Lord-Regent (Governor): The Theocracy of Balan Bar II
WA Delegate: The Commonwealth of Black Spears (elected )
Founder: The Emirate of Upper Northern
Last WA Update:
Embassies: Kingdom of Sayville.
Tags: Anti-Fascist, Democratic, Imperialist, Map, Medium, Monarchist, Offsite Chat, Regional Government, Role Player, Security Council, Trading Cards, and World Assembly.
The Great North contains 19 nations, the 1,162nd most in the world.
Today's World Census Report
The Highest Average Incomes in The Great North
The World Census carefully compared the average spending power of citizens in each nation.
As a region, The Great North is ranked 7,160th in the world for Highest Average Incomes.
Nation | WA Category | Motto | ||
---|---|---|---|---|
1. | The Commonwealth of Black Spears | Civil Rights Lovefest | “Per Aspera Ad Astra” | |
2. | The Loving Couple of One True Pairing | Inoffensive Centrist Democracy | “Lumity” | |
3. | The Incorporated States of Yirkash | Psychotic Dictatorship | “Spirit, Superiority, Patriotism” | |
4. | The Emirate of Upper Northern | Inoffensive Centrist Democracy | “Unity, Discipline, Work” | |
5. | The Fiefdom of Frelione | Iron Fist Consumerists | “Frellosun” | |
6. | The Democratic States of Spartandian | Corporate Bordello | “Mission Accomplished” | |
7. | The Kingdom of Nanoma | Corrupt Dictatorship | “taxation without representation!” | |
8. | The Empire of NEW GRON | Inoffensive Centrist Democracy | “This is the worst nation ever” | |
9. | The Democratic Republic of Crows land | Anarchy | “Don't like children like money!” | |
10. | The Colony of Ber Secina Islands | New York Times Democracy | “From Many, One” |
12»
Last poll: “What should King Ellenburg's primary focus be as the storms of conflict gather in The Great North?”
Regional Happenings
- : Meharat ceased to exist.
- : Klettoria ceased to exist.
- : Aboriginaliaa ceased to exist.
- : Uniskauer ceased to exist.
- : The Kingdom of Seros departed this region for Balder.
- : The Emirate of Upper Northern created a new regional poll: "What should King Ellenburg's primary focus be as the storms of conflict gather in The Great North?".
- : The Theocracy of Balan Bar II created a new regional poll: "With King Ellenburg preparing for the potential war against the Commonwealth of Black Spears, what should be his next strategic focus?".
- : The Holy Empire of Frison departed this region for Democratic Socialist Assembly.
- : The Kingdom of Seros arrived from Imperial Chesapeakean Navy.
- : The Allied States of Northern Dema departed this region for The Region That Has No Big Banks.
The Great North Regional Message Board
I will contact you soon but you are officially a Lord of the North now! Congrats!
The Great Hall of Castle Ellenburg was a flurry of activity, though a tense undercurrent coursed through its stone walls. King Ellenburg sat upon his throne, flanked by advisors, his crown tilted slightly forward as he rested his chin on a clenched fist. The Black Spears’ declaration still echoed in his mind, a mixture of insolence and treachery wrapped in dark mysticism. The letter's implications lingered like a shadow across his court.
"Reports from the southern border, Your Grace," said Lord Orca of Westvale, stepping forward with a leather-bound ledger. "The Black Spears’ forces are gathering near Flosagrorum. Scouts confirm sightings of more of their... abominations. They move without sound, even under heavy fog."
King Ellenburg exhaled sharply, his other hand gripping the armrest of his throne. "Their defiance grows bolder by the day. And the High Septon?"
"His caravan is still some weeks away," replied Lady Thalara, the royal steward. "Word reaches us that he is stopping at every village to spread the Seven’s teachings. It seems his Holiness seeks to bolster faith in these uncertain times."
The King’s lips curled in a faint grimace. "I admire his devotion, but these are not times for leisurely sermons. I had hoped for an ally in faith to match the urgency of this war."
The chamber grew silent. The council members exchanged glances, knowing the weight of the decisions yet to come.
RP question of the day: What advice would you give King Ellenburg as he prepares for potential conflict with the Black Spears and awaits the High Septon's arrival?
The Map of The Great North has been updated:
Roleplay Title: "The Rising Kingdoms"
Setting and Premise
Following the collapse of the Southern Kingdom, the Great North stands united under King Ellenburg. Now, noble houses compete for influence, manage their fiefdoms, negotiate alliances, and guard against threats both within and outside the kingdom. In this dynamic landscape, each house has its ambitions, rivalries, and secrets, striving to shape the future of the Great North.
Players will assume the roles of noble Lords, Lesser Lords, and Council members, each with their own territories, resources, and goals. The RP is governed by events, quests, and council decisions, with new threats and opportunities emerging regularly.
Roleplay Structure
Primary Roles
King Ellenburg: The absolute monarch, able to decree major changes, summon moots, and assign tasks.
Council Members: Each Council member oversees a specific aspect of the kingdom (e.g., military, diplomacy, trade). Council members can assign quests, oversee events, and make decisions that impact all houses.
Lords and Lesser Lords: Each Lord manages a fiefdom, competing or cooperating with others to advance their house’s interests, expand territory, and accumulate influence. Lesser Lords may petition for full Lordship through demonstrations of loyalty, service, or influence.
Roleplay Activities
Territorial Management: Lords control resources, gather armies, and govern people. Their choices can affect their house’s prosperity, influence, and military strength.
Council Moots: The Council meets regularly to address threats, pass laws, and resolve disputes. Moots are roleplayed and moderated by the Council members.
Quests and Events: Randomized and structured quests will be issued (by the Council or King) to keep the narrative engaging, such as military skirmishes, diplomatic missions, festivals, and tournaments.
Alliances and Rivalries: Houses are encouraged to form alliances or feud, creating a rich, dynamic environment for storytelling.
Roleplay Rules
1. General Roleplay Etiquette
Respectful Interaction: OOC (Out-of-Character) respect is expected. Personal attacks are not tolerated, though in-character rivalries and banter are encouraged.
Turn-Based Actions: Give others time to respond before moving a plot point forward.
Quality Over Quantity: Quality posts, with clear narrative and purpose, are preferred over long-winded responses.
2. Combat Rules
Simple Combat Mechanic: Combat follows a turn-based system using a simple dice-roll mechanic (such as a 1-20 outcome) where each number represents a potential action outcome. Higher rolls mean more favorable results.
Tactical Superiority: In battles involving multiple houses, the outcome can be influenced by the tactics or resources chosen (e.g., a well-equipped army may have a bonus to their dice roll).
Combat Mediation: If disagreements arise, a Council member mediates or calls for a re-roll.
3. Resource Management
Fiefdom Economy: Each Lord has resources based on the size and type of their fiefdom (e.g., coastal lords have access to fish, inland lords to timber).
Trading: Resources can be traded between houses or with foreign regions through diplomatic missions. Trading rules, if applicable, will be managed by the Chancery.
Resource Impact: Resources impact a house’s strength, influence, and prosperity. Accumulating wealth can provide advantages in building alliances, influencing council votes, or enhancing military forces.
4. Council Moots
Frequency: Moots occur once a week and are moderated by the Grand Vizier.
Voting: Only full Lords may vote in moots. A simple majority is needed for most decisions; however, critical decisions (such as passing laws or large-scale military action) require a two-thirds majority.
Proposal Rights: Any Lord may propose new laws or amendments. The Baron is responsible for holding the vote after a proposal is made.
Respect for Process: Lords must honor the decision of the moot, even if they disagree, to maintain order.
5. Questing and Events
Initiation: Events can be initiated by the King, Council members, or community moderators. Each quest has specific objectives, rules, and outcomes.
Participation: Any Lord or Lesser Lord may join a quest, and they may recruit allies if they wish.
Rewards: Completing quests may grant rewards, such as influence, resources, or military advantage, based on the outcome.
Random Events: Random events (such as weather changes or bandit attacks) may occur and affect multiple houses. These are intended to add unexpected challenges or advantages.
6. Diplomacy and Alliances
Alliances: Lords may form alliances with one another, establish protectorates, or even wage covert wars (with Council oversight).
Role of the Chancery: Oversees diplomatic relations with external regions, negotiates treaties, and presents them to the Northern Council for ratification.
Treaties: Only the King or Chancery may formally sign treaties, though all Lords can lobby and influence diplomatic choices.
Examples of Events and Quests
The Border Conflict: Rumors spread of a Southern Lord encroaching on the northern border, building a fort. The King calls upon Lords to investigate and, if necessary, defend the realm.
Roleplay Moderation
Council Members as Moderators: Council members may oversee RP events, ensure fair play, and resolve disputes.
King Ellenburg’s Decrees: King Ellenburg (the Founder) has the final say on any contested issue or rule.
Event Participation Limits: To maintain pacing, each Lord may only participate in one major event at a time unless otherwise specified.
The Council of War
Later that evening, the King convened his closest military advisors in the War Room. A map of the kingdom sprawled across a polished oak table, marked with figurines representing armies, villages, and potential points of conflict.
"General Lorak," the King began, addressing his lead tactician, "how do we prepare for an enemy that defies nature itself?"
Lorak, a burly man with grizzled features, ran his fingers along the map. "Fire, Your Grace. The reports suggest their undead soldiers are resistant to blades and arrows but falter when burned. We could deploy oil reserves to key points along the borders. If they march, we’ll light their path to ash."
"To ashes, indeed," mused Ellenburg. "But what of their council? The thirteen members who signed that accursed letter? Striking them down would cripple their leadership and morale."
A younger advisor, Lord Renwald, interjected. "Easier said than done, Sire. They hide behind legions of the undead and fanatical followers. We need intelligence—perhaps a spy to infiltrate their ranks."
The King nodded, his mind racing. "Send for a courier. I will draft a missive to our allies in the Western Plains. If the Black Spears wish to play with the dead, let us summon reinforcements who are very much alive."
RP Question of the day: What strategies would you propose for King Ellenburg to unify his council and prepare the kingdom for the challenges ahead?
teach the soldiers?
As the council dispersed, King Ellenburg walked alone to the castle's balcony. The night air was crisp, and a crescent moon hung low in the sky. Below, the capital city hummed with activity, its people blissfully unaware of the storm gathering on the horizon.
His thoughts turned to the High Septon. If the caravan reached the capital in time, its arrival could shift the kingdom’s spiritual resolve. The Seven’s blessing might rally his people, even against an unnatural foe. But doubts gnawed at him. Would faith alone be enough?
From his vantage point, he could see the flickering lights of the city and the dark forest beyond—the boundary between his realm and the Commonwealth of Black Spears. Somewhere in that darkness, enemies conspired, and the King knew he could not wait forever.
Ellenburg turned back toward the War Room. There was much to be done before the High Septon arrived, and even more to prepare should diplomacy fail and swords clash.
The waiting game continued, but the King would ensure he was ready when the first blow struck.
RP Question of the day: With storms brewing across The Great North, how should King Ellenburg balance diplomacy and military readiness to address the rising threats?
The Map has been updated!
Roleplay Title: "The Rising Kingdoms"
Setting and Premise
Following the collapse of the Southern Kingdom, the Great North stands united under King Ellenburg. Now, noble houses compete for influence, manage their fiefdoms, negotiate alliances, and guard against threats both within and outside the kingdom. In this dynamic landscape, each house has its ambitions, rivalries, and secrets, striving to shape the future of the Great North.
Players will assume the roles of noble Lords, Lesser Lords, and Council members, each with their own territories, resources, and goals. The RP is governed by events, quests, and council decisions, with new threats and opportunities emerging regularly.
Roleplay Structure
Primary Roles
King Ellenburg: The absolute monarch, able to decree major changes, summon moots, and assign tasks.
Council Members: Each Council member oversees a specific aspect of the kingdom (e.g., military, diplomacy, trade). Council members can assign quests, oversee events, and make decisions that impact all houses.
Lords and Lesser Lords: Each Lord manages a fiefdom, competing or cooperating with others to advance their house’s interests, expand territory, and accumulate influence. Lesser Lords may petition for full Lordship through demonstrations of loyalty, service, or influence.
Roleplay Activities
Territorial Management: Lords control resources, gather armies, and govern people. Their choices can affect their house’s prosperity, influence, and military strength.
Council Moots: The Council meets regularly to address threats, pass laws, and resolve disputes. Moots are roleplayed and moderated by the Council members.
Quests and Events: Randomized and structured quests will be issued (by the Council or King) to keep the narrative engaging, such as military skirmishes, diplomatic missions, festivals, and tournaments.
Alliances and Rivalries: Houses are encouraged to form alliances or feud, creating a rich, dynamic environment for storytelling.
Roleplay Rules
1. General Roleplay Etiquette
Respectful Interaction: OOC (Out-of-Character) respect is expected. Personal attacks are not tolerated, though in-character rivalries and banter are encouraged.
Turn-Based Actions: Give others time to respond before moving a plot point forward.
Quality Over Quantity: Quality posts, with clear narrative and purpose, are preferred over long-winded responses.
2. Combat Rules
Simple Combat Mechanic: Combat follows a turn-based system using a simple dice-roll mechanic (such as a 1-20 outcome) where each number represents a potential action outcome. Higher rolls mean more favorable results.
Tactical Superiority: In battles involving multiple houses, the outcome can be influenced by the tactics or resources chosen (e.g., a well-equipped army may have a bonus to their dice roll).
Combat Mediation: If disagreements arise, a Council member mediates or calls for a re-roll.
3. Resource Management
Fiefdom Economy: Each Lord has resources based on the size and type of their fiefdom (e.g., coastal lords have access to fish, inland lords to timber).
Trading: Resources can be traded between houses or with foreign regions through diplomatic missions. Trading rules, if applicable, will be managed by the Chancery.
Resource Impact: Resources impact a house’s strength, influence, and prosperity. Accumulating wealth can provide advantages in building alliances, influencing council votes, or enhancing military forces.
4. Council Moots
Frequency: Moots occur once a week and are moderated by the Grand Vizier.
Voting: Only full Lords may vote in moots. A simple majority is needed for most decisions; however, critical decisions (such as passing laws or large-scale military action) require a two-thirds majority.
Proposal Rights: Any Lord may propose new laws or amendments. The Baron is responsible for holding the vote after a proposal is made.
Respect for Process: Lords must honor the decision of the moot, even if they disagree, to maintain order.
5. Questing and Events
Initiation: Events can be initiated by the King, Council members, or community moderators. Each quest has specific objectives, rules, and outcomes.
Participation: Any Lord or Lesser Lord may join a quest, and they may recruit allies if they wish.
Rewards: Completing quests may grant rewards, such as influence, resources, or military advantage, based on the outcome.
Random Events: Random events (such as weather changes or bandit attacks) may occur and affect multiple houses. These are intended to add unexpected challenges or advantages.
6. Diplomacy and Alliances
Alliances: Lords may form alliances with one another, establish protectorates, or even wage covert wars (with Council oversight).
Role of the Chancery: Oversees diplomatic relations with external regions, negotiates treaties, and presents them to the Northern Council for ratification.
Treaties: Only the King or Chancery may formally sign treaties, though all Lords can lobby and influence diplomatic choices.
Examples of Events and Quests
The Border Conflict: Rumors spread of a Southern Lord encroaching on the northern border, building a fort. The King calls upon Lords to investigate and, if necessary, defend the realm.
Roleplay Moderation
Council Members as Moderators: Council members may oversee RP events, ensure fair play, and resolve disputes.
King Ellenburg’s Decrees: King Ellenburg (the Founder) has the final say on any contested issue or rule.
Event Participation Limits: To maintain pacing, each Lord may only participate in one major event at a time unless otherwise specified.
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