The Shifting Tide: Universalism and Resistance, a 1596 GSRPG

Introduction Post
Location
Multiple.
The Shifting Tide: Universalism and Resistance


Analogy of the start of the Long Turkish War

In the Middle Ages, across Eurasia straddled competing notions of universal monarchies or empires which battled each other for hegemony. Hegemony both against each other and against peoples resisting the imposition of universalism or otherwise fighting for their own particularistic goals. Roman, Papal, Abbasid-Seljuk, Fatimid, Chinese, Mongol, and German/Frankish (HRE) universalistic notions attempted to unite all peoples under singular banners and to, in theory, unite the whole world. Attempts to do so reached their zenith during the 13th century with the emergence of the Mongol empire and the assertion of full Papal supremacy under Pope Innocent IV. Victory came at costs and the Mongol domains declined and the Papacy weakened in Europe and in the late Middle Ages, the ravages of the plague and cooling in the northern hemisphere both ravaged the population of Europe, decimated the Great Yuan and aided in the rise of the warlord Timur who in turn looted and pillaged across much of Asia. Destruction in turn beget atomization and localized warfare that hammered the populace and allowed the rise of new and old powers to return across Eurasia. However as the world reached the year 1500, a cascade of dreams of universal monarchy began to emerge in the century centered around the Persianate world of the Ottomans, Safavid and Mughal and in Europe under the aegis of the Habsburg Monarchy.

No greater illustration of this struggle of universal empire exists than in the War ongoing in 1596 between the Ottoman Empire and the Holy Roman Empire over the crown of Hungary and most importantly, over majesty. After a monumental victory at Keresztes, Padishah Mehmed III, is poised to make further gains and with more victories, return all of the Kingdom of Hungary to his domain; meanwhile, the Habsburg Emperor Rudolf II, long stable and majestic in his rule, begins to falter as his war against the Turk infidels shifts towards Ottoman gains.

As the Ottoman Empire reaches the height of its power in terms of territorial expanse, others struggle across the world. Europe itself outside of Vienna struggles under religious dispute and war, with a new climax being met in the War of the Triple Alliance of France, Netherlands and England arrayed against Spain, suggesting a Protestant victory, in time, against Spain. However, the conversion of Henry IV of France to Catholicism, the ascent of Sigismund III to the throne of Sweden (as well as Poland-Lithuania), Irish victories against England, and the growing prominence of the Bavarian Catholic League, give the Holy See in Rome a feeling of a coming and insurmountable victory. Could the winds change course and cause a total Catholic resurgence across Europe?

To the east other religious wars are waged. Devastated in wars against the Ottomans, civil wars and rebellions, the Great Safavid realm of Iran is locked into a vicious religious war against the Uzbek, acting as an exemplar of Sunni-Shi'a sectarianism. Meanwhile the supposed divine rule of Mughal Padishah Akbar Shah e-Azam settles all disputes in Hindustan with an all encompassing tolerance and reverence for the sun, yet scheming officials and agitated princes are in doubt. Finally, struggle for hegemony extends beyond those of religious disputes and in East Asia the Japanese Shogun Toyotomi Hideyoshi engages the Great Ming and Joseon in war over the Korean Peninsula. Yet, the Shogun ages and without a clear and indisputable heir, the fate of Japan remains uncertain as the Council of Five Elders monopolizes power. Even still, beyond the border to the north of the Great Ming, an ambitious and young Manchu warlord fights to unite the Manchu-Jurchen under a single banner of the 'Later Jin.'

In this turbulent yet opulent era of monarchical magnificence, will the great universal empires dominate and unify greater domains or will all of Heaven shake and a new and different order arise from the ashes of universal empire?



The two great combatants in the Balkans, Emperor Rudolf II and Padishah Mehmed III
 
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Rules and Game Mechanisms Explanation
Rules and Guidelines


The Wanli Emperor of the Great Ming
The game shall operate as a traditional GSRPG with certain features related to it, which are included below. Please do make an effort to maintain the rules of the game and to refer to either this post or to the GM with posed questions.


General Rules
1. Players will be required to make turn orders each turn, which will last 2 years each turn (this is subject to change either to 4 or to 1 depending on the circumstances IG). Orders must be submitted to the GM at the deadline or with exceptions after the deadline through PM on the SV website.

2. The GM has powers to make rolls, create events, decide revenue increases, set soldier limits, restrict player action and other necessary actions required of a GM. Players may add input to aid the GM in maintaining the game, but the GM ultimately decides matters.

3. OOC discussion is permitted but any official planning is forbidden without the GM present; this includes diplomacy. Diplomacy may be done on Discord however with the GM present.

4. Absentee players who, without forewarning, fail to release orders for 2 turns in a row, will be assumed to have quit the game and their nation will be eligible for claiming.

5. All rules upheld by SV apply to this game. Be respectful to others and uphold good manners where possible; in the soon to be made Discord channel for the game, same rules apply. Continued misbehavior will result in a kick from the game by the GM.

6. Birth rolls will be given at the discretion of the GM, but generally, otl births will conclude where possible.

7. All players will have civic orders and military orders. Military orders are orders related to specific military actions such as movement of armies to and fro. Each player shall be allotted 2 military orders per turn regardless of size; however more may be granted depending on the number of wars and fronts that a player may be engaged with. Civic orders are all orders and actions that are not military orders or simple diplomacy, which is controlled either by the GM or by player assent or dissent. Player nations are divided as follows and ranked according to the GM:

Great Powers: 3 civic orders per turn
Major Powers: 2 civic orders per turn
Minor Powers: 1 civic order per turn

8. All orders submitted to the GM must be no more than 500 words (exceptions can be included for a state fighting multiple wars at once on many fronts). Players are expected to make ICs about their actions IG and then send more concise orders to the GM with a reference to the post number that they used for an IC (if they did an IC on that order).


Revenue System
9. All major powers or selected countries will have a revenue system applied to them, which limits rampant militarism. In respect of attempting to create a game with a level of realism to restrict player actions, especially in the domain of militarism, a revenue system will be held. Countries will have an allotted revenue that they receive annually that can decrease and increase with player action or changing game circumstances. Revenue may be used for any number of actions IG and prices for different actions will be placed by the GM, such as the cost for campaigns in military affairs. If a state lacks the revenue for an action, they may go into debt by receiving loans; however too many loans and rising debt will result in the player receiving negative modifiers to their country and declining stability.

Stability System
10. All countries will have a stability rating which ranges from -3 to +3 (-3, -2, -1, 0, 1, 2, 3) and confers negatives or positives depending on the rating. Players receive a stability score based on events, their modifiers and circumstances IG that are decided by the GM. -3 stability would imply the country is reaching a level of collapse and if not aided in time, will result in disintegration. 0 stability implies that the country is neither stable or destabilized, a sort of neutral situation. +3 stability would mean that the country is in a high level of stability in which policies work more effectively and the country is able to weather many potential issues at once.


Campaign System
11. As mentioned previously, military orders are subject to both the restriction of the number of military actions one can do and also by revenue. Players will also be required to create a campaign if they are dispatching an actual army, as opposed to simply defending with garrisoned armies. A campaign may only be called with the use of a military order and if applicable, the use of revenue. Dispatching armies for any reason is considered a 'campaign' while static defense or ignoring military situations will not be considered a campaign.

Modifiers and National Conditions
12. Every country will be granted national modifiers that are included in their PMs. The modifiers players are given are to be highly secret and cannot be shared with any other player while they are active. Modifiers are intended to grant players challenges to overcome, advantages to display realistic conditions of differentiation in countries and to also place goals on players to achieve with their country. Players will receive at least one modifier, but this number can/will change as the game goes based on player actions, events or IG circumstances. There is an unlimited number of modifiers a player may receive, but their accumulation or removal is based upon GM decision. Finally, after a modifier has been removed or becomes obsolete, the player may share the information about this modifier to the community or other players.

13. If a player is known to have shared modifiers with another player knowingly, that player will be kicked from the game and their nation will become open for claim. The secrecy of modifiers is important to simulate the lack of easy acquisition of hidden information about foreign countries and to restrict gaming the system.

Court System
14. Most countries will have some sort of internal politic that they will have to grapple with. Players will need to manage their country internally and ensure internal stability, popularity, security and power or else diplomatic affairs will be useless. The game will not be played as a map painting game and restrictions to players based on realistic internal divisions will be applied.

Territorial Integration
15. When players conquer new territories, assuming the area is not considered a core region/territory (which will be communicated by the GM to players), a time table is issued at the discretion of the GM as to when that territory becomes integrated. Integrated refers to that region or territory becoming recognized as part of your domain. Civic orders can be used to quicken this process or modifiers within countries can aid in this action. Unintegrated areas will provide less taxes and over time, will drift away from the central authority. Distance from an imperial center or capitol will factor into the time it requires to integrate a province.

16. Colonial expansion will be treated differently, but a time table will also be issued for colonial or settled lands.

Event System
17. Every turn, a number of events will occur at the discretion of the GM. Events will be any number of events, whether caused by IG circumstances or by player action. Significant battles, rebellions, crisis or deaths will be counted among events that can be seen. Likewise, important GMNPC actions such as sudden Imperial Edicts from the Great Ming or a haphazard invasion int the middle of the turn by the Crimean Tatars will also be treated as events. Events can either be public or secret; secret events will be conveyed via PMS on SV or on Discord whereas public events will be placed on the IC thread.

 
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Player List
Player List and Applications

Shahanshah Abbas Shah Safavi of the Great Safavid and Prince Ali ad-Dawla
Prior to the game, extensive recruiting occurred to ensure a stable and healthy playerbase and therefore many roles are already filled immediately at game start. However, the following list gives an account of the number of players currently granted positions and also the nations that have yet been claimed that are expedited for filling. Players may claim any of the nations not currently claimed or ask for claims for nations not listed, but the GM has the decision as acceptance of a claim. A player is requested to give 3 options for whom they would like to play and one of those 3 will be granted, if possible. Nations that are considered GMNPCs cannot be claimed until further notice. Do thus account the below for those claimed and those who are important and hence preferred for future claims.

Players at game start, on the 1st of November 1596

Great Powers - 3 Civic Orders
Great Ming - Asia - The Wanli Emperor - GMNPC
Empire of Japan (Toyotomi Shogunate) - Asia - Shogun Toyotomi Hideyoshi - @adriankowaty
The Great Mughals - Asia - Padishah Akbar Shah e-Azam - @Redtape
Sublime Porte or the Ottoman Empire - Europe - Padishah Mehmed III - @baboushreturns
Kingdom of Spain - Europe - King Philip II - @ZealousThoughts
Kingdom of France - Europe - King Henry IV - @Sneakyflaps
Austria-Bohemia - Europe - Emperor Rudolf II - @Zorakov
Polish-Lithuanian Commonwealth and Kingdom of Sweden - Europe - King Sigismund III - @Tyrell
Tsardom of All Russia - Europe - Tsar Feodor I - @CaptainShadow

Major Powers - 2 Civic Orders
Holy See - Europe - Pope Clement VIII - GMNPC
United Provinces of the Netherlands - Europe - N/A - @Vitalian
Kingdom of England - Europe - Queen Elizabeth I - @Velasco
Kingdom of Denmark - Europe - King Christian IV - @Vald
Most Serene Republic of Venice - Europe - Doge Marino Grimani - @Theaxofwar
Sultanate of Morocco - Africa-Sultan Ahmad al-Mansur - @Korona

Great Safavid or the Splendid State of Persia - Asia - Shahanshah Abbas - @Qastiel
Uzbek Khanate - Asia - Abdallah Khan II - GMNPC
Joseon (Korea) - Asia - King Seonjo - ???
Sultanate of Golconda - Asia - @DrRedmondGreene

Minor Powers - 1 Civic Order
Duchy of Bavaria - Europe - William V - @Sarado
Electorate of Brandenburg - Europe - Elector John George - @Franzj(bear)
Grand Duchy of Tuscany - Europe - Ferdinand I - @ike225
Electorate of Saxony - Europe - Elector Christian II - @SubSequant
Jianzhou Manchu - Asia - Khan and 'Imperial Commissioner' Nurhaci - @Red Robyn
Empire of Ethiopia - Africa - Negusa Negast Sarsa Dengel - @mcclay
Principality of Transylvania - Europe - Prince Sigismund II - @Linbot
 
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Y'all looking for new players still? I'd be interested in taking over Venice, but Morocco or Saxony could be cool.
 
That's perfectly understandable. I just saw someone else applied for Russia and thought it'd be cool if both of you were able to play.
 
1. Grand Duchy of Tuscany
2. Electorate of Saxony
3. Empire of Ethiopia
 
Well, seems like I was left out of the extensive recruiting. Also, a link for the discord would be nice.

Here are my claims.

Joseon Kingdom
Northern Yuan
Kingdom of Scotland
 
Well, seems like I was left out of the extensive recruiting. Also, a link for the discord would be nice.

Here are my claims.

Joseon Kingdom
Northern Yuan
Kingdom of Scotland

Accepted as Joseon Kingdom

1. Grand Duchy of Tuscany
2. Electorate of Saxony
3. Empire of Ethiopia

Accepted as Empire of Ethiopia



I'd like to join as the Saxon Electorate

Accepted as Electorate of Saxony

I'd be interested in the Russian Tsardom, though Feodor I is still the Tsar in 1596.

Accepted as the Tsardom of Russia


Accepted as the Grand Duchy of Tuscany

In order of preference

1) Jianzhou Manchu/Nurhachi
2) Joseon
3) Morocco


Accepted as the Jianzhou Manchu or Nurhaci

Y'all looking for new players still? I'd be interested in taking over Venice, but Morocco or Saxony could be cool.

Accepted as the Most Serene Republic of Venice
 
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