
1977. It is 1977 and the world sits perched on the knife-edge of sanity. Forces in the East and the West threaten to create a horror not witnessed since 1914. It's been seventy-two years since the onset of the Great War, the one which ended in so many maps redrawn, people moved, and boys bleeding in the trenches of France, Africa, and Asia.
But, what you know of World War 1 is changed. There was no second for us, not yet anyways. No war where we may look back and distinguish conflicts by the title of a First or Second. Sporadic skirmishes is all we saw, in comparison to the grandeur of the Great War, The Franco-German war of 1971, The Ottoman expansion into Southern Italy; The Tibetan, Taiwanese, Philippines, Korean, Mongolian, Indo-Chinese, and East Russian Liberations by the Red Chinese machine; The North American Wars of 1970 and 1971, and Ethiopian imperial Expansionism in Africa.
And the Great War? That was an eleven-year quagmire. Millions were killed in the stagnant front lines and countrysides stripped bear. The war ended in an armistice that did little more but shuffle territories and summon an end to the conflict. Europe may have licked clean the physical wounds, but the mental pain still bears its fruit, as it does all over the world.
These outcomes have altered your world into ours. Rocketry is still an infant field. The splitting of the atom and the exploration of space is still a field seen only in late 19th century literature.
Figures who would have brought our world to yours perished in the trenches or faced lives heavily changed. Notables like Adolf Hitler took bullets in the Austrian trenches fighting Russia. A timely withdrawal by the Russians brought about the death of Vladimir Lenin, Leon Trotsky, and Joseph Vissarionovich Stalin. The Nazis never came to be, and neither did their war machine. Russia was under the thumb of Imperial rule for another sixty years until its collapse at the end of a Finnish rifle one cold afternoon in the early winter of 1971.
America, who never participated in the Great War, enjoyed a period of growth, but lacked a capable military. It was weak and was made a punching bag in the early 70's. It's a hardened dog now.
In Africa, European Imperialism has collapsed under the boot of Ethiopia. Declaring all of Africa African, and heralding a pan-African constitution organizing it's nations similar to the likes of the Holy Roman Empire from centuries ago, it sought to bring the continent under its wing; in the process freeing (or claiming) colonies formerly owned by Belgium and England.
Although relativity peacefully between the years 1925 and 1970, things look to change. The wounds are healing. Movements are being made on the chess-board and the is being stirred.
But don't mind me, I'm just an old man rambling.
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Well I can certainly name a few people who would absolutely love to see this again.
Comrades, I welcome you to Precipice of War. This is a reboot of another Role-Play I ran. It was very successful in its run. But as of recent, it's died. It boasted a mighty powerful 111 pages, packed with international politics, war, and other alternate-history dramas. I would write the above longer, but in the following paragraphs it will be expanded on greatly. I'll be sure to throw in the original intro too.
So, this is a political RP based in an alternate seventies (obviously). World War One (AKA �The Great War�) panned out very differently than our own. For a start, there was no clear victor. It was also a eleven year long debacle that showed nothing in the end.
As with the medieval Role-Play Kings and Caliphs�, I expect literacy. There is a system in place for the passing of time and I expect all events to play out to that (except for battles and summits, which tend to play out really long). And when posting I expect to see clear narrative, appropriate dialog structure, and an attention to grammar. This literacy Nazi will not stand for anything less. Of course, exceptions are raised when interacting with others.
Rules
Now some rules.
There's a system of passing time in place. Vets to the RP will be familiar with this. It's through this that I hope to maintain a balance of story, fair development, construction, deployment, and combat in a calculatable and dated method. A month in this RP is equal to ten pages of posts (when set on the standard number of posts-per-page). Roleplayers are expected to conduct their buisness is a time that's realistic by this system and I ask that members take time to at least research precedent to provide a reasonable time-table.
As noted above, I want to see detail. Story-written narrative, dialoge, and all of that. I feel that I am beyond the emotionless "Trains 100 snipers and builds a giant wall across the Gobi Desert" thing.
Realistic use of resources, I want this. I don't want to see massive armored mobilizations if you don't have access or trade rates to the resources required to do this (oil, gas, etc). I'd like people to research the nations they're playing as to be familiar with what they can produce at home and where they get other resources they need (for example, countries like the Belarus no doubt get their gas from Central Russia, but now considering the condition of Russia (read the Respected Nations section) they're cut off from their oil supply, so may be suffering vast economic instability and unable to move any heavy armor). The same also applies to the population the nation may have at this time, as this can go into army size (in any non-industrialized nation the maximum amount of people they could have in their armed forces without causing instability is ten-percent).
Due to technological inconsistancies, computers and rockets are still very primative. Computers are barely passed the massive, glorified calculators aboard battle-ships and rocketry is strictly short-ranged. Although this may become irrelevant in the future of this RP as certain nations pursue to the courses they have set. As such, given generous time and I'll allow for advancement in computational prowess and rocket/missle capabilities. But in doing so you'll be required to do it at a simaler rate to how it was done by the history books. So as noted above, find precedent for your project and utilize a time-table of a project simaler to yours. This generally means devoting several years worth of pages to develop. I do this merely to balance out having power-weapons on the world stage and giving ample time for a response, should anyone catch wind.
Regarding nuclear weapons: they do not exist. Any programs to bring them into existence will take years. Years beyond the simple rocketry projects China commands, or the NWC's hunt for chemical weapons. There's no back-bone laid for this. Nothing. Einstein didn't dream it up yet, if he even existed at all. You may lay down the theories for it, but it will remain in the shadows until a situation comes up where a government finds it neccesary to invest a good trillion or so dollars to explore nuclear research, which is another several years. So no nukes, not at the start. Yes nukes maybe in the "far" future but not now. And certainly not by any random third-world nations who may hardly possess the capital and resources to do it realistically, or who never had that research on their agenda.
As far as the RP's canon goes thus far, the world only has an extremly basic grasp on the atom. Sort of they know it's there, but not its function.
A Couple Guidelines
Some things to keep in mind. Not enforced, but let these be known.
Considering the period this RP takes place it makes it easy for other nations to catch word of your actions (if public). So it's hoped that should you go to war that other nations speak or act out to condemn or support you. But this doesn't always mean every player will join in on your war with Malta. We have our interests too.
The ten percent rule. In a nation not fully industrialized/pre-industrial only ten percent of the population can be committed to military duties, or else you suffer instability on the economic and feeding front. From there, only ten percent of that may only see combat duty as the other 90% takes up logistical, support, and policing functions.
Map

Nations
These are just a few of the avaible countries open for play. But there are many more open to be played as not numbered on the map. And there is always the chance to man a rebel/revolutionary faction or a international organization (in either civilian aid or otherwise) or corporation. Of course, these last two are subject to the law of the countries they operate in.
1. Serbia
2. Bulgaria
3. Hungary (Formerly part of Austria-Hungary)
4. Austria (Formerly part of Austria-Hungary)
5. Ottoman Empire
6. Germany
7. Iraq (Persian satellite state)
8. Lithuania
9. Persia
10. Burma
11. Siam
12. French Indochina (Current member of the Asian Socialist Bloc)
13. China
14. Tibet (Part of China)
15. Turkistan (Formerly part of Russia and China, but somewhat occupied by China.)
16. Jaipur (formerly India)
17. Ethiopia
18. Tripolitania (Colony of the Ottoman Empire)
19. French West Africa (Colony of Spain)
20. Liberia
21. Ivory Coast (Colony of Great Britain)
22. Equatoria (State in Ethiopia's "Pan African Empire")
23. German South Africa (Former colony of Germany, now a colony of Switzerland)
24. Mauritania (Colony of Spain)
25. Rhodesia (Former colony of Great Britain and Ethiopia, independent)
26. South Africa (Former colony of Great Britain)
27. Greece (Clony of the Ottoman Empire)
28. Columbia
29. Kingdom of Najd
30. Vologoda (Formerly Russia)
32. Dagestan (Formerly part of Russia)
34. Egypt (Colony of Turkey
34.5. Sudan (Part of Ethiopia)
35. Afghanistan
36. Luzon/Mindanao (Formerly part of the US, Luzon is an independent nation under the influence of China (their own influence splitting the Visayas islands in half) Mindanao is an independent nation under no influence or control)
37. Mexico
38. Korea (Territory of Japan)
38.5. North Korea (Member state of the Asian Socialist Bloc)
39. Taiwan (Part of China)
40. Japan
41. The United States
42. Canada
43. Brazil
44. Australia
45. East Indies (Territory of Japan)
46. New Guinea (Territory of Japan)
47. Eastern Russia/Siberia (Formerly Russia, currently RMSM territory, part of the Asian Socialist Bloc)
48. Siberia (Formerly Russia)
49. Ukraine (Formerly Russia)
50. Moscow Region (Formerly Russia, territory of Ukraine)
51. St.Petersburg-Novgorod region (Formerly Russia)
52. Komi region (Formerly Russia)
53. Finland (Formerly Russia)
53.5. Southern Finland (Formerly part of Finland)
54. Volgograd region (formerly Russia, territory of the Ottoman Empire (Turkey))
55. Pakistan (Formerly India)
56. Kashmir (Formerly India)
57. Delhi (Formerly India)
58. Maharashtra (Formerly India
59. Bengaluru (Formerly India)
60. Sri Lanka (Formerly India)
61. Chad (State in Ethiopia's "Pan African Empire")
62. Sudan (State in Ethiopia's "Pan African Empire", and refer to 34.5)
63. Congo (State in Ethiopia's "Pan African Empire")
64. Swahililand (State in Ethiopia's "Pan African Empire")
65. Somalia (State in Ethiopia's "Pan African Empire")
66. German Tanzania (Former colony of Germany, now a colony of Switzerland)
Organizations
Although not true nations, organizations could add to the political geography through their influence. Their presence could start, influence, or keep a war from happening, or add some relief for story purposes. These are largely for those who are not looking for a fight, but would like to interact with others on the world stage.
Organizations of course can be effected by the law of the nations in which they operate in. So having these can encourage development of business or civil law to control them in some way.
Individual Characters
I'm opening up the ability to play as an individual person. This option is for those who don't want to have the responsibilities of an entire nation, organizations, or just want to have a side-lines effect on the politics of the world. As an individual you can play his/her life, whether it be a military career, pursuit and chasing of a scientific story-arch, or anything you can think of. You can help explore and detail a faction's culture and society by just RP'ing run of the mill life.
So long as the players adhere to the laws of the nation they are in. Otherwise, they could find themselves being likely arrested by their home-nation.
Ultimately, as the GM and the owner of a nation, I'd like to see this used to provide commentary on national and international events. As well as giving an area of internal politics a faction player may want to look at and build on.
Also as playing as an individual, you have some freedoms to pursue the creation of a national or multinational business, or even lead a revolution/protest/riot/whatever to carve up the country you're playing in to suit your own goals. In this case, send me a message before hand so I'm forewarned (if not, I could jump on you for acting a little OP, I'd like to know what's going on so there's no miscommunications).
Players playing as nations are still permitted to create individual characters to better explore themselves and to conduct any story arches they have running. But having someone that's not them playing inside of their borders is aimed to help encourage depth. It's hoped that a partnership between an individual player and the nation they're in (provided it's not NPC) is made so that they can play on the same page and the individual RP'er is not arrested off the bat for looking at a cop wrong.
Although a nation may create individual agents at will, they can not create individuals separate from their faction. For example: I may create a spy or two and send them somewhere in the world, and then play through through them. But since they are tied to China, they're still using Chinese resources and carry the chance of being found out (unless proper steps are taken). So therefore, these individuals and agents are part of the Chinese faction.
However, I am not permitted to create a French person on a whim which will be tied to France and use French resources. This is to prevent abuse and over-extending my power by tredding the god-modding line.
I could theoretically send an agent to China, and have him live in France. But should someone play France, they may compete with me to remove the agent from French soil.
Respected Nations
Now, this is also as much a sequel as it is a reboot. It's been five-years since the previous installment which I hope would have many of the loose threads we had lying around when the RP died. As such, I'll also expect to see recognition of past events with credit given to appropriate nations or even characters (if individuals are named). This will help to preserve the story. This also means there are some nations with a respected history. Those going to play as those or around them will need to be versed in this. Adherence, recognition, and continuing to carry on their plans in their previous owner's absence is demanded.
A respected nation is any nation who's rule in the international field has had a prolonged effect and they have done great deeds worth noting. How long they were in play also has a respect. A nation is also considered respected if there has been significant and prolonged interaction with them by any one of the respected nations. What has occurred here is considered canon.
Also because a few of the vets from the original RP have come to this forum, many are on reserve for a couple weeks. If you are a returning vet who has been a part of this since its olden golden days speek up. Also, interaction with these nations are barred during the time they are reserved and un-played. I don't want anyone coming back to find their country taken over by some up-start who's yet to contribute to the political geography of the world.
RESPECTED NATIONS OF AFRICA
Respected Nations of the Americas.
RESPECTED NATIONS OF ASIA
Respected Nations of Europe
Respected Nations of the Middle-East
The RP so-far, as presented by VilageidiotX














