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Of Gods and Kings: Medieval Character RP [OOC]

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Cymrea
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Democratic Socialists

Of Gods and Kings: Medieval Character RP [OOC]

Postby Cymrea » Mon May 25, 2015 7:16 am

OF GODS AND KINGS
A Medieval Character RP


IC Thread

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Chapter I - Introductions


It is a time of strife in North Brettonia, once the heart of a great empire that spanned the known world, now a shadow of its former self, a divided realm ruled by the thirteen Dukes of Ghondra, but a pair of new enemies approaches, one from the green hills and steep highlands of the south and one from the bosom of society, a new religion worshipping one god, and his son a Warrior-Priest known as Paul the Holy, threatening to burn the ‘relics’ of the Trinity to ashes, at the son of god’s heel are tens of thousands of devout followers, driven to convert the heathens of Brettonia and their false lords by the sword and the cross.

You are only one man, whether you are a lord, a warrior or even a simple farmer or craftsman - you can make a change in the world: what will it be good sir? Will you choose to defend the home of civilization or will you help destroy it? Will you help the Warriors of Christ in their holy crusade against the heathens or will you defend the ancient religion of all Brettonia?

Choose wisely, and with luck, your name will be known to every child, spoken with reverence of the highest order… or make the hearts of men tremble in fear.


FAQ:
What is "Of Gods and Kings"?
Of Gods and Kings is a Medieval Character RP; you control a character during a time of strife in the history of Brettonia, a medieval European-style setting set in the same alternate earth as my previous RPs A World in Chaos and A Clash of Civilizations. This is a second reboot of an RP of the same name also created by Ghondra, and now carried forward by me. The person you control can be anybody, whether one of the Four Kings of Ghondra, a Knight, a merchant, a lowly noble looking for power or perhaps a peasant yearning for more in life. Your character will be part of the events (entirely open-ended) this RP is intensely driven by the actions of your character, the story depends on the characters, there will be no plot without them. They are all equally important to the plot, though just make sure you connect them to the main story.

The Story!
As mentioned previously, this RP is intensely plot driven, almost as if you're writing a book. The story begins with the sacking of a southern Ghondran City by barbarians from Athartha and Gaella, two countries south of Ghondra, intending to invade the divided realm with implicit support from the southern Brettonic kingdom of Persica. You will play as any kind of character you want (see the first "question" for reference) all of whom contribute to the plot.

Gee whiz OP! This RP sounds amazing! But what's the catch?
This RP is also Ghondra's second attempt at making a continuity for the world this RP is set in. If you intend to join the RP, be ready and willing to commit to it. A contribution of at least a decent paragraph every day or two is appreciated.


Background Information and Guidelines

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Creativity is always encouraged, but as always, there’s a few do’s and don’ts, if you have some questions regarding to the guidelines below, feel free to send me a TG.
  • There are thirteen Dukes/Duchesses
  • Remember that we are talking about the Middle Ages, women didn’t exactly have a very high standing. Female nobles and rulers are acceptable, but no active combatants, this is the Middle Ages.
  • No references to real life countries
  • Please refrain from writing characters from actual characters, that means you can’t have a Littlefinger clone, inspiration is all well and good but that doesn’t mean you can directly copy someone else’s character.
Brettonia was once the cradle of civilization, the home of the greatest empire known to man, the Bismarck Empire, from the north to the south sea was the realm of the Bismarck Empire, though it was not to last, the cultural diversity of the empire along with a subversive new religion known as Christianity soon marked the death of the Empire, though it was to live on for all time, in the tomes and hearts of men, each ruler worth his salt aspires to become the next Emperor, though none has ever succeeded.
Religion is a very important affair in the lives of many, but most lords view it as a responsibility, though there is a minority who truly believe in religion.

There are two major religions in Northern Brettonia, The Trinity, prevalent in all of Brettonia and not just the north and Christianity, a new monotheistic religion expanding by the sword and led by the Warrior-Priest Paul the Holy. First the Trinity.

The Trinity is a religion hailing from the days of the Bismarck Empire. It is a polytheistic religion consisting of three gods, the Father, who created the universe, the earth, the skies and the seas, who represent patriarchy, fatherhood and wisdom. The Mother, who created humanity and the human soul, who represents matriarchy, motherhood and love, and the Son, the personification of mankind, representing valor, honor and passion. It is the most widespread religion in Brettonia.

And Christianity, it is a different form of Christianity, as it is more oriented to violence but still advocates peace to all men and other real world Christian beliefs. It is rapidly expanding by the sword and cross especially in the west of Brettonia, with tens of thousands of people converting daily, including the lords of the West, Paul the Holy a warrior-priest who claims to be God’s intermediary in the world has called a holy crusade, to expand the realms of Christendom and drive out the false-gods worshipping heathens from Brettonia.

Religion is an increasingly dominant force in the New Brettonia, and as a force, it is here to stay. Either as a tool to keep control over the masses or as a force to be reckoned with in of itself.
The culture of North Brettonia is a mixture of German and English culture, it is a male dominated patriarchal society where women (with some exceptions) are often treated as chattel, more property than people and little standing in high society (again, with some exceptions). The society is feudal in nature, where lords are the ultimate authority in the realm, the highest rank of lords are the thirteen dukes/duchesses - of whom only five will be Player Characters, who have vassals in the form of counts/earls/countesses, who in turn have vassals in the form of barons/baronesses.

The lowest person in society is the peasant, bound to their lord’s lands, working the land as farmers and craftsmen in exchange for protection, and in the case of craftsmen a small wage. The men in the middle of society are the Guildsmen, traders, artisans and advanced craftsmen who keep their trade to themselves and are based in cities, in some duchies the guildsmen and the lords are in a precarious balance of power.

And finally the highest rung of society, the nobility, they are the men (and sometimes women) who rule the realm, not all of them are landed and many of them are part of a burgeoning bureaucracy who manage the finances and business of the realm in service to their lord, presenting them with… opportunities, so to speak.

Social mobility is, surprisingly, high. A farmer can become a craftsman, who in turn can be apprenticed by an artisan or a more skilled craftsman who in turn become a member of a guild, a guildsman can purchase nobility, a peasant can rise from the bottom and into the highest echelon of society, though it's uncommon and takes many years.
1. The Four Kings: King of any of the four regions of Ghondra, they are currently the highest authority in the realm and are the most powerful and wealthy of any of the lords of Ghondra.

2. King/Warlord of Ghondra: The position of King of Ghondra has remained unoccupied since the 8th Century, it is more of a lifetime position without the guarantee of your offspring succeeding, but with the rapid changes in society, it is likely that the position will evolve. For better, or for worse. The Four Kings fear a King of Ghondra as they believe one will take away their rights.

3. Dukes: The direct vassal of the four Kings, they are the wealthiest and most powerful of the lords short of the King themselves, there are, altogether, thirteen duchies in all of Ghondra.

4. Counts/Earl/Lord: The most common rank, the names differ from region to region; in the south and east it is Earl, in the north and west it is Count. They are very versatile in position. Some of them are bureaucrats, some of them are administrators, but all of them are warriors.

5. Knights: There are three kinds of knight: Landed Knights, those who are sworn to a liege lord and hold land or manor; Sworn Knights, who are sworn to a liege lord but have no land of their own; and Hedge Knights, who hold no land or oath to any lord, often working as mercenaries.



The Rules!
1. I am the OP, my word is law in this RP.
2. Those who cannot or will not follow the rules and/or direction of the OP and Co-OPs are subject to ejection from the RP.
3. No godmodding.
4. No one-line posts in the IC. Have the courtesy to post at least a decent paragraph, please and thank you.
5. This is a detailed character-driven roleplay. Do not apply if you cannot or will not make an effort at quality posts.
6. Keep the discussion civil, and keep it PG-13.
7. That said, this RP may contain mature content (death, sexuality, violence), but it must be kept to the IC thread, and in good taste.
8. Have fun!


Military Guidelines
1. Consider travel time and your army's ability to maneuver. No "Surprise! My whole army is at your capital and you didn't even know it! XD"
2. Consider logistics. Putting armies in the field costs resources, you need to feed/pay/arm the troops etc. It's an undertaking which should not be done on a whim.
3. These are feudal armies. In other words, armies that are mobilized and formed when war is all but imminent. You will only have a fraction of your forces active in peacetime and your total troop count is unlikely to be more than 0.5 to 1% of your population. This includes garrisons, household guards, et cetera.
4. Be reasonable.
5. Victories and defeats will be decided by coming to an agreement, in the best interests of the story.


Application Form

Code: Select all
[b]NS Nation Name: [/b]
[b]House Name:[/b]
[b]House Banner: (Describe or post picture.)[/b]
[b]Description of House: (History/Customs etc.)[/b]
[b]Description of Head of House (name, age, and sex and any other info you want to describe, like a short summary):[/b]
[b]Description of Relevant House Members: (name, age and sex and any other info)[/b]
[b]Seat of Power: (Name, location.)[/b]

[b]Realm Number: (See map)[/b]
[b]Realm Name:[/b]
[b]Realm Description: (Geography, history, note that north is colder/south is warmer.)[/b]
[b]Capital City:[/b]
[b]Population: (Be realistic)[/b]
[b]Majority Religion: (Minorities of the other will exist.)[/b]
[b]Description of the people and culture:[/b]
[b]Description of Economy (Include major imports/exports):[/b]
[list][*][b]Exports:[/b]
[*][b]Imports:[/b][/list]
[b]Major Cities (max six):[/b]
[b]Major Citadels/Fortresses (max six):[/b]

[b]Military Description:[/b]

[b]Strengths/Weaknesses: (Must have several of both)[/b]
[list][*]Total Numbers

[*]Navy

[*]Army[/list]

[u][b]Everything Below is optional:[/b][/u]
[b]RP Sample:[/b]
[b]Did you read everything?:[/b]
[b]Time Zone:[/b]
[i]#OGaK.01[/i] (Leave this here, this is for identifying apps. [b]Do not remove.[/b])

Code: Select all
[b]NS Name:[/b]
[b]Character Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Image:[/b]
[b]House, if any:[/b]
[b]Personality:[/b]
[b]Biography/Background:[/b]
[b]Equipment:[/b]
[b]Strengths:[/b]
[b]Weaknesses:[/b]
[b]Theme Song:[/b]
[b]Other:[/b]
[b]RP Sample:[/b]
[b]Did you read everything?:[/b]
[b]Time Zone:[/b]
[i]#OGaK.02[/i] (Leave this here, this is for identifying apps. [b]Do not remove.[/b])

Nation Name:
Guild Name:
Head of Guild:
Function of Guild: (Trading, Mercenary, etc.)
Strengths:
Weaknesses:
Wealth:
Military:
#OGAK.03 (Leave this here, this is for identifying apps. Do not remove.)


Before you apply you should know this isn't the usual run-of-the-mill RP. It's more a joint storytelling/worldbuilding effort. All significant events such as who wins a battle will be planned out by the players and what happens is decided on the basis of what is best for the story. You may not try to "pull a fast one" on other players to get the upper hand. We also work on a fluid timeline. There is a general "present" but players are allowed to do flashback posts. Finally, this is a heavy character RP. You would control any number of characters that you develop. Exploring your character's thoughts, feelings, fears and motivations is a requirement. If any of these isn't your thing then don't apply.
Last edited by Cymrea on Mon May 25, 2015 7:17 am, edited 1 time in total.
Pronounced: KIM-ree-ah. Formerly the Empire of Thakandar, founded December 2002. IIWiki | Factbook | Royal Cymrean Forces
Proud patron of: Halcyon Arms and of their Cymrea-class drone carrier
Storefronts: Ravendyne Defence Industries | Bank of Cymrea | Pork Place BBQ
Puppets: Persica Prime (W40K), Winter Bastion (SW), Atramentar
✎ Member - ℘ædagog | Cheese Sandwich is best Pony | 1870 (2.0) United Kingdom of Cambria
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Cymrea
Powerbroker
 
Posts: 8694
Founded: Feb 10, 2006
Democratic Socialists

Postby Cymrea » Mon May 25, 2015 7:18 am

Their Royal Majesties:
1. AVAILABLE - Kingdom of Victoria: House Cunningham
2. New Jordslag - Kingdom of Pinekent: House Grimstone
3. Valloria - Kingdom of Wharland: House Wharlaey
4. Sveltlana - Kingdom of Royeg: House Tullestedt
5. Atharthan Chieftains
6. Ghaellan Clan Chiefs
7. Cymrea - Kingdom of Persica: House Rosa

The Lords of the Realm
1. Auinsula - Duchy of Hastiaka - House Waldheim, Vassal of Wharlaey, Kingdom of Wharland
2. Chedastan - Duchy of Lakir - House Valkir, Vassal of Grimstone, Kingdom of Pinekent
3. Jorliefstreiken - Duchy of Skorath - House Staynar, Vassal of Tullestedt, Kingdom of Royeg
4.Moth-Gar - County of Covington - House Covington, Vassal of Wharlaey, Kingdom of Wharland
5. Ravea - Earldom of Siltshield - House Siltshield, Vassal of Tullestedt, Kingdom of Royeg

The Sellswords
1. The Flame Dawn - Band of the Hawk - Ryder Ashburn
2. Chazicaria - Deadthorn Mercenary Company - Eric Kane
3. Asyir - Crimson Company - Ryndar Steelheart
4. New Kratopolis - Swords of Solomon - Sir Richard Solomon Hallick
5. Chedastan - "The Wall"

The Knights of the Realm
1. Das Germane Imperie - The Knightly Order of the Son's Swords - Ludwig von Hohenkranz
2. Kheeriin - Ucheznik ish Putoz
3. New Jordslag - Andrew Forrest and Catherine Forrest

The Guildsmen
1. Ravea - Frumentius Metentis
2. Krugmar - Free City of Soviore
3. New Jordslag - Christian Extremist Group

Miscellaneous
1.Great Confederacy of Commonwealth States - Belligrand the Many-named

The Co-Ops
1. New Jordslag
2. The Flame Dawn
Last edited by Cymrea on Thu May 28, 2015 7:52 am, edited 13 times in total.
Pronounced: KIM-ree-ah. Formerly the Empire of Thakandar, founded December 2002. IIWiki | Factbook | Royal Cymrean Forces
Proud patron of: Halcyon Arms and of their Cymrea-class drone carrier
Storefronts: Ravendyne Defence Industries | Bank of Cymrea | Pork Place BBQ
Puppets: Persica Prime (W40K), Winter Bastion (SW), Atramentar
✎ Member - ℘ædagog | Cheese Sandwich is best Pony | 1870 (2.0) United Kingdom of Cambria
SEATTLE SEAHAWKS OREGON DUCKS

User avatar
Cymrea
Powerbroker
 
Posts: 8694
Founded: Feb 10, 2006
Democratic Socialists

Postby Cymrea » Mon May 25, 2015 7:18 am

- Reserved -
Pronounced: KIM-ree-ah. Formerly the Empire of Thakandar, founded December 2002. IIWiki | Factbook | Royal Cymrean Forces
Proud patron of: Halcyon Arms and of their Cymrea-class drone carrier
Storefronts: Ravendyne Defence Industries | Bank of Cymrea | Pork Place BBQ
Puppets: Persica Prime (W40K), Winter Bastion (SW), Atramentar
✎ Member - ℘ædagog | Cheese Sandwich is best Pony | 1870 (2.0) United Kingdom of Cambria
SEATTLE SEAHAWKS OREGON DUCKS

User avatar
Cymrea
Powerbroker
 
Posts: 8694
Founded: Feb 10, 2006
Democratic Socialists

Postby Cymrea » Mon May 25, 2015 7:19 am

NS Nation Name: Cymrea
House Name: Rosa
House Banner
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Description of House: From humble beginnings as a simple merchant family, House Rosa grew and prospered mightily, and became the ruling clan of the Caerdydd region. Ever ambitious and canny in negotiation, scions of Rosa have expanded their realm to include most of the strongest clans and families in Persica.
Description of Head of House: King Cambrius o Rosa Rex (30) ascended to the Raven Throne nearly two decades ago as a young man of 13, upon the death of his mother Queen Maeve III. Since his coronation, the Rose Crown has sat firmly on his brow even as he toured the realm, leading campaigns to unite the Persican people. Cambrius is a ferocious fighter and courageously charges into the fray; his knights, of the Order of the Raven, follow and surround him in the thickest of battle. He is kind and loyal to friends, a just ruler, merciful when the situation warrants, but committed to his duties to his people. And he is a formidable foe to his enemies. Cambrius' temper can flare when provoked, and it rages hotly, but is quickly spent. Those who have earned his colder wrath, however, have invariably come to regret it deeply.
Description of Relevant House Members:
    Queen Gwynnalynn Rosa, Cambrius' wife, age 28
    Prince Cambrius Owainn Rosa, firstborn son of King Cambrius, age 13
    Princess Jennavir Cambria Rosa, secondborn daughter of King Cambrius, age 11
    Duke Karlis Rosa, younger brother of King Cambrius, Duke of Vanovar, age 28
    Lord Commander Gareth Rosa, younger brother of King Cambrius, officer in the Order of the Raven, age 25
    Countess Fianna Aquila, youngest sister of King Cambrius, wife of Count Zedward Aquila, Earl of Califaxis, age 21
    Lady Dexa Samonia Rosa, youngest daughter of Duke Karlis and niece of King Cambrius, newly ordained druidess of the Order of the Elm, age 27

Seat of Power: Vanovar, Persica
Realm Number: Unnumbered - Persica
Realm Name: Kingdom of Persica
Realm Description: Persica is a land of varying terrain; the coastal lowlands on the Brynna Sea, and the Rhunic and Ajantic Oceans are fertile and yield plentiful crops. To the south, low mountains rise from old-growth forests of oak and ash and yew. rolling grasslands and foothills typify much of the remaining terrain, punctuated by the occasional valley or dale. The temperature is relatively stable, though with brief heat waves in the summer and cold snaps in winter. Well-tended roads have been a priority for House Rosa, and so Persican cities and towns are connected by reliable avenues and highways.
Capital City: Vanovar
Population: 1.8 million
Majority Religion: The Trinity

Description of the people and culture: Persicans are many things, but uncomplicated is not one of them. They are passionate, quick to anger but just as quick to forgive - at least amongst their own. Devout, in their way, they adhere strongly to the polytheistic concepts of the Trinity, though with an ancient slant that includes the spirituality inherent in the old trees. Persicans can be fiercely loyal, or they can be wickedly duplicitous; they can be boldly courageous, or callow, generous or deceitful. The differences in attitude are mainly connected with how far away the target is from. Community stands for the most in Persica: family, friends, neighbours, countrymen. The people can be great-hearted and welcoming, but will slam the door - or bash the shield - in the face of perceived threat. This seemingly mercurial nature has left foreigners ill at ease with Persicans and it is likely one of those foreigners that coined the phrase, "When you shake hands with a Persican, count your fingers after."

Description of Economy: Large swathes of Persica are covered in forests populated by both venerable old trees and newer trees more suitable for lumber and timber. As a result of some innovative minds, a crude form of paper has begun expanding from a small niche market to a full market industry. Neighbouring Athartha has developed their inks, made from ever more refined materials, and the result has been a veritable explosion of authored scrolls and books that have been swelling the libraries of Vanovar and Califaxis. Trade is largely unrestricted, though there is a royal decree that Persican war dogs and trained warhorses are not to be exported. Coming in are trains and caravans of ore and ingots, primarily from Daevalon though also from Ghaella. Local crops are traded abroad, as much in as out - the Brettonian people enjoy a varied table.
  • Exports: wood, foodstuff, paper
  • Imports: industrial metal, foodstuff

Major Cities: Vanovar, Califaxis, Ravenhold, Duskwood, Threnody, Cascadia
Major Citadels/Fortresses:
    Green Castle, Vanovar
    The Citadel, Califaxis
    Rookwood Castle, Ravenhold
    Sable Keep, Duskwood
    Dirgehold, Threnody
    Highwater Castle, Cascadia


Map of Northeastern Persica

Includes major cities (red dots), towns (yellow dots), and duchies (large lettering).

Image


Military Description:
Strengths/Weaknesses:
Numbers - Persica has a relatively high population, supported by its thriving agriculture. As such, there are many second- third- and fourthborn sons and daughters to enter into the service of the king. These numbers are also bolstered by the lack of gender discrimination; if a woman choose to fight, and can, she will find no impediment to enlistment.

Well-equipped - Persica trades with the Ghondran duchy of Daevalon, acquiring the superior steel weapons and armour poroduced there.

Well-trained - Persica is a martial land, where territorial squabbles have flared for uncounted centuries. Local lords do well to maintain skilled and stalwart soldiers in their armies.

Uncoordinated - Persican units from different Houses do not train together and are often slow to maneuver cohesively on the field of battle.

Impulsive - The Persican people are renowned for their passions and tempers; these can be hampering influences when a commander brashly charges his men into poorly planned skirmishes.

Total Numbers: 150,000
Navy
Longships: 55
Cogs: 35
Holks: 40

Army
Foot soldiers: 90,000
Archers: 25,000
Cavalry: 15,000
Knights: 8000

Everything Below is optional:
RP Sample:
Did you read everything?: Yup
Time Zone: GMT-8 (Pacific-North America)
#OGaK.01 (Leave this here, this is for identifying apps. Do not remove.)


Persican Circle of Druids
The Circle of Druids is the clergy for House Rosa and all the realm they control. They venerate and facilitate the worship of the Trinity, and also of their older beliefs that have been absorbed into the Persican version of the Trinity.

Great Druid / Great Druidess
The eldest and wisest of all the druids, head of the druidic faith. The Great Druid is leader of the Circle of Druids and wears robes of white, belted in white.

Archdruid / Archdruidess
Exceptionally learned and wise, each archdruid oversees all druids within his jurisdiction, usually at the county level. Archdruids are members of the Circle of Druids and wear robes of black, belted in white.

High Druid / High Druidess
The most skilled in their particular vocation, the High Druid is a leader of one of the nine druidic orders. High Druids are members of the Circle of Druids. High Druids wear robes of green and black, belted in the colour of their order.

Druid / Druidess
A full cleric of the druidic faith. Only a caen who has completed the full nine years of training may be ordained. Druids wear robes of green and grey, belted in the colour of their order.

Caen
An acolyte of the druidic faith. Only a dendrite who has completed the full nine years of training may petition to become a caen. Upon being raised, caens choose the order that he they will join and receive specialised training. Presumably, their choice is made after long and careful consideration, during which time a vocation calls to them. Caens wear robes of grey, belted in white.

Dendrite
An initiate of the druidic faith. Any child of nine years may choose to become a dendrite, entering into training with a druid. Dendrites wear robes of pale green belted in white.


The Nine Druidic Orders

Order of the Ash
Druids of this order are most learned in botany and skilled in the healing arts, serving as healers in their communities. Ashes wear belts of grey.

Order of the Blackthorn
Druids of this order are most skilled in combat and serve as fervent defenders of the druidic faith and of the kingdom. Blackthorns wear belts of black.

Order of the Cedar
Druids of this order are most learned of agricultural matters, advising local farmers and nobles on such matters. Cedars wear belts of orange.

Order of the Elm
Druids of this order are most skilled in observation, investigation, deduction, and justice, often serving as agents for the monarch in assisting the local sheriffs. Elms wear belts of golden yellow – unless they are working covertly, in which case they may wear the belt of another order - or no belt at all, as the situation warrants.

Order of the Hazel
Druids of this order are most learned in matters of spirituality and philosophy, often serving as magisters at Persican universities. Hazels wear belts of brown.

Order of the Holly
Druids of this order are most learned in funerary matters and skilled in the preparation of the dead for passage to the next life. Hollys wear belts of red.

Order of the Oak
Druids of this order are most skilled in diplomacy and politics, often serving as political advisors to the Crown and Circle of Archons. Oaks wear belts of green.

Order of the Rowan
Druids of this order are most learned in divine matters and skilled in astronomy and runes, serving as forecasters of weather and events, and conduits to the other world. Rowans wear belts of purple.

Order of the Willow
Druids of this order are most learned in matters of history and tradition, and skilled in playing musical instruments and bardry. Willows wear belts of blue.


NS Name: Cymrea
Character Name: Dexa Samonia Rosa
Age: 27
Gender: Female
Image
Image

House, if any: Rosa, Royal House of Persica
Personality: An impeccably gracious lady of the court, but also adventursome, brazen, and courageous. A tempest in a tea party.
Biography/Background: Dexa is feminine and graceful and elegant, charming and witty, demure and modest or brightly confident by turns - everything a lady of the Persican royal court aspires to be. The youngest daughter of the Duke of Vanovar wears that persona perfectly, but only as a necessary masque to fulfill her courtly duties. Outside of Green Castle, Dexa is bold and brash, and self-reliant; she employs her skills and talents in the covert defence of her uncle's realm.

As a child of nine, Dexa was initiated as a dendrite in the Circle of Druids. With her oath, she was dedicated to the Persican clergy to live a spiritual life. But growing up the youngest of six siblings, Dexa also had much freedom to explore almost anything her boundless curiosity demanded. She took advantage of her intelligence to swiftly learn and demonstrate her knowledge of the Trinity and Trees, and her skills in the courtly arts of needlepoint and dance; this freed her to pursue horseback riding and archery and hand-to-hand fighting at the secret instruction of her mentor, a druid that served her father's household. At eighteen, Dexa was raised to Caen and allowed to choose her Order. Naturally she chose Elm, the same as her mentor, and given broader instruction in observation, investigation, and deduction; theories and philosophies of justice; diplomacy and spycraft. Dexa was recently ordained as a full druidess upon her twenty-seventh birthday and has been working as an operative in neighbouring courts, for the Crown and Persica, under the cover of diplomatic and spiritual envoy from the Raven Throne.

Equipment: Her many chests are filled with all manner of dress for any occasion (courtly or covert) as well as her formal druidic robes, accompanied by green belts of the Order of the Oak as part of her diplomatic cover. Included in her travelling baggage are stillettos, ink and paper, a mobile rookery of carrier ravens, horses and carriage, and of course a full staff of servants.
Strengths: Intelligence, courage, and a surprising array of skills not expected of courtly ladies. She is generous and compassionate.
Weaknesses: Dexa is a noble woman in a world of rough men, both noble and low. She has a tendency to boldness that can land her in awkward situations, and an incendiary temper when roused.
Theme Song: By Any Other Name

Other:
RP Sample:
Did you read everything?: Yup
Time Zone: GMT-8 (Pacific-North America)
#OGaK.02 (Leave this here, this is for identifying apps. Do not remove.)
Last edited by Cymrea on Mon May 25, 2015 7:21 am, edited 1 time in total.
Pronounced: KIM-ree-ah. Formerly the Empire of Thakandar, founded December 2002. IIWiki | Factbook | Royal Cymrean Forces
Proud patron of: Halcyon Arms and of their Cymrea-class drone carrier
Storefronts: Ravendyne Defence Industries | Bank of Cymrea | Pork Place BBQ
Puppets: Persica Prime (W40K), Winter Bastion (SW), Atramentar
✎ Member - ℘ædagog | Cheese Sandwich is best Pony | 1870 (2.0) United Kingdom of Cambria
SEATTLE SEAHAWKS OREGON DUCKS

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Chedastan
Negotiator
 
Posts: 5746
Founded: Jul 25, 2013
Corrupt Dictatorship

Postby Chedastan » Mon May 25, 2015 7:46 am

I'm just reposting my app so that it can put on the roster, which surprisingly wasn't there already.

NS Nation Name: Chedastan
House Name: House Valkir
House Banner: Black on red screaming face of torment.
Description of House: Starting from mere tribesmen and warriors settling on a hill millenniums ago, the people that settled here were unsurprisingly rather unsavory, but it's from these people that House Valkir came to be eventually known. Throughout the course of several centuries, the House that was later formed had, for a time and even now, went about butchering, sacking, and generally tormenting it's nearby neighbors, until of course the Bismarck Empire had conquered it, and had integrated it into the Empire, making them do what they've been always doing, except only under their banner. While under the Empire, it was when the House and it's people began to really prosper, and evolved into more civilized (still unsavory) folk. But when the Empire collapsed, the House had once again regained full control of itself and were still as brutal as ever. Once regaining footing of the House, the self declared Warlord of House Valkir, Warlord Ravv, declared brutal conquest of holdings lost during the House's time in the Empire, and reform to the House itself, returning to some of the old, more violent ways, while still retaining some of the Empire's ways as well. After generations of seer brutality, the House had eventually gotten ahead of itself, and fell to a mere single holding after disastrous defeat, and forced to become a vassal to someone else, and generally isolate itself. After a few more generations, the House itself degenerated even more, until eventually a single son, Lord Warren was left to run the House.
Description of Head of House:
Lord Warren Valkir, age 30, the last Valkir son. Despite the state of things, Warren still dreams of his House rising back once more. His late father, Lord Virgil, had said it was his birthright that him, Warren Valkir, would eventually regain control of the House's lost holdings, and set about what needs to be done on those that did wrong to the House, through any means. Like every Valkir before him, Warren is rather brutal and pragmatic. Not above doing horrible things for his House, or himself.
Description of Relevant House Members:
Lucius the Bastard, age 41, Lord Virgil's first son. Despite his status as a bastard, he actually serves the House quite well, and enjoys doing it's work, especially torturing it's enemies, as such he is the House's Hand of Truth and Control.
Seat of Power: Castle Crow, Kleir

Realm Number: 2
Realm Name: Duchy of Lakir
Realm Description: (Geography, history, note that north is colder/south is warmer.) Lakir had been controlled by House Valkir for most of the House's existence. Temperatures are usually mild to cold. The land itself is rather hilly, and full of plains and rotted forests. There is some volcanic activity, but it's usually isn't something serious to warrant much alarm. In the middle of Lakir is Kleir, off to the west is fort Qual, on top of the largest hill. In between the two are a few villages, and on the edges of the Duchy are the rotted forests
Capital City: Kleir
Population: 95,000
Majority Religion: Trinity
Description of the people and culture: The people here are rather hardy, both the people that live in Kleir and nearby villages and the tribesmen living in the forests. People here go about their usual business, keeping to themselves mostly and worshiping the Gods. The tribesmen of the forests worship a cult, that was once the only religion in Lakir before the Empire. Ritual sacrifices of children took place and still do, due to the Cult of Barkir, Demon of the Screams. It's rumored that the Cult has members outside of the forests. In a way, these people are rather grim.
Description of Economy: The economy is rather small, given it being only one holding. It helps a lot that House Valkir sits on a sizable pile of gold. But the economy itself does okay enough, but not too well.
  • Exports: Rich minerals and materials, foodstuff, weapons and armor.
  • Imports:
Foodstuff, wood, luxuries, animals
Major Cities (max six): 1, Kleir
Major Citadels/Fortresses (max six): 1, Fort Qual.

Military Description: Specialized heavily in use of House Retainers (heavy infantry), equipped with Valkir heavy plated mailed armor, and melee weapons such as war cleavers, war hammers, and war picks, in a vanguard, the House Retainers could go through most things. But this force couldn't maneuver very well, and is limited in tactics. House Valkir needs to often employ tribal and sellswords to help pick up the slack in many places. Outside of the battlefield, Valkir has plenty of effective torturers, which do well to demoralize.

Strengths/Weaknesses: (Must have several of both)
Strengths: Excellent heavy infantry, effective torturers, friendly with several tribes and mercenary bands.
Weaknesses: Extreme over specialization in heavy infantry, small in numbers, needs mercenaries and local tribesmen to help pick up the slack if wanting to effectively fight.
  • Total Numbers: 3,700 (not counting any tribesmen or sellswords)
  • Navy; N/A (landlocked holding)
  • Army:
3,700 screaming House Retainers.

Everything Below is optional:
RP Sample: Will give you one if asked.
Did you read everything?: Mostly.
Time Zone: -5 GMT (East coast)
#OGaK.01 (Leave this here, this is for identifying apps. Do not remove.)


NS Name: Chedastan
Character Name: Lord Warren Valkir
Age: 30
Gender: Male
Image: Image
House, if any: House Valkir
Personality: Usually calm, but can be rather brutal if has to, which is rather often. Warren is rather ambitious due to his late father telling him of his birthright to set things right again for the House, to the point that Warren is determine to set about on them when he has the chance to. And of course he will go about these in a rather pragmatic fashion, due to wanting efficiency.
Biography/Background: A vassal lord, and now sole Valkir remaining. His late father, Virgil Valkir, had taught him many things. including things that had been taken away from House Valkir. He was taught to strive for whats been lost generations ago, and eventually told that he was going to be the one to do it, one way or another. It's because of this that Warren grew up to rather disdain any House that had did actual wrong to his House, or otherwise. It was in a way that he wanted to live up to Warlord Ravv Valkir, and become the Terror of the West once more.
Equipment: A suit of Valkir heavy plated mail armor, pointed finger tip gauntlets to go with the armor, a war cleaver, and a one handed war pick.
Strengths: Muscular, brutal, determine.
Weaknesses: A bit slow in pace. Tends to get ahead of himself.
Theme Song: GosT- "Master"
Other:
RP Sample: Already
Did you read everything?: Been
Time Zone: Answered
#OGaK.02 (Leave this here, this is for identifying apps. Do not remove.)
I wear teal, blue & pink for Swith.

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Cymrea
Powerbroker
 
Posts: 8694
Founded: Feb 10, 2006
Democratic Socialists

Postby Cymrea » Mon May 25, 2015 8:43 am

Chedastan wrote:I'm just reposting my app so that it can put on the roster, which surprisingly wasn't there already.

NS Nation Name: Chedastan
House Name: House Valkir
House Banner: Black on red screaming face of torment.
Description of House: Starting from mere tribesmen and warriors settling on a hill millenniums ago, the people that settled here were unsurprisingly rather unsavory, but it's from these people that House Valkir came to be eventually known. Throughout the course of several centuries, the House that was later formed had, for a time and even now, went about butchering, sacking, and generally tormenting it's nearby neighbors, until of course the Bismarck Empire had conquered it, and had integrated it into the Empire, making them do what they've been always doing, except only under their banner. While under the Empire, it was when the House and it's people began to really prosper, and evolved into more civilized (still unsavory) folk. But when the Empire collapsed, the House had once again regained full control of itself and were still as brutal as ever. Once regaining footing of the House, the self declared Warlord of House Valkir, Warlord Ravv, declared brutal conquest of holdings lost during the House's time in the Empire, and reform to the House itself, returning to some of the old, more violent ways, while still retaining some of the Empire's ways as well. After generations of seer brutality, the House had eventually gotten ahead of itself, and fell to a mere single holding after disastrous defeat, and forced to become a vassal to someone else, and generally isolate itself. After a few more generations, the House itself degenerated even more, until eventually a single son, Lord Warren was left to run the House.
Description of Head of House:
Lord Warren Valkir, age 30, the last Valkir son. Despite the state of things, Warren still dreams of his House rising back once more. His late father, Lord Virgil, had said it was his birthright that him, Warren Valkir, would eventually regain control of the House's lost holdings, and set about what needs to be done on those that did wrong to the House, through any means. Like every Valkir before him, Warren is rather brutal and pragmatic. Not above doing horrible things for his House, or himself.
Description of Relevant House Members:
Lucius the Bastard, age 41, Lord Virgil's first son. Despite his status as a bastard, he actually serves the House quite well, and enjoys doing it's work, especially torturing it's enemies, as such he is the House's Hand of Truth and Control.
Seat of Power: Castle Crow, Kleir

Realm Number: 2
Realm Name: Duchy of Lakir
Realm Description: (Geography, history, note that north is colder/south is warmer.) Lakir had been controlled by House Valkir for most of the House's existence. Temperatures are usually mild to cold. The land itself is rather hilly, and full of plains and rotted forests. There is some volcanic activity, but it's usually isn't something serious to warrant much alarm. In the middle of Lakir is Kleir, off to the west is fort Qual, on top of the largest hill. In between the two are a few villages, and on the edges of the Duchy are the rotted forests
Capital City: Kleir
Population: 95,000
Majority Religion: Trinity
Description of the people and culture: The people here are rather hardy, both the people that live in Kleir and nearby villages and the tribesmen living in the forests. People here go about their usual business, keeping to themselves mostly and worshiping the Gods. The tribesmen of the forests worship a cult, that was once the only religion in Lakir before the Empire. Ritual sacrifices of children took place and still do, due to the Cult of Barkir, Demon of the Screams. It's rumored that the Cult has members outside of the forests. In a way, these people are rather grim.
Description of Economy: The economy is rather small, given it being only one holding. It helps a lot that House Valkir sits on a sizable pile of gold. But the economy itself does okay enough, but not too well.
  • Exports: Rich minerals and materials, foodstuff, weapons and armor.
  • Imports:
Foodstuff, wood, luxuries, animals
Major Cities (max six): 1, Kleir
Major Citadels/Fortresses (max six): 1, Fort Qual.

Military Description: Specialized heavily in use of House Retainers (heavy infantry), equipped with Valkir heavy plated mailed armor, and melee weapons such as war cleavers, war hammers, and war picks, in a vanguard, the House Retainers could go through most things. But this force couldn't maneuver very well, and is limited in tactics. House Valkir needs to often employ tribal and sellswords to help pick up the slack in many places. Outside of the battlefield, Valkir has plenty of effective torturers, which do well to demoralize.

Strengths/Weaknesses: (Must have several of both)
Strengths: Excellent heavy infantry, effective torturers, friendly with several tribes and mercenary bands.
Weaknesses: Extreme over specialization in heavy infantry, small in numbers, needs mercenaries and local tribesmen to help pick up the slack if wanting to effectively fight.
  • Total Numbers: 3,700 (not counting any tribesmen or sellswords)
  • Navy; N/A (landlocked holding)
  • Army:
3,700 screaming House Retainers.

Everything Below is optional:
RP Sample: Will give you one if asked.
Did you read everything?: Mostly.
Time Zone: -5 GMT (East coast)
#OGaK.01 (Leave this here, this is for identifying apps. Do not remove.)


NS Name: Chedastan
Character Name: Lord Warren Valkir
Age: 30
Gender: Male
Image: (Image)
House, if any: House Valkir
Personality: Usually calm, but can be rather brutal if has to, which is rather often. Warren is rather ambitious due to his late father telling him of his birthright to set things right again for the House, to the point that Warren is determine to set about on them when he has the chance to. And of course he will go about these in a rather pragmatic fashion, due to wanting efficiency.
Biography/Background: A vassal lord, and now sole Valkir remaining. His late father, Virgil Valkir, had taught him many things. including things that had been taken away from House Valkir. He was taught to strive for whats been lost generations ago, and eventually told that he was going to be the one to do it, one way or another. It's because of this that Warren grew up to rather disdain any House that had did actual wrong to his House, or otherwise. It was in a way that he wanted to live up to Warlord Ravv Valkir, and become the Terror of the West once more.
Equipment: A suit of Valkir heavy plated mail armor, pointed finger tip gauntlets to go with the armor, a war cleaver, and a one handed war pick.
Strengths: Muscular, brutal, determine.
Weaknesses: A bit slow in pace. Tends to get ahead of himself.
Theme Song: GosT- "Master"
Other:
RP Sample: Already
Did you read everything?: Been
Time Zone: Answered
#OGaK.02 (Leave this here, this is for identifying apps. Do not remove.)

Surprised not to find it there, myself - but Ghondie is frequently less than diligent after the first couple of days. :P
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Ibericas (Ancient)
Lobbyist
 
Posts: 18
Founded: May 25, 2015
Ex-Nation

Postby Ibericas (Ancient) » Mon May 25, 2015 9:03 am

Is there any particular role I should fill??

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Cymrea
Powerbroker
 
Posts: 8694
Founded: Feb 10, 2006
Democratic Socialists

Postby Cymrea » Mon May 25, 2015 9:16 am

Ibericas wrote:Is there any particular role I should fill??

We can use another duke or earl, if you like. :)
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New Kratopolis
Attaché
 
Posts: 96
Founded: Mar 15, 2013
Ex-Nation

Postby New Kratopolis » Mon May 25, 2015 9:17 am

Here is my app from before for reference and to add to the roster.

NS Name: New Kratopolis
Character Name: Sir Richard Solomon "Backbiter" Hallick
Age: 34
Gender: Male
Image:
Image

House, if any: Formerly House Solomon
Personality: Calm, cautious, intelligent, slightly arrogant, prideful, a true penny-pincher.

Biography/Background:
Born and raised in Bismarck City, Richard Solomon's family was long the head of the House Solomon, one of the oldest - and wealthiest - houses in the whole realm of Victoria. They were often known for their political prowess and their support of the Bismark Empire. However, much of their power came from their militant branch, the Swords of Solomon, a clandestine paramilitary organization that used shady tactics to meet their goals, like bribery, interrogation, and often engagements in "profitable military intervention".

Richard, always an ambitious boy, was taught a variety of talents ranging from mathematics and economics, to military tactics, fencing, horse riding, and archery, often by Hallick Solomon, his Uncle, and the head of the Swords. Richard's father was often too busy to even meet his son, let alone train him. In this way, Hallick became more of a father to Richard than his own father, and together the two formed a strong bond.

As Victoria hit hard times, so did the House. Internal issues led to infighting, and when Richard was in his early twenties, his father was killed by an assassin's blade, though this didn't affect Richard much. Hallick, along with his nephew, took what was left of the House's wealth and deserted, the fractured Swords of Solomon with them. From then on they acted as Mercenary group, using previous tactics to obtain profit, mostly from corrupt officials, or those with issues that required "personal" attention. Overtime the organization grew, both in size and wealth, and started getting involved in the wars and conflicts of other nations, typically on the winning side. By the time Richard got to thirty, the Swords of Solomon had encompassed most of Bretton, and had influence across the globe.

Richard, already a formidable warrior, had long served next to his uncle, and felt he was ready to finally settle down somewhere. However, his future plans were washed away, when his now elder uncle was killed in a deal gone sour, and Richard was handed the torch of leadership. Using what he learned, he achieved revenge on his uncle's killer, and changed his surname to Hallick in his honor. Now, several years late, faced with the inevitability of war, which meant gold and opportunity, Richard Solomon Hallick would lead the Swords of Solomon into whatever fate or bloodshed seemed the most profitable.

Equipment: Wields a large silver broadsword that is sheathed on his back, two steel short swords, and uses a longbow carved from redwood at range.
Strengths: A brilliant tactician, Richard has a knack for strategy, and often uses the enemy's position against them. While in the heat of battle, he keeps a calm mind and stays focused on his surroundings for the sake of survival. Trained personally by his uncle, Hallick Solomon, Richard also excels in hand to hand combat, and holds the record in his group for the most kills with a bow.
Weaknesses: Despite his excellence at combat and his intellect, he's a worthless case when gold gets involved. Richard tends to wade into tense situations when a large sum is proposed, and while his talent on the field solves most problems, other times his arrogance have resulted in high casualties and even higher refunds.
Theme Song: https://youtu.be/AWp2xKOd1EI

Other: Not sure what you want here, so heres a pic of bacon, Richard's favorite dish:
Image

RP Sample: https://forum.nationstates.net/viewtopic.php?f=31&t=335813&p=24125271#p24125271
Did you read everything?: Yep
Time Zone: EST - New York Time
#OGaK.02 (Leave this here, this is for identifying apps. Do not remove.)

Nation Name: New Kratopolis
Guild Name: Officially the "Swords of Solomon", but also goes by "Richard's Riders", and quite unofficially "Hallick's Folly"
Head of Guild: Richard Hallick
Function of Guild: Mercenary/Sellsword
Strengths: With massive numbers, and an awful lot of gold, the Swords of Solomon are able to do mostly whatever they please with little intervention. Surprisingly well disciplined and organized, the men of the Swords are able to respond to a number of specialized "requests", ranging from assassination, security, even war on occasion. They have some of the best cavalry in the whole of Bretton, earning them the moniker of "Richards Riders".
Weaknesses: Quite alike to Richard himself, many agents will rush into dangerous or deadly situations if enough gold is in hand. Because of their size, training and discipline can be difficult. This occasionally leads to high mortality rates when inexperienced agents or armies engage in their "requests". Even though they could afford it, they lack a navy, preferring to use boats only to travel outside of Bretton, while on assignments overseas.
Wealth: As their organization grew, so did their wealth. With their hands in the pockets of many, a deep connection in the criminal underworld, as well as a number of grateful donations from their "benefactors", the Swords of Solomon are able to buy virtually anything they require, whether it be tomorrow's dinner, or one of the dukes of Ghondra.
Military: About 40,500 men total, the majority of them centered in Bretton.
15,000 horsemen armed with a combination of swords, spears, and bows.
20,000 soldiers and swordsmen, scattered in regiments across Bretton, most at 1,000 each
5,000 individual agents, people specialized in specific tasks.
500 hedge knights, personalized in tasks that require Richards "Personal Attention". Richards Riders

#OGAK.03 (Leave this here, this is for identifying apps. Do not remove.)
Last edited by New Kratopolis on Mon May 25, 2015 9:29 am, edited 1 time in total.
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Asyir
Minister
 
Posts: 2387
Founded: Oct 28, 2013
Ex-Nation

Postby Asyir » Mon May 25, 2015 9:29 am

Must my app be reposted?
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Cymrea
Powerbroker
 
Posts: 8694
Founded: Feb 10, 2006
Democratic Socialists

Postby Cymrea » Mon May 25, 2015 9:47 am

Asyir wrote:Must my app be reposted?

You can copypaste it here for reference, it could prove useful. Otherwise, don't worry too much since the original apps are linked in the roster.
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Cymrea
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Posts: 8694
Founded: Feb 10, 2006
Democratic Socialists

Postby Cymrea » Mon May 25, 2015 9:52 am

New Kratopolis wrote:- Crop! -

Looks good, but 40,000+ for a mercenary company is way too big. I'd say a tenth of that is still a powerful group. Call it 4500? :)
Last edited by Cymrea on Mon May 25, 2015 10:41 am, edited 1 time in total.
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New Kratopolis
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Posts: 96
Founded: Mar 15, 2013
Ex-Nation

Postby New Kratopolis » Mon May 25, 2015 10:22 am

Cymrea wrote:
New Kratopolis wrote:-SNIP-

Looks good, but 40,000+ for a mercenary company is way too big. I'd say a tenth of that is still a powerful group. Call it 4500? :)

The way I see it, The Swords of Solomon are more like a private army that is pretty spread out, with a smaller number of individual agents.
I can see where you are getting at though. It took a long time for me to consider numbers. I suppose I could shorten the numbers a bit, but 4500 seems a little too small for what i'm going for.
But you're the OP now, so i'll just wait for your call. :)
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Cymrea
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Posts: 8694
Founded: Feb 10, 2006
Democratic Socialists

Postby Cymrea » Mon May 25, 2015 10:40 am

New Kratopolis wrote:
Cymrea wrote:Looks good, but 40,000+ for a mercenary company is way too big. I'd say a tenth of that is still a powerful group. Call it 4500? :)

The way I see it, The Swords of Solomon are more like a private army that is pretty spread out, with a smaller number of individual agents.
I can see where you are getting at though. It took a long time for me to consider numbers. I suppose I could shorten the numbers a bit, but 4500 seems a little too small for what i'm going for.
But you're the OP now, so i'll just wait for your call. :)

Hmmm...an army of much more than 4500 would concern the ruler of any realm. I'm not sure who would permit a private army so large to accumulate on their lands.

You could have small garrisons, functioning much like chapters of a guild, scattered throughout Ghondra. Each of them would have a few hundred to a thousand men and be likely hired by the local lords on an extended contract. Congregating them for a big campaign/contract would require quite a bit of logistical effort.

Thoughts?
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Cymrea
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Posts: 8694
Founded: Feb 10, 2006
Democratic Socialists

Postby Cymrea » Mon May 25, 2015 10:43 am

New post up in the IC. On to the main event! :)
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New Kratopolis
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Posts: 96
Founded: Mar 15, 2013
Ex-Nation

Postby New Kratopolis » Mon May 25, 2015 10:46 am

Cymrea wrote:
New Kratopolis wrote:The way I see it, The Swords of Solomon are more like a private army that is pretty spread out, with a smaller number of individual agents.
I can see where you are getting at though. It took a long time for me to consider numbers. I suppose I could shorten the numbers a bit, but 4500 seems a little too small for what i'm going for.
But you're the OP now, so i'll just wait for your call. :)

Hmmm...an army of much more than 4500 would concern the ruler of any realm. I'm not sure who would permit a private army so large to accumulate on their lands.

You could have small garrisons, functioning much like chapters of a guild, scattered throughout Ghondra. Each of them would have a few hundred to a thousand men and be likely hired by the local lords on an extended contract. Congregating them for a big campaign/contract would require quite a bit of logistical effort.

Thoughts?

Actually that's in my App. I put most of them in smaller regiments usually around 1000 each. There's also some even smaller regiments located overseas, Like Kaea. I suppose that when required, they could organize several local garrisons for a major conflict, along with those 500 hedge knights that Richard has.
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Cymrea
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Founded: Feb 10, 2006
Democratic Socialists

Postby Cymrea » Mon May 25, 2015 10:57 am

New Kratopolis wrote:Actually that's in my App. I put most of them in smaller regiments usually around 1000 each. There's also some even smaller regiments located overseas, Like Kaea. I suppose that when required, they could organize several local garrisons for a major conflict, along with those 500 hedge knights that Richard has.

Okay. Would you mind doing up a map and/or list of garrisons, so that there's a good sense of how many are where and could conceiveably be called upon. And I think maybe 20,000 is plenty large, even scattered about as they are. I can only imagine the poor exchequers for your Swords. :)
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Chedastan
Negotiator
 
Posts: 5746
Founded: Jul 25, 2013
Corrupt Dictatorship

Postby Chedastan » Mon May 25, 2015 11:42 am

I'll probably get a post up later tonight.
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New Kratopolis
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Posts: 96
Founded: Mar 15, 2013
Ex-Nation

Postby New Kratopolis » Mon May 25, 2015 12:00 pm

Cymrea wrote:
New Kratopolis wrote:Actually that's in my App. I put most of them in smaller regiments usually around 1000 each. There's also some even smaller regiments located overseas, Like Kaea. I suppose that when required, they could organize several local garrisons for a major conflict, along with those 500 hedge knights that Richard has.

Okay. Would you mind doing up a map and/or list of garrisons, so that there's a good sense of how many are where and could conceiveably be called upon. And I think maybe 20,000 is plenty large, even scattered about as they are. I can only imagine the poor exchequers for your Swords. :)

I can certainly try.
I figure that the majority of their regiments would be in North Bretton, with a few, more secluded ones in Persica.
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Cymrea
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Posts: 8694
Founded: Feb 10, 2006
Democratic Socialists

Postby Cymrea » Mon May 25, 2015 12:04 pm

New Kratopolis wrote:
Cymrea wrote:Okay. Would you mind doing up a map and/or list of garrisons, so that there's a good sense of how many are where and could conceiveably be called upon. And I think maybe 20,000 is plenty large, even scattered about as they are. I can only imagine the poor exchequers for your Swords. :)

I can certainly try.
I figure that the majority of their regiments would be in North Bretton, with a few, more secluded ones in Persica.

Very cool. Looking forward to it. :)
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Asyir
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Postby Asyir » Mon May 25, 2015 1:09 pm

Before I throw a post up, is anyone interested in a mercenary company?
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The United Eastern States of Europe
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Postby The United Eastern States of Europe » Mon May 25, 2015 2:12 pm

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Caribica
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Postby Caribica » Mon May 25, 2015 2:54 pm

Nevermind, app is too complicated
Last edited by Caribica on Mon May 25, 2015 4:09 pm, edited 1 time in total.

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New Kratopolis
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Postby New Kratopolis » Mon May 25, 2015 4:41 pm

Since my school computer blocks imgur for some godforsaken reason, i'll either do a list, or just go on my PC and use the maps from their.
Also, do you think you can put my organization in the Roster for me?
Last edited by New Kratopolis on Mon May 25, 2015 4:42 pm, edited 1 time in total.
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Postby The Nuclear Fist » Tue May 26, 2015 12:54 am

Hey guys, I just came off a three day ban. Have I missed anything? I need to know so I can get up a good post.
Last edited by The Nuclear Fist on Tue May 26, 2015 12:58 am, edited 1 time in total.
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