This page is for important game rules and additional information that's too long for the game description on the homepage.

Posted by : on Apr 27, 2018, 8:13am

Nation Creation

Each Nation is required to fill out the Nation Character sheet to the best of their ability. Any and all ideas are welcome, although they will need to be reviewed by a Mod. The review will only be a few notes on if the Nation may be too powerful in one area or the other, and anything else will be left to the design of the player. Mod(s) may make recommendations about intergrating a Nation with others, but this is not strictly necessary.

Nations will need to assign one Realm Point to one of the Six Realm Improvements. This is to help guide Nations into not being too powerful too early in the game. What the Realm Improvements represent are detailed below.

Players wishing to join the game after the game has begun may be levelled up slightly behind the other veteran players, or they may begin at the lowest level. This is dependent on the situation, but all players are welcome to join and it can be worked out.

Nations are also required to provide a description of their Nation’s ruler. If there is more than one (such as in the case of councils), this may be done as either one post or separate posts for each leader. The formats for both of these are detailed below. This will have to be don as an OOC post, as the format of the character sheet can not be changed. As it has to be a post, you will have to wait to be accepted to the game before you can do this.

Game Play

Each Nation provided a situation at the start of the round, commencing every two weeks. The Situation can either be requested by the Nation as part of an ongoing roleplay or randomly generated by the Mod(s) from a set list.

If a Nation is assigned an event that they dislike for any reason, they are free to discuss it with the Mod(s) to either make adjustments or to generate another they think is more suitable.

The Nation would then act out their Response to the Situation, through roleplaying their leader making decisions or detailing the actions of the Nation as a whole. This can either be done by themselves through roleplaying the different sides of the situation given to them, or against the Mod(s) who will either use randomly generated responses from a set list to represent or roleplay as the other side of the situation. This is entirely up to the player in what direction they want the Nation to go.

If the Nation requires or desires an interaction from another player Nation, it would be required that the two Nations work together either through an OOC, or an email with at least one Mod CCed in to monitor the discussion.

The Response to the Situation can either be done through a single long post or split up across the two-week round.

If the Nations wish, they can request that the round time is extended. This will be decided by the majority.

At the end of every round, Nations must post a State of the Realm update. This can be done in a separate post or at the end of the final post of their Response to the Situation. The State of the Realm update should be worked on together with the Nation and the Mod(s), and any other Nations involved.

Upon completion of the round, a few days may pass before the start of the next round. This is to allow the Mod(s) and Nations to discuss any roleplay that would want to carry out over the course of the next round. Also, it allows the Mod(s) time to award Realm Points, and for Nations to assign them.

If a Nation does not decide upon or act out their Response to the Situation, the Mod(s) will use randomly generated responses from a set list. In the case of that Nation being required to roleplay with another, the Mod(s) will take over through an OOC Post or through email, with the original Nation player CCed in.

Leaving the Game

If a player at any point wishes to leave the game, they are free to do so. They may either write an ending for their Nation describing how they are no longer a member of the world stage. However, if no conclusion is drawn and the player is unresponsive to emails, the Mod(s) will take the Nation under their control. Mod(s) will assume a player no longer wishes to play if they remain unresponsive for 4 rounds (around 1 month).

In the case of Mod(s) taking over the Nation, random situations and responses will be used each round and logged. This is to allow a Nation to continue to be interacted with by other Nations, as well as providing a way for the player to re-join in the future.

Realm Points

Realm Points are a measure of how advanced a Nation is. They are assigned to different categories, which are detailed below, to help guide the player to making their Nation balanced and fair.

A single Realm Point is given at the Nation Creation stage unless specially requested by a Nation to have more or less. In this case, the Nation will usually be limited in some other way, such as having small territory or starting off on poor diplomatic terms with other Nations.

Further Realm Points will be awarded at the end of every round. There is no set objective that must be reached to earn more, it is through the Mod(s) opinion on the quality of writing and what happened during that Nation’s round.

If a Nation wishes to advance their nation through any significant means, such as a new technology or major building that will influence their entire Nation, it would be appreciated if the Mod(s) were consulted beforehand to review the idea. This is to make sure that no Nation gets too advanced without proper time and resources.

Realm Categories

Construction – Ability to construct bigger and better structures, fortifications, units, and cities, and build them faster

Commerce – Ability to utilise resources, trade, and taxation, increase the yield and gold. Improves trade of both resources, culture, and technology.

Magic – Ability to utilise magic in bigger and better ways. If two Nations share the same form of Magic, the highest score also represents the centre of that Magic.

Military – Represents the fighting ability of armies and navies, as well as the quality of those armies and navies. Can also lead to new innovations in war-centric technology. This includes espionage.

Religion – Represents the power of the Nation’s state religion, the number of followers it has and can gain, how easily it spreads, and how numerous its holy armies are. If two Nations share the same religion, the highest score also represents the centre of the Religion.

Technology – Allows for new technologies and methods, allowing for new types of units and buildings, as well as making it easier to make them.

Culture – A combination of all Realm Points to represent global cultural influence. Those with a higher cultural influence than their neighbours may be a threat to their neighbours’ populations, as citizens migrate to the dominate Nation. In extreme cases, entire settlements may defect to a culturally dominate Nation.
Being cultural dominate can be positive in negotiations if both Nations share part or all of the dominant culture. It can, however, also hinder negotiations if the two cultures are different.

If a Nation has a number of Realm Points in a certain category that is higher than any other Nation in the World, they are cultural dominate over that category. For example, a cultural dominant commerce nation will be able to hold influence with the merchants of other Nations.


Name: Official name in ‘English’
Age: Year Established
Gender: Succession Laws
History: Brief description
Capital: Name and Description
Languages: Order of prevalence, note of official, if an OOC post with a description is available, please link it
Religion: Order of prevalence, note of official, if an OOC post with a description is available, please link it
Magic System: Order of prevalence, note of official, if an OOC post with a description is available, please link it
Government Type: And Legislature system
Leader: Name and link to OOC Description
Realm Points and Categories: What points are in which categories, which can be seen above
Territorial Area: Km2
Population: Total and demographics
Currency: Name
Notable Factions: Name and OOC Link
Picture: Flag/Royal Coat of Arms/Banner
Motto: Motto

Ruler OOC – Description <<This can also be used for Faction Leaders>>
Name and title: X, Ruler of Y
House: House/Clan
Age: Age, Date of Birth and Year of Birth
Reign: Years and year start
Predecessor: X, Ruler of Y
Heir: X, Ruler of Y
Description: Simple physical description
History: Brief history of upbringing and reign

Faction OOC – Description

Name: Full title
Type: Guild/Order/Etc.
Established: Year
Leader: Name and OOC Link

State of the Nation Post

Current Date in NC Format (game starts 4E, 151NC, New Season), and conversion to a local calendar if applicable

Ruler Status:
• Health
• Heir Health

Threats to Realm:
• Any threat that has carried over the conclusion of the previous round

Military Strength:
 Army strength numbers, troop types
 Navy strength numbers, troop types

Any troop movements and territory changes

Treasury: This represents how much money is available to the Nation to be spent. With management of Taxation, this should stay the same through a year. But any additional spending will be taken into account when deciding this value after a round. For example, a build-up of troops without increasing taxation will decrease the value. Negotiating a trade deal with a neighbour will increase this value.

It can be represented as the Nation’s currency, but it will also have a Treasury Rating of Very Good, Good, Acceptable, Poor, or Very Poor.

Diplomacy: Relations with other nations and factions, with a brief description of what caused poor/good relations.