Trektek
Happy Necromancer
Birth of Nations
The Rebirth
Introduction
Welcome to Birth of Nations, a hybrid RPG where you not only roleplay as your nation but pick actions and make choices that will decide their fate. There have been three previous iterations of Birth of Nations with each getting more complex as we moved forward. We have now decided to revert to a less is more approach meaning that players can focus more on the roleplaying aspect and less on the game mechanics. That being said it can be daunting when you go over to the rules page because of the amount of text involved but that is more to help explain everything and to answer all questions. However, please do not be put off by it. As long as you have a basic understanding of the rules we are more than ready to help in the Discord server with any questions you may have.
The aim of the game is to build your nation and to see how it grows amidst the hopefully, many other player nations. Player interactions are encouraged and whether you want to form alliances or start a war or may something in between, they are all viable options in this game.
Meet your staff
TrekTek: Lord of All, creator of Birth of Nations and all round sound guy! (This wasn't written by Trek, he isn't that smug)
CaptainSully: Lord of the Map...apart from that he's a bit of a dick
Lore
47,371 BA (Before Ascendancy)
The sky turns red and no scientific or magical reason can be discovered by the many evolved races of the world. Within a week, horrifying beings began to appear in all major cities of the world and the slaughter began. In the next month all resistance was wiped out and the structures of civilisation fell to dust upon the remains of the fallen.
10,988 BA
With the advanced nations long since extinct, nature stepped forward to fill the void and in an act of rapid evolution, brought forth the inheritors of the world. Multiple races were born in their earliest form, wandering the world as nomads.
2,011 BA
Basic settlements start to be formed by each of the fledgling nations as they discover the basic necessities for all life. The beast-like nature of the new civilisations began to make way for a far more civilised approach to existence.
Year 0
The nation's have now ascended to a place where they are now considered to be in the bronze age. By the world's calendar, every year that followed would be referred to as Post Ascension. This is where the story of your nation begins.
Pantheons
Many nations of the world hold a belief in higher beings who dictate and control every aspect of their lives. Amongst these pantheons made up of numerous Gods and Goddesses, an eternal battle and struggle wages on. The eternal stalemate is still held and should it ever break then all mortal life would be in significant trouble. As a result of this, if you decide to talk about your nations Gods and such, feel free to make them as powerful or as weak as you like, however please understand that no one pantheon is stronger than any other.
Cost Actions
Each turn players are able to conduct THREE actions that are not free actions. In previous iterations only exploration of a tile and diplomacy were considered free actions, however this has now changed. Where actions cost multiple action points, these can be spread over multiple turns. So for example, in a single turn you could use all three of your actions to finish a settlement or you could use one action over three turns.
Cost Actions List
• Advancement - 1 Action / 3 Resources
• Recruit Units - Variable cost
• Build Settlement - 3 Action / 5 Resources
• Upgrade Settlement 2X Actions / 3X Resources (X is level settlement upgrading to so upgrading to 3 is 6 actions and 15 resources)
• Fast Movement - 1 Action
Advancement
This is the development of new research or the building of new structures which help to push a nation forward. It could be the discovery of new irrigation techniques which helps to drive resource production forward or it may be the creation of a new military training base to make soldiers more efficient.
Advancements take 1 action and cost 2 resources. Each advancement can be upgraded to level 2 and level 3 where the cost of actions and resources is either doubled or tripled. Seeing advancements through to level 3 can provide bonuses you might not get if you stick to level 1 advancements
When you use an advancement, it applies to a your settlements.
This will be the action you most likely take the most. It may seem daunting, however it really isn’t that difficult, especially if you tie it into your posts.
Example:
-Advancement: The Human League discovers techniques to better improve mining. -2 Resources
Trek will then let you know what the upgrade provides when he posts his update. If you speak to Trek or Sully beforehand they can help you out with the bonus, especially if you were hoping for it to go in a particular direction. So using the mining improvements, it would be likely that the bonus would be resource related however you may want it to unlock a new unit instead. All you would need to do is message either of us and upon acceptance you would then post with the agreed benefits added to your post.
Example:
-Advancement: The Human League discovers techniques to better improve mining. Unlocks Mining Unit. - 2 Resources
You would then just follow up by posting the new units profile for people to see. Again, this would all be discussed prior to your post.
Special advancements may be unlocked by exploration and could require multiple turns to unlock.
Recruit Units
This is the process of training new troops. One action is equal to one unit. Below are examples of how to post the action. This is to make life as easy as possible for Trek when it comes to adjusting resources etc. In addition, it helps keep track of unit creation when a unit requires multiple turns. When a unit reaches the final turn of its creation it will appear on the map from the start of the next turn. Finally, if you try to recruit a unit that needs multiple turns to train, you must use an action each turn for it.
Example
-Recruit: x1 Archer - 3 Resources - Turn 1 of 1
-Recruit: x1 War Elephant - 6 Resources - Turn 1 of 2
There are several classes of units, shown below. Where stat points are declared available, they may also be used to increase movement, HP and the number of attacks the unit has. To increase any of these instead of attack or defence costs 2 stat points:
• Troops: Standard units that will likely make up the bulk of your force. They all have one trait. - Costs 2 resources and take one turn recruit.
• Elite: Anything that isn't standard footsoldiers classes as elite. They have one trait and 2 stat points to distribute between attack and defence. - Costs 6 resources and take two turns to recruit.
• Hero: Heroes cannot be recruited but rather are gained from exploration and times where Trek thinks your post or character development warrants one. They have two traits, 2HP, 2 attacks and 4 stat points to distribute between attack and defence.
• Leader: Nations will only have one leader unit at a time. Like heroes, they are only unlocked after sufficient character development takes place. They have three traits, 3HP, 3 attacks and 6 stat points to distribute between attack and defence.
Build/Upgrade Settlement
New settlements help to expand the reach of your budding nation. However remember that too many settlements can put a strain on your people and may even lead to an uprising or push for independence. Upgrading a settlement provides additional benefits such as being able to increase research and building levels. Upgrades cost 5 resources per turn, with the number of turns being equal to the level to upgrade multiplied by 1.5, rounding up. So for example upgrading a capital to level 5 would need 8 actions to complete at a cost of 5 resources per action for a total of 40 resources.
Example
-Upgrade: Londinium - 5 Resources - Turn 2 of 3
Settlement Types
Multiple types of settlements can be built to provide different benefits.
• Capital: +2 Resources/+2 Population - Enemy must have 10 units to attack - 0/+2 to friendly defender units
• Level 2: 15 units +3 resources/+3 population - 0/+3
• Level 3: 20 units +4 resources/+4 population - 0/+4
• Level 4: 25 units +5 resources/+5 population - 0/+5
• Level 5: 30 units +6 resources/+6 population - 0/+6
• Standard: +2 Resources/+2 Population a turn - Enemy must have 5 units to attack
• Level 2: 10 units +3 resources/+3 Population
• Level 3: 15 units +4 resources/+4 Population
Farming: +4 Resources/0 Population a turn - Enemy must have at least 1 unit to attack
• Level 2: +5 Resources/0 Population
•Level 3: +6 Resources/0 Population
Military: 0 Resources/0 Population a turn - Enemy must have 15 units to attack and 0/+2 to friendly units in combat on that settlement tile.
• Level 2: 20 units 0/+3
•Level 3: 25 units 0/+4
If the attacking army has at least 5 units, then they may put the undefended settlements under siege. For every turn the settlement is under siege, reduce the number of units needed to assault by 5, as the attacking army makes appropriate siege weapons.
Recruitment is Impossible in settlements under siege.
Movement and Fast Movement
Every unit has a movement value which is used to move them around the world map. One movement equals one square whether up, down, left right or diagonally. If units share a square they can be moved as a single stack of units. However, in this instance the furthest the stack can move is at the movement rate of the slowest unit.
As multiple players can move a turn, the order units move will be done in the order of the players posts. If someone moves onto your tile and attacks then you will not be able to move.
In addition to this, it is important that you are as clear as you can be when moving units. In previous iterations players have been vague at times which can result in errors when moving units on the map. As a result can you please ensure you use the following template for posting movement:
Example
-Movement: Army Number - Directions for movement
-Movement: Army 1 - NW
-Movement: Army 2 - NW, N
So army 1 moves north west a single square while army 2 which may be cavalry for example given its extra move, moves north west one square before moving north for its final movement.
If you want to split an army stack then please be clear about which units are in which army.
-Split Army: Army Number - Units Splitting Off - Directions for movement
-Split Army: Army Number - Remaining Units - Directions for movement
-Split Army: Army 1a - x2 Archer, x1 War Elephant - S
-Split Army: Army 1b - x2 Cavalry - E, NE
When an army splits, add a letter to the army number as this will make it far more clear on the map.
Fast Movement on the other hand costs an action, however it means armies can move double the distance. Please clearly state when fast movement is being used.
Free Actions
Free Actions
Combat
If you complete a movement action and end up on the same tile as another player, you can declare an attack. Once the attack is declared the rest sits in the hands of the dice god's. All rolls are carried out by the GM or anyone he asks to cover. The result is then shared on the next update post.
Combat works by rolling a D10 dice for each unit. On a 6+ the unit hits and kills an enemy unit. Rolls can be modified by units attack and defence. Remember the the abbreviation X/Y represents attack/defence.
For example a unit that is +1/0 attacking another unit who is +1/0 will hit on a 5+ because it is +1 attack versus 0 defence. However if they were to attack a unit that was 0/+2, they would need 7+ because it would be 1 attack versus 2 defence.
On the flip side, if your units didn't move, you can set your units to defend. This gives them an additional 0/+1 if attacked. This must be declared and the bonus does not apply if already in a settlement.
Sieges
Combat declared versus a settlement works multiple ways. First we will look at undefended settlements (those without moveable units).
Capital/Standard/Military: Must have the minimum number of units required mentioned in the settlement section. If this is met then the settlement falls.
Farming: Undefended farming settlements fall the instant an attack is declared.
When moveable units are in a settlement things get a little different in that combat rolls take place. The attacker can either attack outright or declare a siege. Attacking outright works as standard combat however the defenders may receive bonuses to their defence from the settlement they are in.
When declaring a siege, the attackers army must remain on the tile to ensure the siege holds. For each turn a siege is held, reduce the defenders defence bonus by 1. When the defence bonus reaches zero then combat occurs as normal but the defenders have no defensive bonus from their settlement. The defender can choose to counter attack at any point however they will lose the defensive bonus completely.
If the sieging army moves for any reason during a siege, the siege must start from the beginning.
If the sieging army wins the combat then the settlement falls.
Settlement Falls
When a settlement falls an attacker may choose one of the following options:
Capture: The settlement's ownership moves to the attacker.
Raid: The settlements owner remains the same but the attacker gains resources equal to XD10 where X is the settlement level.
Raze: The settlement is reduced to ruin and in essence no longer exists. The defender loses XD5 population where X is the settlement level. This should be considered a terrible act in terms of the RP as it is the slaughter of innocents.
Exploration
One unit/stack across your entire nation per turn may explore a tile you are on. This can lead to resource bonuses, extra units or when exploring specific map locations, special interactive RPs on Discord with Trek. In these instances rewards can be huge, but so can your losses. Even a bare tile is worth exploring. In the event of getting a Discord event, your unit(s) will be stuck there until it's completion.
Diplomacy
Once you have shared a tile with another player whether it be units or settlements, you can start conducting diplomacy with them. This will occur on Discord so that it doesn't interfere with the playing thread. You can agree to trade deals, pay for units to act as mercenaries or set up an alliance.
Nation Sheet
Below is the CS to apply for the RP. For your benefit there is an example below the template so please take a look at it. If you need any help then please do not hesitate to ask, we're here to help!
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Nation Name: (Simple)
Capital City: (Simple)
Nation Flag: (Picture required but if struggling get in touch with Sully)
Government: (Do they have an elder council? Democratically elected officials? Crazed dictator?)
Leader: (A few lines or paragraphs on your countries leader and who they are)
List of Races: (What races make up your nation? Humans? Elves? Etc)
Temperament: (Is your nation peaceful? Aggressive? Militaristic? Money hungry? Etc)
Religion: (What are your nations religious beliefs? The more detail the better)
Preferred Region: (Does your nation like living on the coast? Mountainous areas? Grasslands? Etc)
End Goal: (What is your nation's ultimate goal? This will help us create your nations quest line to unlock a unique buff)
Policy: (Select from the preselected list or create your own. Bonus will be confirmed by GM.)
Strengths: (What three things is your nation good at? We will create in game buffs to match your choices.)
Weaknesses: (What two things is your nation weak at? We will create in game debuffs to match your choices.)
Starting Units: (Use the unit creation rules to create up to two basic units and one elite. You start the game with three basic and one elite on your capital.)
Name: (Warriors, soldiers etc, whatever you like)
Type: (Troop or Elite)
M: (Movement value on the map, default 1)
HP: (How many successful hits to kill, default 1)
Attacks: (How many dice to roll when this unit attacks, default 1)
Atk: (Units attack modifier, default 0)
Def: (Units defence modifier, default 0)
Trait: (What is special about the unit? Heavy armour? Quick? Special tactics?)
History: (As long or short as your want, provide a background to your nation.)
Example
Example
Nation Name: The Human League
Capital City: Londinium
Nation Flag:
Government: Democratically elected officials make up a senate headed by a President.
Leader: Michael Sanchez - A humble man whose heart is always in the right place. He puts the needs of the people first but often finds this feeling contradicts that of the far more selfish nature of the Senate.
List of Races: Humans primarily with small districts made up of immigrants elves, orcs and dwarves. Non-humans are considered lesser citizens however after military service they and their families can earn official citizenship.
Temperament: Capitalism rules the heart of the Human League although with money comes a military. They will readily protect their interests.
Religion: Firmly atheist.
Preferred Region: Coastal.
End Goal: To have an abundance of wealth.
Policy: Financial security - Finances are afforded more protection than people.
[GN Bonus: Enemies roll one less D10 for the resources they steal when raiding your settlements.]
Strengths:
Financial Management: The Human League are great at managing their finances.
[GM Bonus: +1 resource per settlement]
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Mercenary Utilisation: The Human League make extensive use of mercenaries
[GM Bonus: Mercenaries cost -1 resource upkeep]
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Democracy: The entire system of Government runs on democracy, giving the people a voice
[GM Bonus: +2 order]
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Weaknesses:
Paid Loyalty: Primarily using mercenaries means that their army only sticks around while being paid.
[GM Bonus: Failure to pay upkeep means double the losses]
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Class Wars: There is a clear class divide in the Human League and the poor are often hit hardest at times of austerity.
[GM Bonus: Negative resources give an additional 1 penalty to order]
Starting Units:
Name: Swordsman
Type: Troop
M: 1
HP: 1
Attacks: 1
Atk: 0(1)
Def: 0
Greatswords: Large swords that make quick work of whatever they hit.
[GM Bonus: +1 Atk versus Elites]
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Name: Light Lancers
Type: Troop
M: 2
HP: 1
Attacks: 1
Atk: 1
Def: -1
Shock Cavalry: Extremely quick and lightly armoured, they hit hard but can't take much punishment.
[GM Bonus: +1 M, +1 Atk and -1 Def]
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Name: Tower Knights
Type: Elite
M: 1
HP: 2
Attacks: 1
Atk: 0
Def: 2
Tower Shields: Named after their supreme Shields, the Tower Knights are difficult to put down.
Starting Units: x2 Swordsmen, x1 Light Lancers, x1 Tower Knights
History: Much of the pre-democracy history of the Human League was lost in the Great Fire of Londinium.
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♡design by latte, coded by uxie♡
Nation Building - Nation Sheets
Nation Sheet Below is the CS to apply for the RP. For your benefit there is an example below the template so please take a look at it. If you need any help then please do not hesitate to ask, we're here to help! ----- Nation Name: (Simple) Capital City: (Simple) Nation Flag: (Picture...
www.rpnation.com
Nations:
Draken Guard- Paleo_Rex
The Order of Kerem- Lazaro1505
Regalia- Obsidian
Kyngdom of Khazar Dymraen- Just_a_loneley_pilgrim
Zanzir Aka The Waste- LadyOfStars
Mitsura- Verus
Gecklicko Combine- Huntertabbysandshark3
The Oni- CaptainSully
The City State of Mesania- Athanas
VolcanicAccelerator
TeaMMatE11
DapperKnight
Martydi
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