DanBaque
Let's Have Fun
- Location
- Occupied Catalonian Countries
- Pronouns
- He/Him
Dragon Against Dragon
Intro
It is scarcely a few months since the Avatar defeated Phoenix King Ozai and returned peace to the world. Balance has not yet been achieved, but the world's new leaders are working dedicatedly towards it. Thousands of prisoners have been freed, entire armies have returned to the Fire Islands, and the world's economy begins to adapt. Hope springs forth and blooms in humanity's breast.It is, then, a bad time for the actions of the Great Spirits. Angered by the constant interference of humanity into their realms, they have conjured a storm that cuts off the Fire Islands from the rest of the world. Only the Avatar- bridge of the material and spiritual world- has a chance of solving this situation, but it will take time.
In the interim, the Fire Islands are alone. And they are angry. Fire Lord Zuko's reforms have been beyond radical to many within the nation, and no matter the necessity of demobilization, it has meant hundreds of thousands of soldiers swarm the home front, overstretching their capacities to the full. In this situation, Ozai loyalists have struck the capital, failing at their goal of capturing it but successfully freeing Fire Lord Azula from captivity and catastrophically destabilizing the nation.
All over the islands, contradictory orders arrive at every position of power. Old and new loyalties are called upon, conspiracies emerge into the spotlight, and even rebels kept controlled for decades reappear. A civil war is undoubtedly upon it, the full force of the military that conquered the world unleashed against its home.
Welcome to Ordeal by Fire. Here's the discord! 100% obligatory for you to be on it.
Lore
Islands in general:
The Fire Islands are famous for their volcanoes, which have made them rich in both mineral wealth and crops. Fishing compliments this double group of primary job creators, but in recent imagery the most inspired has been industry. Resting upon coal and oil (much of the first coming from the more efficient earthbender mines of the colonies), it damages the country but makes it wealthy.The islands majoritarily do not have names in setting, but for ease of playing they do here, being the following: Jimmu, Kuza, Dragon Island, Boiling Rock, Ember Island, Shuhon, Yosor, Toz, Kofun, Yayoi, Nakon, Shu Jing, Crescent Island, and Jang Hui. Major cities and local capitals have also been added to the map, thanks to the Avatar mod for ck2.
The last century and a half have seen a massive increase in general prosperity and industry, as well as in pollution, spirit-issues, and forced uprooting. The nobility still has vast estates and has managed to intensify its control and power over farmers even as legal protections have increased. Poverty is a spectre in every town and city, though even the poor in the Fire Nation have access to goods undreamt of by the Earth Kingdom.
Industry has been primarily directed by the state and military, in conjunction with entrepreneurs rising from the ranks of artisans and merchants to marry impoverished nobles. This joint management and regulation has made many rich beyond their wildest dreams, and has continually overhauled and improved the Fire Nation. Nationalism too has ballooned through a century of war and state education, so that most every subject of the Fire Lord recognises his face, loves their country, and knows the nation's unassailable destiny to lead the world into the future.
Nonetheless, in this game the Fire Nation is finally growing tired. So many generations have fought and bled, at such high costs, that the youngest are being called to fight. Ozai's grand strategy was not only a vainglorious genocide, but also a desperate masterstroke to silence anti-war dissidents. This is sourced upon the vague basis of the 41st Division being green and yet called upon to fight, and also upon the fact that otherwise this civil war would be more like a Zuko guerrilla campaign from the start.
Organized groups active in the nation are generally grouped around the army, navy, and noble factions. Industrialists and bureaucrats also hold outsized influence to their legal status, while the peasantry, urban workers, marginal classes, and fire sages remain relegated from most politics save when manipulated by real powers.
Avatar tech
Technology in the series is very intentionally janky, fitting a specific theme. In game, it will keep to this theme, but players will be allowed to develop technology, such as how in just a few months the Fire Nation is able to turn hot air balloons into airships. Starting off, however, here is a list of the technologies 'around' at the time of the game:'Artillery': catapults, ballista, and trebuchet, in that order of ascending quality, are the main firepower of the Fire Nation. Making use of coal and firebending to create explosive ammunition, it is powerful and deadly whether aimed against a city's walls or its people.
'Blasting jelly': a highly explosive semi-liquid substance ignited by fire. Capable of destroying buildings, walls, and even punching holes in mountains. Fairly portable.
'Coal-powered ships': unquestionably the main weapon of war for the Fire Nation, without these its conquests might have been impossible. Still beyond any of its foes, these vessels steam at speeds and for lengths better than anyone but advanced waterbenders.
'Tanks': metal beasts used primarily for protection of ranged assets in battle, they are costly but effective, whether armed with a ballista or firebender, and can be adapted for most any terrain. The behemoth known as a 'tank train' is a much costlier type, vulnerable in difficult terrain, and close to invulnerable to the average foe. Earthbenders have also been able to create their own version of these thanks to the Mechanists, being less resistant but far more adaptable and easy to repair.
'Refrigeration': still highly complex and expensive, it is only used in a small number of situations, but remains very useful for containing perishables and firebenders both.
'Airships': now used as a general term for all air-going hot-air powered vessels, it includes both balloons and airships. The ready supply of coal and firebenders available to the Fire Nation makes them highly cost-effective technologies, but their use is primarily limited to reconnaissance, transport, and fixed-position battles.
'Gliders': a technology
'Jet skis': small, fast, and effective vessels of very modern technology primarily for use in coastal or riverine waters. Possibly named after an Earth Kingdom martyr.
'Submarines': designed by the Mechanist and Sokka of the Water Tribes, it is only capable of being used by waterbenders, and essentially artisanal at this time in terms of production. However, it is nearly undetectable, and a terrible threat to ships if paired with ice-torpedoes.
Military conditions
The Fire Nation military is the world's finest and most advanced. It has extensive, century-long experience in fighting both conventional and counter-insurgency campaigns. Its technology is the peak of modernity, and it has immense numbers of veterans. However, it has a great deal more experience in fighting Earth Kingdom forces than any other, and is not particularly accustomed to fighting itself.For players, you should understand that your first 'intake' of manpower is likely to be your largest and most-qualified, given the large numbers of demobilised soldiers. As time goes on, desperation may make players recruit less apt candidates to replenish their ranks, and it is very possible given the militarization of the Fire Nation that total army numbers will go down as the game goes on.
Politics
Ideologies:Fire Imperialism: "Life is conquest. To live is declare war on all that would deny you life. Even the lowliest peasant, the gentlest pacifist monk, exists by asserting himself and dominating his inferiors. The least of men dominates hemp, cotton, and silk to clothe himself, crops to fill his stomach, wood and stone to cover his head. When lesser beings resist, they must be broken. That's the natural order, the way things should be. And for the Royal Family, for those divinely selected for greatness, domination isn't simply over nature but over ourselves, over lesser men, over nations, and finally over the earth. We exist to rule, to shape the entire world according to our will. And if the world doesn't like it, we just have to teach it its place. That's how you get perfection. That's how you get lightning. By dominating yourself, as we're destined to dominate everything else."
Fire Colonialism: "When we look out upon the world, what do we see? The Water Tribes, mired in primitivism and want, freezing in the desolate reaches of the poles, sabotaging themselves with obsolete beliefs and pointless taboos. The Earth Kingdom, where the king and his brood cower behind their walls, hoarding what riches they possess and abandoning their own people to the depredations of famine, disease, war, and endless grinding poverty. Uncountable children die daily of diseases and hunger, for want of cures we perfected long ago! I ask you: can we truly sit back on our prosperous islands, content to ignore the misery of the people so far from our shores? Fire Lord Sozin did not think so."
Enlightened Absolutism: To bear the country's disgrace is to rule the shrines of soil and grain. To bear the country's misfortunes is to be the king of the world. A true ruler must serve the people and lead them forward into the future. This ideal fuses the traditional monarchism of the Fire Nation with the teachings of the other three, including a good deal of White Lotus philosophy. In principle it does nothing to reject the absolute rule of one, but demands that that one be good and just; if the Fire Lord is good, then the people shall prosper.
Traditional Constitutionalism: A nation is like a body: it has arms, feet, lungs, a heart- and a head. The head rules, but it listens. Even as men follow their body's advice, so does a ruler his nation's. He may command, and must be obeyed, but cannot ignore their will or risk collapse. Not that long ago the Fire Lord was not absolute, and the nobility held more power, as did regional leaders, but war and bureaucracy have ebbed those away. Some still yearn for a time where there were more liberties, a more separate form of rulership, and greater participation among the elite.
Clannic Rule: All tradition vanishes under the weight of progress. To forget the past is to be doomed to fade away. Only in life is root and reason found, and the base of it is family. Not that long ago, before industrialization and mass urbanization, one's life revolved around the extended family, the clan, and they still remain important to politics and life, but in a manner much demeaned. That time was better, for patriarchs and matriarchs took care of their own and all were loved and protected. The destruction of the family in the service of coin has also destroyed the heart and soul of the people. We must return before we are lost.
Harmonism: Avatar Aang has started us on the right path, but we must continue on it. The Four Nations must be renewed, their borders returned, and a regulated system of peace instated. Radical conservatives who wish to return to before the Hundred Years War but in a manner demeaning to the Fire Nation, they are hardly popular but hold some influence among ex-colonials and migrant workers.
Draconic Rule: The Fire Nation is no more. It, and the world, has fallen to Sozin's comet and the Avatar. All who live now belong to the Kingdom of Harmony, of he who rules in the name of the spirits and the world. All glory to Avatar Aang, protector of the world! All glory to Dragonlord Zuko, herald of Agni!
Rejuvenationists: All men and women are born unequal in strength but equal in value. A bender and a non-bender have the same rights to seek life and happiness, as do those noble and vile. Only through merit may difference be found, for some will be able to achieve more than others, and must be rewarded for it. Though not a republican ideology, rejuvenationists are a highly radical beast that wish to overturn the vast majority of Fire Nation institutions, and are usually split on matters of war and imperialism.
Sage Rule: Once the Fire Nation was free, and peaceful, and prosperous. Then the Fire Lord attacked. They swept away all tradition, all connection to the spirits and the people, and shattered the rightful governance of the realm. The Fire Sages once dispensed wisdom that all heeded, and that was how prosperity began in the nation. But the Fire Lord struck at the Avatar and the Sages at the same time, and devastated a peaceful glory that was turned into war. How much more would the nation be if industry was in harmony with the spirits, and turned to the development of the countryside and not war?
Anarchism: Do away with government, bring forth administration. If the greatest ruler is he who governs the least, then why have a ruler at all? The only way to order is through freedom. Spiritually beginning from Air Nomad traditions in Ba Sing Se, it has become an enemy among enemies within the Four Nations- concentrating majorly on assassinations, urging unprepared revolts, and conspiratorial thinking. Always minor, who knows what the future holds.
https://avatar.fandom.com/wiki/Map_of_the_World_of_Avatar
Character creation
This game is going to be a civil war gsrp with, initially, two sides. On one side, the peace faction led by Zuko, and on the other the war faction "led" by Azula. However, the influx of demobilized forces, the chaos caused by so much upheaval in such a short time, and Ozai loyalist sabotage has weakened the Fire Islands' stability in a major way, so that third forces now begin to rise. These may be anything from garrison commanders declaring themselves independent warlords to republican rebels taking over a region, but will not start in a faction along the islands and will therefore probably have a more difficult game.Creating characters will require you to choose an archetype, a set of stats, a starting location, say whether you are a bender (and which type) or not, and write a short biography:
Archetypes
The concept around archetypes is that your characters have already lived a life, and are now applying it to the world; as such, they are already people in full. These will decide your basic prior knowledge, skills, and experience. The majority of your abilities will come from your archetype rather than your stats, so choose wisely.Artist: Beauty may be in the eyes of the beholder, but most everyone conforms to the traditional canons. Calligraphy, sculpture, tapestry, painting; writing, poetry, song; in one word, culture. You are a cultured one, and have risen while remaining steeped in it.
Bureaucrat: Despite the claims from Ba-Sing-Se, the Fire Nation is the most bureaucratic nation in the world. Countless clerks and officials collect numbers, fill out forms, report to superiors, and are the eyes and ears of the state. This, naturally, gives them great power and influence.
Criminal: A century of war has always allowed for crime in every town and village, and the recent dislocation has meant a concomitant rise in it. You may be a small mob boss, a simple thief, or a long-lived murderer- but you live in the world of crime as a fish in water.
Entrepreneur: Whether a traditional merchant, a state-tied industrialist, or an influential banker, your money is your life. And just as you would protect your life, so would you your fortune.
Engineer: Invention has led the Fire Nation to glory, whether at home or elsewhere, and invention may yet solve its current problems. Traditionally immense sums have been spent on your lot, ensuring education, testing, and mass production of all things deemed viable for the Long March of Civilization.
Monk: Years of service to the spirits and the people have made you respected in your wisdom, though your position may well be ceremonial. With the sudden and great spirit-caused crisis, your talents are much-valued and sought out.
Officer: Noble-born or not, you have held a high military position and never anything else. You were commissioned and taught, and hold experience whether minor or major in war. Perhaps more importantly, you know how an army works, and how to get it moving.
Noble: The highest of the high in the Fire Nation are the nobility, who serve the Fire Lord's will as governors, courtiers, generals, advisors, and the myriad of positions only one of high rank may aspire to.
Nomad: Unable to find your place you have been a wanderer of the globe having seen much in your time. Now you can take advantage of whatever wisdom, skills and connections you made to survive, perhaps even make a home for yourself along the way.
Peasant: While technology has greatly advanced the Fire Nation, the mass of its people remain farmers and fishermen, subsisting off their work but little more. You are or were one of these, and it shows entirely: in your accent, in your penmanship, in your weakness- and in your shrewd knowledge of what the people want.
Revolutionary: Always suppressed by the efficient machinery of war and state, chaos breeds opportunity for you. Your luck has finally turned.
Sailor: The world's finest armada (some catastrophic defeats to waterbenders aside) rests upon the base of the world's largest merchant fleet, the most developed ports, and the most knowledgeable sailors.
Scholar: You are a well educated individual having read many scrolls and books about a variety of subjects who served in academia, an advisor or another position.
Soldier: A small-time soldier to start, you may have risen or not in the war, but you kept your roots to the common ranker and hold the experience burnt in your mind. You may not cherish it, but you are a soldier through and through.
Spy: A century of war and internal jockeying for position has meant a great deal of trained agents exist. They may serve a noble house, or perhaps be informants for local police. The majority of them, no doubt, serve the Fire Nation and the Fire Lord first, but they carry out intrigues in service of those who pay them.
Worker: Alone of the four nations, this country has industry. Men and women swelter in factories with little protection from pollution or chemicals to build armored ships and tanks that might conquer other lands. They use coal mined from the colonies to produce at rates never seen before, and die sooner of illnesses than they would have otherwise.
Base Character Sheet
Name:
Bronouns:
Archetype:
Politics:
Earth: Water: Fire: Air:
Bender:
Starting Location:
Bio:
Now, as to canon: the following characters below are merely a list of canon characters which may be around at the present time, not obligatory; I will be selective about who, if anyone, gets them. The only quasi-required characters are Zuko and Azula, for whom I will be very selective in choosing players. If any of these canon characters below are not chosen, they will not be present in the Fire Nation at game start, so as to not take up any screentime from player characters. Iroh is specifically in the colonies on a mission of Zuko's orders.
Expressly-available characters:
Fire Lord Zuko (10 pts, Zuko)
Fire Lord Azula (10 pts, Azula)
Mai (9 pts, Zuko)
Ty Lee (9pts, Zuko)
Fire Sage Shyu (Zuko)
Liutenant Jee (Zuko)
Piandao (Zuko)
War Minister Qin (Azula)
Admiral Chan (Azula)
Colonel Mongke (Azula)
General Bujing (Azula)
Combustion Man (Undecided)
General Shinu (Undecided)
Ukano (Undecided)
Chit Sang (Undecided)
Hama (Rebel)
Stats
Please be aware of 'canon bias', that is, of writer bias in favour of canonical main characters. This does not mean they are unbeatable, but that one way or another they are likely to be more difficult opponents, require more planning and thought to defeat, and will have to be carefully managed.You will have a total of 8 points to put into your stats.
Tiers
0 = Children laugh at your failures in this regard.
1 = Your adequacy is stunning in this regard.
2 = Your peers acknowledge your strength in this regard.
3 = You are an era defining individual in this regard.
4 = Your abilities are beyond but a handful of beings. [Cannot start as unless born of Sozin and Roku]
Earth: Substance. Related to the strength of your body, your roots to the world, and your ability to confront trials. Health/Stability/Survivability
Water: Change. Related to the quickness of your mind, your connection to your environment, and your capacity to respond to adversity. Wit/Finesse/Adaptability
Fire: Power. Related to your steadfastness in seeing things through, your independence, and your closeness to life and energy. Willpower/Intensity/Soul
Air: Freedom. Related to your insight and creativity, your powers of evasion, and your spiritual touch. Genius/Artifice/Wisdom
Stats may change during the game but not due to orders to improve them, instead in response to events as decided by fiat, whether up, down, or around.
To pull from the avatar wiki and series, Earth is about "brute action and confrontation, firm root", water is about "push and pull, fluid and graceful, flow", fire is of "overpowering force tempered by the unflinching will to accomplish tasks and desires; intense, aggressive, energy and life", and air is "flexibility, defensive, intangibility".
State Stats
Legitimacy: Terrible / Poor / Average / Good / ExcellentNote: how much of a right to rule you are perceived to have over your people.
Stability: Terrible / Poor / Average / Good / Excellent
Note: How effectively your polity functions both on the home front and war front.
Supply: Terrible / Poor / Average / Good / Excellent
Note: How well supplied your forces are. You can increase this by plundering, manufacturing them yourself or being given them by third parties.
Army size: Nonexistent / Tiny / Small / Medium / Large / Huge
Army quality: Terrible / Poor / Average / Good / Excellent
Army firepower: Terrible / Poor / Average / Good / Excellent
Air force size: Nonexistent / Tiny / Small / Medium / Large / Huge
Air force quality: Terrible / Poor / Average / Good / Excellent
Air force firepower: Terrible / Poor / Average / Good / Excellent
Navy size: Nonexistent / Tiny / Small / Medium / Large / Huge
Navy quality: Terrible / Poor / Average / Good / Excellent
Navy firepower: Terrible / Poor / Average / Good / Excellent
Navy stats may be changed later on to model the difference between deep-sea and coastal vessels. There will be a more detailed stat version available.
Orders
We will use the Shattered Stone system of three orders and 200 words total. Given there was a number of confusions in that game, however, I am going to elaborate on a few things.Firstly, archetypes will usually boost orders more than stats. If you want to go around doing research, start as an engineer. If you want to command a complex conventional military campaign, have a military background.
Secondly, you only have so many resources to go around. If a single person controls half the islands, each of their orders will have a lot more heft than a large faction with little power behind it. The main strength of more people is diversity and flexibility of action.
On this point, simply stacking orders won't inherently make things better. Orders should be thought-out, work to support each other, and planned properly. If three people in a faction all order to conduct a reform of the army, the end result may well be chaos; as opposed to each covering the part they are most suited to for the final end. But, again, there are only so many resources to go around, so sometimes working together and sometimes working alone is essential.
Reports
Now, I have an issue. I am neither Triumph nor Turtle and also highly busy. Therefore I am going to use the tried and tested method of report writers. People, players or not, are asked to apply to write reports each turn once orders are in. Around 400 or so words per turn will be expected, with more if eager and less as circumstances appear.They will write parts of the update, posted as they are finished and reviewed, with the GM dictating the general line of events and watching for bias. They will be held in high trust by the GM and will be given early knowledge of what will occur in the update, but cannot misuse this or they will be permanently kicked from the game. I encourage everyone to consider participating in this way to ensure the game flows smoothly and swiftly.