by Max Barry

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Lord-Regent (Governor): The Theocracy of Balan Bar II

WA Delegate: None.

Founder: The Emirate of Upper Northern

Last WA Update:

World Factbook Entry

An advisor approaches you with a piece of parchment with the seal of House Ellenburg broken. “You will want to read this, My Lord!” the advisor says. You take the parchment and begin to read: “My Lord, This is Great Lord Ellenburg. The King is dead and the Southern Kingdom is in chaos giving us a chance to break free. From this day forward, I reclaim the title of the King of the North. The Great North will rise again!"



Welcome to The Great North. Join us at our LinkGreat Meeting Hall, where great stories are told and the Northern Council meets to discuss important matters of the kingdom.

Want to learn more? - Check out our Charter, join our Roleplay



  1. 1

    Lordship Act

    BulletinPolicy by Quod lux benedixitque . 463 reads.

  2. 1

    Roleplay Rules: The Great North Roleplay/Map

    BulletinPolicy by Upper Northern . 4 reads.

  3. 1

    Major Houses of The Great North

    BulletinPolicy by Upper Northern . 9 reads.

  4. 1

    The Great North: History

    BulletinNews by Upper Northern . 8 reads.

  5. 4

    The Great North Embassy Application

    BulletinPolicy by Nacortuine . 56 reads.

  6. 1

    The Great Northern Charter

    FactbookPolitics by Balan Bar II . 145 reads.

▼ 3 More

Embassies: Kingdom of Sayville.

Tags: Anti-Fascist, Democratic, Imperialist, Map, Medium, Monarchist, Offsite Chat, Quarantined, Regional Government, Role Player, Security Council, Trading Cards, and 1 other.World Assembly.

The Great North contains 17 nations, the 1,230th most in the world.

ActivityHistoryAdministration

Today's World Census Report

The Most Average in The Great North

World Census staff took time out to pay tribute to those most overlooked of nations: the determinedly average.

As a region, The Great North is ranked 11,758th in the world for Most Average.

NationWA CategoryMotto
1.The Kingdom of BethodInoffensive Centrist Democracy“From Many, One”
2.The Grand Duchy of KlettoriaInoffensive Centrist Democracy“Love of country is our only law”
3.The Loving Couple of One True PairingInoffensive Centrist Democracy“Lumity”
4.The Democratic States of MeharatInoffensive Centrist Democracy“By The People For The People”
5.The Empire of NEW GRONInoffensive Centrist Democracy“This is the worst nation ever”
6.The Emirate of Upper NorthernInoffensive Centrist Democracy“Unity, Discipline, Work”
7.The Colony of Ber Secina IslandsNew York Times Democracy“From Many, One”
8.The Kingdom of NanomaCorrupt Dictatorship“taxation without representation!”
9.The Most Serene Republic of Larand StathCivil Rights Lovefest“God, Homeland, Liberty”
10.The Fiefdom of FrelioneIron Fist Consumerists“Frellosun”
12»

Regional Poll • If given the chance, how would your house expand its influence in The Great North?

The Emirate of Upper Northern wrote:If you have not picked a spot on the map or picked a house do so and join the RP!

Voting opened 1 day 20 hours ago and will close . Open to residents. You cannot vote as you are not logged in.

Last poll: “Which aspect of life in The Great North intrigues you most?”

Regional Happenings

More...

The Great North Regional Message Board

uhh, what?

Hi, I am very new around here.

damm, this place is growing!

Ber Secina Islands wrote:Hi, I am very new around here.

Welcome to The Great North make sure you sign up for lordships.

Nanoma wrote:damm, this place is growing!

We are doing some recruiting hopefully it will grow even more soon.

hello i joined randomly, how does this region work? im very new to rping on nationstates.

Raf Dralmar wrote:hello i joined randomly, how does this region work? im very new to rping on nationstates.

Welcome! Here is our lore and RP rules/Map

Roleplay Title: "The Rising Kingdoms"
Setting and Premise
The Great North stands united under King Ellenburg following the Southern Kingdom's collapse. 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.

Read dispatch

You will need to pick a spot on the map, Pick a house

The Great North consists of six houses. Once you become a citizen, please declare your house on the RMB board. I will make a separate dispatch with membership in each house.

1. House Ellenburg
Motto: “Steel and Snow Shall Stand Forever”
Seat: Iceford Keep, nestled along the northern mountains
Traits: Loyal, disciplined, unyielding
Description: House Ellenburg, led by King Ellenburg himself, is the ruling family and upholds the legacy of strength, unity, and resilience. Known for their prowess in warfare and their unbreakable honor, they are the primary protectors of the North. Members of House Ellenburg are highly regarded for their discipline, unwavering loyalty to the throne, and mastery over the harsh northern environment. They are considered the ancestral backbone of the Northern Kingdom.

2. House Alden
Motto: “Through Shadows, Light”
Seat: Duskmire Fortress, in the shadowed forests of the western hills
Traits: Mysterious, strategic, and wise
Description: House Alden is known for its knowledge of mystic arts, lore, and shadows. These lords have long studied the ancient arts, including diplomacy, alchemy, and magic. Though sometimes viewed with suspicion, their wisdom and knowledge are unmatched, making them valuable advisors and strategists within the Northern Council. House Alden commands great respect for their strategic prowess and their ability to see through political fog.

3. House Drakar
Motto: “Fire in the Blood”
Seat: Redspire Castle, atop a volcanic plateau
Traits: Bold, passionate, and ambitious
Description: House Drakar is known for its fierce warriors and passionate leaders, who are quick to both act and speak their mind. The Drakars are traditionally the strongest military force next to House Ellenburg, often taking the lead in battles and tournaments. House Drakar’s members are known for their fiery temperament and pride, viewing life as a battlefield on which they must earn respect and legacy.

4. House Starreach
Motto: “As High as the Stars”
Seat: Starhold Tower, nestled in the cliffs overlooking the Frosted Sea
Traits: Ambitious, vigilant, and proud
Description: House Starreach has a long-standing rivalry with House Drakar and boasts a legacy of explorers, cartographers, and guardians of the northern border. With a focus on seeking new territories and knowledge, they often lead the charge in naval ventures and defend the coastlines. Known for their connection to the Star Clan, they draw both strength and guidance from the celestial bodies, considering themselves guardians of destiny and prophecy.

5. House Greywater
Motto: “Steady as the Tides”
Seat: The Mistfall, a castle rising from the misty shores of the Greywater Bay
Traits: Diplomatic, resourceful, and adaptable
Description: House Greywater is known for its mastery over trade, diplomacy, and resource management. Positioned by the coast, they have connections with distant lands and often manage trade routes and alliances. House Greywater’s lords are pragmatic, charming, and politically adept, often serving as envoys and emissaries. Their adaptability makes them crucial in maintaining the kingdom’s wealth and securing advantageous treaties with foreign lands.

6. House Windmere
Motto: “Enduring as the Mountains”
Seat: Highstone Keep, located on the highest peak in the North
Traits: Stalwart, honorable, and just
Description: House Windmere, located high in the mountainous ranges, is known for its unwavering sense of justice and duty. They serve as arbiters and keepers of the peace among the other noble houses. Highly spiritual and deeply connected to the northern elements, they are known for their wisdom and impartiality. Lords of House Windmere are often called upon to mediate disputes, and they hold a prominent voice in council decisions.

Read dispatch

and then you can start RPing. If you would like to become a Lord and vote in elections that are coming soon you just need to fill out this form.

Nation name residing in the Great North:

World Assembly nations name(even if not in The Great North):

Discord name (if you are on discord):

Puppet nations you have in TGN (if any):

Royal House:

Upper Northern wrote:Welcome to The Great North make sure you sign up for lordships.

what lordships?

Raf Dralmar wrote:hello i joined randomly, how does this region work? im very new to rping on nationstates.

okay, there is no way that you just joined randomly.

Nanoma wrote:what lordships?

You are a Lesser Lord until you apply for Lordship which is basically citizenship in The Great North. It allows you to vote and run for office and enter a house in the region.

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