information on the general environment of your nation. Also use this section to detail the natural resources of your country.
Major Cities/Infrastructure: Where's the capital? Where are the military bases? How are cities interconnected? Any important ports? Imposing landmarks?
Expertise: In what industries or activities does your nation specialize?
Military: How powerful is your military? Which battalions already exist? Try to make your nation's military prowess relatively similar to that of coeval nations.
Culture: This is optional, but it may help to affect how and with whom alliances are formed.
Colour: Give a hex code for a specific colour you would like your nation to be changed to on the map. Of course this is optional.
Other: These are large nations. Surely there must be something I have forgotten to provide a space for - place it here instead! Of course, this is an optional section, but if you don't include it you won't be accepted.
And a copy-and-paste-friendly version:
Name:
Government:
History:
Population:
Environment:
Major Cities/Infrastructure:
Expertise:
Military:
Culture:
Colour:
Other:
And finally, a list of nations which others have already laid claim to. Bolded items on this list are officially registered nations; a lack of alterations signify that a nation has been reserved, but not yet created.
Many roleplays have huge lists of rules, and often these rules become assumed for other roleplays. The only reason that this list of rules is so long is that it is important for people to understand what common rules do not apply here.
Be kind. This should be a general rule of life, but unfortunately it is not. Be respectful to other people, don't disparage their efforts, and if you're impressed by something, say so! If you find a joke funny, or a strategy ingenious, let people know. We're all human, and we all love compliments.
Heed the owner. This is also something that should be assumed, but I'll mention it for the sake of mentioning it. I am taking it as my obligation to keep this roleplay running smoothly. If I make a decision or an intervention which you disagree with, trust that it is done for the betterment of the roleplay as a whole.
There is no rule regarding writing ability. Many roleplays these days are instituting minimum post lengths, or requirements for superior English abilities. Paxit will have no such limits. First of all, we want anyone who is interested to partake in this roleplay. We do not want to exclude anyone because they feel as though they are not fit to participate. Secondarily, this roleplay simply does not need an exceptional level of literacy. Of course your posts must be understandable, but if they do not flow beautifully, few will suffer serious issues in utilising them in their own roleplaying experience. This is not to say that avid writers are not wanted - we always welcome exceptional talent here, and are eager to read when people want to demonstrate their skill through excerpts of life within a nation. This is a roleplay for everyone, so everyone's writing is acceptable.
Don't be excessively powerful. This just means that you should never be dealing serious damage to a nation without that nation having a chance to respond.
Read everything and inspect the maps and map updates. This is more of a very heavily weighted suggestion than an obligatory demand. If you follow it, everything will run far more smoothly. We will avoid confusion, countless debates, and just will have a generally easier experience.
Stay active, or at least alert us to your absences. If you are inactive for two weeks without alerting the owner to your absence, your nation will revert to a state of being unowned. You can reclaim it upon your return.
Disclaimer
If there are any spelling mistakes, complete lapses in the information, or other errors/inconsistencies/insufficiencies in this text, please point them out so they may be fixed.
Be sure to check back regularly for updates to guidelines, examples, maps, and soon, the 'History' section, which will recap any important events of the roleplay.
Applications do not have to be redone when the application form is updated. That simply wouldn't be fair.
This will not be a small roleplay. It will only work if we have at least a handful of active, engaged, and excited roleplayers. However, with such a unique and immense concept, I doubt that excitement will be our largest problem. Please, join, and add your own touch to this unique roleplay, and to the world which it encompasses. Leave your mark on Paxit, whatever size that mark might be.
Unfortunately, section 8 of the Tsintian charter procludes people with the word "Epic" in their username from reserving their nation.
Je fais une blague! Of course you can reserve Tsin - I'm thrilled to have you here!
I am really shocked by the avalanche of applicants which this roleplay has received in just 24 hours. Thanks to everyone who has taken the time to read the OP - makes it worth the time put into this project!
What's the culture of the nations? Do we choose that? What's the flora and fauna? Will we eventually become technologically advanced? Is space travel possible?
What's the culture of the nations? Do we choose that? What's the flora and fauna? Will we eventually become technologically advanced? Is space travel possible?
Sorry about all of the questions, just curious.
Don't apologize! I welcome and encourage all questions. Now, I'll answer them sequentially:
1. What's the culture of the nations? Do we choose that?
I believe that this would be a yes, although I am not one hundred percent certain that I understand what you are referring to. If you mean architecture/art/goods/economy/attire, then absolutely, these are things which you can choose. Actually, I think that by any interpretation of your statement, the answer would be yes.
2. What's the flora and fauna?
All natural, earthly flora and fauna. I envision most environments as being based off of real-world counterparts; consequently, I envision that whatever flora or fauna would be in those environments or environments similar to them might be present in these nations as well. However, I don't foresee the specifics of fauna and flora being of a great importance. If you ever have a situation in which you are unsure as to whether or not a certain flora or fauna is realistic or fitting, ask, and I'll provide a swift response to the best of my ability. However, if you are asking about whether or not you can decide upon the flora and fauna present in your nation, then absolutely - if you want to have a huge forest of redwoods and a hefty supply of salmon in the oceans, then describe that in your application!
3. Will we eventually become technologically advanced?
If by this you mean electronics, modern transportation, radar, lasers, and the like, then that is not the plan. Simple steam engines (see Aeolipile) and gunpowder are about as far as I imagine this roleplay going. Of course, if there is a sustained, continuous interest (For years), then the sky's the limit, and that bridge would be crossed when it was arrived at. However, my interests would have to evolve with those of the roleplaying community, as right now I wouldn't want to be running a modern-warfare roleplay of this strategical style. For now, though, this is the story of a multitude of nations and their conflicts in a medieval environment on the maps shown above.
4. Is space travel possible?
Well, as I said, the sky is the limit. I really don't think that space travel would ever be part of this roleplay - it strikes me as something which would be part of a whole new roleplay altogether. So, I think I'll say no to this. If space travel ever does play a role in this roleplay, I will no longer be the one running it.
I hope that answers your questions! I would like to point out one more thing which I couldn't fit into the OP. The idea behind this roleplay, and the concept that all of these nations could have different cultures despite their proximity to each other, is that interactions between the nations are only just beginning to develop. Official borders have only been drawn and recognized within the last century or so, and even then, nations were more focused on their own troubles than on the troubles of other nations, and what troubles they could cause for each other. So, if you're writing a history for your nation, feel free to include civil wars or small conflicts between neighbouring nations, but steer clear of any tales of huge "World Wars".
Aristocracy with the Yelekh Clan/Family in power and the other, lesser clans acting as 'governors' of their regions.
Though there is still a bit of turmoil and conflict between the clans, the Nation is at peace. History:
The Island of Fae-Qwan has long been inhabited, but only recently has it become one nation. For years the island was divided between various Clans fighting for control until the Yelekh clan finally succeeded in defeating the other clans and uniting the island under their rule. Under their rule, trade with other nations has flourished since the clans no longer need to fight each other to control the trade and the Nation has thus profited a lot from trade and the wars of others by selling weapons.
Major Cities/Infrastructure:
The Capital of the Island Nation is Saijōnan, it is also the Nation's most important, situated on the southern coast at the Qwan Seaway. The former clan capitals are the next biggest cities, the biggest of which are the cities Takasaoka in the north, Ishiki in the West and Fujino, which lies more inland than the other cities. The Island is divided into four provinces, each divided into several regions which are named after and governed by the Clans that used to own those parts of the Island.
The Island has very little paved roads, only the most important trade routes have been paved so far, but there is work on paving more routes so travel becomes safer and faster. Due to the fact that the Island Nation is, in fact, situated on an Island, ships of all kinds are also very important, including river ships.
Environment:
Fae-Qwan has a lack of natural resources, there is very little iron to be found but a lot of black liquid that only seems to be useful as a fuel for lamps, but because it's liquid it's not too easy to use.
The Fae-Qwan grow a lot of rice, since it grows quickly and in large quantities. Wheat and other crops are present too but less common due to not growing as fast and plentiful as rice. Expertise:
The Nation of Fae-Qwan are excellent traders and artisans, importing raw resources and exporting well-made items has made them quite rich.
Their exports include weapons, furniture and other objects, but they don't export any raw resources besides food. Military:
The Fae-Qwan Army is well-trained and armed, but it's relies entirely on volunteers, meaning that it is too small to be used as an invasion force. Culture:
The Nation of Fae-Qwan has a culture similar to the Japan during/before the Sengoku jidai period, they find honour and their families important and worship a large amount of gods. Their devotion to their honour means that they'd rather die in a fight than surrendering like a coward. Other:
Well, let's see if I can control a trade-oriented Nation. I hope that they'll manage to profit from others' wars by selling weapons whilst still leaving room for national problems due to the clans still existing. Also oil, though it's useless to them.
@DarthRafael: Accepted, and I appreciate the maps! Also, apologies for missing the Major Cities/Infrastructure section in the Copy+Paste Friendly version. That section of the application was a late addition.
@Meritania:Very detailed, but I couldn't expect anything else. Accepted, of course. I do have one question, though; is the Zōngtsè river large enough that it should be added to the environmental maps? If it is, then give me a bit more information about its path, and I'll add it when I update the maps.
@Pokemad: Of course! I anticipate this Norse-esque nation immensely.
I'd like to reserve Mylanos. Hopefully I can write the app Friday or Saturday, but I'm currently zero words into a Western Civ research paper as it is.
I'd like to reserve Mylanos. Hopefully I can write the app Friday or Saturday, but I'm currently zero words into a Western Civ research paper as it is.
Absolutely, that will be a welcomed reservation. Don't worry too much about getting your application in - a research paper is far more important than this roleplay. As well, the roleplay itself probably won't be starting until next week, perhaps Thursday or Saturday.
I had a play trying to make map that looked locally produced.
If your criteria for inclusion is that the river is navigable and serves as a trade route then yes. There is probably a law which prevents three mast vessels or large birth ships traveling down there though, there is a lot of silt and narrow bends.
I have included the Long Wall, an earthen rampart wall built about 1000 years ago and hasn't been maintained since before the Sui era (probably about 600 years ago) and is just a derelict earthwork that snakes across the landscape. The Ming Great Wall it is not.
Alright, I'll add those rivers when I have a chance to update the maps. They seem to provide a more accurate impression of the nation's environment than a blank, grey-brown blob.
Which reminds me: if anyone has a request for the colour of their nation to be changed, include it in your application's other section. (Meritania and Darth, you can just edit your pre-existing applications; I'll re-read them)
I'm going to give a tenuous date of Thursday, October 20th for all applications of reserved nations to be made. If they are not made by the date (and if I do not change that date) then the reserved nations will become un-reserved. You'll be free to re-reserve them after that date, assuming you are still interested in this roleplay.
I am too! I'm also glad that you've decided to join - your reservation is approved.
Alright, I'll add those rivers when I have a chance to update the maps. They seem to provide a more accurate impression of the nation's environment than a blank, grey-brown blob.
Which reminds me: if anyone has a request for the colour of their nation to be changed, include it in your application's other section. (Meritania and Darth, you can just edit your pre-existing applications; I'll re-read them)
I'm going to give a tenuous date of Thursday, October 20th for all applications of reserved nations to be made. If they are not made by the date (and if I do not change that date) then the reserved nations will become un-reserved.
Could my nation be given crimson as a colour instead of orange? (I'm replying just to ensure that you don't overlook it, not that I expect you too.)
Could my nation be given crimson as a colour instead of orange? (I'm replying just to ensure that you don't overlook it, not that I expect you too.)
Sure! I've thought more recently that perhaps we should use hex codes. Would you mind finding a shade of crimson which suits you, and providing me with the code for it? This is a good site for finding those codes: http://www.colorpicker.com/
6. Are there different races? (Like Elves, Dwarfs, and such.)
Yes, certainly, your reservation is fine - thank you for deciding to partake in this roleplay!
Now, as for your questions:
1. No, there are no magic/fantasy elements in this roleplay.
2. Again, no magic/fantasy elements. This is a realistic medieval setting.
3. Once again, no. If you design a specific species of bird which is extremely similar to modern birds and say that it lives in your nation, that would be fine; the same holds true for other extant animal groups. But if you are referring to Phoenixes, Dragons, Krakens and the like, then it is a no. This is not a roleplay based on interaction with animals, it is based on interactions between nations.
4. Yes, but this roleplay will not have a lot of statistics to worry about, so there will be no exact amount of resources which a country has or which it uses in a single action. If a resource shortage does come about, it will not come about due to any stat being too low.
5. Of course! However, again, this trade happens in a more general sense, rather than with too many specifics (eg. 10000000 fish for 30000 logs would not be necessarily written, it could be a more simple "Two nations trade fish for lumber, at rates which satisfy them both.")
To build, is to live. To grief, is to be banned. ~Unknown
John 3:16 ~For God so loved the world, that he gave his only begotten Son, that whosoever believes in Him, shall not perish, but have everlasting life!
Welcome to the world of Paxit, a medieval nation-building, world-conquering roleplay! This is heavily based upon the old Dekpia roleplay by hrsidkpi. Sound interesting yet? Then without further ado, let's get into some of the more nitty-gritty details.
How To Roleplay
This will be a rather unique roleplay when compared to the other active ones on this forum. Unlike most of its coevals, writers for Paxit will control the governments of medieval nations, rather than specific characters. In this manner, events can occur on a far larger scale. Envision huge wars, grand alliances, significantly detailed treaties, and all manner of other events of equal grandiosity.
To achieve this manner of roleplaying, posts will be written in a very specific style. This style will consist mainly of lists of actions completed in each turn, as well as a section laying out the current state of a nation. Here is an example of a post that a person running the Ksintiosan Empire might make on an average day:
Military Actions:
First Batallion:
-The Ksintiosan Empire stations one hundred footsoldiers along the southern-most section of their border with Tos in preparation for a declaration of war.
Second Batallion:
-The Ksintiosan Empire stations thirty soldiers in Baki City to quell protesters.
First Naval Fleet:
-The First Naval fleet is officially created and officers from across the nation are assigned positions. Admiral Sinourak is placed in command.
Infrastructure Actions:
-The Ksintiosan Empire commences construction of a naval fleet, 20 ships strong.
-The Ksintiosan Empire introduces an anti-poverty program to deal with vast wealth disparity amongst the population.
Diplomatic Actions:
-The Ksintiosan Empire sends envoys to Basin, Q'rin, and the Island Nation of Fae-Qwan with the request of a formal alliance.
Informal Actions:
-Emperor San'je'jok declares a national holiday to elevate the population's happiness and patriotism.
Diplomatic Ties:
-Military alliance with Kyrik
Military Situations:
First Batallion:
-200 foot soldiers
-100 stationed at southern-most section of border with Tos
-100 stationed in reserve
Second Batallion:
-100 foot soldiers total
-30 stationed in Baki City
-40 stationed along northern Omantiosan border
-30 stationed in reserve
First Naval Fleet:
-In construction at Chmeee harbour
Well, perhaps not an average day.
This style has both its advantages and its disadvantages. As for its advantages, it allows for any reader to easily understand what is occurring with a certain nation, as each event or action is clearly organized and displayed. It also has the advantage of allowing any interested roleplayer, no matter their writing abilities, to feel proud of their participation; alternatively, extremely busy roleplayers will still be able to partake in this roleplay because there is not an excessive amount of writing required from them. Its one disadvantage is that it might not be as beautiful as the average post in many other roleplays. To deal with this, there is always the option for devoted roleplayers to make detailed posts about certain citizens, officials, locations, or events, if they so choose.
The four different groups of actions listed in the above example may not encompass all actions. Always place an action in the category you feel that it is most suited to, and if you feel as though none of the categories suits it perfectly, then resort to informal; this category could also be considered an "other" category. The same applies to the underlined status sections.
Keep in mind that you are controlling the government of a nation, not the nation's population. Therefore, while you can make actions to try to appease your population and affect their opinions on various issues, you cannot assume how they will respond to these actions.
The World of Paxit
The world of Paxit only works if all of the countries are within a generally similar technological range. In this case, that range has been chosen as the one stretching from the time of the Roman Empire to the European Middle Ages. At the beginning of the roleplay, technologies like gunpowder do not exist. Some states are still in a nearly tribal state of governance, while others are bordering on democracy and imperialism. Sea-faring ships are nearly universal, though some countries excel in this more than others. Swords, spears, bows, daggers, poisons, catapults, and varieties of these weapons proliferate in this world. Brass and percussion instruments form the majority of music in the more civilised nations.
Technological advancement may occur as this roleplay progresses, but do not expect rapid scientific progress. As well, do not try to force progress upon your country, as every action has an equal and opposite reaction.
It should also be noted that, as the owner of this roleplay, I will be doing my part to ensure that no one nation ever grows overly powerful. Therefore, I will be managing any unclaimed nations, as well as orchestrating unexpected natural disasters, rebellions, industrial accidents, famines, plagues, and the like. Envision this roleplay as being hyper attentive to Murphy's Law on a societal scale.
The average size of these nations should be considered in comparison to Scotland or Ireland. The highest populations might reach four million, but a more average population of 800,000 to one million would also be acceptable.
Maps of the nations are included below, but here are brief summaries of general environmental trends in the various nations. Feel free to change these when you adopt a nation, but be sure to keep the trends intact in general areas.
History
I promised it, therefore, I now deliver upon it. Behold the history section, where the tales of this world are recorded for all to see!
The nations came into being quite suddenly, and as if they had always existed without interacting with each other. All relations were neutral, though some would quickly become more strained than others. This is a story of the results of those strains.
In the north-west, we quickly witnessed the growth and come-to-prominence of Vatrugos, a religiously-driven, jungle-inhabiting, navally-powerful nation. As they celebrated their festivals, gained a renewed sense of entitlement and arrogance, and began work upon a massive line of fortresses at their northern frontier, they began to come into contact with their neighbours, such as the struggling Tribes of Sin'jok. Despite the peaceful beginnings of the tribes, tensions boiled over between two feuding coastal groups who competed over fishing resources. The Vatrugi watched on with contemplatively greedy eyes. Meanwhile, they made connections with their other neighbours, the respectable nation of Erabas. One such connection was a trade deal between the nations, which would provide Erabas with the lumber it required to purchase equipment from Fae-Qwan which would refurbish its military. Meanwhile, the Vatrugi enjoyed foreign labourers, supplied by the government of Erabas itself. These labourers were easily convinced to perform this labour even at a meagre salary due to the sudden famine which had struck the southern portion of the nation's agricultural areas. In the north, the Kingdoms of Utos remained somewhat separate as they dealt with the issues surrounding their king's failing health. His latest wife, Queen Alyé, slowly grew to replace his presence.
Meanwhile, the Cantaraves were struck by a monstrous storm which destroyed colonies on the northern islands. Utos was quick to supply this relief, though the issues with King Jess' failing health caused its delivery to fluctuate. Erabas was somewhat more slow in its response, but it delivered a larger contingent of assistance for its smaller damages. Finally, Maranavok failed to provide even the slightest response.
Moving east, we come across three very interesting nations. Maranavok, the largest, was an immense military power, though its navy was weak due to a lack of necessity. It threatened both Arenthia, a noble, powerful, and beautiful country to the east, and T'ing-Mat'ao, a country renowned for its art, and recognized for its progressive democratic system. However, this democratic system made T'ing Mat'ao very erratic, causing it to sign treaties with its oppressor to the north only to abandon them weeks later. Protests did emerge. Arenthia, a more traditional nation, responded to the threat of Maranavokian expansionism with increased protection along the western border.
Perhaps most important within the early days was the message delivered by the sudden collapse of the old Omantiosan Empire. Once one of the most renowned and feared powers in the land, the empire, having grown weak and ineffectual in its luxury and famines, was threatened by the rising power of the Ksintiosan Empire, a new-yet-strong, and also very small, nation to the south-east. The immense power of Kyrik, Omantiosa's other eastern neighbour, and also a rather new presence, was yet another threatening imposition. Finally, the harmony and stability of Tsin at Omantiosa's south-western corner would have major repercussions on the old, decrepit power. In the mid-summer months, the Ksintiosan Empire began its advance into Omantiosa, slowly annexing territory for itself. Omantiosa, after a delayed reaction in hope of appeasing the Ksintiosans with some free territory, finally declared war on the Empire to its south-east, and began seeking assistance from Arenthia and Fae-Qwan. Tsin, noting the weakness of Omantiosa, and fearing a complete take-over by the ambitious and impressive Ksintiosan Empire, launced its own invasion against the southern limb of the failing state. The Empire was quick to take large legs of Omantiosa's territory, reaching its capital within two months. After forcing the retreat of the Omantiosan government to a second, unofficial capital in the northern part of the country, the Empire made a deal with Tsin in which they outlined the distribution of territory between the two invaders. It had become clear that Omantiosa had lost its old southern glory, and would at the very least be relegated to the cruel northern stretches of land. Meanwhile, new tensions rose. The growing Ksintiosan Empire sparked conflict with the Kyrians through a variety of actions, though the Kyrians were at times guilty of misdeeds as well. The Ksintiosans, seeking to lessen the Kyrian presence in 'their' gulf, demanded such a withdrawal of forces and also worked to fortify its coastal settlements in the case of an attack. Unfortunately, the Empire also chose to impose upon a prospective treaty which the Kyrians sought with the nation of Tos, a neighbour of both adversaries. Some signs of good-will came in the form of Emperor Yan-Sun's repeated appeals for peaceful resolutions, and in the attendance of Ksintiosan athletes at the Kyrian international games. Tensions, however, remained quite high as Kyrik grew its army to encompass nearly two/thirds of its population, and the Ksintiosans began to incorporate women into their naval forces, sparking a societal revolution in this advancing nation. One thing only is clear with this mass of land: the old powers are gone, and into that vacuum, new ones have emerged.
Finally, we turn to the southern land. Here, little of grand interest has surpassed. In Q'rin, troubles with Gualichos were inflamed by the arrogance of the Guali leader, though these were resolved, and the southern trade route remained intact. A small disease caused some concerns. On the opposite side of the land, the nation of Indigosoki-Vontropanos had collapsed under the pressure of various weakly-united ethnic and religious groups, and as turmoil struck the nation, Mylanos and Southern Kurubar, like vultures to a carcass, struck their prey. The northern Kurubar, meanwhile, sought a trade route through its fellow northern neighbours, Riplentique and Tamlar, which would stretch all the way to Q'rin. Diplomatic relation between the Kurubars were also healed. Riplentique suffered some economic unrest as the old peace frayed and new tensions caused diminished luxury, and finally, in Mylanos, two important actions occurred. One was a stray ship of the Vatrugi pillaging a Mylanese settlement. Two, was the formation of an alliance with Kyrik which would effectively unite the most powerful naval force (That of the Kyrians) with the most powerful terrestrial army (That of Mylanos, a military oligarchy of a nation).
Any pacifists would despair to see so many conflicting interests causing so much chaos through such a vast land. The old ways, as horrid as they might have been, were certainly gone, and the future held only a mystery - a mystery, and consequentially, a threat.
Applications
Could it really be the time to apply already? Absolutely! In fact, this roleplay will always accept applications, unless we feel that there are too many roleplayers. However, since the roleplay has begun, we ask that anyone attempting to make an application sends a Private Message to Commandosaurus first, so that we can work together to find a way in which the roleplay will be least effected by this sudden change. Without further ado, here's a form with which one might do so, and some information to help you with each section:
Name: Feel free to change this, but be sure to include the name which is given on the map so that we know where your nation is located.
Government: Feel free to make this as detailed as you wish, especially if the governmental form is of your own creation and cannot be easily compared to a current form.
History: Give as much information as you can for this section. After all, isn't the history just a super fun part?
Population: With an average of about 800,000, but a high end of four million, these are vastly different nations. Describe the size of yours.
Environment: This is optional, to be used if you want to give more information on the general environment of your nation. Also use this section to detail the natural resources of your country.
Major Cities/Infrastructure: Where's the capital? Where are the military bases? How are cities interconnected? Any important ports? Imposing landmarks?
Expertise: In what industries or activities does your nation specialize?
Military: How powerful is your military? Which battalions already exist? Try to make your nation's military prowess relatively similar to that of coeval nations.
Culture: This is optional, but it may help to affect how and with whom alliances are formed.
Colour: Give a hex code for a specific colour you would like your nation to be changed to on the map. Of course this is optional.
Other: These are large nations. Surely there must be something I have forgotten to provide a space for - place it here instead! Of course, this is an optional section, but if you don't include it you won't be accepted.
And a copy-and-paste-friendly version:
Name:
Government:
History:
Population:
Environment:
Major Cities/Infrastructure:
Expertise:
Military:
Culture:
Colour:
Other:
And finally, a list of nations which others have already laid claim to. Bolded items on this list are officially registered nations; a lack of alterations signify that a nation has been reserved, but not yet created.
Q'rin - Meritania
Fae-Qwan - Darthrafael
Mylanos - ike709
Tos - Ethansito
Arenthia - JayFarlander
Kyrik - TheSkeleMiner
Mendratia - MafiaDog
Nucleep - T'ing-Mat'ao
Hapchazzard - Riplentique
Zyngard - Maranavok
Rules and Anti-Rules
Many roleplays have huge lists of rules, and often these rules become assumed for other roleplays. The only reason that this list of rules is so long is that it is important for people to understand what common rules do not apply here.
Disclaimer
If there are any spelling mistakes, complete lapses in the information, or other errors/inconsistencies/insufficiencies in this text, please point them out so they may be fixed.
Be sure to check back regularly for updates to guidelines, examples, maps, and soon, the 'History' section, which will recap any important events of the roleplay.
Applications do not have to be redone when the application form is updated. That simply wouldn't be fair.
Here is a link to the action thread.
Conclusion
This will not be a small roleplay. It will only work if we have at least a handful of active, engaged, and excited roleplayers. However, with such a unique and immense concept, I doubt that excitement will be our largest problem. Please, join, and add your own touch to this unique roleplay, and to the world which it encompasses. Leave your mark on Paxit, whatever size that mark might be.
I'll reserve the Island Nation of Fae-Q'Wan while I write an application for it if I may.
Could I reserve Kyrik?
That same thing happened as I was writing the OP. T'was a very sad story; accordingly, many tears were shed.
And the reservation's fine! I had a feeling that you might be showing up here.
You must certainly may! Glad to have you here.
Could I stop you? Well, I wouldn't want to any way. Welcome!
I think I'll reserve Tsin if that's possible.
Unfortunately, section 8 of the Tsintian charter procludes people with the word "Epic" in their username from reserving their nation.
Je fais une blague! Of course you can reserve Tsin - I'm thrilled to have you here!
I am really shocked by the avalanche of applicants which this roleplay has received in just 24 hours. Thanks to everyone who has taken the time to read the OP - makes it worth the time put into this project!
What's the culture of the nations? Do we choose that? What's the flora and fauna? Will we eventually become technologically advanced? Is space travel possible?
Sorry about all of the questions, just curious.
Don't apologize! I welcome and encourage all questions. Now, I'll answer them sequentially:
1. What's the culture of the nations? Do we choose that?
I believe that this would be a yes, although I am not one hundred percent certain that I understand what you are referring to. If you mean architecture/art/goods/economy/attire, then absolutely, these are things which you can choose. Actually, I think that by any interpretation of your statement, the answer would be yes.
2. What's the flora and fauna?
All natural, earthly flora and fauna. I envision most environments as being based off of real-world counterparts; consequently, I envision that whatever flora or fauna would be in those environments or environments similar to them might be present in these nations as well. However, I don't foresee the specifics of fauna and flora being of a great importance. If you ever have a situation in which you are unsure as to whether or not a certain flora or fauna is realistic or fitting, ask, and I'll provide a swift response to the best of my ability. However, if you are asking about whether or not you can decide upon the flora and fauna present in your nation, then absolutely - if you want to have a huge forest of redwoods and a hefty supply of salmon in the oceans, then describe that in your application!
3. Will we eventually become technologically advanced?
If by this you mean electronics, modern transportation, radar, lasers, and the like, then that is not the plan. Simple steam engines (see Aeolipile) and gunpowder are about as far as I imagine this roleplay going. Of course, if there is a sustained, continuous interest (For years), then the sky's the limit, and that bridge would be crossed when it was arrived at. However, my interests would have to evolve with those of the roleplaying community, as right now I wouldn't want to be running a modern-warfare roleplay of this strategical style. For now, though, this is the story of a multitude of nations and their conflicts in a medieval environment on the maps shown above.
4. Is space travel possible?
Well, as I said, the sky is the limit. I really don't think that space travel would ever be part of this roleplay - it strikes me as something which would be part of a whole new roleplay altogether. So, I think I'll say no to this. If space travel ever does play a role in this roleplay, I will no longer be the one running it.
I hope that answers your questions! I would like to point out one more thing which I couldn't fit into the OP. The idea behind this roleplay, and the concept that all of these nations could have different cultures despite their proximity to each other, is that interactions between the nations are only just beginning to develop. Official borders have only been drawn and recognized within the last century or so, and even then, nations were more focused on their own troubles than on the troubles of other nations, and what troubles they could cause for each other. So, if you're writing a history for your nation, feel free to include civil wars or small conflicts between neighbouring nations, but steer clear of any tales of huge "World Wars".
Name: Island Nation of Fae-Qwan
Colour: Crimson
Government:
Aristocracy with the Yelekh Clan/Family in power and the other, lesser clans acting as 'governors' of their regions.
Though there is still a bit of turmoil and conflict between the clans, the Nation is at peace.
History:
The Island of Fae-Qwan has long been inhabited, but only recently has it become one nation. For years the island was divided between various Clans fighting for control until the Yelekh clan finally succeeded in defeating the other clans and uniting the island under their rule. Under their rule, trade with other nations has flourished since the clans no longer need to fight each other to control the trade and the Nation has thus profited a lot from trade and the wars of others by selling weapons.
Major Cities/Infrastructure:
The Capital of the Island Nation is Saijōnan, it is also the Nation's most important, situated on the southern coast at the Qwan Seaway. The former clan capitals are the next biggest cities, the biggest of which are the cities Takasaoka in the north, Ishiki in the West and Fujino, which lies more inland than the other cities. The Island is divided into four provinces, each divided into several regions which are named after and governed by the Clans that used to own those parts of the Island.
The Island has very little paved roads, only the most important trade routes have been paved so far, but there is work on paving more routes so travel becomes safer and faster. Due to the fact that the Island Nation is, in fact, situated on an Island, ships of all kinds are also very important, including river ships.
Environment:
Fae-Qwan has a lack of natural resources, there is very little iron to be found but a lot of black liquid that only seems to be useful as a fuel for lamps, but because it's liquid it's not too easy to use.
The Fae-Qwan grow a lot of rice, since it grows quickly and in large quantities. Wheat and other crops are present too but less common due to not growing as fast and plentiful as rice.
Expertise:
The Nation of Fae-Qwan are excellent traders and artisans, importing raw resources and exporting well-made items has made them quite rich.
Their exports include weapons, furniture and other objects, but they don't export any raw resources besides food.
Military:
The Fae-Qwan Army is well-trained and armed, but it's relies entirely on volunteers, meaning that it is too small to be used as an invasion force.
Culture:
The Nation of Fae-Qwan has a culture similar to the Japan during/before the Sengoku jidai period, they find honour and their families important and worship a large amount of gods. Their devotion to their honour means that they'd rather die in a fight than surrendering like a coward.
Other:
Well, let's see if I can control a trade-oriented Nation. I hope that they'll manage to profit from others' wars by selling weapons whilst still leaving room for national problems due to the clans still existing. Also oil, though it's useless to them.
Provinces & Major Cities:
Regions:
I just noticed that the copy-friendly list is missing some things. I'll fill in what I'm missing when I return home in about an hour.
Edit: Alright, fixed
Actually, can I reserve Utos?
@DarthRafael: Accepted, and I appreciate the maps! Also, apologies for missing the Major Cities/Infrastructure section in the Copy+Paste Friendly version. That section of the application was a late addition.
@Meritania: Very detailed, but I couldn't expect anything else. Accepted, of course. I do have one question, though; is the Zōngtsè river large enough that it should be added to the environmental maps? If it is, then give me a bit more information about its path, and I'll add it when I update the maps.
@Pokemad: Of course! I anticipate this Norse-esque nation immensely.
@Epicdinoman: Certainly, that's fine.
I'd like to reserve Mylanos. Hopefully I can write the app Friday or Saturday, but I'm currently zero words into a Western Civ research paper as it is.
Quote me if you want a reply, and please click that little if I helped you out.
Paxit - A Nation-Building Forum Roleplay. Join us!Rest in peace, Paxit.Absolutely, that will be a welcomed reservation. Don't worry too much about getting your application in - a research paper is far more important than this roleplay. As well, the roleplay itself probably won't be starting until next week, perhaps Thursday or Saturday.
I am glad to see that this is back. I would like to reserve the nation of Tos.
I am too! I'm also glad that you've decided to join - your reservation is approved.
Alright, I'll add those rivers when I have a chance to update the maps. They seem to provide a more accurate impression of the nation's environment than a blank, grey-brown blob.
Which reminds me: if anyone has a request for the colour of their nation to be changed, include it in your application's other section. (Meritania and Darth, you can just edit your pre-existing applications; I'll re-read them)
I'm going to give a tenuous date of Thursday, October 20th for all applications of reserved nations to be made. If they are not made by the date (and if I do not change that date) then the reserved nations will become un-reserved. You'll be free to re-reserve them after that date, assuming you are still interested in this roleplay.
Could my nation be given crimson as a colour instead of orange? (I'm replying just to ensure that you don't overlook it, not that I expect you too.)
May I reserve Canopia?
Also I have some questions.
1. Are there Mages allowed?
2. Are there Monsters like Trolls and such?
3. Are there Mythical Creatures?
4. Will actions take up resources?
5. Can we trade?
6. Are there different races? (Like Elves, Dwarfs, and such.)
Sure! I've thought more recently that perhaps we should use hex codes. Would you mind finding a shade of crimson which suits you, and providing me with the code for it? This is a good site for finding those codes: http://www.colorpicker.com/
Yes, certainly, your reservation is fine - thank you for deciding to partake in this roleplay!
Now, as for your questions:
1. No, there are no magic/fantasy elements in this roleplay.
2. Again, no magic/fantasy elements. This is a realistic medieval setting.
3. Once again, no. If you design a specific species of bird which is extremely similar to modern birds and say that it lives in your nation, that would be fine; the same holds true for other extant animal groups. But if you are referring to Phoenixes, Dragons, Krakens and the like, then it is a no. This is not a roleplay based on interaction with animals, it is based on interactions between nations.
4. Yes, but this roleplay will not have a lot of statistics to worry about, so there will be no exact amount of resources which a country has or which it uses in a single action. If a resource shortage does come about, it will not come about due to any stat being too low.
5. Of course! However, again, this trade happens in a more general sense, rather than with too many specifics (eg. 10000000 fish for 30000 logs would not be necessarily written, it could be a more simple "Two nations trade fish for lumber, at rates which satisfy them both.")
6. Nope, just humans.
I'd like to reserve Tsin, is that alright?
Unless the kind person who owns Kyrik will trade?