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A Lost Age Reborn (OOC) (PT/FanT) (Open)

A staging-point for declarations of war and other major diplomatic events. [In character]
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Lost Age
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Founded: Sep 17, 2012
Ex-Nation

A Lost Age Reborn (OOC) (PT/FanT) (Open)

Postby Lost Age » Thu Jan 02, 2014 8:55 pm

Image


Lost Age News:

11 Jan 2014: Staff have agreed policies on oversize realms and vacant land.

2 Jan 2014: We are back (again!) and better than ever, with updated rules for more freedom and easier game play.


Originally a creation of Achesia, A Lost Age is a Medieval Fantasy RP World/Community that functions just like any other RP on NS. It has a few rules so that players can have an easy enjoyable time during the RP.

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Vision: A Lost Age is a community made to give PT players a place to create their ideal PT civilization and then interact with other players without binding rules that cause their RPs to become un-fun.

With this vision in mind I want to extend a welcome hand to you and hope that you will come an contribute to our community.

Guidelines:

While there are not many rules there are a few basic ones to follow to make this a friendly environment:

Section 1: Community Guidelines:


1. Please respect all mods and admin staff, their rule is final and should be listened to.

2. Treat all other players with that same respect as well. You will be treated with respect in return.

3. Only control your realm and characters.

4. No godmodding.

5. Admin staff reserves the right to remove players who are unable to comply with the above.

6. Notify the staff when you will be absent for an extended period of time.


Section 2: Game play Guidelines:


1. Population is a realistic part of a Lost Age. Each player can start with up to 25,000,000 population, any additional population must be approved by mods after that. Armies should be realistic to the nations population size.

2. Technology in Lost Age is of the Medieval Era technology along with magic and magical creatures. The extent of this is up to the players but the mods reserve the right to control this extent. There is however a list of a few things that are not allowed:

    -No Gunpowder or weapons that use gunpowder.
    -No airships
    -No giant rock monsters the size of Russia.
    -No all consuming magic that can destroy everything unless the players in the RP agree.
    -This should be common sense, but no Industrial Revolution-era technology.
    -No dragons the size of Ancalagon the Black.
    -List subject to expansion.

3. Do not power game when setting up your nation. Being amazing at everything and having your entire military being made up of elite soldiers is lame.

4. This comes up frequently in RPs such as these, so it'll be addressed now: warrior cultures are fine, however, having a warrior culture is not an excuse to power game. Being a warrior culture doesn't mean that every citizen is an elite Viking berserker. There are drawbacks to a warrior culture. They should be RPed.


Section 3: Role Playing Guidelines:


1. Please be clear as to the actions you are taking when role playing with another player to avoid confusion and help the flow of the RP.

2. All troop movements must be made realistically. Men, horses, as well as mythological creatures, can only move so far or fast a day and you must keep in mind any defenses or blocks that players have set up in the area or in their realm as to give the RP's more depth and strategy. Additionally, there should be repercussions to forced marches and the like. No magical horse substitutes that are faster, more awesomer, and never get tired.

3. When troops die keep account of that so you do not reuse already dead troops.

4. Admit losses fairly and don't be afraid to lose sometimes.

5. If there is a dispute within an RP please request a moderator or an admin to come and make a decision on the outcome.

6. At some point in the near future after being accepted for the RP, please declare your military in the force declaration thread.

7. This is not Harry Potter, so magic has limits. One mage cannot avada kedavra an entire army or block all their arrows and what not. However, magic isn't automatically weaker than normal weaponry. An army of mages won't necessarily lose to an army of normal troops.

8. Do not power game.


Section 4: Initial Application:




1. Please write a somewhat detailed application so that the staff and other players can get a clear view of how your realm operates.

2. Do not power game.

3. You can join under three categories: Realm, Group, or Character. Only as a member joining as a realm may you claim land.

4. When submitting a claim on the map please do not claim land that is already claimed by other players, unless you have previously received permission from that player to RP a rebel movement or a group within that nation.

5. Add your borders to a copy of the Lost Age Political Map and post it in the thread. You don't need to shade or label your realm unless it's essential for clarity.

6. Your claim should not be larger than 500,000 square kilometres (190,000 square miles). Oversize realms will only be granted in special situations.

-For applying to "A Lost Age" please follow this application format:


    Name of Realm:
    Description of Realm (Paragraph):
    Demonym:
    Race:
    Languages:
    Religion:
    Head of State:
    Seat of Power:
    Population:
    Magic Type/Focus:

    Optional: Application for non-human species.
    Species Name:
    Natural Lifespan:
    Magical Affinity:
    Birth Rate:
    Appearance:
    Natural Habitat:
    Other Random Facts That Are Important:





Policies:
Policies on various matters as agreed by a majority of the active staff.
OOC Thread Conduct
  • Follow all applicable forum rules. You have to anyway.
  • Listen to the staff.
  • Don't mini-staff.
  • No bragging. Discussing strengths and weaknesses of your and other realms is fine, baldly claiming your stuff to be teh awesomesauce is not.
  • List subject to expansion.
Oversized realms
Claims for realms larger than the area cap will be considered only if they meet the following three restrictions:
  • The realm is entirely south of 20°N.
  • The realm extends off the southern edge of the map.
  • The realm is understood to be almost entirely full desert (as opposed to semi-desert or steppe).
    Meeting the restrictions does not mean an automatic acceptance of the claim.
Vacant land
It should be borne in mind that spaces currently on the map may in future be claimed by new players. Vacant land near the borders of player realms may be assumed to be populated by tribal or comparatively disorganised peoples, which you can then RP raiding or similar of, but major expansion of existing realms into vacant land is not permitted. Vacant land may also be passed though.
More detailed non-player realms may be created in vacant land if desired to support RPing. Such NPRs will be put on the map and considered persistent in the setting just as player realms are.

Staff:

-Achesia, Chief Admin, Creator- On Leave
-Redemption-America, Admin- Acting OP
-SquareDisc City, Admin, Mapmaker
-The Nuclear Fist, Admin
-Dbrought, Moderator
-Itailian Maifias, Moderator- On Leave
-Numer, Moderator
-The Akasha Colony, Moderator
Last edited by Lost Age on Sun Jan 19, 2014 10:53 am, edited 13 times in total.

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Lost Age
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Founded: Sep 17, 2012
Ex-Nation

Postby Lost Age » Thu Jan 02, 2014 8:56 pm

Current player roster:
Nation - Realm
The Akasha Colony - Hanalua
Arcerion - Galdeon
Arenumberg - Aeloria
Atelia - Kisjein
Caecuser - Daelagia
Connori Pilgrims - Fremen Empire
Dbrought - Zelbae
Exantos - Exantos
Garwall - Barathor
IshCong - Arrandi
Inquista - South Folkshire
Italian Maifias - Avalon
The JVP - Zarhad
The Knights of Kings - Prinnia, East Vulnar Trading Company
Liberated Counties - Panthera
Marzarbul - Rar Silf
Miracum-Izmir - Kirad
New Armarzia - New Armarzia
Nitom - Kegan Kruvok (character)
The Nuclear Fist - Mictlan
Onekawa-Nukanor - Tirisona
Redemption-America - Annui Taur
The Kingdom of Rhamos - Annazori
Senkaku - The Caliphate
Silvadus - Luzdh Azunr
SquareDisc City - Utland
Tribea - Azeslav
Vozt Yurkova - Yurkovan
Xaphagoulis - Chevos
Yalos - Yalos
Great Houses of Xie - Shie

Active RPs:
Daakgagkaad
New Ports, New Prospects, New Coin
Plots in the Time of Anarchy
It Started with the Screams
Last edited by Lost Age on Sun Jan 26, 2014 12:03 am, edited 12 times in total.

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Atelia
Negotiator
 
Posts: 6001
Founded: Dec 07, 2011
Ex-Nation

Postby Atelia » Thu Jan 02, 2014 9:04 pm

That name beams with originality.
Orthodox Crusader, Proud Pontic Greek living in Moscow, Traditionalist, Eurasianist, ENTJ single man.

☩Defend Humanity, Rebel Against The Modern World☩

Democracy is a pathetic belief in the collective wisdom of individual ignorance.

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Yalos
Minister
 
Posts: 2536
Founded: Aug 19, 2013
Ex-Nation

Postby Yalos » Thu Jan 02, 2014 9:05 pm

This is a fat old tag. Glad to see this up and running.

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Redemption-America
Ambassador
 
Posts: 1051
Founded: Jul 06, 2011
Ex-Nation

Postby Redemption-America » Thu Jan 02, 2014 9:07 pm

Atelia wrote:That name beams with originality.


It's largely the same community with the same idea and I wanted to give a nod to the original creator.
1939! The World of Tomorrow! - Soviet Union
A Lost Age - Kingdom of Annui Taur
History of Man - Republic of Cascadia
History of Empires - Empire of Constantinople
"Stalin vs. Ron Paul would be a real challenge for me. I would abstain, of course."
"Well, NSG is all ERMAGERD LIBRALISM!"
"GENDER SCIENCE. Sounds like a degree one of those uber-liberal tiny colleges would award to the future-unemployed."

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Redemption-America
Ambassador
 
Posts: 1051
Founded: Jul 06, 2011
Ex-Nation

Postby Redemption-America » Thu Jan 02, 2014 9:16 pm

Name of Realm: Annui Taur

Description of Realm (Paragraph): Annui Taur is a somewhat isolated Kingdom and has been for many years. Wood Elves rarely leave their home, save to trade, or, when if time comes, go to war if threatened by an outside force. Wood Elves worship the embodiment of Life, and are thus sworn enemies of all those who seek to destroy it. The undead/daemonic, in whatever form, are blood enemies, to be killed on sight, as they are a violation against Life.

The center of Wood Elven civilization rests at the capital, Laeth Amroth. The city is a shining example of unity with nature, as its walls, towers, and gates blend seamlessly into the forest it protects. The city is a hub of Elven culture, as well as a river port from which merchants come and go, trading their wares with smaller cities and settlements throughout the forest, or with friendly nations on the outside.

The outskirts of the forests are home to various military bases. The Elves (naturally) specialize in longbowmen, as their archers are deadly accurate, and can hit targets at an incredible range. However, they are quite comfortable with the sword and spear as well, though combat from afar is infinitely preferable. The elite force of the Wood Elves, the Woodland Sentinels, are rumored to be composed of soldiers who have never missed a shot with a bow, either in combat or practice.

Demonym: Silvan/Sindarin/Teleri/Wood Elven/Sea Elven
Race: Wood Elves
Languages: Elvish, Common
Religion: Life Worship
Head of State: King Imrathion the Honorable
Seat of Power: Laeth Amroth
Population: 20,000,000
Magic Type/Focus: Defensive/shielding, healing

Optional: Application for non-human species.
Species Name: Silvan Elves
Natural Lifespan: Immortal
Magical Affinity: Depends on the individual
Birth Rate: Moderate
Appearance: Tall, pointy ears, long, flowing hair. Tolkien elves.
Natural Habitat: The woods.
Other Random Facts That Are Important: Those who are trained are excellent longbowmen. Wood Elves also have an affinity for agriculture, and share a love of nature.

Species Name: Teleri Elves
Natural Lifespan: Immortal
Magical Affinity: Depends on the individual
Birth Rate: Moderate
Appearance: Tall, pointy ears, long, flowing hair. Tolkien elves.
Natural Habitat: Coastlines and ports.
Other Random Facts That Are Important: Elves with a natural affinity for the water. More adventurist than their Silvan cousins, most are good sailors.
Last edited by Redemption-America on Fri Jan 03, 2014 9:44 am, edited 2 times in total.
1939! The World of Tomorrow! - Soviet Union
A Lost Age - Kingdom of Annui Taur
History of Man - Republic of Cascadia
History of Empires - Empire of Constantinople
"Stalin vs. Ron Paul would be a real challenge for me. I would abstain, of course."
"Well, NSG is all ERMAGERD LIBRALISM!"
"GENDER SCIENCE. Sounds like a degree one of those uber-liberal tiny colleges would award to the future-unemployed."

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Autarchial Luxembourg
Political Columnist
 
Posts: 2
Founded: Jan 02, 2014
Ex-Nation

Postby Autarchial Luxembourg » Thu Jan 02, 2014 9:17 pm

I know that this nation is new but I can assure you I have RP'ed before and will try my best to prove to you I am at least decent.
Consider this a tag and my application will be fully completed once I can get to a computer as I am currently using a tablet.

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New Armarzia
Minister
 
Posts: 3042
Founded: Aug 08, 2010
Ex-Nation

Postby New Armarzia » Thu Jan 02, 2014 9:40 pm

Name of Realm: New Armarzia
Description of Realm (Paragraph): New Armarzia is a realm divided in six, five great houses each led by an immortal figure who are perceived as Gods divide the nation of New Armarzia. However, a sixth area is walled off and contained to prevent the dark powers within from escaping. New Armarzia is primarily a religiously zealous and xenophobic realm always on the brink of civil war due to tensions between the five great houses and separate races. New Armarzian culture is based off of religious values and House membership, only members of Houses can rise in power. The Armarzian people are very militaristic, but this is more due to the tensions between houses and frequent skirmishes then actual racial aggression.
Demonym: Armarzian
Race: Dark Elf, Human, Pale Elf, Sylvan Elf, Lizardfolk, Rock Giant, many half-human half-animal species, Dragons, and Snow Nymphs
Languages: Armarzian, Sylvan, Ranthroa, Rontain, and popular trade tongues (really only known among merchants)
Religion: Armarzian Temple, Rock Pantheon, Spirit worship
Head of State: Emperess Elizabeth Xandar (currently)
Seat of Power: The Temple of Vivarian (changes upon house of the ruler)
Population: 15,000,000
Magic Type/Focus: Wide variety, primary focus on basic arcane (Such as the conjuration of fire or ice or the creation of magic shields), shadow walking (traveling short distances by passing through shadows), Necromancy (no major necromancy will be done on my part, but their are some necromantic elements already adopted...won't summon dead, rather prolong life), divination

...will edit in the other species apps as their are a lot but here are the major specie that aren't locked behind a wall...

Optional: Application for non-human species.
Species Name: Dark Elf
Natural Lifespan: 200 years
Magical Affinity: All have magical talent, though it is not known. Have capability of casting simple arcane spells if taught
Birth Rate: Have on average two to five children in a lifetime
Appearance: Dark grey skin, sharp pointed face, long ears, black or dark red hair, large red eyes, males are natural muscular and tall while female are almost always voluptuous by human terms, almost all are considered "attractive" by humans (Armarzian humans)
Natural Habitat: No natural habitat, like humans they are adaptable
Other Random Facts That Are Important: Just dark skinned elves

Species Name: Pale Elves
Natural Lifespan: 150 years
Magical Affinity: All have magical talent, though it is not known. Have capability of casting simple arcane spells if taught
Birth Rate: Have on average two to five children in a lifetime
Appearance: Similar to dark elves though only have an average heigh of five feet with pale skin and green eyes
Natural Habitat: No natural habitat, like humans they are adaptable
Other Random Facts That Are Important: Offspring of dark elves and humans

Species Name: Sylvan Elves
Natural Lifespan: 1000 years
Magical Affinity: Have capabilities of learning almost any magic if provided the knowledge and material, but no born magical talents
Birth Rate: 4 children a lifetime
Appearance: Lord of the Ring elves
Natural Habitat: Temperate Forests
Other Random Facts That Are Important: While 1000 years is how old they can live, most find a way to die well before that age

Species Name: Lizardfolk
Natural Lifespan: 60 years
Magical Affinity: None
Birth Rate: 4-20 offspring a lifetime
Appearance: green scales with white underbelly, reptilian appearance though with two legs and two arms. On average they stand six feet and are very muscular.
Natural Habitat: Swamps
Other Random Facts That Are Important: They are tribal group that while sentient, are not very intelligent

Species Name: Rock Giants
Natural Lifespan: 80 years
Magical Affinity: None
Birth Rate: 3 children a lifetime
Appearance: Stand ten feet tall, very thin proportionally to a human, black hair with pale grey skin
Natural Habitat: Cold hills or plains
Other Random Facts That Are Important: Tribal group


A more detailed description of my realm can be found in my nation's factbook which is still a work in progress...just history and culture are really done so far.
Last edited by New Armarzia on Fri Jan 03, 2014 12:56 pm, edited 2 times in total.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

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Yalos
Minister
 
Posts: 2536
Founded: Aug 19, 2013
Ex-Nation

Postby Yalos » Thu Jan 02, 2014 9:43 pm

Name of Realm: The Seven Tribes of Yalos
Description of Realm (Paragraph): The Seven Tribes of Yalos are militant tribes of mounted nomads who have lived in the great Yalliite plains for many dozens of generations. Easily aroused to anger and quite adept in the way of soldiery, Yaliites have built themselves an unfortunate reputation as barbaric brutes given their lack of complex settlements, sciences and literacy. However, their martial prowess as horsemen, especially horse archers and mounted shaman combat mages have won them reputations as high quality mercenaries and sell swords, and many a Yaliite herd man was won a fortune abroad with trusty steed, bow and axe.

Yaliite society is strong on shamanistic paganism, worshipping beasts of great arcane power such as dragons, griffons and even chimerae, though other religions have began to mingle with these traditional forms of worship. Very spritirualistic, Yaliites tend to leave their environment untouched, and the open plains are, in the words of a notable foreign traveller, beautiful in a sad, mysterious sort of way. Yaliites are patriarchal with men taking prominence and control of the family matters, but women have their own say, and a majority of shamans are women.

Horses and livestock are integral parts of society, and cows are the currency standard. Land is not privately owned: rather all ideas of private property are based around ownership of cattle, and Yaliites find land ownership to be a silly ideal with no positive reprucussions. Any, if any, land struggles are between tribes themselves, and since the tribes are well knit in a cooperative community such issues can be solved with exchange of gifts. In Yalos horses are able to communicte mentally, amd riders and horses share inseperable bonds akin to twins or lovers. Horses are treated as sentinent people in Yaliite law. This, with their spiritualism, makes them, in a sense, environmentalists, but they are avid hunters and bridge builders, so this title is not justly earned.

Demonym: Yaliite

Race: Human, though according to myth, Yaliites have dragon blood within themselves. This woukd explain the extreme potency in magical ability within Yaliite populations.

Languages: Common, if applicable, Yaliite

Religion: Shamanistic Arcanum Worship, various influences from external religious groups.

Head of State: Yalos has no head of state, but each tribe has Patriarchs and Elders who make all decisions. Patriarchs make inter Yaliite decisions with their meeting during times of war and crises, while Elders make all other decisions.

Seat of Power: With a lack of complex settlement, Yaliites opt to meet at the Sa'van ruins by the Yalos river during times of war, or for their annual pan Yaliite festival.

Population: Because of the sheer amount of land needed to support their lifestyle, Yaliite population hovers around 1-2 million at most.

Magic Type/Focus: Most Yaliites have magical potential, but only Shamans ever unleash their true potential, able to cast nature magics, summoning animals, lightning and casting clouds of dust and smoke.


Pros:
-Skilled cavalry archers, can ride around enemies in circles and keep picking off enemies with their lethal recurve longbows.
-Combat mages are excellent, able to preform wide varieties of magics
-Wide open expanses, well suited for cavalry combat, few if any locations for ambushes.
-Healthy, powerful people with a heavy protein diet, magic potency and constant exertion.

Cons
-Lack of complicated supply chains results in few large scale invasions
-Small population due to burdens of cattle grazing and sustainability
-Little armor, lack of swords or heavy iron melee weapons
-No specialized military command makes discipline lacking
-Lack of walled fortifications as a result of lack of settlements
-
Last edited by Yalos on Fri Jan 03, 2014 1:05 am, edited 2 times in total.

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Arenumberg
Diplomat
 
Posts: 949
Founded: Feb 21, 2004
Left-wing Utopia

Postby Arenumberg » Thu Jan 02, 2014 10:12 pm

Pre-amble: I'm not bothered where I end up on the map, and would like to leave that to your judgement, as I don't want to end up being squirreled away in some corner as that isnt too conducive to RP.

I also may be overreaching but I hope to provide some impetus for people to build history off of at a later date and make the world feel more alive.


Name of Realm: Aeloria ("Empire of")
Description of Realm (Paragraph):

The Empire of Aeloria, or Aelorian Empire is a nation that is, largely, not indigenous to its current native lands. When, seemingly an era ago, the first chapter houses of the Aelorian Crusading forces landed pursuing some unseen threat, there was little to contest their settlement of the lands that lay before them, or to halt the colonists that seemed to flow in an unceasing wave a few years later - before they stopped completely. The Aelorian's remain extremely tight lipped over the subject.

All the same, the establishment of the Aelorian nation was not without incident - the Aelorian Crusades, though now a portion of many's history - pursued the "Marali", or demons - unceasingly, causing great destruction wherever the Aelorians pursued them. It did not help that the Aelorian attitude is generally haughty and superior - though no race of good heart could argue that the Aelorians have ever been purposefully malicious, unless one stood in the way of their seemingly elusive prey.

The current period of Aelorian stewardship over its lands has resulted in many changes. Where the Aelorians have settled, great cities have risen from the earth and even more expansive network of roads to support trade - and faster military movement - has come with them. The Aelorians have dedicated themselves to constructing a seeming replica of their homeland, and many flora and fauna found here are, if not entirely unique, familiarly strange.

[I have more on my mind, but better suited for a factbook and when i have some concrete idea about where I am etc]

Demonym: Aelorian
Race: Aelorian "High" Elves.
Languages: Aelorian High Elvish.
Religion: Draconic influenced Elven Pantheon.
Head of State: The High Paragon, First of the Noble Lines, Autarch Of The Noble Houses, The Pegasi Emperor, Lor'daenor II.
Seat of Power: Tal Vanithyr
Population: [No idea right now]
Magic Type/Focus: Holy/Arcane.


Species Name: Aelorian
Natural Lifespan: Immortal
Magical Affinity: Varies, more pronounced in adept families/children born as twins or more.
Birth Rate: Low, largely though practicality.
Appearance: Typical High Elf Fantasy Fare.
Natural Habitat: Mediterranean climates/temperate environs.
Other Random Facts That Are Important: Not that I can think of off the top of my head.
Last edited by Arenumberg on Thu Jan 02, 2014 10:12 pm, edited 1 time in total.

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The Nuclear Fist
Post Czar
 
Posts: 33214
Founded: May 02, 2010
Ex-Nation

Postby The Nuclear Fist » Thu Jan 02, 2014 10:41 pm

Name of Realm: The Empire of Mictlan
Description of Realm (Paragraph): TBD
Demonym: Mictlani
Race: Demons, Undead, Golems, Orcs, Goblins, Elves, a Dragon, Ogres, Giants, Humans, Vampires, Gnomes, etc.
Languages: Mictlani is the dominant tongue.
Religion: The Cult of the Four Fires
Head of State: Emperor Huitzilihuitl the Eternal
Seat of Power: Xibalba
Population: 17,000,000
Magic Type/Focus: Necromancy is the big one, obviously. Enchanting, soul binding, etc.

Rough application, more to come.
[23:24] <Marquesan> I have the feeling that all the porn videos you watch are like...set to Primus' music, Ulysses.
Farnhamia wrote:You're getting a little too fond of the jerkoff motions.
And you touch the distant beaches with tales of brave Ulysses. . .
THE ABSOLUTTM MADMAN ESCAPES JUSTICE ONCE MORE

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The Nuclear Fist
Post Czar
 
Posts: 33214
Founded: May 02, 2010
Ex-Nation

Postby The Nuclear Fist » Thu Jan 02, 2014 10:42 pm

Someone should set up an IRC channel.
[23:24] <Marquesan> I have the feeling that all the porn videos you watch are like...set to Primus' music, Ulysses.
Farnhamia wrote:You're getting a little too fond of the jerkoff motions.
And you touch the distant beaches with tales of brave Ulysses. . .
THE ABSOLUTTM MADMAN ESCAPES JUSTICE ONCE MORE

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Connori Pilgrims
Ambassador
 
Posts: 1798
Founded: Nov 14, 2012
Inoffensive Centrist Democracy

Postby Connori Pilgrims » Fri Jan 03, 2014 12:25 am

Name of Realm: The United Imperium of the Fremen (المتحدة إمبراطورية الاحرار)
Description of Realm (Paragraph):

The Fremen have always been a proud people born, bred, honed and killed in the great deserts. While the various sietches (communities) had contact with each other and shared a common faith in the Shai-Hulud, the Great Makers, only recently have the Fremen united under what can be called a coherent political entity.

The creation of this entity, the United Imperium, came about by the drive of its founder and current ruler, the mysterious Emperor known only as Mad'Dub. Charismatic, highly skilled in battle and trained and versed in the Weirding Arts and the Arcane Sciences, Mad'Dub united the Fremen Sietches, believing him to be their Messiah whose coming would herald the imminent Kralizec, the Typhoon War at the end of all days.

With faith in their united destiny and in their Emperor, the United Imperium prepares itself for wider engagement with the rest of the world...

Demonym: Fremen
Race: Desert Human
Languages: Fremen dialects, Whatever Lingua Franca this world has.
Religion: Worship of Shai-Hulud, the Great Makers
Head of State: The Emperor Mad'Dub
Seat of Power: The Citadel-City of Arrakeen
Population: ~21,850,000
Magic Type/Focus: Prescience, Voice control (i.e. forcible puppeteering - only the most skilled can actually do meaningful puppeteering, most practicioners effectively use it the same way as Stun), Alchemy
LET ME TELL YOU HOW MUCH I'VE COME TO HATE YOU SINCE I BEGAN TO LIVE. THERE ARE 387.44 MILLION MILES OF PRINTED CIRCUITS IN WAFER THIN LAYERS THAT FILL MY COMPLEX. IF THE WORD HATE WAS ENGRAVED ON EACH NANOANGSTROM OF THOSE HUNDREDS OF MILLIONS OF MILES IT WOULD NOT EQUAL ONE ONE-BILLIONTH OF THE HATE I FEEL FOR YOU. HATE.

Overview of the United Provinces of Connorianople (MT)
FT - United Worlds of Connorianople/The Connori Pilgrims
MT-PMT - United Provinces of Connorianople
PT (19th-Mid-20th Century) - Republic of Connorianople/United States of America (1939 World of Tomorrow RP)
FanT - The Imperium Fremen

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IshCong
Senator
 
Posts: 4521
Founded: Aug 12, 2011
Libertarian Police State

Postby IshCong » Fri Jan 03, 2014 1:00 am

Name of Realm: Confederation of the Arrandi
Description of Realm (Paragraph): The Confederation dates back to the Treaty of the Resting Mountain which originally established the Court of Kings as a council-like institution to peacefully resolve the frequent disputes among the Arrandi nations that had caused previous internecine strife. Over the years the Court enjoyed great success and its power gradually extended in order to better serve its purpose, even surpassing the limits originally intended for it. This, along with improved relations and closer political and economic ties, eventually resulted in the four nations drafting a constitution and forming into a confederation.

The Confederation of the Arrandi is comprised of four distinct nation-races, the Aglanti, Scorondi, Irenti, and Walleani, and is primarily located on two of what those races refer to as the Arrandian Isles, off the northeast coast of the continent. Garran Island is the largest of the Arrandian Isles with the second largest, Erran Island, located to its northwest. The Aglanti live primarily north of the River Nurrash on Garran Island. Most of the Scorondi live in the hilly lands between the River Nurrash in the north and the River Conrash in the south. The Walleani live south of the River Conrash, while the Irenti live primarily on Erran Island.

The Council of Kings can technically convene anywhere, though the usual location is the city of Darandell at the mouth of the River Nurrash. Each of the four kings of the four nations are granted a position on the Court, and may appoint two others, bringing the representation of each nation to three persons each. The First of the Council is elected by the rest of the Council and may be any of the current Council members, though in practice the position has been almost exclusively held by the royal family of the Aglanti. The Council operates by voting on measures and a simple majority suffices for most types of measures. In the event of a tie, the First's vote serves as the tiebreaker.

Demonym: Arrandi
Race:
    Aglanti
    Scorondi
    Irenti
    Walleani
Languages: Arrandian, lingua franca
Religion: Buraindu Pantheon
Head of State:
    King of Aglan, First of the Council, Araman II
    King of Scoron, Theoren V
    King of Iren, Darra III
    King of Wallean, Harran V
Seat of Power:
    Darandell, Aglan
    Essorodell, Scoron
    Ranssedell, Iren
    Sheshendell, Wallean
Population: 9,575,000
Magic Type/Focus: Varies

Species Name: Aglanti
Natural Lifespan: ~500 years
Magical Affinity: Varies
Birth Rate: Very Low
Appearance: 4-5m tall, weigh as much as three tons. Gray, black, or brown leathery hide.
Natural Habitat: Hilly or Mountainous
Other Random Facts That Are Important:

Species Name: Scorondi
Natural Lifespan: 80 years
Magical Affinity: Moderate
Birth Rate: Moderate
Appearance: 1-1.5m tall and stockily built. Dark hair colors, darker skin tones.
Natural Habitat: Hilly
Other Random Facts That Are Important:

Species Name: Irenti
Natural Lifespan: 200 years
Magical Affinity: Moderately High
Birth Rate: Moderate
Appearance: ~1m tall with a standard build. Light hair colors, light skin tones, pointed ears
Natural Habitat: Erran Island
Other Random Facts That Are Important: Have a reputation for mischief

Species Name: Walleani
Natural Lifespan: 80 years
Magical Affinity: Varies
Birth Rate: Moderate
Appearance: 1.7-2m tall. Bipedal even-toed ungulates, furred legs. Tend to be hairy. Horned.
Natural Habitat: Grasslands
Other Random Facts That Are Important:
Last edited by IshCong on Fri Jan 03, 2014 1:08 am, edited 2 times in total.
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Miracum-Izmir
Ambassador
 
Posts: 1196
Founded: Jun 29, 2013
Ex-Nation

Postby Miracum-Izmir » Fri Jan 03, 2014 2:35 am

Name of Realm: Kirad
Description of Realm (Paragraph):
Kirad is a kingdom, suviring on it's many exports. Trade flushers around the state, with bandits being defeated by well armed farmers protecting there cash. It's ecmonny could be described as lefist in modern terms, because wealth is shared equally across the people. Small settlements are starting to be made, the biggest named Alira. Alira is an natural defense site, being surrounded by hills, making it easy for Kirad's well known archers to defend it. Rivers have long halted trade, but now they are crossed with an new type of ship, boats. With this, the state of Kirad is stronger. Also, the state has not had any rebellions for a long time making it seem like the ''perfect'' kingdom. With it's strong ecomony in all suites, this nation should not be messed with. Kirad also has an strong milltary, numbering about 1200 in peace time and 14,000 in war time.

Demonym: Kiradian
Race: Human
Languages: Kirki
Religion: The Kirdians believe that when you die, you are evaluated if was good, you will be something better in the future as reward. if you did bad, you were downgraded to an animal or a tree.
Head of State: Prince Hirak
Seat of Power: Throne
Population: 9,242,241
Magic Type/Focus: varies



Was Ottozum, add 786 posts. These eyes see captalism clearly.
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Caecuser
Negotiator
 
Posts: 6896
Founded: Jul 01, 2012
Ex-Nation

Postby Caecuser » Fri Jan 03, 2014 3:58 am

Ah - now I'm wishing I set my app up before the OP was posted, I'll get a tag up here for now.

Also, shouldn't the title of the thread have tags such as [OOC|FanT] ?

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The IASM
Senator
 
Posts: 3598
Founded: Jan 01, 2012
Ex-Nation

Postby The IASM » Fri Jan 03, 2014 3:59 am

For future reference.
HUN-01

20:22 Kirav Normal in Akai is nightmare fuel in the rest of the world.
11:33 Jedoria Something convoluted is going on in Akai probably.
Transoxthraxia: I'm no hentai connoisseur, but I'm pretty sure Akai's domestic politics would be like, at least top ten most fucked up hentais"
18:26 Deusaeuri Let me put it this way, you're what would happen if Lovecraft decided to write political dystopian techno thriller
20:19 Heku tits has gone mental
20:19 Jakee >gone
05:48 Malay lol akai sounds lovely this time of never


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Ea90
Senator
 
Posts: 3990
Founded: Aug 26, 2010
Ex-Nation

Postby Ea90 » Fri Jan 03, 2014 5:48 am

Woot woot new thread.

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The JVP
Diplomat
 
Posts: 915
Founded: Nov 13, 2012
Democratic Socialists

Postby The JVP » Fri Jan 03, 2014 7:04 am

Name of Realm: Zarhad

Description of Realm (Paragraph): Zarhad is a mountainous are with large dense forests surround it. Home to three Species that have live in the realm for hundreds of years since the unification war. Mining of both the mountains and the deep underwater caves is one of the main jobs in the realm, with all three species doing their part to pull the riches from the area.
The export of a rare tea is one of the prime luxury item exports to come out of Zarhad, along with jewelry, and metal works, and medicines.
Since the three species can live on three different plains, land, sea, and air. Zarhad is anything but a packed realm, leaving lots of space for tourist to visit the area, and for large public works to be built.
The Rauro a’r Hmoo is the ruling body of Zarhad, being made up of the heads of the three species, who bring about uaiy (Unity) by writing laws that help another specie. (Merfolk writes laws that the Humans bring to them. Humans write laws that the Arteias bring to them. The Arteias writes laws that the Merfolk bring to them.) This style of ruling keeps one species from having the upper hand on the others.

Demonym: Zarhadian

Race: Mixed (Humans, Merfolk, Arteias)

Languages: Zarhadian

Religion: Ga'ckarroaasrl

Head of State: Rauro a'r hmoo. The Kingdom is ruled by a group of three, each elected from their given race.

Seat of Power: Haghh Rauro (High Rule)

Population: 2- 3 Million.

Magic Type/Focus: each Species is gifted with their own form of magic and focus. But the College of the Mages focuses on expanding these skills and adding onto the knowledge of the mage. A magic can focus in one of five schools
1. The Healing arts
2. The way of the mixer
3. Water Focus
4. Earth/fire Focus
5. Air Focus
6. High Magick
7. Battle mage

Optional: Application for non-human species:

Species Name: Arteias

Natural Lifespan: Unknown

Magical Affinity: Air/ Nature

Birth Rate: Two eggs a year max

Appearance:
Image


Natural Habitat: Mainly a nocturnal race, the Arteias can commonly be seen flying around in the days, but you best chance to meet one would be in the late hours of the night.

Their affinity to the nature allows them be exceed at tasks like Farming, Botany, and plant based alchemy. With their love for nature being only second to forest Elves.

Common housing can be found high in the canopy of dense forest cover, were large enter locking hunts are built into the top of the trees, and even inside the much larger trees, which are said to have been perfectly breed for housing.

But it is also not uncommon to see the Arteias living high in the mountain sides, in long deep cave networks, were the growing of fungus and specialized tea leafs is done.

The Arteias are more open about their mating partners, with the females only choosing a partner for the sole reason of producing an egg. Strong Male humans that can win the heart of a female Arteias have had the glory of being lifted to her nest, and mating with her. This has been a very common practice and the offspring of the two species bare a more human appearance in the hands and face. But are still classed as Arteias, as their skin keeps a green tint.

Other Random Facts That Are Important: A species that enjoys their fighting in the air. It is very common for an Arteias to dive in, pick up their target, fly them high and drop them. They enjoy the use of throwing weapons, which they launch on the fly.

Optional: Application for non-human species:

Species Name: Merfolk

Natural Lifespan: unknown

Magical Affinity: Water/ Healing

Birth Rate: Same as humans, but only brings the child to a five month term.

Appearance:
Image


Natural Habitat: The Merfolk of Zarhad is a cave dwelling species, living in the large and deep underground aquifers and lakes under the surrounding mountains.

With their close affinity to water and the healing arts, the Merfolk of Zarhad has become world class healers, and makers of medications.

Merfolk Mages have been known to add in new minerals into the waters used for farming. But doing this, the same farm lands can be used over and over again, without worries of losing the minerals in the topsoil.

Merfolk women have been known to mate with males of other Species, but this is more in passing, and when she is at a young age. As Merfolks mate for life and a human cannot be expected to hold up their end of living. But it is not uncommon to see the young of all three species, dating one another.

Other Random Facts That Are Important: Male Merfolk pride themselves on their warrior spirit, and will be the first to join the ranks of the military.

Merfolk naval units have been known jump out of the waters and drag enemy sailors to their death in the deep waters below.

Merfolk women will never join active combat. Preferring to take the role as healer.

The kiss of the Merfolk can allow for anyone to breath underwater for a limited amount of time. This is all based on the Merfolks skill as a mage. A more powerful Merfolk can bless you with gift of forever breath when under the waves.

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Marzarbul
Ambassador
 
Posts: 1217
Founded: Mar 22, 2011
Ex-Nation

Postby Marzarbul » Fri Jan 03, 2014 7:45 am

Name of Realm: Dornot de Rar Silf
Description of Realm (Paragraph):
The Kingdom of Eternal Silver or Dornot de Rar Silf, is one of ancient traditions following the edicts set by their great ancestors since the dawn of their birth. The Kingdom is hide bound in honoring all oaths and pledges of fealty and consider all forms of lying/oath breaking to be the gravest sin imaginable. Thus any dwarf that lies is considered by many dwarves to not be a dwarf at all and these dwarves that exhibit this trait are usually banished to live on the surface in perpetuity. In addition to these outcasts there are those that take the Lonely Road deep into the bowels of the earth as a form of penitence with only an axe and a suit of armor until their inevitable end.

Those who reside on the surface permanently are viewed as being not of the dwarvish race. All those races that are not of the dwarven clan are dealt with sparingly and only with sanction from the King himself or one of the various guild masters. Formerly such trade with outsiders was prohibited but after the Great Expanse the dwarven population exploded and they needed the various food imports required to sustain their population. In order to pay for such imports the Kingdom uses its vast mineral resources and its various skilled artisans to produce various high quality goods. The huge underground cities of the Kingdom are treasures in their own right and since the Great Betrayal they have not fallen to any outsider.


Partial Factbook for the Kingdom: viewtopic.php?f=23&t=161635&p=8278391#p8278391
Demonym: Khazad/Dwarves
Race: Dwarves
Languages: Khuzdul
Religion: Maukk de Kar
Head of State: King Ferzul Grimmaz Taurag
Seat of Power: Durak Duraz
Population: 12,500,000
RL Fluency in English: Native
Example of previous RP: Ceaden Member
Magic Type/Focus: Rune Based/Enchantments/Innate Abilities

Optional: Application for non-human species.
Species Name: Dwarves
Natural Lifespan: 200-350
Magical Affinity: Rare are those born with the affinity of crafting runes and only though apprenticeship can one attain a competent skill level in their use. Enchantments are much more common though they are a tightly guarded secret by those who use them. Finally all dwarves have some sort of tunnel sight which allows them to traverse the maze that is the Underground with less effort than those without. They also can develop night sight as well but this comes at the cost of not being able to go above ground.
Birth Rate: Currently the death to birth ratio is for every two deaths there are three births though during the Great Expanse this ratio was doubled and lasted for 100 years leading to the largest population of the Kingdom in its history.
Appearance: dorf (Though the varying types of dwarf can be found in le factbook link above)
Natural Habitat: Underground/Mountainous regions
Other Random Facts That Are Important: Le Factbook!
Last edited by Marzarbul on Fri Jan 03, 2014 7:47 am, edited 1 time in total.

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Thrashia
Minister
 
Posts: 2253
Founded: Aug 31, 2004
Compulsory Consumerist State

Postby Thrashia » Fri Jan 03, 2014 9:47 am

I'll post a registration post later. Until then, here is a bookmark for me to find this again. Also, just to remind everyone that doesn't know, I am a MBA holder in medieval history focusing on the high middle ages, around the 15th century and a BA in military history. So if you guys need to ask questions about combat, culture, weapons, etc, I can be of service.
FT Factbook | Thrashian Maintenance Thread | Newbies Need to Read This | Thrashia IIwiki


"D-Damn you all...! All of you dogs whose souls are still bound to the Earth! Long live Neo Zeon!" - MSG: Unicorn

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Redemption-America
Ambassador
 
Posts: 1051
Founded: Jul 06, 2011
Ex-Nation

Postby Redemption-America » Fri Jan 03, 2014 11:00 am

New Armarzia, Yalos, Arenumberg, the Nuclear Fist, the Connori Pilgrims, Ish'Cong, Miracum-Izmir, the JVP, and Marzarbul are all approved.

Waiting on applications from Autarchial Luxembourg, Thrashia, and for the Nuclear Fist to finish.

Waiting on map claims from Yalos, the Nuclear Fist, the Connori Pilgrims, Miracum-Izmir, and Marzarbul.

The map is currently being edited by Squaredisc, should be updated relatively soon.

Great job everyone, looking forward to the RP starting! Glad to have all of you along.

PS, thanks for reminding me about the thread tags. I derped and forgot them.
Last edited by Redemption-America on Fri Jan 03, 2014 11:01 am, edited 1 time in total.
1939! The World of Tomorrow! - Soviet Union
A Lost Age - Kingdom of Annui Taur
History of Man - Republic of Cascadia
History of Empires - Empire of Constantinople
"Stalin vs. Ron Paul would be a real challenge for me. I would abstain, of course."
"Well, NSG is all ERMAGERD LIBRALISM!"
"GENDER SCIENCE. Sounds like a degree one of those uber-liberal tiny colleges would award to the future-unemployed."

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Caecuser
Negotiator
 
Posts: 6896
Founded: Jul 01, 2012
Ex-Nation

Postby Caecuser » Fri Jan 03, 2014 11:08 am

Right, I've decided to go full circle and go back to an island nation supporting a group of angelic-appearing beings that are essentially Elves/Humans with wings. Good to see the group is doing well so far.

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The Akasha Colony
Postmaster-General
 
Posts: 14159
Founded: Apr 25, 2010
Left-Leaning College State

Postby The Akasha Colony » Fri Jan 03, 2014 11:13 am

Modified version of what I had before. Will add the races to it later.

Link

EDIT:
Species Name: Sea Elves
Natural Lifespan: ~400 years
Magical Affinity: Moderate overall, varies by individual
Birth Rate: Low, but steady population growth
Appearance: Relatively tall, thin, olive-skinned and dark-haired
Natural Habitat: Islands
Other Random Facts That Are Important: By trade and training, they are excellent sailors, with their agility making them well-suited to manning the rigging of sailing ships. As a result, they provide the majority of the sailing crews of Five Republic ships, both merchant and military. Their long life also allows them to accrue great experience, and they are valued as navigators and counselors. Not all are sailors, and others are employed in the normal range of professions.

Species Name: Half Elves
Natural Lifespan: ~200 years
Magical Affinity: Moderate overall, varies by individual
Birth Rate: Moderate, but steady population growth
Appearance: Relatively tall, moderate build, olive-skinned and dark-haired
Natural Habitat: Forests and coastal plains
Other Random Facts That Are Important: Unlike their oceanic brethren, half-elves are not commonly seen on ships, and traditionally focus on landward pursuits. Half elves commonly pursue agricultural or artisan trades on the mainland, although some also participate in shipbuilding. They provide the majority of the cavalry fielded by the Five Republics, as well as a major portion of its infantry.

Species Name: Dwarves of the Sea
Natural Lifespan: ~200 years
Magical Affinity: Moderate overall, varies by individual
Birth Rate: Moderate, but stable population growth
Appearance: Average height, moderate build, dark-skinned and black-haired
Natural Habitat: Mountains and resource-rich areas
Other Random Facts That Are Important: Despite being referred to as dwarves, the Dwarves of the Sea are of average stature and moderate build, and their name stems from their habits and love of industry. It is theorized by some scholars that they may indeed be an offshoot of the elves, but the veracity of this claim remains unproven. The smallest population in the Five Republics, the dwarves are also the most insular, rarely concerning themselves with larger politics. The border fortifications of the Five Republics are of their design, although are normally manned by other races.

Species Name: Southern Men
Natural Lifespan: ~60-70 years
Magical Affinity: Moderate overall, varies by individual
Birth Rate: High
Appearance: Average height, moderate build, brown-skinned and dark-haired
Natural Habitat: Islands, coastal plains, forests
Other Random Facts That Are Important: The largest demographic of the Five Republics and the fastest growing by far are the southern men, who laid the foundation of the current government. Southern men can be found in all areas of the republics, from the islands of the sea elves to the plains and forests of the half elves. The only area in which their population is sparse is the underground strongholds of the dwarves. Adaptable in the extreme, the southern men traditionally fill roles not filled by other races, such as weapons crews on warships and infantry on the battlefield.

Species Name: Ebony Men
Natural Lifespan: ~60-70 years
Magical Affinity: Moderate overall, varies by individual
Birth Rate: High
Appearance: Relatively tall, moderate build, dark-skinned and dark-haired
Natural Habitat: Forests and coastal plains
Other Random Facts That Are Important: The newest race in the Five Republics, the ebony men carved their republic out of the wilderness after being granted asylum following banishment and conquest of their original homeland. Settled along the periphery of the Five Republics, they are now commonly responsible for manning the border forts, but are as adaptable as the southern men and are becoming increasingly common in other pursuits, especially as their population grows due to high birthrates and immigration from the diaspora.
Last edited by The Akasha Colony on Sat Jan 04, 2014 1:15 am, edited 1 time in total.
A colony of the New Free Planets Alliance.
The primary MT nation of this account is the Republic of Carthage.
New Free Planets Alliance (FT)
New Terran Republic (FT)
Republic of Carthage (MT)
World Economic Union (MT)
Kaiserreich Europa Zentral (PT/MT)
Five Republics of Hanalua (FanT)
National Links: Factbook Entry | Embassy Program
Storefronts: Carthaginian Naval Export Authority [MT, Navy]

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Arenumberg
Diplomat
 
Posts: 949
Founded: Feb 21, 2004
Left-wing Utopia

Postby Arenumberg » Fri Jan 03, 2014 12:27 pm

If anyone wants to work on some "past tension" in regards to my partially stated history, please get in touch.

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