The first and foremost being that their 'Golden King' lies interred at the Grand Mausoleum of Dinsmark, the superb leadership of Emil Dollmann is no longer at the helm of Belka, in his place is his overlooked baby brother, Walther I. Having risen to manhood in the shadow of his celebrated older brother, it is understandable that simple sibling rivalry would drive Walther to emulate his brother's accomplishments, though the situation being what it is, his desire is amplified(or so it seems) by the clamoring of the Belkan populace and his own lacking resume. Though he has received one of the best educations that Belkan Royalty can provide for, he is still uneducated in the ways of world politics, and as such is not prepared to deal with matters than an autocracy can bring. Inexperienced and thirsty for blood, this man could prove to be the undoing of all that his brother, and those who had fought and died in the Great War, had worked so hard to achieve.
Also of note is the condition of the Belkan military, which could easily jockey for a top spot in size, though it is quickly finding itself becoming obsolete, both in physical equipment and strategy. The branch most troubled is the Kaiserliche Marine, the Imperial Navy, who, despite good showings overseas of the capabilities of the aircraft carrier, still foolishly embrace the concept of the battleship dominated conflict, a flaw which, should a competent and able navy proceed to exploit, could provide for great gain across the island chains in the southern Diorot Ocean. The Army, or Reichsheer, whichever you prefer, is as it has been for many years; in a state of limbo between readiness and lax apathy. Its divisions stand ready and able to fight, though their weapons are old, and their tactics stale. If one were to study heavily the previous wars, and compare the militaries of the Belka of old and the Belka of today, one would soon find that countering the armies of the Eagle is easier done than said. Belka has previously relied on, what were then, state of the art tactics and equipment, and though they've advanced with the times, they still find themselves a relic of decades past. Her good fortune in recent years dealing with domestic turmoil abroad in the empire has simply been due to her nigh-on-unchallengeable size and force of numbers, which could also be easily dealt with, if one had the proper head for it.
Finally, there is the matter of alienation, considering the highly nationalist and pro-Belkan policies that the Empire has followed for the past decade, they've managed not only to alienate some of those who might have proved an ally, but also those who dwell in her colonies; second hand citizens passed over by the government for 'peninsula-born' Belkans. Such actions have managed to sow the seeds of dissent, dissent that could fuel into outright revolution, if given the proper spark, and provide a death-blow to the Empire's assets in the region, especially in Freistaat Rakistan, which is nestled precariously on the northern border of ethnic Belka. Masses across the Empire yearn for freedom, yet they haven't the courage to take it... yet.
Though for all of these faults, Belka is not a foe to be trifled with: her air force still remains one of the most lethal in the world, her armies vast and seasoned, the industry clutched in the Eagle's talon is one of international renown, and the will within the people is without equal, if the proper leader can rouse it to his will. However, the Eagle's enemies are legion: the democracies of Averia, and of the world, have watched and waited decades for the chance to take their revenge, though they enjoy not the ironic freedom that autocracy can bring, and are plagued by the opinions of their people, where isolationism runs rampant.
The Belkan Eagle is poised, ready to force itself on the land of Averia once again.
Will there be war is not the question, but will your people survive,
and will you lead them to thrive?
With the introduction out of the way, let me begin with thanks for reading! I've been working a while on this, both writing, doing research, and general brainstorming, and I hope that it'll get off the ground. This will be a Nation-Roleplay, meaning simply that most players will be at the helm of a nation here, not a single character, as such this RP will require a bit more devotion than some others. So, seeing as how I think I better convey most of these points in the rules, regulations, and other tidbits, I'll get those up.
Rules: (If my prose offends you, then I apologize. It gets the idea across.)
Rule 1: Use your brain. No, I'm serious. Use it, it's the greatest tool that you have at your disposal. Imagination might be wonderful, frilly, and all that other fuzzy shit, but it's totally worthless when boo-koo bad guys start lighting you up from the tree-line. RESEARCH AND LOGIC. Use them. Ignorance, I can understand, we're all a little guilty of it, but repeat offenses of stupid I will not suffer.
Rule 2: RPG rules apply at ALL TIMES. You all registered here, you should know them, if you break them then you're at the mercy of the Mods.
Rule 3: Don't ragequit when things go to shit, just take a salt tablet and move on. When your army is destroyed, when your nation is on the brink of defeat, please take the IC route out. DO NOT just quit. Please allow for a IC surrender or peace treaty, because if you bail out because you didn't like it you will be subject to annexation, and I will NOT allow you to get back into the game when liberating forces are at hand. If you are defeated, you will become a government-in-exile, and will get back into the game when allies relieve your territory. Legitimate ways out in the case of military defeat include but are not limited to: surrender, disarmament, becoming a puppet, and conditional peace treaty.
Rule 4: This is realistic fiction, there are no spells, magic, suparr-L4Z0Rz, space ships or any of the like. If it is not possible in real life, it likely wont happen in this RP.
Rule 5: Technology is flexible depending on your nation and their specialization, if you excel in one area, you must detract it in another. For instance, considering that Belka's Air Force is one of the best in the world both their aircraft and pilots will be of a higher quality than most, however, their navy is lacking.
Rule 6: Time, it sucks. Because of time, you can't build a squadron of aircraft and train the pilots on them in a week. Don't pull any insta-mash dehydrated small arms or instant armored divisions. To quote Azrican,
AzricanRepublic wrote:BUILDING THINGS TAKES TIME. I don't care HOW many factories you have, you can't spit out priceless cruise missiles like a room full of pregnant women.
Rule 7: Be literate. Honestly, this is a beginner level NRP with a static ending, and I'm not expecting a lot out of players, but my minimum standards seem to be like the BAR test on this site. I expect four paragraphs minimum per nation post, two minimum per character, if you go above that, then more power to you.
Rule 8: Insert 'Mein Kampfy Chair' at the bottom of your Nation Sheet.
Rule 9: The use of Nuclear Weapons is STRICTLY PROHIBITED by the GM, me. That's right, no nukes. Now, Nuclear Power is allowed, but don't ruin the game for the rest of us if you ragequit and cause meltdowns. But, if you're going to stay in the game, that'd be pretty nifty for some scorched earth. I like it. Remember, 1973 tech outside of specialization.
Rule 10: There are four positions for super-powers, those being nations with larger size, more potent military, and higher GDPs than most others. These nations will be the driving force in the plot against(or even with, who knows?) Belka, who takes the first position on the chart. To play a super-power, I need a five paragraph minimum sample of your writing PM'd to me, and I'd advise you to do such before you write up a sheet. No sense wasting time. Remember, you MUST send in that sample!
Notes:
1. First thing's first, the objective of this NRP, unlike many, is not to avoid war. The War is the central point of this NRP, rather than preventing it, the players aligned against Belka will be tasked with ending the war as quickly as they can, and Belka and her allies will be trying to make the war last as long as possible. Belka will lose the war. Remember that the longer that you take, the worse things might be for your characters' children.
2. You will need some tactical prowess if you find yourself on the wrong end of a nation's guns. Not my fault if your country winds up as slave labor, though, keep in mind, your officers and general staff are not all strategic geniuses, as such defeats must be expected.
3. There are no restrictions on the nationality or design of your nation's vehicles and equipment aside from chronological origin. Outside of specialization, pretty much anything 1970 made or before is cool.
4. This is going to be a forum RP. None of that fancy Roleplay tab stuff, I don't find it terribly suited to the style of gameplay we'll be going for, besides, I'm old-fashioned.
5. There aren't going to be any 'super-weapons'. We're doing this the conventional way.
6. The initial forces at the beginning of the war(s) wont be enough to last you through to the end, remember that you'll have to maintain your nation's social and military production.
7. This coincides with Rule 7, and it's really quite odd because I didn't mean to get the numbers the same, but please, please please use proper grammar and writing. We all make mistakes, yes, but when you do it almost every sentence it is too much. If your skeleton is full of spelling errors, it will likely be turned down. Fair warning up front.
8. I highly encourage people to try this out, and make up new and interesting nations. The NRP community is quite small, and we're always happy to have new players. However, know what you're getting into, it's both addictive and time consuming.
With that, I'll get the skeleton up.
Nation Concept Skeleton
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Nation Name: (Simple enough.)
Location and Controlled Landmass: (In accordance with the map, I'LL EDIT IN YOUR NATION. Just let me know where you want it. Remember, most nations will be relatively small in comparison with the Big Four.)
Government: (What form of government is in place?)
Major Gentellic: (What's your nation's racial makeup? Humans, of course.)
Major Exports: (What your country makes, and makes so much of that you can sell it to people who don't make so much of it, and who are willing to pay ridiculous prices for it.)
Currency: (What's your country's currency called?)
Currency in Comparison to the UGC: (The value of your nation's currency in comparison to the basic neutral unit of currency. A value of less than one would indicate your nation is in a recession, or even worse, a depression, and a number greater than one would show that your economy is booming.)
Nation Population: (Your nation's taxpaying population. Nothing too extreme, there are only about 3 billion people on the planet at this point.)
Language(s) Spoken: (Whatever catches your fancy.)
National Color: (Choose a color, it'll be your nation's corresponding color on the map. Yellow's taken.)
National Pride: (What are your people proud of, what makes them better than everyone else?)
Important Locations: (Places of note in your nation. Cities, military installations, etc.)
Dramatis Personæ: (This is a list of the characters that you'll be writing with during the course of the roleplay, and as such it can be added to as needed. Names are required, a brief description accompanying is good.)
Military Deployment: (Optional, but greatly appreciated. A breakdown of military forces.)
Military Divisions: (What branches are there in your military?)
Military Readiness: (On a five point scale, what level of readiness is your military? Five being peaceful, one being war. NOTE: In peacetime the maximum is three without risk of an international incident.)
Military Population: (How many citizens of your nation are currently enlisted in the military?)
As for an example, I'll soon have a follow-up post for my own nation sheet(Belka).
List of Approved Nations: One superpower position still available.
United Fienken State Republic, Hunter Green
Republic of Azrica, Cobalt (Superpower)
Acirerosten Republic, Light Blue
Belkan Empire, Gold (Superpower)
Republic of Bimaristan, Burgundry
Democracy of Azuria, Crimson (Superpower)
The People's Republic of Majuin, Brown
Free Nation of Greyotain, Pink
The Republic of Arcadia, Silver
The United Aschen Protectorate, Navy Blue
The Commonwealth of Liberion, Orange
The Kingdom of Trigotia, Charcoal
The Republic of Navara, Light Green
List of Approved Players:
Conquerer_Man,
AzricanRepublic,
Vangelis,
Ottoman,
Saint Michel,
Conumbra,
Ironman11,
Eastep,
THe Charecter,
barney_fife,
H. Necktie,
smrtazz13,
Kroqgar543,
12/3 Map updated. Fienka(?) and Azrica.
12/8 Map updated, Acirerosta, Bimaristan, Azuria and Majuin added.
12/9 Map updated, Geyotain added.
12/9 Map Updated, added Aschen, Arcadia, and Liberion. Expanded Majuin.