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Forgotten Eon [Dark Age/Fantasy World][Closed]

A staging-point for declarations of war and other major diplomatic events. [In character]
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Forgotten Eon
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Posts: 7
Founded: May 28, 2015
Ex-Nation

Forgotten Eon [Dark Age/Fantasy World][Closed]

Postby Forgotten Eon » Thu May 28, 2015 9:09 pm

The Forgotten Eon

Our Current IC Thread: Dark Fantasy

Visit Our Sister RP: Shattered Stars




The Year 1034 of the IV Eon,

It has been some time since I have had respite enough to commit my quill to the records of these library. This troubling juncture within my Kingdom's history has been a test of resilience on this old man of almost seventy years. It is important however today that I recollect to you the troubling turn of events that have befallen our humble realm of Obrecia. It has been a fortnight since my King received the demands of the dogmatic Empire of Man came via their own rider, an exaggerated looking Knight wearing more silks than a whore. It was more for the show as our King opened the parchment sealed in violet wax, a bird of prey flying upwards to the stars, the sigil of the Iconic House of Requient.

This ruling dynasty has been in power since the great storm between the Dark Lord and those who dared raise arms against him. Since then the champions of the Storm, the Reuqients have not let us live down their triumph. For over a thousand years they have expanded their influence through all amounts of despotic and violent means over the realms of men. They have stopped at nothing to force all others to bend the knee to the pretentious man who would call himself the Emperor of All Men. A ludicrous title in my opinion but through force of arms it has stood for this Eon and seemingly into the next.

Today sadly our King has been brought before the court of all men and given the choice that most others have taken years prior. Bend the knee, or be put to the sword. It was not a choice that our King was willing to make, to bend the knee at the life of his own beloved daughter. So the Knight who delivered the message cursed the King's name and gave several examples of how his life now was forfeit before he left hurriedly to give word to the Emperor of his rejected proposal. The Princess Corinna sobbed as she felt the fate of her own Kingdom had been destroyed by her transgressions. I did not learn of those transgressions or the contents of the letter sent to the Emperor until a day later. But before I did learn my King decided he would not take the blustering threats of the Emperor sitting down. He summoned his messenger and heeded him to send word to the Tomekian Imperium sworn enemies to the Empire. Events will soon come to a climax now over our little kingdom as their two powers square off on our fields, and bleed into our rivers. But what they do here will not cost them a single crop of wheat or herd of ox. Just another Kingdom that they will trample under their royal feet in their feud of who should rule the world. Perhaps though there can be salvation in another realm to come to our aid, less we become polarized between two giants. I advised the King this much but he assured me no other realm could summon enough martial power to fend off the Empire, not for our sake.

Raphael Wilhelm, Scholar of the Court of Obrecia


A World of Dark Fantasy, Introduction-


"Semi-realistic fantasy in the gritty world of the past."

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The Forgotten Eon is the creation of a world in the setting of a Dark Age/Fantasy time period. This gritty atmosphere is a place to role-play the realm of you dreams. Quality RPs are more important to us than the number of RPs, and to that extent we hold our members to the same standards. While that being said this World is for the fun of the players and we all like to enjoy a good RP.

This isn't your usual fantasy RP either, we consider this Low-Fantasy, Dark Age Tech. Meaning magic is a rare, hard, gritty, and hard to harness thing. There is no college of mages running around teaching twelve year olds to float feathers with a wand. Magic is a powerful and dangerous thing to behold and for the 1/1000 who has even the slightest ability to use it, it can kill you just as easy as anyone else. We also limit the number of races allowed within the world. There is an approved list within the rules section but it is always being added to.

The setting of this world is a thousand years after a great apocalyptic event known as the Storm in which the many mortal beings revolted against the Dark Lord who had enslaved them for centuries. Now in this new age the population of the world are trying to consolidate and rebuild. At the center of this is two large factions known as the Tomekian Imperium and the Empire of Man. Known largely as the Men Vs. The Eves this conflict has been the center of the past eighty years of the worlds history. Smaller realms have taken to either side or even tried to stay out of it completely but eventually the conflict consumes all.

Players are encouraged to build relationships with others both prior to their start in Forgotten Eon and during to better foster the environment and story that we are creating. We do not waste out time with boring relationship building RPs but rather work together as a group and with the new players to have a joint history and canon so that our RPs are at a level that all can enjoy. Whether you are a fan of A Song of Ice and Fire, Lord of the Rings, Warhammer Fantasy, or any fantasy story this is the place for you to explore this niche tech level and world.

On a more serious note, if you do not intend to be committed to this RP world then please do not make us the admins and the serious players waste out time. This world is a world of the players and of that the dedicated players make this a cohesive group to partake in. If you do not intend to put your full heart into this RP and give it that level of dedication do not join.


Administration-


This world is administered by a team of admins that review and approve applications, organize the world history and canon, edit and maintain the map, create group RPs and Quests, and moderate any member threads. It is very important that players respect and adhere to admin directions as to better facilitate a fun environment for all. As it stands not the team of Admins consists of Achesia, and Knights of Kings. Co-Ops for this RP are Nuclear Fist and Great Houses of Xie.

Recommended Tools-



Rules-

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This RP world is meant to be a semi-realistic Dark Age/Fantasy setting. While this can be interpreted in many different ways it is our goal to explain that in simple ways through these following rules.

  • 1. Membership whether as a Realm or Group is approved by the full admin staff. Applications are review based on past RP experience, capability of Realm concept with the world, and ability to write in a orderly way that can be read and understood. If the admin staff has something to give you a critique on your application do not take it personally but rather heed their words and work with them, they are willing to help.
  • 2. Members must maintain an active status in the group to maintain their claim. If a players nation is deactivated for inactivity their lands are then open for claiming by old and new players. If a player does not contribute to the world whether IC or OOC in 30 days their lands are up for claim by old and new players. Members can go on leave of absence if it is need, but this must be coordinated with the admin staff.
  • 3. Claims on the map are approved by the admins during the initial application process. Players must request a reasonable amount of land to be approved. It is always a option for players to expand through a quality RP story thread but this must also be reviewed and approved by the admin staff. Quality, not quantity is the name of the game here. Other players may contest expansion land claims but must be done in IC.
  • 4. All players are expected to respect one and other at all times in their OOC speak and interactions with regarding to Forgotten Eon. If the admin staff feels a member is causing too much issues with other players it is within our right to terminate their Realm in the World.
  • 5. God modding of any type is also forbidden in Forgotten Eon. RP is about story telling and is not a board game. While there is winners and losers, a certain type of strategy involved, players must agree to what they expect the outcome of the thread to be and how they are going to go about to do it. If players cannot agree or they feel there could not be an agreement the admin staff will gather the facts of the situation, and use an appropriate formula in a random number generator to find a solution. It is then in each players involved obligations to carry out that ruling in their RP to create the story. In addition to Godmodding there is also no ignore-cannon. All actions must be recognized unless overruled by an admin.
  • 6. A certain quality is expected of members within their RPs, put your effort in to have fun and commit to the Forgotten Eon when you post in IC. Members who are found to be consistently posting half-assed IC posts will be talked to by the admin staff and if the behavior continuous will lead to dismissal.
  • 7. Forgotten Eon has a joint canon and history and this is something that all the players must contribute to within the world. Please adhere to the existence of this history and try to actively contribute to it. If the admins deem necessary they will put someone in charge of forming the world history and canon to be put on file in this thread.
  • 8. As stated above this is low-fantasy. Magic is a rare thing and should be treated as such. There will be no armies of magic users trancing about the world shooting fire form their hands. You must consider the dangers of magic when RPing it and also that only the most skilled and experienced have the ability to harness it.
  • 9. Technnology is limited to everything dark age/medieval up until gunpowder, no gunpowder. Swords, bows, spears, crossbows, catapults, all of that. But no guns or bombs or such.
  • 10. Approved races are as follows: Humans, Elves, Half-Elves, Orcs, Goblins, Dwarves, Gnomes/Hobbits, and Trolls. If you have another that you really really want to play. It must be brought to the admins to be approved.
  • 11. The staff shall consist of 1-2 Admins, and 1-2 Co-Ops. The Admins shall be the holders of the Forgotten Eon password and make official edits to all official OPs and posts. Admins will have the power to ban or remove players from the game. Admins will be the final word on any decision of importance. Approve player applications. Admins will also hold all the duties that a Co-Op holds.
    -11.1: Co-Ops shall moderate disputes between players both in IC and OOC. Conduct edits on the request of the admins (code to be sent to admin via telegram for admin to proof and input. Warn players who break any rules. Review applications and give advice. Host and administer official IC RPs.

Application-


To apply to Forgotten Eon you may either join as a Realm (Nation, Kingdom, State) or as a group (Mercenaries, Knightly Order, etc.). Bellow are the application formats as well as explanations as to what to fill in each blank.

Realm Application:
Code: Select all
[b]Realm Name:[/b]
[b]Realm Type:[/b] (IE: Kingdom, Republic, Tribe, Empire, Etc)
[b]Race:[/b] (Approved Races So Far: Humans, Elves, Half-Elves, Orcs, Goblins, Dwarves, Gnomes/Hobbits, Trolls, More to be added)
[b]Demonym:[/b]
[b]Capital:[/b]
[b]Ruler(s):[/b]
[b]Motivation:[/b] (To live peacefully, conquer the world, spread the religion, etc)
[b]Population: [/b](Needs to be reasonable, no more than around 12 million at the largest, myself and Knights are going to have larger pops due to the scope of our nations being a big part of the story and like I said before us being facilitators)
[b]Language: [/b]
[b]Religion:[/b] (If aplicable)
[b]Economy:[/b] (Give us a description of your wealth, not everyone is a wealthy nation, some are not as well off. You have to give us a good description of the factors of your economy, what you trade etc. )
[b]Currency: [/b]
[b]Military Size:[/b] (During peace time as with every other RP you shouldn't have more than 5% of your population in your military.... well you can but your economy wills suffer with it)
[b]# of Population fit for military service: [/b] (Should be only about 25% of your population.)
[b]Examples of Previous RPs: [/b](Please provide 3 for us to review)
[b]How Active Are you on NS:[/b]
[b]Alignment of Realm:[/b] (Vassal of the Empire, Member of the Elven Alliance, Neutral, Other) (Please note depending on what you choose it will effect how your nation is shaped. Being a vessel of the Realm gives you the ability to participate in a game of thrones like kingdom where you can attempt to rise to power under the Emperors favor. If you choose the Elven Alliance you have more autonomy but the security of being in a strong alliance, if you choose neutral you have all the freedom, but also the lack of security. Have fun with this and give us what you want to be.)
[b]Description of Realm:[/b] (Give us the run down of what your Realm is)
[b]Relationship with other Realms: [/b](Talk to at least 4 other players and pre-coordinate your history with each other, current relationship, etc) *For now ignore this, we can establish that here in the OOC thread. Once the main thread is up and going it will be applicable to new members.
[b]How you fit into the world:[/b] (Again they need to justify what their relationship to the world is.)


Group Application:
Code: Select all
[b]Group/Organization Name:[/b]
[b]Type:[/b] (IE: Order of Knights, Religious Group, Mercenaries, Traders, Etc)
[b]Purpose:[/b]
[b]Mission:[/b]
[b]Motivation:[/b]
[b]Race:[/b] (Approved Races So Far: Humans, Elves, Half-Elves, Orcs, Goblins, Dwarves, Gnomes/Hobbits, Trolls, More to be added)
[b]Home:[/b]
[b]Leader:[/b]
[b]Population: [/b] (Should be within the thousands at the most.)
[b]Language: [/b]
[b]Religion:[/b] (If aplicable)
[b]Examples of Previous RPs: [/b](Please provide 3 for us to review)
[b]Alignment of Group:[/b] (Vassal of the Empire, Member of the Elven Alliance, Neutral, Other)
[b]Description of Group:[/b] (Give us the run down of what your Realm is)
[b]Relationship with other Realms: [/b](Talk to at least 4 other players and pre-coordinate your history with each other, current relationship, etc)
[b]How you fit into the world:[/b] (Again they need to justify what their relationship to the world is.)
Last edited by Forgotten Eon on Mon Sep 21, 2015 11:05 pm, edited 20 times in total.

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Forgotten Eon
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Posts: 7
Founded: May 28, 2015
Ex-Nation

Postby Forgotten Eon » Thu May 28, 2015 9:10 pm

Claims-

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Map of the Known World


The Known Realms-


The Empire of Man
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The Empire of Man is the ethnocentric bastion of humanity. Ruled by the Emperor who speaks for the God of Summer, the Empire has sworn to defeat wha it views as the servants of the Dark Lord (non-humans). This thousand year old fear and hatred of non-humans stems from the time before the liberation of men when non-humans were their masters. Now the Emperor has sworn before gods and men to unite his people to fight these deamons.
Player-Achesia
  • Race: Humans
  • Capital: High Requiem
  • Ruler: Emperor Titus the II
  • Population: 40 Million
  • Language: Common
  • Religion: Achari Sumari
  • Economy: Wealthy, Agriculture based
  • Military Size: 250,000 Standing, typically increased during wartime by levi serfs


The Eternal Realm of the Tomekian Imperium
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Born out of the military alliance that made up the Elven Resistance to the Dark Lord, the Tomekian Imperium is a prosperous superstate bent on the eventual destruction (by any means necessary) of the xenophobic Empire of Man. By far the more tolerant of the two, the Imperium seeks to assemble a broad coalition to undermine, block, or, if necessary, engage the Empire in open war to prevent its further expansion. The Elves, though immortal, spent dearly to eventually defeat the Dark Lord, and thus refuse to allow darkness to again dominate the land.
Player-Redemption-America
  • Race: Elves
  • Capital: Taras Elerína
  • Ruler: High King Imrathion
  • Population: 25 Million
  • Language: High Elven, Low Elven, Common Tongue
  • Religion: Aistalea
  • Economy: Strong agriculture due to millennia of improvement, strong trade economy.
  • Military Size: 251,750 standing.


Zarhad Union
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Zarhad is an island realm are with large dense forests on it's northern Islands. rolling hills and fields on the Man island, and moutains on her surround smaller islands. Home to two Species that have live in the realm for Thousands 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 both species doing their part to pull the riches from the area.
Player-The JVP
  • Race: Humans and Elves
  • Capital: Na’mhomLaa
  • Ruler: Teysa & Nissa
  • Population: 5 Million
  • Language: Zarhadian
  • Religion: Polytheism
  • Economy: Mining based
  • Military Size: 215,000


The Einokaze Shogunate
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Four Daiymo's and the Bokfu make up the Einokaze Shogunate. Each Daiymo is ruled by a Ojichiji. The Bokfu is the Shogun's lands and other Free Cities. In the past, the powers of the Ojichiji rivaled that of the Shogun. However, the past series of Shoguns have seriously limited the powers of the Ojichiji and granted them to the people, creating popular support for the central government. The Shogunate is increasingly militaristic, attempting to use force or arms and economic means to maintain neutrality in the world.
Player-Inesea
  • Race: Dwarves
  • Capital: Kaminomon
  • Ruler: Shogun Jinsei Hayato
  • Population: 10 Million
  • Language: Naehonjin
  • Religion: Ancestor Worship
  • Economy: Steel-working, silk farming, trade, and agriculture
  • Military Size: ~80,000 Army, ~20,000 Navy


The Pavlostani Order
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Thousands of years ago, legend has it that the Pavlostani tribe in the Dwarvish North were battling ancient demons sent by Temna, the Accursed Stone. To counter Temna's evil, the Seventh Stone, Pavel sent down his son Sang, a true warrior wielding a magical warhammer named Haqiqati Ilohi to defend the Pavlostani. Rallying the Pavlostani, Sang defeated Temna in open combat while the Pavlostani, blessed by Sang and Pavel, broke Temna's power. On the site of the battle between Sang and Temna, the Pavlostani built a city in tribute to the great victory. They named it Haft Sang, and declared Sang their leader. From Haft Sang, the Pavlostani Dwarvish Empire was born.

Player-Pavlostani
  • Race: Dwarves
  • Capital: Haft Sang
  • Ruler: Patriarch Pyotr of the Seven Stones
  • Population: 5 million
  • Language: High Pavlostani
  • Religion: The Faith of the Seven Stones
  • Economy: Industry, mining
  • Military Size: 45,000 troops


Taniar
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Long ago, in the ancient times before the Storm or the Dark Lord's reign, the people of Taniar sailed through the dark mists on eight ships, though toil and woes, to find a land they could call home. Odmir, God of the Storms and Seas, led them to a safe harbor, where the Southern Run fed gently into the sea, and the Tani settled there, each ship claiming a portion of the shore. The Tani play a dangerous game, neither supporting nor opposing either great power in deed, but paying lip service to both in word, in the hopes that they will remain free from the wars that ravage the lands... for they have problems enough at sea. The fleets of the rival State of Carsepolis control the quickest route to the Elves of Tomekia, who are important trade partners for the Tani, and the taxes they charge to allow goods through their waters is considered excessive and increases constantly, while the uncertainty of the times encourages piracy throughout the world, greatly affecting the trade Taniar relies on. The swirling winds (this time of uncertainty) and waves (this time of war) threaten to once again destroy the Tani people, and this time Odmir may not hear their cries in time.

Player-Inoroth
  • Race: Human, Erns, some other minorities
  • Capital: Haven of Ci'Merita
  • Ruler: King Udos Padal II
  • Population: 847,000
  • Language: Tanian
  • Religion: 'Seven Great Ones' or 'Seven Divines'
  • Economy: Urban, maritime trading, fishing, crafts
  • Military Size: 11,500 Knights - 7,500 Sailors - 35 Standard Ships, 8 'Great Ships'


Kingdom of Korrss
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Korrss lies athwart two rivers (whose names I cannot read on the map and if possible I would like to have 'local' names for them) and stretches from Silver Light Bay in the west and along the Cut, stopping shy of the Traders' Sea. The rivers (and nearby flat, open ground) provide very fertile soil for Korrssi agricultural efforts and are the location of many Korrssi cities, though Silver Light Bay and the Cut host some as well.

Player-Ish'Cong
  • Race: Human
  • Capital: Narrak
  • Ruler: ryk'Karr Korrss
  • Population: 12 million
  • Language: Korssi
  • Religion: Fareem
  • Economy: Agriculture, animal husbandry
  • Military Size: 5% of my population I suppose


Dai-Shie Taikoku
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Previously a weak Tennou presiding over a number of very powerful vassal clans, the latest round of vassal wars led to the domination of the Tennou by the Shie clan, from which the newly reformed Teikoku derives its name. Despite the reforms, the old vassal system's vestiges are easily visible in the way the provinces are formed, with the old vassals' domains generally composing the provinces. While the new government attempts to maintain a meritocracy, provincial governors tend to be appointed based on favoritism. In order to become a government official, though, officials must go through one of the academies scattered throughout the Teikoku. In the same manner, officers in the military must be educated. Similarly, vestiges of the vassal system can be seen in the military organization of the Teikoku.

Player-Great Houses of Xie
  • Race: Human
  • Capital: Nakabaragusuku
  • Ruler: Tennouheika Shie Sougen
  • Population: 12 million
  • Language: Common. Hondougo
  • Religion: Philosophy, ancestor worship, and minor pantheons
  • Economy: Agriculture, wine, fishing
  • Military Size: 5% of the population


The Kingdom of Gunrado, Empire of Man
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On the eastern coast of the Seaman's Crypt lies a land of dark swamps, marshes, and bayous more deadly than that infamous, tumultuous sea itself. Its wispy willows, thick trees, and endless vines and vegetation rise from steaming black waters. It is a kingdom of great beauty, but even the most beautiful rose has thorns-and Gunrado is as much of a graveyard as it is a hidden secret of the gods. Crocodiles, spiders, eels, snakes, poisonous flora and fauna alike, all have claimed their fair share of the lives of both native and foreign adventurers. But for those who have dwelled amongst the wetlands of Gunrado since time immemorial, the bogs and moors of this ancient enclave have also provided great riches. Fisheries sprout along the coasts, rice paddies, dye plantations, and spidersilk farms stretch throughout the countryside, and most important of all, gold and silver mines in underground caverns and caves so elaborate one would think they were carved by primordial ghosts themselves.

Player-Gunrado
  • Race: Human
  • Capital: Elujan
  • Ruler: King Jaun IV
  • Population: Nine million
  • Language: Gunradoan
  • Religion: The Divine Consorts' Rite
  • Economy: Fish, agriculture, silk, precious metals
  • Military Size: 450,000


The Kingdom of Zelbae, Empire of Man
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We are one of the darker, and more sadistic realms of this world. We are not outright evil. History has simply taught the Norcross family, and those that follow them, that fear is one of the most powerful and useful weapons on the battlefield. Few in this world are more effective when it comes to shock and siege tactics. Many fear the dark, and darkness is Zelabae's vassal.
Player-Dbrought
Race: Human, Orc Slaves
Capital: Castle Corvinus
Ruler: Lord Norcross
Population: 5.28 million (3.696 million Humans), (1.584 million Orc slaves)
Language: Common Imperial, Northern Clans tongue, Ancient Norse (secret tongue of the Norcorss family and inner circle)
Religion: Achari Sumari (overtly), Asir Nocturna (The secret pantheon the Norcorss and inner circle worship), Asir (the pantheon the Northern clans worship, which have enough parallels to Achari Sumari that is isn't outright heresy)
Economy: Logging, silver mining, steel and weapon manufacture, potato/wheat/sugar beet/barely/oat farming, swine/dairy husbandry, Orc slaves
Military Size: 171,600 standing forces (92,400 Human) (79,200 Orc Thralls)

Kingdom of Vatheros
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The dense forests and mountains of Vatheris contained small familial clan's and tribes of dwarfs and elves, humans arrived later. The first city was Seklon, a ramshackle settlement where all three of the races came to populate. From their a hereditary monarchical city state emerged. It expanded out coercing tribal villages into the protection of Seklon. The others cities then began to spring up, Satcuan, Yukonga, Zitonz and then Kesyth. Each city developed into monarchical city states, eventually reuniting due to marriage pacts and alliances between the races. The racial mixture in the kingdom has fostered an attitude of tolerance and acceptance of difference. Vatheros is located in between the Empire of Man and the Zarhad Union with coastline access to the Drak Sea.

Player- Bulgislavia
  • Race: Elvin 44%, Human 34%, Dwarf 22%
  • Capital: Seklon
  • Ruler: King Romer Di Sekloni (Elvin)
  • Population:2,008,000
  • Language: Vatherosi with slight variations depending on city.
  • Religion: Sacred relationship to ancestral spirits and wide variety of beliefs, though there are attempts to establish an organized religion around a local diety the "Maiden of Mt Adapirs".
  • Economy: A stable and balanced economy despite lack of access to the more active global trade routes. It's domestic economy has access to diverse resource from luxury resources like silk to resources like gold and iron.
  • Military Size: 16,000 less than 1% at present


Solvaldir
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Formed out of war and faith and forged from victory, Solvaldir was sworn in vassalage to the Empire of Man and has remained tied into its ever powerful rise to near pre-eminence. Solvaldir, however, has remained, like a handful of the other more distant kingdoms tied by vassalage, a distinctly different area to the heart of the Empire. A nation of seasoned farmers, hunters, and pious protectors, the lands it holds are - seemingly held in favour by their faith - a place of great beauty.

Player-Arenumberg


The Five Republics of Hanalua
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The Five Republics of Hanalua are a mercantile confederation, known for their far-reaching trade interests and shrewd moneymaking abilities. Formed from the union of five separate republics with a mixture of southern Men, Sea Elves, half-Elves, and other small minorities, the confederation stands neutral in the standoff between the Empire and Imperium, but is not above the use of intrigue, money, and influence to achieve its aims of greater wealth. Despite this and the Republics' mercantile reputation, most citizens live at home engaged in their daily lives, unaware of the plots that transpire around them.
Player-The Akasha Colony
  • Race: Humans, Sea Elves, Half-elves, small minorities of other races
  • Capital: Keikaimanaokalani
  • Ruler: Arch-Quaestor Hokuikekai Niele
  • Population: 12 million
  • Language: Common, elvish, and local pidgin dialects de facto.
  • Religion: Hanaluan polytheism
  • Economy: Mixed agriculture, trade, artisinal
  • Military Size: 90,000 troops, 70,000 sailors in the Confederate army/navy


The Vatrangarian Knightly Order
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The Vatrangarian Knightly Order is an Order that follows the ideas of the Empire of Man and the Order knights consider themselves the best in the world after the Empire. The Order's policies turn around the protection and expansion of the Empire, the Achari Sumari and the Human worl domination.The Order has its base in the Empire's vassal realms of Zaldornea and Vatrangaria and is ruled by the very high respected Grandmaster Ubald the White. The Order is only a few centuries old and is in constant conflict with other races from the outside and a struggle with the Vatrangrian and Zaldornean nobility from the inside.
Player-Taelete
  • Race: Humans
  • Capital: Tarovasol
  • Ruler: Lord Grandmaster Ubald the White
  • Population: 7 Million
  • Language: Mostly Common Tongue
  • Religion: Achari Sumari
  • Economy: Wealthy, Agriculture based
  • Military Size: 4% of the population during peace time(this also includes knights/crusaders from abroad) and 6-8% during war times(depends on the war


Kemet
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In the time before the Dark Lord, Kemet was a great power. Its fleets ruled the waves of the Trader's Sea and the Mouth. Its armies marched from coast to coast, and great feats of magic were done in the name of its God Kings. Now, its empire is dust. During the Domination of the Dark Lord, Kemet was a mere grain depot, and after his defeat, it was nothing but a collection of warring factions. Now, though, a new king is risen, bent on the reclamation of Kemet's former glory. The standard of the Son of Ra flies before his armies, while the high priests and petty lords of the land bow to his chariot, or are crushed beneath its wheels. The intentions of this new king towards outsiders are unclear at the moment, but his progress to the coast seems unstoppable.

Player-Seba-Kemet
  • Race: Humans, elven minority
  • Capital: Ineb-Hedj
  • Ruler: Pharaoh Ma'atkare
  • Population: 9 Million
  • Language: Rekemet
  • Religion: Kemeti pantheon
  • Economy: Growing, agricultural
  • Military Size: 25,000 man standing army, supported by temple troops and peasant levies.


The Kingdom of Sötétség
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The Kingdom of Sotetseg is old and has always stood apart from the Empire of Man. It's citizens are hard, cold of blood, and more akin to their dwarven neighbors in temperament than to others. All pay homage to the King. All bend the knee, or grow shorter at the neck. Shadows haunt within shadows and a hidden malice lies waiting. Such are the ways of Sotetseg. The king desires to rise high upon the world, a conqueror who awaits his chance for prey. Until then, he courts favor and kindness from neighbors, until the time is ripe.
Kingdom of Sötétség Factbook Link
  • Race(s): Men, half-elves, some dwarfs and a few, unknown vampires
  • Capital: Megront
  • Ruler(s): King Viktor Corvinus Ambrose von Anthropoktonos XXI
  • Population: 2.7 Million
  • Language: Common Tongue, Magyar
  • Religion: Nergal and the Pantheon of Night
  • Economy: Mining, animal husbandry, and trade
  • Military Size: 10~20,000 standing within various Household armies at any one time
  • Military Size in War: ~50,000 men-at-arms, ~15,000 Hussar-Knights
  • Traveler's Guide Warning: Mountain trolls wander about, waiting to feast upon unsuspecting and unwary travelers.
Last edited by Forgotten Eon on Sat Aug 22, 2015 11:16 pm, edited 47 times in total.

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Forgotten Eon
Civil Servant
 
Posts: 7
Founded: May 28, 2015
Ex-Nation

Postby Forgotten Eon » Thu May 28, 2015 9:11 pm

History and Canon-

NPCs-

The Zan Izor Dawi -- Land of the Red Dwarfs
Image

The Red Dwarfs desire peace and stability, allowing them to mine and work their metal craft to their hearts content. Ruled by four Kings, each of whom is head of a great clan, the Red Dwarfs are an ancient and unbowed people. Long in the making to forge friendship and even longer to forgive a grudge, the Red Dwarfs will defend their homeland and allies with the all the fire of a forge.
NPC Factbook Link
  • Race: Dwarfs
  • Capital: No single capitol.
  • Ruler(s): King Vonag Odan of Clan Izril Gazan, King Immhad Khordan of Clan Kadrin Rhun, King Dolin Barazak of Clan Thingaz Undi, and King Vonag Odan of Clan Zhuf Vithang
  • Population: 5.7 Million
  • Language: Common Tongue, Khazalid (Red Dwarf tongue)
  • Religion: Ancestor Gods
  • Economy: Wealthy, Mining, metal working
  • Military Size: 50,000~ standing within all clan armies at any one time
  • Military Size in War: ~200,000 warriors


The Empire of Syroth
Image

Syroth is the last bastion of original sin in the world, the last shadowy corner in which the Dark Lord's influence remains. As such, it remains the sole surviving remnants of the Wicked One's empire, and the last pillar of civilization in a sea of degeneracy. Or so claim the Syroshi, who believe themselves to be descendants of the Dark Lord and his armies, who have ruled over Syroth for time immemorial. There was once a time when the Empire of Syroth struck fear into the hearts of all people, when it was a dreaded and terrifying land of horrors that only grief poured from. Syroth: the land of ash and blood. But no longer, all empires wane with time, and over time the central authority of the Emperor weakened, and it was only because of the tenacity and skill of the Dark Legions that Syroth survived the devastating war that almost destroyed it.


  • Race: Elves, Goblins, Orcs
  • Capital: Kirrol Syrroth
  • Ruler: Emperor Ulvon II
  • Population: Nine million
  • Language: Black Tongue
  • Religion: Shamanistic, Worship of the Dark Lord
  • Economy: Industry, agriculture, slaves
  • Military Size: 1.5%


The Confederation of Karazsnt
Image

Karazsnt is comprised of 15 tribes. Each tribe is ruled by its Chieftain and his/her appointed administrators, appointment of the Chieftain him or herself is determined most often by inheritance of the first-born from the previous, trials set up by the local shaman, coups, or any other method that the tribe finds preferable. There are fifteen tribes in total, though the Confederation is open to annex possible future tribes. There is Kraht, Manijd, Lophque, Vestuf, Kiyrt, Powc, Uhuk, Rezasf, Nyet, Grotf, Ehd, Trejic, Izop, Szad, Osizt; Ovfaer is considered independent of the tribes, and is represented and taxed accordingly, its "Mayor" is chosen by vote from among its citizens. Karazsnt is relatively flat, with some minor variations in the form of hills and forests. Karazsnt is also intersected by the White and Shrim rivers, most of the tribal capitals are located along here, as well as Ovfaer.


  • Race: Orcs
  • Capital: Ovfaer
  • Ruler: Grand Minister Jzil Grawft
  • Population: 3.7 million
  • Language: Turish
  • Religion: Shamanistic
  • Economy: Fishing, logging, wood crafts, ship making
  • Military Size: ~148000


Carsepolis
Image

The region around Carsepolis was once home to numerous clans of Myrosi pirates that preyed on the traffic through the Trader's Sea. Carsepolis itself was where loot and slaves would be taken to be sold. As the Carsepolitans grew more powerful, they realised that there was more profit to be made from guaranteeing the protection of merchants and other travellers in exchange for a toll. Thanks to their newfound safety and the convenient location of Carsepolis between the east and the west, the city became known as a place where humans and non-humans could meet to trade freely with each other away from prying eyes.
  • Race: Mainly Humans
  • Capital: Carsepolis
  • Ruler: Grand Admiral Temor Vanci
  • Population: 800,000
  • Language: Myrosi
  • Religion: The Trichotomy (The Sea God, The Stone God and The Storm God)
  • Economy: Fairly good - draws a lot of money from trade tariffs and tolls. Mainly exports salt.
  • Military Size: 40,000
Last edited by Forgotten Eon on Wed Aug 19, 2015 4:42 pm, edited 3 times in total.

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Forgotten Eon
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Founded: May 28, 2015
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Postby Forgotten Eon » Thu May 28, 2015 9:11 pm

Threads-

In Character Threads-

Last edited by Forgotten Eon on Sat Jun 06, 2015 9:28 pm, edited 2 times in total.

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Forgotten Eon
Civil Servant
 
Posts: 7
Founded: May 28, 2015
Ex-Nation

Postby Forgotten Eon » Thu May 28, 2015 9:11 pm

Reserved

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Achesia
Negotiator
 
Posts: 6440
Founded: Sep 26, 2009
Ex-Nation

Postby Achesia » Thu May 28, 2015 9:25 pm

Application placeholder.

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Exantos
Ambassador
 
Posts: 1276
Founded: Feb 08, 2012
Ex-Nation

Postby Exantos » Fri May 29, 2015 6:04 am

Two Application Placeholders-

Realm Name: THE WILDERNESS
Image

Realm Type: The Wilderness.(Within are the Tribes which we'll call the Tribes of 500) I'll thin down the number and eventually split the wilderness territory in-between them all.
Race: All races as well as Fey Beasts and Wild Monsters roam these lands.(Monsters A.K.A Dragons, Trolls, Those Giant Worm creatures in the last hobbit movie.)
Demonym: None
Capital: None
Ruler(s): Gaia
Motivation: No motivation.
Population: 100,000 people
Language: The Tribes all have varying Religions. Some worship the sun. Some Worship the earth. Some worship the spirits that they believe live within everything.
Religion: There are many religions that exist in this region. Of the many tribes. I will be roleplaying as a group outside of that which will also be placed inside of it. They follow the way of the Earth Mother or Gaia.
Economy: Bartering between some tribes for goods.
Currency: None...(A majority of this will be answered in my group description.
Military Size: The Tribes within here are in a state of permamentish war(Think Bedouins in Lawrence of Arabia) If you go within one group's land they will attack you. The males battle so about 25,000 fighters. However that is a total and there are quite a few tribes.
# of Population fit for military service: 25,000 people
Examples of Previous RPs: See below.
Alignment of Realm: Neutral and yet hostile to all. Is Nature ever friendly with someone?
Description of Realm: The Wilderness
Relationship with other Realms: Doesn't have a relationship with other realms.
How you fit into the world: It's just the wilderness a place where uncivilized tribes and Fey Beasts live. This can be a place where we have quests etc... Where each realm sends a military force to or characters or something of the Sort.

*Note on this realm* 1. I am willing to let up some territory. 2. Will I be able to expand upon the territory claim in the future. Also I'm working on a lore that I will also post for this realm hinting at magical items that are hidden within this land which is why I want to expand upon the territory claim.

Group/Organization Name: The Druidic Order of Hasperita

Type: Magical Mercenary Group

Purpose: Keep Gaia(The earth) safe from those who would abuse her.(As in take possession of her elementals try to take the planet's power for their own)

Mission: Travel the planet and defend it against those who would abuse it. Also help the highest bidder with magical powers.

Motivation: The earth supplies them their powers (See Desc of Group below)

Race: Any race is welcome in the Druidic order. However it is mainly dominated by a half-elves. Yet the leaders are Elves as they are long-lived and have cut their ties with their homeland.

Home: The Druidic Order has bases within the Human Alliance and the Elven Confederation. However their main base is in the pure wilderness where they were founded.

Leader: Wood Elf Lord Aslele Thecan

Population: The Druidic Order has a population of 495 Druids, 294 Apprentices, and 12 Elementals

Language: Druids are required to know Common, Elven, and Gaia Speak(This is where if they are touching the ground they can speak mind to mind to the earth elementals and Gaia.)

Religion: They Worship Gaia

Examples of Previous RPs: Benevolence Down Project Warfighter Operation Legion Project Warfighter Operation Necropolis Damn Attacked in Congreveopia 1 Damn Attacked in Congreveopia 2

Alignment of Group: They are neutral if you leave the earth alone, but they will help whichever groups pays the highest for their services.

Description of Group: The Druidic Order of Hasperita was formed when Gaia touched the mind of the first Guild Leader Thongios Shoth. She told him a tale of when a wizard had tried to bind the power of an earth elemental to himself (WIP-Finals)

Relationship with other Realms: (Talk to at least 4 other players and pre-coordinate your history with each other, current relationship, etc)(WIP)
How you fit into the world of ________: (Again they need to justify what their relationship to the world is.)(WIP)
Last edited by Exantos on Fri May 29, 2015 6:33 am, edited 5 times in total.
"The only normal people are the ones you don't know very well."-Alfred Adler

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Vozt Yurkova
Chargé d'Affaires
 
Posts: 370
Founded: Dec 06, 2011
Ex-Nation

Postby Vozt Yurkova » Fri May 29, 2015 6:11 am

Vozt Yurkova wrote:Realm Name: Carsepolis
Realm Type: Maritime Republic
Race: Predominantly human, minorities of other races are present.
Demonym: Carsepolitan
Capital: Carsepolis
Ruler(s):Grand Admiral Temor Vanci
Motivation: Economic growth and retaining independence
Population: 300,000 in the city, 800,000 in the surrounding lands.
Language: Myrosi
Religion: The Trichotomy (The Sea God, The Stone God and The Storm God)
Economy:Fairly good - draws a lot of money from trade tariffs and tolls. Mainly exports salt.
Currency: Silver Standard
Military Size: ~40,000
# of Population fit for military service: ~150-200,000
Examples of Previous RPs: Lost Age
The Cathedral and The Lost God
Attrition (as Fenguard and Odinor)
Alignment of Realm: Neutral
Description of Realm: (I'll just write up something brief for now) The region around Carsepolis was once home to numerous clans of Myrosi pirates that preyed on the traffic through the Trader's Sea. Carsepolis itself was where loot and slaves would be taken to be sold. As the Carsepolitans grew more powerful, they realised that there was more profit to be made from guaranteeing the protection of merchants and other travellers in exchange for a toll. Thanks to their newfound safety and the convenient location of Carsepolis between the east and the west, the city became known as a place where humans and non-humans could meet to trade freely with each other away from prying eyes. Their increase in wealth allowed Carsepolis to eventually subdue the other Myrosi and consolidate an iron grip on the mouth of the Trader's Sea.

The government consists of the various captains of the Carsepolitan fleet, and is lead by an elected Grand Admiral. All captains are eligible to vote on state matters, and anyone who contributes ships to the fleet earns citizenship. As a result of many captains being under the employ of a handful of powerful merchants, a sizeable mercantile voting bloc has emerged. In response, the native Myrosi captains tend to band together in opposition of the merchants, in an effort to preserve their customs.
Relationship with other Realms: (Talk to at least 4 other players and pre-coordinate your history with each other, current relationship, etc)
How you fit into the world of ________: Provides a potential point of interest for a naval campaign, and also provides a setting for characters from different cultures to interact.

map claim, just southwest of the Tomekian Imperium, by the Trader's Sea
'z' before a vowel = zh
'z' before a consonant = sh

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

Postby The JVP » Fri May 29, 2015 6:21 am

Realm Name: Zarhad Union
Realm Type: Joint ruled Kingdom
Race: Humes, Elves (So of course there will be Half-Elves)
Demonym: Zarhadian
Capital: Na’mhomLaa (NamiLa for short)
Ruler(s): Teysa Human leader
Image

Nissa Elf Queen
Image


Motivation: To live as we have always lived, and to trade with all.
Population: 5 Million. 3 Million-ish Human, 1 Million-ish Elves, 1 million-ish Half Elves. Unknown number from other races.
Language: Zarhadian
A- oa
B- fa
C- ph
D- o
E- ri
F- gh
G- h
H- a
I- li
J- nn
K- sh
L- rl
M- a’
N- ll
O- d
P- m
Q- s
R- au
S- rr
T- ll
U- v
V- iy
W- k
X- z
Y- irr
Z- nh
http://chaoticshiny.com/langreplace.php (Go to Custom and input. quick and easy translator.)

Religion:
Major:
Heliod, God of the Sun and Man/Human
Thassa, Goddess of the Sea
Erebos, God of the Dead
Purphoros, God of the Forge and miners
Nylea, Goddess of the Elves

Minor:
Karametra, Goddess of the Half Elves
Iroas, God of the Legion
Keranos, God of the Legion Navy

Plus many other Minor and lesser gods and goddess.

Economy: Underground and mountain mining of the large mountains on her surrounding islands, has allowed for Zarhad to extract riches from the earth such as gems and jewel, ores and rocks. The Northern Island is home to the Elves and is where the Zarhad Tea is grown, a luxury item to most. Large Timber forests are harvested for the Zarhad ship building companies. Those small surrounding islands that are flat in land, are used to grew many kinds of crops are raise livestock. The main island is dotted with farmlands, workshops, craft schools, and trade ports ringing the island. Fishing is done around the islands making up a nice chunk of trade.
Currency: Copper Won (CW), Silver Won (SW), Gold Won (GW), Jade Won (JW). (10 CW= 1 SW, 10 SW= 1 GW, 10 SW= 1 JW) A JW is the rarest of the coins, and only found among the rich, the lower classes deal more in CW and SW, with GW being the largest form of the Won they would own. If a JW is given to a common they would quickly cash it in for one of the lower Wons.
Military Size: The Legion Navy: 75,000 and are stationed around a realm to protect the seas. Can be found more in the heavily trafficked shipping lanes. total number Active Military Legion: 215,000 Navy: 75,000
The Zarhad Legion: The standard standing force of the Zarhad military. Bring in young men and women from all over the realm. The Legion as a whole is split into three groups.

Alpha Legion: being the career soldiers, only those that have committed their lives to the protection of the realm are part of the Alpha Legion, numbering 75,000 (Per sector, not all standing, but all active) The Legion operates their own legion cities to where all legionnaires have secondary jobs be it farming, mining, blacksmith, tailoring, etc The Legion only pulls on the resources of the realm when at war

Beta Legion: Those young men and women that are serving their mandatory 2 years of Legion training. Known as the ins and outs, a Beta Legion soldier will spend most of their time training, running escort missions, city policing, and things that the Alpha Legion soldiers will not touch. (Clean ups, and riots.) Beta Legionnaires are never the first called up to fight wars outside the realm, this honor is left to Alpha legion. But Beta will be called up for Realm city protection, as Alpha fights the good fight in the fields.

Omega Legion: Any and everyone in the Realm. If you are a citizen of the Zarhad union then you are a member of the Omega Legion. “From birth to death, Omega legion above all the rest.” The motto of the Omega Legion. Omega Legion is only called up for the most extreme protection of the realm.

Within Alpha Legion are the three legion corps. North, Central, and Southern. Corresponding to what area of the Realm that Legion group is responsible for protecting.

Make up of a Legion Group: The basic make up of a Legion company (100 personal) Is as followed.

Legion Captain

Legion LT

5 Legion Sergeant

5 Legion elements (18 personal each)

8 Frontline medics (A Healing unit that is part battlemage, part healer, part alchemist, but all soldiers. There is one FLM per Element and three FLM in the HQ unit.)

10 Legion companies make up a Legion division. 10 Legion Divisions make up a Legion group. 10 Legion Groups make up a Legion Corps.

Break down of a Legion Division

1 HQ company

5 Infantry Legion companies

2 Archer Legion Companies

1 medic/reserve Legion Company

1 Artillery Legion Company

Not all Legion companies follow the standard model of a Legion company(Which is really the break down for infantry units). These units would be Siege units

# of Population fit for military service: 1250000
Examples of Previous RPs: https://forum.nationstates.net/viewtopic.php?p=24257655#p24257655
viewtopic.php?p=20987398#p20987398
viewtopic.php?p=16111500#p16111500

Alignment of Realm: Neutral
Description of Realm: Zarhad is an island realm are with large dense forests on it's northern Islands. rolling hills and fields on the Man island, and moutains on her surround smaller islands. Home to two Species that have live in the realm for Thousands 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 both 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, metal works, and medicines.
Since the Elves to the North live in the large and tall dense forests, The human settlements there have found a way to ink their land based cities tothe high Elven ones. Making Zarhad is anything but a packed realm, as building up to the trees is the norm in the north.

The cities on the Main Island are based on normal Human villages and are laid out covering large areas. Elves still live in these cities, but you will find more Half-Elves than normal Elves.

The Rauro a’r Hmoo is the ruling body of Zarhad, being made up of the heads of the two species.

Relationship with other Realms: ...
How you fit into the world of ________: (Again they need to justify what their relationship to the world is.)

Realm Claim:
Image

Secondary map claim in Blue, third in Yellow.
Image
Last edited by The JVP on Fri May 29, 2015 12:57 pm, edited 1 time in total.

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Naretion
Minister
 
Posts: 3328
Founded: Aug 08, 2009
Ex-Nation

Postby Naretion » Fri May 29, 2015 7:58 am

Group/Organization Name: Phoenix
Type: Order
Purpose: To accomplish their mission?
Mission: To find a way to put an end to the war between humans and elves and to restore peace through any means possible.
Motivation: Many Phoenix members lost their homes and lives due to the hatred between the races. They wish to create a state of peace and acceptance where nothing like that could ever happen again.
Race: Humans, Elves, and Half-Elves mainly.
Home: They have two HQs. One in Empire of Man. One in Tomekian Imperium. (Both near the geographical centers of each nation.) Two outposts in each of those nations (NE and SE of Empire of Man. W and N of Tomekian Imperium) As well as 4 other small outposts in the lands in-between them that are used mostly for refuge and resupply.
Leader: Resoula (Half-Elf)
Population: 1,247 to start.
Language: Mixed
Religion: N/A
Examples of Previous RPs: viewtopic.php?f=5&t=337108
viewtopic.php?f=5&t=340537
viewtopic.php?f=31&t=299485
Alignment of Group: To themselves and only themselves.
Description of Group: A order of individuals working towards a common goal. Taking both diplomatic actions and subterfuge-esque actions to accomplish their mission. They try to gain influence with their actions by acquiring the friendship of certain towns/realms/groups that they can then use to try to influence how the war is going to try to bring it to an end. They are actually led by a group of 100 persons who rank the highest and are referred to by the title "Phoenix." The highest ranking Phoenix is Resoula, the Half-Elf, as the founder of Phoenix. They despise nations and governments, blaming their existence for why war is escalating during these times, but are willing to work with nations to advance their agenda.
Relationship with other Realms: N/A
How you fit into the world of ________: Behind-the-scenes independent order of fighters, diplomats, and spies. Not taking big actions but taking effective actions to try to bring the war to an end one way or another.
Last edited by Naretion on Thu Jun 04, 2015 10:43 am, edited 4 times in total.
Hope Shall Prevail

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Achesia
Negotiator
 
Posts: 6440
Founded: Sep 26, 2009
Ex-Nation

Postby Achesia » Fri May 29, 2015 5:44 pm

Awesome, myself and Knights are going to start reviewing and approving and then I will post our first RP as discussed previously and we can talk about how everyone is going to fit in. Be patient as we go through apps. Also if you guys have any ideas feel free to post it here to this thread.

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Achesia
Negotiator
 
Posts: 6440
Founded: Sep 26, 2009
Ex-Nation

Postby Achesia » Fri May 29, 2015 6:23 pm

Here are my thoughts on some of the apps. This isn't the final word as Knights hasn't reviewed just yet. But these are some things we need you to improve on.

Exantos, The Wilderness
-Your claim of land is a bit large to start out with, there is definitely room to expand by all means. Also I'm not saying this is something you have to do but the area in which you claimed is also an area intended to be a bit more civilized than a wilderness (smaller kingdoms and such), to the north of the Eye of the World would be a place I would picture perfect for what you described your Realm as and you would have lots of room to expand. Just a thought like I said not something you have to do.
-Please add a motivation to your application. What does this Realm wake up to in the morning to do. What keeps it going.
-Add a relationship with other realms, expand upon how it is not very outgoing and doesn't interface with others. Explain why that is.
-Me and knights are going tor view your Druid group, you don't need to have a separate application for this if it is associated with your Realm. But how magical is it?

Vozt Yurkova, Carsepolis
-You app seems very good, I like the idea. Me and Knights are talking it over.

The JVP, Zarhad Union
-Flush out more how his Realm fits in to the others. How does it interact with the others, and outsiders.
-I like your third choice of map claim the best because it is in more of the center of the action but I don't want to force anyone to be anywhere. If you want the first one that is fine.

Naretion, Order of Phoenix
-The premise seems interesting and could fit into our first RP very well about the coming conflict between the Empire and the Elves.
-Please provide a more specific home location.
-Needs to have a "how do I fit into the world", explain your relationship with other Realms.

Thanks guys! Let me know if you have questions.

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Chadacian
Diplomat
 
Posts: 709
Founded: Aug 05, 2010
Ex-Nation

Postby Chadacian » Fri May 29, 2015 7:22 pm

Realm Name: The Southern Kingdoms of Nysrodu
Realm Type: Absolute Monarchy
Race: Elf
Demonym: Nysridii
Capital: Monhatyae
Ruler(s): King Iarothryn II
Motivation: The motivation of the government in Nysrodu is to usurp the Empire of Man and the Tomekian Imperium and become the world's lone superpower.
Population: 12 million people (I had to use the highest allowable population or my motivation wouldn't make much sense, a nation of 4 million people couldn't possibly hope to dominate in the world.
Language: Mae Govaenen
Religion: Alobal Lorfiril, God of Nysrodu

Economy: The economy of Nysrodu is almost exclusively geared to industry, many of the peasants toil away in quarries or workshops were catapults and weapons of war are constructed. The nobility of Nysrodu are fairly wealthy due to the profits made off of the wars that plague the land. The shipyards of Nysrodu are full of caravel-like vessels and warships that are used in combat, these are frequently sold to nations who may not have the industrial capacity Nysrodu possesses.

Currency: The Crown
Military Size: Peacetime military numbers range around 180,000-200,000 and this number fluctuates depending upon how restless the common people in the realm are.
# of Population fit for military service: Only 2.5 million are fit for service in Nysrodu.
Examples of Previous RPs: Most Recent
Further Back
Throwback Friday
Alignment of Realm: Begrudgingly the Elven Alliance

Description of Realm:
The Southern Kingdom is a large nation that is near constantly going through civil strife as a minority of the common folk attempt to assert themselves in society. The majority are submissive to the monarchy and government to avoid trouble. As a result, it is hard for the Kingdom to focus it's attentions elsewhere and makes any type of offensive campaign a highly expensive and difficult enterprise as the monarchy requires a large of amount of the army to keep the peace and put down isolated uprisings in the quarry camps that are dotted throughout the landscape.

Relationship with other Realms: Not applicable at the moment
How you fit into the world: The Southern Kingdom should be viewed as the envious youngest sibling when it comes to it's relations with the Imperium, the Monarchy recognizes this alliance as a necessity to ensure it's safety. But at the same time it is working to usurp the Imperium and the Empire of Man as the worlds most powerful nation. The elves of Nysrodu are particularly more arrogant than most, which makes dealing with them painful. Nysrodu and it's people are fiercely nationalistic to a fault. Outsiders are viewed with incredible superstition and organizations that support the premise that elves are the master race are common and quite popular. Due to it's close proximity to both the Empire of Man and the Imperium, I wouldn't have a problem with the land this realm occupies being ravaged by war.
Last edited by Chadacian on Fri May 29, 2015 9:52 pm, edited 2 times in total.

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Achesia
Negotiator
 
Posts: 6440
Founded: Sep 26, 2009
Ex-Nation

Postby Achesia » Fri May 29, 2015 7:26 pm

Chadacian wrote:Realm Name: The Southern Kingdoms of Nysrodu
Realm Type: Absolute Monarchy
Race: Elf
Demonym: Nysridii
Capital: Monhatyae
Ruler(s): King Iarothryn II
Motivation: The motivation of the government in Nysrodu is to usurp the Empire of Man and the Tomekian Imperium and become the world's lone superpower.
Population: 12 million people (I had to use the highest allowable population or my motivation wouldn't make much sense, a nation of 4 million people couldn't possibly hope to dominate in the world.
Language: Mae Govaenen
Religion: Alobal Lorfiril, God of Nysrodu

Economy: The economy of Nysrodu is almost exclusively geared to industry, many of the peasants toil away in quarries or workshops were catapults and weapons of war are constructed. The nobility of Nysrodu are fairly wealthy due to the profits made off of the wars that plague the land. The shipyards of Nysrodu are full of caravel-like vessels and warships that are used in combat, these are frequently sold to nations who may not have the industrial capacity Nysrodu possesses.

Currency: The Crown
Military Size: Peacetime military numbers range around 180,000-200,000 and this number fluctuates depending upon how restless the common people in the realm are.
# of Population fit for military service: Only 2.5 million are fit for service in Nysrodu.
Examples of Previous RPs: Most Recent
Further Back
Throwback Friday
Alignment of Realm: Begrudgingly the Elven Alliance

Description of Realm:
The Southern Kingdom is a large nation that is near constantly going through civil strife as a minority of the common folk attempt to assert themselves in society. The majority are submissive to the monarchy and government to avoid trouble. As a result, it is hard for the Kingdom to focus it's attentions elsewhere and makes any type of offensive campaign a highly expensive and difficult enterprise as the monarchy requires a large of amount of the army to keep the peace and put down isolated uprisings in the quarry camps that are dotted throughout the landscape.

Relationship with other Realms: Not applicable at the moment
How you fit into the world: The Southern Kingdom should be viewed as the envious youngest sibling when it comes to it's relations with the Imperium, the Monarchy recognizes this alliance as a necessity to ensure it's safety. But at the same time it is working to usurp the Imperium and the Empire of Man as the worlds most powerful nation. The elves of Nysrodu are particularly more arrogant than most, which makes dealing with them painful. Nysrodu and it's people are fiercely nationalistic to a fault. Outsiders are viewed with incredible superstition and organizations that support the premise that elves are the master race are common and quite popular. Due to it's close proximity to both the Empire of Man and the Imperium, I wouldn't have a problem with the land this realm occupies being ravaged by war.


I only had the chance to skim right now but the only thing I could see is the are you want to claim is already under pending for someone else at this moment. Also for a realm to be more towards the Elven Alliance side of the house I would suggest you be closer to the Imperium.

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Gunrado
Attaché
 
Posts: 88
Founded: Apr 06, 2014
Ex-Nation

Postby Gunrado » Fri May 29, 2015 9:09 pm

**WIP**

Claim:
Image


Realm Name: The Kingdom of Gunrado

Realm Type: Kingdom

Race: Human

Demonym: Gunradoan

Capital: Elujan

Ruler(s): King Jaun IV of the Thoront (Roj Jaun eljan ma Thoront), of the Royal House of the Thoront

Motivation: The Gunradoans recognize themselves as among the most wealthy and important vassals of the Empire of Man. Naturally, they wish to capitulate on that to increase their own power within the Imperial government, or perhaps even take the throne itself through either direct or indirect control should the opportunity arise.

Population: 9 million

Language: Gunradoan (Gunradoamo in the language itself), though all of the nobility and many merchants know the Common Tongue of the Empire.

Religion: The Divine Consorts' Rite, consisting of the dual worship of the god of death, love, and lust, Gunront, and the goddess of life, fortune, and greed, Andalo. Though without an official organized structure, it is a heavily ritualistic and mystic religion practiced by almost all Gunradoans. The followers of the Rite are very steadfast in the faith of their native land, sometimes to the point of contention with imperial authorities.

Economy: The Gunradoan economy is one of the powerhouses of the empire. Though the deadly terrain makes travel difficult, the vast swamplands of Gunrado contain great a host of material luxuries and resources, the most lucrative being fish, rice, dyes (such as indigo), and spidersilk. However, the most important resource in Gunrado by far is its great deposits of gold and silver in its many huge underground caves and cavern complexes. The export, trade, and taxing of these goods have made the lords of Gunrado some of the wealthiest in the Empire.

Currency: arubje

Military Size: 450,000, however it may be raised in times of dire need (usually only when the homeland itself is threatened).

# of Population fit for military service: 2,250,000

Examples of Previous RPs:

Alignment of Realm: The Gunradoan King is one of the most powerful vassals of the Emperor of Man. Therefore, the relationship between sovereign and vassal is often a complex one; at certain times in the Empire's history, Gunrado has maintain great relations with the House of Requient, marrying within the imperial family, serving as the realm's informal bank, and replenishing its defenses with fresh troops. At other times, it has actively worked against the Emperor to the point of near rebellion. Only one thing about Gunrado's rulers can be sure-they want power, and as the old saying goes, "ambitious climbers never want to stop at the second highest rung."

Description of Realm:
On the eastern coast of the Seaman's Crypt lies a land of dark swamps, marshes, and bayous more deadly than that infamous, tumultuous sea itself. Its wispy willows, thick trees, and endless vines and vegetation rise from steaming black waters. It is a kingdom of great beauty, but even the most beautiful rose has thorns-and Gunrado is as much of a graveyard as it is a hidden secret of the gods. Crocodiles, spiders, eels, snakes, poisonous flora and fauna alike, all have claimed their fair share of the lives of both native and foreign adventurers. But for those who have dwelled amongst the wetlands of Gunrado since time immemorial, the bogs and moors of this ancient enclave have also provided great riches. Fisheries sprout along the coasts, rice paddies, dye plantations, and spidersilk farms stretch throughout the countryside, and most important of all, gold and silver mines in underground caverns and caves so elaborate one would think they were carved by primordial ghosts themselves.

The Gunradoans dwell in this unforgiving territory, a xenophobic, mysterious, sensual people who have maintained their thriving culture for centuries. Gunradoans are stereotypically known for their pale skin, full red lips (on both men and women alike), and tendency to have "eel eyes", eyes with a certain color range varying from a darker hazel to a bright, piercing gold. Men wear loose trousers and long, open robes, sometimes sleeveless from the heat; women wear dresses, gowns, or loose pantaloons with blouses and bodices. A peasant might wear ragged garments sown from cotton, while a nobleman could a afford fine spidersilk. This translates to homes as well; the average Gunradoan lives in a house or building made from wood, while nobles and the general upper side of society lives in sturdy dwellings made from swampstone-maroon, tan, white, and black stones often largely covered in moss and gathered from the beds of the swamps and marshes, the same material that the great fortresses and towers of Gunrado are made from. They eat fine foods like clams and white stag, drink liquors distilled from exotic plants and roots, and dance to folk melodies as old as their flowing, carnal language itself. They worship the Divine Consorts, the mythic god who defied death and his faithful lover, two dualistic deities both passionate and jealous to each other and their followers alike, in enigmatic rituals passed down from generation to generation through furtive witch covens. It is a culture as fascinated with death as much as it is with the vigor of life.

Gunrado relies on a feudal system of knights, barons, counts, dukes, and princes, from families venerable, proud, and scheming. The current royal house, the House of the Thoront, is just one of many dynasties to rule over the land after their founder Thoroun, the Plague Prince, defied both his lord, and if you believe the tale, death itself, to take the throne and crown for himself; the house sigil recalls the story with the Pale Hand of Thoroun rising from his swampy grave.

Now, centuries later, his descendants still rule, though vassals to the Emperor of Man. King Jaun "Wildman" of the Thoront (50 years old), a normally jovial man with an ironically high temper, has ruled his land with a steady hand for twenty years, yet all can see that his bouts of anger grow more frequent as well as his love of wine. However, the willful, beautiful, cunning, and worldly wife of Jaun, Elano (44) easily makes up for her husband's faults, a powerful mistress capable of extreme pragmatism-though her smugness may lead to her to underestimate her foes. Elano daily teaches her equally-alluring daughter Princess Yillo (17) the art of court intrigue and diplomacy. Princes Gurren "the Purple Night Prince" or simply "The Purple Prince"(the nickname arising from the bizarre night of his birth and his embracement of it by wearing indigo) (19) and Jaun "Wildchild" (16), sons of King Jaun, remain the best of friends as young men in their prime-Gurren is more intelligent and calculating, while Jaun more rambunctious, fitting of the family baby. Time will tell if the royal family will not only hold on to their grip on Gunrado but also rise to greater heights than their forebears ever did.

Relationship with other Realms: (Talk to at least 4 other players and pre-coordinate your history with each other, current relationship, etc) *For now ignore this, we can establish that here in the OOC thread. Once the main thread is up and going it will be applicable to new members.

How you fit into the world: As a powerful vassal to the human Empire of Man that may prove to be a wildcard in the coming war.
Last edited by Gunrado on Mon Jun 01, 2015 8:30 pm, edited 17 times in total.
Putting my flag right here just in case I lose it like I always do: http://i.imgur.com/aP1CA25.png

“I don't want learning, or dignity, or respectability. I want this music, and this dawn, and the warmth of your cheek against mine.”
-Rumi

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Chadacian
Diplomat
 
Posts: 709
Founded: Aug 05, 2010
Ex-Nation

Postby Chadacian » Fri May 29, 2015 9:53 pm

Achesia I have revised my map claim, I didn't realize Exantos had claimed that land in his application. My fault.

User avatar
Achesia
Negotiator
 
Posts: 6440
Founded: Sep 26, 2009
Ex-Nation

Postby Achesia » Fri May 29, 2015 10:10 pm

Gunrado wrote:**WIP**

Claim:

Realm Name: The Kingdom of Gunrado
Realm Type: Kingdom
Race: Human
Demonym: Gunradoan
Capital: Elujan
Ruler(s): King Jaun IV of the Thoront (King Jaun eljan ma Thoront), of the Royal House of the Thoront
Motivation: The Gunradoans recognize themselves as among the most wealthy and important vassals of the Empire of Man. Naturally, they wish to capitulate on that to increase their own power within the Imperial government, or perhaps even take the throne itself through either direct or indirect control should the opportunity arise.
Population: 9 million
Language: Gunradoan (Gunradoamo in the language itself), though all of the nobility and many merchants know the Common Tongue of the Empire.
Religion: The Divine Consorts' Rite, consisting of the dual worship of the god of death, love, and lust, Gunront, and the goddess of life, fortune, and greed, Andalo. Though without an official organized structure, it is a heavily ritualistic and mystic religion practiced by almost all Gunradoans. The followers of the Rite are very steadfast in the faith of their native land, sometimes to the point of contention with imperial authorities.
Economy: The Gunradoan economy is one of the powerhouses of the empire. Though the deadly terrain makes travel difficult, the vast swamplands of Gunrado contain great a host of material luxuries and resources, the most lucrative being rice, dyes (such as indigo), and spidersilk. However, the most important resource in Gunrado by far is its great deposits of gold and silver in its many huge underground caves and cavern complexes. The export, trade, and taxing of these goods have made the lords of Gunrado some of the wealthiest in the Empire.
Currency: arubje
Military Size: 450,000, however it may be raised in times of dire need (usually only when the homeland itself is threatened).
# of Population fit for military service: 2,250,000
Examples of Previous RPs:
Alignment of Realm: The Gunradoan King is one of the most powerful vassals of the Emperor of Man. Therefore, the relationship between sovereign and vassal is often a complex one; at certain times in the Empire's history, Gunrado has maintain great relations with the House of Requient, marrying within the imperial family, serving as the realm's informal bank, and replenishing its defenses with fresh troops. At other times, it has actively worked against the Emperor to the point of near rebellion. Only one thing about Gunrado's rulers can be sure-they want power, and as the old saying goes, "ambitious climbers never want to stop at the second highest rung."
Description of Realm:
Relationship with other Realms: (Talk to at least 4 other players and pre-coordinate your history with each other, current relationship, etc) *For now ignore this, we can establish that here in the OOC thread. Once the main thread is up and going it will be applicable to new members.
How you fit into the world:


Sent you a TG.

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Achesia
Negotiator
 
Posts: 6440
Founded: Sep 26, 2009
Ex-Nation

Postby Achesia » Fri May 29, 2015 10:10 pm

Chadacian wrote:Achesia I have revised my map claim, I didn't realize Exantos had claimed that land in his application. My fault.


Thats ok! Ill take a look at it soon.

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

Postby The JVP » Fri May 29, 2015 11:24 pm

Achesia wrote:Here are my thoughts on some of the apps. This isn't the final word as Knights hasn't reviewed just yet. But these are some things we need you to improve on.


The JVP, Zarhad Union
-Flush out more how his Realm fits in to the others. How does it interact with the others, and outsiders.
-I like your third choice of map claim the best because it is in more of the center of the action but I don't want to force anyone to be anywhere. If you want the first one that is fine.

Thanks guys! Let me know if you have questions.



Waiting on my location and who I am around to really say how I interact with the others. I mean on Claim one, I have no one around me, Claim two and three are set up with two other players in mind. Depending on where I set up is how I'll interact. But waiting on a flushing out of my two relations

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Achesia
Negotiator
 
Posts: 6440
Founded: Sep 26, 2009
Ex-Nation

Postby Achesia » Sat May 30, 2015 3:55 pm

The JVP wrote:
Achesia wrote:Here are my thoughts on some of the apps. This isn't the final word as Knights hasn't reviewed just yet. But these are some things we need you to improve on.


The JVP, Zarhad Union
-Flush out more how his Realm fits in to the others. How does it interact with the others, and outsiders.
-I like your third choice of map claim the best because it is in more of the center of the action but I don't want to force anyone to be anywhere. If you want the first one that is fine.

Thanks guys! Let me know if you have questions.



Waiting on my location and who I am around to really say how I interact with the others. I mean on Claim one, I have no one around me, Claim two and three are set up with two other players in mind. Depending on where I set up is how I'll interact. But waiting on a flushing out of my two relations


I like your third claim option, but are you partial?

User avatar
Forgotten Eon
Civil Servant
 
Posts: 7
Founded: May 28, 2015
Ex-Nation

Postby Forgotten Eon » Sat May 30, 2015 5:57 pm

Vozt Yurkova wrote:
Vozt Yurkova wrote:Realm Name: Carsepolis
Realm Type: Maritime Republic
Race: Predominantly human, minorities of other races are present.
Demonym: Carsepolitan
Capital: Carsepolis
Ruler(s):Grand Admiral Temor Vanci
Motivation: Economic growth and retaining independence
Population: 300,000 in the city, 800,000 in the surrounding lands.
Language: Myrosi
Religion: The Trichotomy (The Sea God, The Stone God and The Storm God)
Economy:Fairly good - draws a lot of money from trade tariffs and tolls. Mainly exports salt.
Currency: Silver Standard
Military Size: ~40,000
# of Population fit for military service: ~150-200,000
Examples of Previous RPs: Lost Age
The Cathedral and The Lost God
Attrition (as Fenguard and Odinor)
Alignment of Realm: Neutral
Description of Realm: (I'll just write up something brief for now) The region around Carsepolis was once home to numerous clans of Myrosi pirates that preyed on the traffic through the Trader's Sea. Carsepolis itself was where loot and slaves would be taken to be sold. As the Carsepolitans grew more powerful, they realised that there was more profit to be made from guaranteeing the protection of merchants and other travellers in exchange for a toll. Thanks to their newfound safety and the convenient location of Carsepolis between the east and the west, the city became known as a place where humans and non-humans could meet to trade freely with each other away from prying eyes. Their increase in wealth allowed Carsepolis to eventually subdue the other Myrosi and consolidate an iron grip on the mouth of the Trader's Sea.

The government consists of the various captains of the Carsepolitan fleet, and is lead by an elected Grand Admiral. All captains are eligible to vote on state matters, and anyone who contributes ships to the fleet earns citizenship. As a result of many captains being under the employ of a handful of powerful merchants, a sizeable mercantile voting bloc has emerged. In response, the native Myrosi captains tend to band together in opposition of the merchants, in an effort to preserve their customs.
Relationship with other Realms: (Talk to at least 4 other players and pre-coordinate your history with each other, current relationship, etc)
How you fit into the world of ________: Provides a potential point of interest for a naval campaign, and also provides a setting for characters from different cultures to interact.

map claim, just southwest of the Tomekian Imperium, by the Trader's Sea


Vozt Yurkova - Carsepolis - Approved, I'll put you on the map tonight, welcome to Forgotten Eon. If you can for me work out between myself and Knights wha your relationship with the Empire of Man and the Tomekian Imperium is. For instance I could see many minor lords from the Empire doing trade through your ports as it is a major sea lane. Also do you exact a toll on your waterways?

User avatar
Exantos
Ambassador
 
Posts: 1276
Founded: Feb 08, 2012
Ex-Nation

Postby Exantos » Sat May 30, 2015 7:33 pm

Hey Achesia. The reason I that like it's so big etc.. Is that it's literally the untamed wilderness. At least that's what I was trying to make it. However I have a better idea where it'll be changed a bit. I'll get it up later.

Also in your response to how magical they are. They're normal beings who have normal lifespans. However they can heal using the magic as well as build using it. It gives them some higher speeds and strength yet if they are not touching the ground with their bare feet they can't take it. That will be in the character description I've just really been working on staying up for finals and handling them so it's been a bit difficult finishing the application.
Last edited by Exantos on Sat May 30, 2015 7:35 pm, edited 1 time in total.
"The only normal people are the ones you don't know very well."-Alfred Adler

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The Holy Dominion of Inesea
Postmaster-General
 
Posts: 14676
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Sat May 30, 2015 8:10 pm

Realm Name: Einokaze Shogunate
Realm Type: Shogunate
http://i.imgur.com/hS3DYXU.png
Race: Dwarves
Demonym: Eino or Kazen
Capital: Kaminomon
Ruler(s): Shogun Jinsei Hayato
Motivation: To protect Dwarven culture in the increasingly human-elf world. Also prosper and grow.
Population: ~8 Million
Language: Naehonjin
Religion: Ancestor Worship
Economy: The Eino are master craftsmen, producing various artisan goods made of anything from wood to metal to clay. These craftsmen are located in the Central HIghlands, and exist in both cities and villages. Eino steelworking is among the best in the known world. Prosperous farming communities exist along the Vika River and the Chuo-Reikuso Lakes. Rice and Corn are the biggest crops, with several various cash crops including saffron, peppercorn, and tea. Silk farming also occurs, but it is not favored nor deemed important. Along the coastal cities, several major ports exist, handling maritime traffic between the Last Water and the Great Sea. The Hinterlands and swamps are not as advanced or developed and mostly see subsistence herding and farming or oyster farming. Animal Husbandry is not big or prominent. Fishing is scene in coastal villages. The Vika River is heavily developed, irrigated, canaled, and controlled. Generally speaking, the Einokaze Shogunate is entering a Golden Age, as there has been stability and growth for years.
Currency: Do-Hen
Military Size:~80,000 Army, ~20,000 Navy

The Guntai(Army) is composed of 30,000 full-time, professional soldiers(Heishi) and 50,000 part-time soldiers(Ashigaru). The Ashigaru are based in the towns they live and are often journeymen in local guilds or work on the farms for half the week or building roads and dams, and spend the other half training and patrolling. Both forces are capable of extended deployment. The Heishi are generally heavily armored and armed, while the Ashigaru are archers and polefighters.

# of Population fit for military service: Technically: 2 Million; Realistically: 1.5 Million
Examples of Previous RPs: Vapor RP(Ask Knight of Kings), FT-Bravo, CoC, 1202 RP Series
How Active Are you on NS: Daily viewing, weekly posting
Alignment of Realm: Neutral
Description of Realm: Four Daiymo's and the Bokfu make up the Einokaze Shogunate. Each Daiymo is ruled by a Ojichiji. The Bokfu is the Shogun's lands and other Free Cities. In the past, the powers of the Ojichiji rivaled that of the Shogun. However, the past series of Shoguns have seriously limited the powers of the Ojichiji and granted them to the people, creating popular support for the central government. The Shogun has three classes of people. The Kamikozuko(Shogun's Family), the Takaidesu(landed Samurai through Ojichiji), and the Nomin or commoners. There is no slavery, as the Shogun outlawed in several decades ago. People pay taxes to the Shogunate, which in turn maintains the National Roads and Waterways and Military. The Shogun and Ojichiji draw income only from their personal lands. While the Ojichiji rule the Daiymo, they only own maybe a tenth. And their powers are shared with a Diet formed of other land owners and merchant guilds. Currently, the balance of power favors the popularly supported Shogunate and Central Government. The Shogunate itself is increasingly militaristic, attempting to use force or arms and economic means to maintain neutrality in the world.
Relationship with other Realms: In Progress
How you fit into the world: N/A right now, right?
Last edited by The Holy Dominion of Inesea on Sun May 31, 2015 1:41 pm, edited 2 times in total.
I'm really tired

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Vozt Yurkova
Chargé d'Affaires
 
Posts: 370
Founded: Dec 06, 2011
Ex-Nation

Postby Vozt Yurkova » Sun May 31, 2015 6:49 am

Exantos wrote:Hey Achesia. The reason I that like it's so big etc.. Is that it's literally the untamed wilderness. At least that's what I was trying to make it. However I have a better idea where it'll be changed a bit. I'll get it up later.

Also in your response to how magical they are. They're normal beings who have normal lifespans. However they can heal using the magic as well as build using it. It gives them some higher speeds and strength yet if they are not touching the ground with their bare feet they can't take it. That will be in the character description I've just really been working on staying up for finals and handling them so it's been a bit difficult finishing the application.


To be fair, I don't think an app for the untamed wilderness is necessary. We can just assume that unclaimed land is wild land.

Achesia wrote:If you can for me work out between myself and Knights wha your relationship with the Empire of Man and the Tomekian Imperium is. For instance I could see many minor lords from the Empire doing trade through your ports as it is a major sea lane.


Yeah, it would be a good place for Imperial traders to get their hands on wares that might not turn up in the Empire too often due to the whole xenophobia thing. Because of the way outsiders can effectively purchase Carsepolitan citizenship, it would be interesting for you to have a character that owns ships in the Carsepolitan fleet, thus giving the Empire an indirect influence on the city's politics.

If Knights is interested in doing the same with a Tomekian merchant we can create a situation where both empires are trying to swing Carsepolis in their favour through the power of coin, while the natives desperately try to retain their neutrality. There's potential for some fun political intrigue there. If either power were able to influence Carsepolis into embargoing the other, it would seriously harm their ability to move goods (and troops) by sea.

Also do you exact a toll on your waterways?


Yeah, at the moment I'm thinking we take tolls at the strait where The Cut meets Carsepolis, but once I've mapped out the region I may change the toll point.
Last edited by Vozt Yurkova on Sun May 31, 2015 7:25 am, edited 1 time in total.
'z' before a vowel = zh
'z' before a consonant = sh

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

Postby The JVP » Sun May 31, 2015 12:40 pm

The Holy Dominion of Inesea wrote:This is a WIP

Realm Name: Einokaze Shogunate
Realm Type: Shogunate
http://i.imgur.com/hS3DYXU.png
Race: Dwarves
Demonym: Eino or Kazen
Capital: Kaminomon
Ruler(s): Shogun Jinsei Hayato
Motivation: To protect Dwarven culture in the increasingly human-elf world. Also prosper and grow.
Population: ~8 Million
Language: Naehonjin
Religion: Ancestor Worship
Economy: (Give us a description of your wealth, not everyone is a wealthy nation, some are not as well off. You have to give us a good description of the factors of your economy, what you trade etc. )
Currency: Do-Hen
Military Size:~80,000
# of Population fit for military service: Technically: 2 Million; Realistically: 1.5 Million
Examples of Previous RPs: Vapor RP(Ask Knight of Kings), FT-Bravo, CoC, 1202 RP Series
How Active Are you on NS: Daily viewing, weekly posting
Alignment of Realm: (Vassal of the Empire, Member of the Elven Alliance, Neutral, Other) (Please note depending on what you choose it will effect how your nation is shaped. Being a vessel of the Realm gives you the ability to participate in a game of thrones like kingdom where you can attempt to rise to power under the Emperors favor. If you choose the Elven Alliance you have more autonomy but the security of being in a strong alliance, if you choose neutral you have all the freedom, but also the lack of security. Have fun with this and give us what you want to be.)
Description of Realm: (Give us the run down of what your Realm is)
Relationship with other Realms: (Talk to at least 4 other players and pre-coordinate your history with each other, current relationship, etc) *For now ignore this, we can establish that here in the OOC thread. Once the main thread is up and going it will be applicable to new members.
How you fit into the world: (Again they need to justify what their relationship to the world is.)

You have a claim around the same area as my first claim. So would you like to have some kind of relations with my realm if I stay at my first location?

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