[HEADING=1]The Vacant Throne - A Roleplay of War and Politics[/HEADING]
The year is 1297 in the Imperial Calendar, and Holy Kolonaean Empire has entered a state of flux. Their war against their Southern kinsmen left them victorious and their lands ceded to the Empire. For the first time since five centuries the Imperial Domain is united under one crown. And yet this glorious reunion was not without cost: the Emperor Odd III lost his life in the battlefield in the course of this restoration. The nobility will mourn his loss in the spring, but soon they must name a new sovereign to rule over this new age
But not all welcome it with open arms. In the Southern territories the former dukes and petty kings groan and plot for independence from the Imperial yoke. They had long been free and will not accept this age without a bloody death. In the East travellers speak of a conquering 'High King' with an army like the ocean. The commonfolk live in fear when his armies turn to Holy Kolonaea while the nobility watch. And still more troubling, the Fylkirate - the pillar of faith in the Empire - seeks a restoration of their old power over the land and people. They once held the crown in their hands yielding it only to those they choose, and they want that authority once more.
The Empire stands before a new age as a new Emperor must be chosen, and a Great Game played amongst the worthy. Either Kolonaea will become a dominion that can last a thousand years, or fall to ashes by the threats that circle it. One man will rule this new age, or destroy it. Only time will tell...
********
Welcome to The Vacant Throne. This will be an experimental RP using a system I've cooked up for this kind of gaming, mostly working around individual CYOA with certain PDQ elements factoring in. Players will play a noble family with the ambition to become Emperor, trying to accumulate enough power and alliances to fulfill that end. And yet they will also have to be careful of whatever threats that seek to undo that ambition.
[HEADING=2]*ON THE GAME*[/HEADING]
The Game of War and Politics can be considered to be broken into three rounds or phases; The Early Game - prior to nominations - The Late Game - after nominations - and The Election - in which a final victor is decided. The game is won by receiving appointment to the position of Emperor in most cases, but some more devious characters can win by achieving darker goals. Let?s begin by covering the basics.
As the game begins, players will submit character sheets to the GM for review. These character sheets will contain the relevant information and backstory of the characters players wish to enter, in addition they will contain three positive skills/abilities/perks and one negative foible/weakness/obstacle. The former can either be activated in return for one point, or triggered by the GM for free, while the latter can only be triggered by the GM.
When all character sheets have been approved and readied three of the players will be appointed Electors by the GM (out of a pool of volunteers). It is the role of Elector characters to decide the nominees for Emperor at the mid game. Each Elector is duty bound to select one and only one of the player characters to nominate for public consideration for the throne. An Elector cannot choose to nominate himself, however, should one Elector receive the nomination of both of his fellows he will be considered a candidate for the throne. In this circumstance though the third Elector must still nominate a competitor for himself, out of duty.
Once Electors have been appointed and publicly announced the GM will privately message three other players (out of a pool of volunteers) informing them discreetly that they are to play the Double-Agent, The Radical or The Devout. These three roles have in common that they are secret and should ideally remain so.
The Double-Agent is a traitor to the Empire; he has sold his loyalty and his nation to the High King who even now march from the east on a ceaseless campaign, offering the throne in exchange for power. Will their war come to our door step?
-The Double-Agent wins the game if the High King?s armies capture the capital city of the empire.
-The Double-Agent will privately send communique to the High King advising their troop movements and strategy.
The Radical feels no love for the Empire; he would see the newest seat of our Empire returned to the barbarous kin from whom it was rightfully seized. And there are kinfolk who agree with him.
-The Radical wins the game if the South achieves independence from the empire.
-The Radical will privately send communique to the Southerners advising their troop movements and strategy.
The Devout?s loyalties were never to the Empire, it was to the Gods and their servants The Fylkirate. The death of the former Emperor sees a power vacuum that the church would have sealed neatly by a man of the Faith. And will do all they can to undermine Kolonaea until the people plea to the Fylkir for salvation
-The Devout wins the game if the Empire is sufficiently drained
-The Devout will privately send communique to The Cardinal advising his troop movements and strategy.
Players can make actions on the world without having to worry about points, but if they want to keep their actions secret they need to spend a point. At the start of the game, each player has five points to spend for activating their benefits or making secret actions. Points can be earned through actions that earn the love and adoration of the people or nobility - or by writing a quality post.
Feel free to ask any questions you have on the world, or the rules, or anything else that's important. I'll update the opening thread as time continues.
The year is 1297 in the Imperial Calendar, and Holy Kolonaean Empire has entered a state of flux. Their war against their Southern kinsmen left them victorious and their lands ceded to the Empire. For the first time since five centuries the Imperial Domain is united under one crown. And yet this glorious reunion was not without cost: the Emperor Odd III lost his life in the battlefield in the course of this restoration. The nobility will mourn his loss in the spring, but soon they must name a new sovereign to rule over this new age
But not all welcome it with open arms. In the Southern territories the former dukes and petty kings groan and plot for independence from the Imperial yoke. They had long been free and will not accept this age without a bloody death. In the East travellers speak of a conquering 'High King' with an army like the ocean. The commonfolk live in fear when his armies turn to Holy Kolonaea while the nobility watch. And still more troubling, the Fylkirate - the pillar of faith in the Empire - seeks a restoration of their old power over the land and people. They once held the crown in their hands yielding it only to those they choose, and they want that authority once more.
The Empire stands before a new age as a new Emperor must be chosen, and a Great Game played amongst the worthy. Either Kolonaea will become a dominion that can last a thousand years, or fall to ashes by the threats that circle it. One man will rule this new age, or destroy it. Only time will tell...
********
Welcome to The Vacant Throne. This will be an experimental RP using a system I've cooked up for this kind of gaming, mostly working around individual CYOA with certain PDQ elements factoring in. Players will play a noble family with the ambition to become Emperor, trying to accumulate enough power and alliances to fulfill that end. And yet they will also have to be careful of whatever threats that seek to undo that ambition.
[HEADING=2]*ON THE GAME*[/HEADING]
The Game of War and Politics can be considered to be broken into three rounds or phases; The Early Game - prior to nominations - The Late Game - after nominations - and The Election - in which a final victor is decided. The game is won by receiving appointment to the position of Emperor in most cases, but some more devious characters can win by achieving darker goals. Let?s begin by covering the basics.
As the game begins, players will submit character sheets to the GM for review. These character sheets will contain the relevant information and backstory of the characters players wish to enter, in addition they will contain three positive skills/abilities/perks and one negative foible/weakness/obstacle. The former can either be activated in return for one point, or triggered by the GM for free, while the latter can only be triggered by the GM.
When all character sheets have been approved and readied three of the players will be appointed Electors by the GM (out of a pool of volunteers). It is the role of Elector characters to decide the nominees for Emperor at the mid game. Each Elector is duty bound to select one and only one of the player characters to nominate for public consideration for the throne. An Elector cannot choose to nominate himself, however, should one Elector receive the nomination of both of his fellows he will be considered a candidate for the throne. In this circumstance though the third Elector must still nominate a competitor for himself, out of duty.
Once Electors have been appointed and publicly announced the GM will privately message three other players (out of a pool of volunteers) informing them discreetly that they are to play the Double-Agent, The Radical or The Devout. These three roles have in common that they are secret and should ideally remain so.
The Double-Agent is a traitor to the Empire; he has sold his loyalty and his nation to the High King who even now march from the east on a ceaseless campaign, offering the throne in exchange for power. Will their war come to our door step?
-The Double-Agent wins the game if the High King?s armies capture the capital city of the empire.
-The Double-Agent will privately send communique to the High King advising their troop movements and strategy.
The Radical feels no love for the Empire; he would see the newest seat of our Empire returned to the barbarous kin from whom it was rightfully seized. And there are kinfolk who agree with him.
-The Radical wins the game if the South achieves independence from the empire.
-The Radical will privately send communique to the Southerners advising their troop movements and strategy.
The Devout?s loyalties were never to the Empire, it was to the Gods and their servants The Fylkirate. The death of the former Emperor sees a power vacuum that the church would have sealed neatly by a man of the Faith. And will do all they can to undermine Kolonaea until the people plea to the Fylkir for salvation
-The Devout wins the game if the Empire is sufficiently drained
-The Devout will privately send communique to The Cardinal advising his troop movements and strategy.
Players can make actions on the world without having to worry about points, but if they want to keep their actions secret they need to spend a point. At the start of the game, each player has five points to spend for activating their benefits or making secret actions. Points can be earned through actions that earn the love and adoration of the people or nobility - or by writing a quality post.
In terms of remembrance, the Holy Kolonaean Empire is a hybrid of Vikings with the Holy Roman Empire in terms of their succession. A group of fifteen Electors - high ranking nobles - pick powerful candidates to take the throne; each one pleads their case before the Electors, and they in turn debate amongst themselves of the choices before coming to a vote. There needs to be a four to one majority before an Elector is chosen.
As for how an Elector is chosen, the position is hereditary; they were originally holy men, warlords, and merchant kings who had enough sway in the land to be declared an Elector. No one Elector can nominate themselves but they can be nominated by two other Electors; however that tradition is unusual.
As for how an Elector is chosen, the position is hereditary; they were originally holy men, warlords, and merchant kings who had enough sway in the land to be declared an Elector. No one Elector can nominate themselves but they can be nominated by two other Electors; however that tradition is unusual.
Name:
Age:
Personality:
Character History:
House History:
Lands:
Benefits: What makes your House stand out among others? (Pick three, and they cannot have anything to do with your character)
Drawback: What problem does this House suffer? (Name only one, and it cannot have anything to do with your character)
Volunteer? -By saying yes, you may be selected to be either one of three electors or antagonist roles.
Feel free to add anything else you think is pertinent; your crest; your family members; what kind of politcal game you're looking for; etc.
Age:
Personality:
Character History:
House History:
Lands:
Benefits: What makes your House stand out among others? (Pick three, and they cannot have anything to do with your character)
Drawback: What problem does this House suffer? (Name only one, and it cannot have anything to do with your character)
Volunteer? -By saying yes, you may be selected to be either one of three electors or antagonist roles.
Feel free to add anything else you think is pertinent; your crest; your family members; what kind of politcal game you're looking for; etc.
Feel free to ask any questions you have on the world, or the rules, or anything else that's important. I'll update the opening thread as time continues.