Weltkrieg Chronicles Rules & Important Info
Please Note: This is a brand new RP, and some systems are not finished/subject to change on our testing.
1.) Leave the drama at the door. We are utterly uninterested in RL politics. Agree to disagree and move on. We don't care about any personal grievances from the past you might have with any member that didn't take place in our community. Weltkrieg is a community of friends and we would rather forgive and give chances, than ban grudges into exclusivity/cliques/favoritism. If you feel yourself unable to cope or be civil, please do us all the favor and show yourself out.
2.) I (Alcione) holds final authority in all affairs. If you have any questions/comments/concerns to be addressed, please bring it up with any Mod/GM available. Note that banning will always be our absolute last resort and if you feel this was done in error, feel free to contact me directly. Disputes should always be taken to PM - never carried out in the open chat. This goes for Mods/GMs just as surely as everyone else.
3.) I won't say this is a pornographic RP, but it is an adult community. If this is uncomfortable, there are IC rooms dedicated to suit your fancy. OOC chat will not be moderated short of Rule 1. There will be smut in this RP, there will be harsh language, there will be gore, there will be adult topics (slavery, rape, violence, etc). Unfortunately we can't help you if you're uncomfortable seeing these things.
4.) Try your best to keep IC and OOC separate, please.
5.) If you're expecting to be unable to post in an RP for longer than a few days, please let us know so it is not being held up for others - this is simply common courtesy. Your character's turn can be skipped and we can continue the RP for others while you're sorting out what you need IRL - which we do fully support comes first.
6.) IC actions = IC consequences. Don't expect every action to go your way. There will be twists and turns you won't be able to predict in RP, and likewise if your character breaks the law, picks a fight he/she cannot win, etc then you shouldn't expect it to go well for you, as a couple of examples. RP is not limited, but do know that like any society, there are cultural norms that will punish those who deviate from them.
7.) Please take the time to go through the character creation process. Any of our Mods/GMs can help you on request. This will give us a good idea of who your character is and what they're capable of so we can more reasonably fit them into the RP and enjoy your time with us while taking part in events/story content.
Note: If you don't see the race you want as a character, feel free to submit it to our GMs for consideration to be added! This is only a preliminary list.
Human: +1 bonus to all stats.
Elf: +2 to Dexterity, +2 to Intelligence, able to recoup MP/Stamina faster (4 hour sleep instead of 8), night vision.
Dwarf: +2 strength, +2 constitution. night vision, bonus +2 HP.
Dragon-kin: +1 Strength, +2 Charisma, +1 Constitution, ability to fly, non-magic elemental breath (element is player choice).
Beast Blood: +2 Strength, +1 Constitution, +1 Dexterity, ability to shift into a beast form (increases a player-decided stat by +2 while in form).
Strength: Melee "to hit" (Stamina pool)
Dexterity: Ranged "to hit" + AC
Constitution: Health (Base 10 + bonuses)
Intelligence: Magic "to hit" (Mana pool)
Charisma: Confidence, Leadership
MP/Stamina: You start with 3 MP and STA as level 1. You gain one of each every 2 levels. STR/INT increases this number for Stamina/Mana respectively as well.
Each skill and spell will either cost a minimum of 1 MP or stamina point to cast. It refills after a long rest.
You have 27 points to spend to increase these stats.
At the start no stat can be above 15.
No stat can be below 8.
When your stats get to these levels you get the bonuses attributed to them.
Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however.
Without armor or a shield, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC with their bonuses. Record your AC on your character sheet.
The damage depends on weapon stats. IE - Sword does 1d6 damage then added bonuses from Strength for melee. Spells will have their own damage depending on the spell as well.
Each character chooses one thing they are proficient in. Gaining bonuses towards it, be
it magic, melee, ranged, dodging or whatever else you might come up with. Along with this, players may choose two stats that get proficiencies.
Experience Points- Level Proficiency- Bonus
0 1 +2
100 2 +2
300 3 +2
600 4 +2
1000 5 +3
1500 6 +3
2100 7 +3
2800 8 +3
3600 9 +4
4500 10 +4
5500 11 +4
6600 12 +4
7800 13 +5
9100 14 +5
10,500 15 +5
12,000 16 +5
13,600 17 +6
15,300 18 +6
17,100 19 +6
19,100 20 +6
Each level up you get to put 1 point into a stat. On top of that, every 5 levels you get an additional attack roll, topping off at 5.
Every character and monster in the game has capabilities defined by six ability scores.
The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers (monsters might have scores as low as 1 or as high as 30).
These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character’s or monster’s behalf.
Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.
1. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s particular skill.
2. Apply circumstantial bonuses and penalties. Aclass feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.
3. Compare the total to a target number. If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it’s a failure.
The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.
The target number for an ability check or a saving throw is called a Difficulty Class (DC).
The target number for an attack roll is called an Armor Class (AC).
Abilities will be created by the imagination of the player themselves. Once they have an idea of an ability it will need to be looked over and approved by a GM before it can be put into place to keep the balance.
They will also need to use mana/stamina depending on the ability.
Example: Level 1, you have a 16 INT - giving you a +3 mod. You can use 3 cantrips per day/long rest. You also have 2 MP (spell charges) per day.
Example: Level 2, you have a 16 INT - giving you a +3 mod. You can use 3 cantrips per day/long rest. You also have 3 MP (spell charges) per day.
(Change INT for STR for Stamina charges when using melee skills).
Melee attacks roll on your Strength. While ranged attacks roll on your Dexterity. Armor and weapons give modifiers to your rolls.
Some basic weapons and their damage/AC values. More can be added by request to suit your character.
Standard Issue Pistol: 1d6
Standard Carbine: 2d6
Standard Rifle: 1d8
SMG: 3d5 -1 on hit roll
Light Machine Gun: 3d6 -2 on hit roll
Grenades: 1d8 Splash. Single use
Flak Jacket: +1 AC
Kevlar Vest: +2 AC -1 Initiative
Steel Plate Reinforced Vest: +3 AC -2 Initiative
Heavy shield: +2 AC -2 initiative
Helpful Terms & Descriptions
Proficiency: Proficiency is exactly how it sounds: the better you are at something, the more proficient you get. We cap proficiency here at a +6, and so what you are proficient with gets this bonus. You get to choose two stats you are proficient with.
Race: Race determines some innate skills, or abilities you have. Some races also offer bonus stat score bonuses.
Background: Your background determines what your character does for a living, or is. Further details can be written in your backstory log.
Level: Your level determines how powerful you are, whether you are combative or not. The higher your level means the better you become. Experience points are needed to get to the next level.
Armor Class: Armor class determines what roll is needed to hit you, whether it is melee, or magical. For example, if you have an Armor Class of 18, an 18 or greater dice roll would hit you. Your AC starts at a base 10 and stat modifiers and equipment improve it.
Initiative: Your Initiative determines where you go in the turns of combat, or rp. A D20 is rolled at the start of combat. Your Initiative always equals your Dexterity modifier and is your + or -. So an example would be if you roll a 14 on a D20 and have a +2 to Dexterity, it would be 16 now with the bonus. Other skills or traits allow you to improve this.
Hit Points: Perhaps your most important trait, this determines how much health the character has before they are knocked unconscious. Or, killed if you reach negative your HP amount (potentially). You become stabilized with certain spells, and healed as well by spells or first aid treatment. Start with 10 hp + Constitution modifier. Gain 10hp+ modifier each level
Saving Throws: Saving Throws are used to determine if certain effects are applied to you. For example, if you load a firearm and it is quite large, you would need to roll a Strength saving throw to make sure you do not fumble a large weapon. Each character can pick two saving throws from the attributes - they may use their proficiency bonus to apply bonuses to the roll as well. Once you choose, that is it. You also become proficient in the skills associated with them. There are other ways to become proficient in others as well.
Strength:This determines your ability to attack with strength based weapons as well your ability to hit your target with melee weapons. Your attack roll is your proficiency with the weapon plus your Strength mod.
Dexterity:This determines your ability to attack with Dexterity based weapons, such as finesse melee weapons like daggers or rapiers and ranged weapons. This also determines proficiency with your attack rolls, which equals proficiency with the weapon plus your dexterity mod.
Constitution:This determines your Stamina and Health, as well as resistance to poisons or disease. Your HP goes up by 10 + your CON mod every level.
Intelligence:This determines your ability to attack with spells, and helps with your spell charges. To do an attack roll, it is proficiency plus Intelligence mod and whatever items give it that.
Wisdom:This determines your healing ability as well your ability to succeed against curses or diseases.
Charisma:This determines your social activity and how your social life and skills are. This also effects enchanting spells and looks. Charisma also affects in Weltkrieg Chronicles your ability to lead your armies, and provides modifiers to your army’s combat abilities.
Cantrips can be used 4 times per day or long rest (8 hours of rest). You can only long rest once a day, unless healed magically. At certain levels, you will gain a set amount of MP. Each spell level costs as many charges, or MP…so 1 level 2 spell costs 2 MP to cast, or 1 level 1 costs 1 MP to cast and rises.
These are just the bare bones basics. Anything that might be special about your character that you want to be put into the system just ask a GM and we will be happy to try to fit it in and give it a score and approval.
The GM/Mod hosting the event will present a battlefield map (.map file) as well as URL where it can be loaded.
Players control units assigned to them against enemy units on the map.
Initiative is determined by player stats.
Unit movement is controlled by the amount a unit can move per turn (IC Day) in relation to the scale in the lower right of the map.
Units may attack any unit of their choosing once per IC day if they are within the movement range of that unit. Artillery is the exception, and can attack up to 4x its movement range. With the exception of Air/Navy/Artillery, if you attack a unit, the attacking unit will be moved directly next to the attacked unit.
Air and Fleet units are not limited by movement, however air units can only attack once per battle due to refueling/rearming concerns, and Fleet units are limited to water travel (yes, they can use rivers). Both of these units have an unlimited attack range (within the battle map)..
All damage rolls are based on Proficiency in army combat, and heavily influenced by their commanding officer’s Charisma stat. Every +1 modifier to Charisma for this commanding officer grants a +5% to unit efficiency under their command.
Unlike player combat, rolls here are determined by a 1d100 system - translating to % proficiency.
When you attack an enemy unit, you will combine all of your positive and negative Proficiency modifiers, and add it to your base 1d100 roll.
Example: If I am using an Infantry Regiment to attack an Artillery Regiment, I have 16 Charisma with Proficiency (+5 modifier) and no other buffs present on the battle, my final roll becomes 1d100+50 (25% from +5 Charisma Modifier *5% Proficiency, 25% from Unit Proficiency, detailed below).
Damage is calculated from this roll’s result versus the % of your troops remaining in the attacking unit still alive.
Example: In the first example, the roll’s result is 125. My Infantry Regiment has 1,000 troops still alive out of 2,500, and the Artillery Regiment has 1,000/1,000 troops alive/maximum. 1,000 of 2,500 for the Infantry Regiment is 40% of the total, so that means you deal 40% of the damage your unit could potentially deal (all the more incentive to try and keep your troops alive as long as possible). That 125% you rolled, which could have 1-shot that Artillery Regiment if your Infantry Regiment had full strength, now only deals 500 casualties on the Artillery Unit, and they live to attack again (125 Proficiency * 40% = 50% Attack Proficiency. 50% of 1,000 Infantry troops still alive is 500 - thus, that Artillery Regiment with 1,000 troops takes 500 casualties, and the unit still has 500 troops).
0% Modifier vs Infantry
+25% Modifier vs Artillery
-25% Modifier vs Armor
-50% Modifier vs Aircraft
-75% Modifier vs Fleet
+25% Modifier vs Infantry
0% Modifier vs Artillery
+50% Modifier vs Armor
-25% Modifier vs Aircraft
0% Modifier vs Fleet
+25% Modifier vs Infantry
-25% Modifier vs Artillery
0% Modifier vs Armor
+25% Modifier vs Aircraft
0% Modifier vs Fleet
-75% Modifier vs Infantry
-75% Modifier vs Artillery
-75% Modifier vs Armor
+200%/+300% Modifier vs Fighters/Bombers Respectively
-75% Modifier vs Fleet
+100% Modifier vs Infantry
+100% Modifier vs Artillery
+100% Modifier vs Armor
-75% Modifier vs Aircraft
+100% Modifier vs Fleet
+100% Modifier vs Infantry
+100% Modifier vs Artillery
+100% Modifier vs Armor
-25% Modifier vs Aircraft
0% Modifier vs Fleet
All involved units gain a +25% modifier per side (up to 3x) for which they are able to pincer or encircle an enemy unit.
Charisma Saving Throw (from unit commander) is necessary when a unit dips below 25% of its total manpower and survives an attack. If this roll fails, the unit will retreat in its own panic. Retreating units cannot be controlled for the rest of the battle and will keep moving away from the enemy/battlefield until they are safe. As such, retreating units are easy prey, however an imaginative commander could even use that to their advantage if they think about it…
Victory is declared when the enemy forces are either destroyed or retreat. Note - if you plan your battle carefully, you can be in the position in advance to cut off an enemy retreat to destroy them completely and prevent them from recovering and fighting again later. Remember - all resources are finite, and the enemy nation can only recover so many units so quickly.
A Regiment is the base unit type in Weltkrieg Chronicles. However, it is possible to combine two or more Regiments into a Division. This can be a double edged sword, but if used properly, can greatly increase your unit’s combat performance.
A Division overwrites its modifiers with the difference of the unit types assigned to it.
Example: If you combine an Infantry Regiment and an Artillery Regiment into a single Division, that unit will retain the firing range of the Artillery Regiment, however your new modifiers would transform into below - taking the best of the two units and combining them:
+25% Infantry, +25% Artillery, +50% Armor, -25% Aircraft, 0% Fleet
Compare with the base numbers for an Infantry Regiment above.
You’ve just covered up all of your Infantry Regiment’s major weaknesses against Armor, Aircraft and Fleet while also giving yourself a boost against other Infantry. Since you maintain the firing range of the Artillery Regiment (though you do not add the Infantry troop pool to the rolls, that is only calculated in close-range engagement), this Division has added a lot of versatility to your army if used properly.
There is a disadvantage to Divisions as opposed to Regiments however, and must be taken to account. Divisions are capped at the movement of the slowest Regiment assigned to them - thus it is typically ill-advised to combine Armor with Infantry, as an example as one of the Armor Regiment’s greatest strengths is that mobility. Likewise, a Division is much easier to out-flank and encircle. Those bonuses don’t mean a whole lot if you have a large Division that is surrounded by four smaller Regiments, each getting that delicious +75% encirclement Proficiency bonus.
Yes, you can combine wounded Regiments with fresh ones (or other wounded) to bolster their strength and avoid the penalty of retreats.
The world of Aarde was once a desolate moon that had somehow survived the collapse of a nearby star, still orbiting the impossibly hot and dense neutron star as the remnants of a dead celestial body. History does not record when this changed, only the how: The arrival of Rylia. Hailed as a goddess to all of the modern inhabitants of the world, it was instead the deviation from the one nation continent that allowed the scientific exploits to investigate beyond superstition. Imperial scholars have since identified the cause of the moon's survival from the cataclysm of the supernova of her home star - the very crust of the planet itself is formulated of the purest of mythril at such density that even the impossible heat and shockwave of the sun collapsing in on itself and exploding was insufficient to destroy it entirely, though it did result in the end of all life on the planet and leaving it destitute.
What those scholars are unable to identify in certainty, is how that changed - more specifically, how life was rejuvenated on this world. The unimaginable gravimetric forces and heat brought forth from a nearby neutron star having just gone supernova should have seen the surrounding region turn into a black hole and eat itself into nothingness, however for some reason that didn't happen. The Federation would have us all believe this is all the doing of their goddess, Rylia - having breathed new life into a world left for dead, terraforming it anew and giving us an atmosphere that protects us from the harsh effects of the neutron star we orbit, while those very same harsh effects keep away any unwanted visitors. Hell... for all I know, they may very well be right. Even the Imperial scholars can only go back a few thousand years, before they can't easily explain who or what changed. But if that is the case, why did she put us on a very finite timer...? This damned hole in space and time sitting just below our own military academy is constantly pulling us closer to that very Neutron Star, and it's only a matter of time before this experiment we call life comes to an end, unless we can learn more about it...
What we now call Aarde only hosts, to our present knowledge at least, the existence of one supercontinent, with the rest of the world blanketed in ocean. Naturally as our naval vessels don't have the range capable of traversing the whole of that ocean on their own power, we can't confirm that... so all we can do is speculate. This continent we call Velten. Originally existing as one great nation - a federation of many smaller principalities and tribes into a centralized government led by a council made up of representatives from them all, this union called Rhineberg existed unquestioningly as the only real power in the known world and for the documented history of over a thousand years we do have, we all existed in relative peace under our mutual faith in the Goddess Rylia and the gifts she gave to us. Though, as time advances, the age-old universal adage comes to mind... put two or more people in a room together, and the end result will always, at one point or another, end up as a drama both parties would rather be without.
You see... Rhineberg may have maintained the peace for all that time, however their strict orthodoxy to avoid tarnishing the natural gifts of their Goddess saw what should be natural rights of man in the development of technology and science to explain the world around us as blasphemous. The scholars who would not be priests formed a new academia in protest in the east, spreading what is now common knowledge anywhere outside of Rhineberg - that the comforts of magic and religion that we all relied upon for our daily survival was a very finite resource, and one that would inevitably one day die out at current consumption. They advocated finding an alternative to support our growing civilization. And... you know what? They weren't wrong. To that point, other provinces began to give them a voice, and in time, signed on to their warnings wholesale. What started as a fringe extremist concept ended up becoming mainstream across as much as a third of Rhineberg's provinces in the east, and it was only a matter of time before the Federation had little choice but to declare them heretics and blasphemers for insulting the divine infinity of their Goddess's bountiful gifts, and force would be called upon to halt this otherwise peaceful insurrection.
And so, Rhineberg would draw first blood in a war that would see its own fall from grace.
The very moment civil war was declared, Rhineberg had already lost. What was otherwise a loose patchwork of peaceful protesters across the Federation's east corridor immediately banded together to form an organization of their own as soon as the Federal Army began marching their way. The East Velten Imperial Alliance was formed, making up the bulk of Rhineberg's eastern territories.
And they were angry.
Responding to the celestial soldiers and arcane constructs of the greatest mages of the world would be instruments of science that the world had never known before. This conflict saw the East Empire rapidly advance everything we knew about conflict, about weaponry... the modern firearm was invented to counteract the magic superiority of their enemies, followed by artillery, by the vaunted airship armadas... The Empire quickly matched Rhineberg's offensive, stopped it, and turned it around back on them. Where the message in Rhineberg was only shortly prior the crusade to crush the heretics and protect their goddess, it quickly became cries for armistice as the Empire brought forth a ferocity in warfare the likes of which this fledgeling world had never known.
Indecisiveness in Rhineberg's government led to the war continuing far longer than it should have, as province after province fell to the new, battle hardened Imperial Army. Costs for the war rose, which only exasperated the dramatic drop in resources available to continue to maintain their Federation. Provinces not yet conquered were in active negotiation to cede to the Empire, simply to save themselves and Rhineberg faced complete capitulation. This was only exasperated further when they made the active decision to stop supplying their southern territories - those who were most sympathetic to the Empire's plight - in a policy of forced starvation in order to funnel resources to the north territories actively fighting against the Empire.
Unfortunately for Rhineberg, they expected the south to just roll over and die of starvation.
We did not.
Already struggling to maintain their grip on power, Rhineberg would see their southern territories cede as well. Unlike the Empire it was not on some ideological bandwagon... no, in fact many of us still did worship the Goddess Rylia with everything we had. Instead, Lenultz was formed purely out of the necessity for our own survival, as countless millions were being forced to starve in Rhineberg's quest against the Empire. Though all that crusade gave them was a second front, and a new enemy to worry about along with a further damning fall to their available resources at a crucial time.
The Principality of Lenultz was formed as the combination of Rhineberg's southern territories that were abandoned by their motherland primarily by a wealthy merchant family who were as cunning at the negotiating table as the Empire was with their new war machines. The new Queen had managed to rally all of the affected provinces together, established a conscripted army, and then opened up negotiations with the Empire. At first, the latter simply wanted to assimilate us, but as our conscripted army, the Principality Militia, continued to grow and grow and the Empire still locked in an active front with Rhineberg, they quickly gave up on that idea. Instead, we negotiated arms and supplies from them to build our new fledgeling nation, in exchange for our war support in defeating Rhineberg and bringing an end to these conflicts once and for all.
The Empire pushed west, Lenultz pushed north. Sandwiched on two sides and now unable to maintain a cohesive front any longer, Rhineberg finally as a collective came to the negotiating table. The Empire at first made absolutely ludicrous demands in conquest, completely drunk with victory... but our new Queen was far more measured. Queen Selvaria negotiated a tripact that would leave the Empire more or less at equal footing with Rhineberg post-war. Lenultz would get a smaller chunk of the pie as it were, but it was the easiest way at the time to keep the two rivals from turning their eyes on us for potential resources. No, instead we forced Rhineberg to cede us altogether, and acknowledge the Principality of Lenultz as its own independent nation, free to govern ourselves.
And now, only twenty years after that fated conflict ended, we're sitting here with a rather pensive relationship with our neighbors. With the Empire's outward aggression, with the Federation's past humiliation and eagerness to regain what was lost... and here we are, trying our damndest to mind our own business. Our Queen would have us be peacekeepers, but as I am no woman of peace, we do have a saying in Lenultz...
"Zu dir selber treu sein."
To thine own self be true...
Irene von Bismarck
General, Lenultz Principality Militia
Dean, Lenultz Principality Militia Command Academy
Author, "Weltkrieg Chronicles"
In the holy year 1904, a series of large skirmishes broke out along the border between the Principality and the East Velten Imperial Alliance. The opening moments of these conflicts, which came to be known as the Weltkrieg, or “World War” that eventually ended up evolving into a three-way free for all between the continent’s major powers, caught the Militia regiments stationed there completely off guard. Many experienced unit commanders were lost during the initial Imperial attack, desperately defending their comrades as they attempted to withdraw and regroup in the face of so ferocious an onslaught. The regrouping was long and painful, resulting in grievous losses of personnel and equipment as the Imperials pressed their advantage. Desperately, the few remaining experienced unit commanders fought to control the utter chaos that was the remains of their Fleets, Wings and Divisions and hold out until reinforcements could be diverted to the area. General Bismarck, Military Advisor to Queen Selvaria, pulled as many units as could be spared from their stations along the border with the Rhineberg Confederation and took charge of planning the counterattack. After some intense and bloody fighting, the Imperial advance was halted and the lines fixed. These battle lines were eventually to become the new border between the Principality of Lenultz and the East Velten Imperial Alliance, resulting in the loss of several mineral-rich provinces and strategic bases.
Fixed with the grim reality of the narrowly averted disaster, Queen Selvaria ordered a full investigation into the causes of the humiliating defeats in the early part of the fighting. The conclusion was sobering. Traditional methods of advancement in the Militia to positions of prestigious command through family nobility and lineage were placing ill prepared and oft times inexperienced soldiers into positions of vast responsibility and those that were experienced were situated mainly along the Principality’s border with the Federation. Quite simply, there were not enough trained and experienced Regiment and Division commanders to adequately defend Lenultz from its two chief rivals. General Bismarck, who headed the investigation, recommended that a training facility be created. A college of sorts, that was outside the influence of politics and heredity. A center of learning that would take in only the finest and most capable soldiers, regardless of prestige or political power, and mold them into the finest unit commanders in the world. Thus, the seeds of the Lenultz Principality Command Academy were sown.
Of all the soldiers in the Principality, Queen Selvaria felt that the only one worthy and capable enough to bring such an institution to life was General Bismarck herself, the lead military advisor to the queen and hero of Lenultz. Unfortunately, the General refused the position, as she was busy readjusting the defense of the Imperial border and the Federation to compensate for the losses incurred during the Weltkrieg. After further convincing from the queen in a long tirade between the two that would last the greatest duration of their relationship over the next couple years, General Bismarck finally relented. For the next two years, General Bismarck pored over the military records of the soldiers of the Principality Militia. She conducted interviews with associates of potential candidates and deeply investigated their backgrounds. Eventually, the General compiled a list of the best and brightest in Lenultz and brought them to the capital Premola to study at the newly constructed campus of the Lenultz Principality Militia Command Academy.
The inaugural class of the Academy began its first term in 1912, with General Bismarck serving as the Dean and the only instructor. Of the one hundred soldiers who began the program, only six graduated. It was from this first group of graduates that Bismarck recruited additional instructors for the Academy, beginning the tradition that all instructors are graduates as well.
Today, the Academy takes in more than three hundred cadets per term, graduating roughly five percent of them. Graduation from the Academy means an immediate command posting, respect for the accomplishment, and prestige and honor to the graduate’s family and lineage. This semester marks the thirteenth Academy term.
The General served in the Principality Militia for nearly 95 years and has been decorated countless times for her actions in virtually every significant armed conflict in Lenultz’s history since her service began in the year 1830.
Bismarck served gallantly aboard the naval warship LMS (Lenultz Militia Ship) Graf Spee during the first of Lenultz’s numerous conflicts with the Rhineberg Confederation after the latter’s initial invasion of Lennultz territory in a reclamation campaign following Lenultz’s declaration of independence in 1835, eventually becoming First Officer of the Graf Spee.
In 1842, elements of the 2nd Militia Fleet encountered forces of the East Velten Imperial Alliance for the first time, near what is now known as Port Londigurovi. It was not long afterwards that open hostilities were declared with the Imperials. Bismarck, now commanding her own warship within the 7th Militia Fleet, fought brilliantly earning several commendations for her string of victories in keeping the Empire at bay in the sea.
For the next ten years, Captain Bismarck served in securing the borders of Lenultz against further Imperial aggression, eventually commanding the 7th Militia Fleet when the fleet’s Major was elected to serve in the Principality Congress. In 1857, trouble again began surfacing on the Federation border, but the commander of the 1st Militia Fleet which was tasked to cover the troops on land fending off the Rhineberg advance bungled the initial engagements, placing Lenultz’s interests in the region in jeopardy. Bismarck and the 7th Militia Fleet were moved to the trouble area and in a coordinated effort with the remnants of the 1st Militia Fleet, now being personally commanded by the Colonel overseeing the whole of the Lenultz Militia Navy, fought the Federation to a standstill with the final battle taking place near Ahrnem in 1859.
Major Bismarck and her Colonel, at the recommendation of the Queen herself, were promoted to the rank of General. Her former commanding officer went on to a brilliant career of his own and Bismarck was placed in charge of the defense of the Principality’s border with the Federation. Over the next 19 years, the border maintained its stability and Lenultz went through a period of quiet. In 1878, General Bismarck was appointed Military Advisor to the Queen. In 1884, the Queen ordered a program of expansion on the Federation border, dramatically heightening the tensions with the Federation and bringing Lenultz the closest to total war with the Federation itself it has ever been. Bismarck amassed a sizeable amount of the Militia’s Regiments and Divisions on the border and drew up plans to begin a massive thrust into Federation territory. The General was on the verge of launching the offensive when the Federation caved to territorial concessions as they were still reeling from a recent conflict with the East Empire, calming tensions between the two nations for a time.
In 1904, the Weltkrieg began with a series of large skirmishes along Lenultz’s border with the Empire, resulting in spectacular losses and the secession of several contested provinces to the Empire by the end of the conflict. Seeing this as a sign of a larger problem, the Queen launched an investigation into the situation and concluded that a lack of quality unit commanders resulted in the humiliating defeats at the hands of the Imperials. At the behest of the Queen, General Bismarck proposed the creation of a centralized facility to train the most talented and capable officers as Regiment, Division, Wing and Fleet commanders. No soldier in Lenultz was more qualified to bring this Academy to life than General Bismarck herself, but the General refused, citing her need to remain an active part of the defenses of the Federation border. Eventually after some convincing by the Queen, Bismarck relented. Finally, in 1912, General Bismarck founded the Lenultz Militia Command Academy and began using it to train the next generation of unit commanders for Lenultz. Bismarck has been instructing at the Academy in Premola and maintaining her position as Military Advisor as well from 1912 to present.
Players do not gain experience to advance through the ranks of the militia as they would to gain levels - this is not a measured affair, and one that could, with time, be obtained though obscurity. The modern Lenultz Principality Militia is a meritocracy by nature and necessity, and therefore, deeds and victories are rewarded, not inaction and patience.
To achieve a promotion within the Militia, a player must prove to the Militia that promoting them would be valuable to present or future war efforts. Achieve victories. Volunteer for assignments. This is entirely an IC endeavor and thus, delivered IC in reward.
By contrast, those who fail, disobey orders, or otherwise fail to represent the Militia in anything but the best light and standard of honor and service to the Queen will be subject to having that rank taken away, just as disorderly conduct would present for any organized army past or present.
Soldier: The common soldier on the field.
Sergeant: Non-Commissioned Officer. Leads squads of Soldiers.
Cadet: Players start with this rank. Commands 1 Regiment of choice.
Lieutenant: A graduated cadet. Commands 5 Regiments of choice.
Captain: Commands 10 Regiments of choice.
Major: Commands 20 Regiments of choice.
Colonel: Commands 30 Regiments of choice.
General: Commands 40 Regiments of choice.
Only one General may exist within the Lenultz Militia at any one time. All others are capped at Colonel.