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Gwalethia Sign-up Thread [Medieval Tech, Open]

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]
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Ulskar
Secretary
 
Posts: 30
Founded: Feb 15, 2017
Ex-Nation

Gwalethia Sign-up Thread [Medieval Tech, Open]

Postby Ulskar » Sat Dec 09, 2017 8:18 pm

Welcome to Gwalethia, a medieval/fantasy tech worldbuilding and roleplaying region!

We are a new role-playing and worldbuilding region founded in December, 2017. We are eager to expand our region and build and active and lively medieval RP world. We are open to all, whether you are an NS newcomer or veteran, however we do require previous RP experience for those wishing to take more important roles in the region. Much of our activity takes place on the NS forums, NSWiki and regional Discord.
If you are interested in joining our regional RP, consider filling out an application form below and posting it within this thread.

Before you consider constructing an application, please read the Regional Rule Page (WIP) and NSWiki page(s) (WIP), as well as about our GNPS, our homebrew regional dice system used to determine how RPs turn out.

Link to the maps:

Sign-up Panel: Aeternaea, Ulskar

Applications should aim to be realistic and feasible; nations creating utopian or joke applications will be disregarded.
Amendments may be suggested by members of the sign-up panel for changes which will allow applicants to better fit in with the regional canon and diplomacy.

A lack of activity on Gwalethia Discord, NSWiki, and RP will result in the removal of your nation from the map. If you will be absent for a prolonged period of time, please contact a member of the regional administration and your map claim will be held.

Code: Select all
[b]IC nation name:[/b]
[b]Capital:[/b]
[b]Government type:[/b]
[b]Race Group(s):[/b] (For example, Human, Dwarven, Elven, etc.)
[b]Language(s):[/b]
[b]Inspiration for nation:[/b]
[b]Brief background of nation (or IIWiki/NSWiki):[/b]
[b]Map claim (Imgur):[/b]

[b]Geography and climate of nation:[/b]
[b]Scoresheet Information:[/b] Max limited to 30 points for new nations.
Innovation: x/6
Diplomacy: x/6
Economy: x/6
Production: x/6
Magecraft: x/6
Land/military tech: x/6
Naval tech: x/6
Adaptability: x/6
Population: x/6
Espionage: x/6

[b]How did you hear about Gwalethia?[/b]
[b]What other nations do you use on NS?[/b]
[b]Roleplay sample (Optional, though required for claiming a more powerful role):[/b]

[b]Any other info you wish to add (Optional):[/b]


  • Whilst not a requirement, it's a suggestion to place your nation near those that are culturally similar (i.e. European-esque kingdoms should be in one "cultural zone")
  • Fictional cultures/languages are permitted, provided they sufficiently fit within existing lore
  • Countries which are not overly utopian are likely to have more leeway in the application process
  • Events and RPs are moderated by admins and use dice rolls in deciding the outcome of certain situations.
  • Countries are forbidden from possessing "magical weapons of mass destruction"

IC nation name: The Koninkrijk of Ulskar
Capital: Ulmm
Government type: Feudal monarchy
Race Group(s): Human, with a small minority of dwarves.
Languages: High Ulskarian (Dutch), Common (English)
Inspiration for nation: Nilfgaard (Witcher series), the Empire (Warhammer series), Holy Roman Empire (historical), the Netherlands/Dutch (cultural)
Brief background of nation (or IIWiki): One of the oldest kingdoms to exist in Gwalethia, Ulskar is respected as a mighty and powerful nation. It is ruled by it's King, Geralt van Klint, a stern man trouble by domestic affairs as of late. Historically the nation had humble beginnings as a singular city-state, but its influence grew until it gained control of the surrounding settlements, and later, other city-states and duchies. Whilst one of the most powerful nations of the known world, it is internally crippled by the schemes and feuding between its prominent noble houses. If King Geralt can reign in the power of his bickering lords, then Ulskar may potentially seek to expand again.
Map claim (Imgur): https://i.imgur.com/FbmRfx0.jpg

Geography and climate of nation: Much of southern Ulskar is mountainous and heavily forested with more fertile regions lining the coast. The north is more lightly forested with ample room for farmland. Overall temperature is rather cool, but not unbearable so.
Scoresheet Information: Max limited to 30 points for new nations. (In this case, as a regional admin, I am allowed 40 points to better police IC events.)
Innovation: 6/6
Diplomacy: 2/6
Economy: 6/6
Production: 6/6
Magecraft: 0/6
Land/military tech: 6/6
Naval tech: 3/6
Adaptability: 2/6
Population: 6/6
Espionage: 3/6

How did you hear about Gwalethia?: Discovered via embassy in old region.
What other nations do you use on NS?: Rohst, Wallais, Cheonsam, Saraibia
Roleplay sample (optional): https://forum.nationstates.net/viewtopic.php?f=5&t=429341


(Optional) Any other info you wish to add: I'm the Lord-Chancellor of the Right in the regional government! Huzzah!
Last edited by Ulskar on Fri Dec 15, 2017 4:38 pm, edited 5 times in total.

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Gattoh
Political Columnist
 
Posts: 4
Founded: Sep 02, 2017
Ex-Nation

Postby Gattoh » Tue Dec 12, 2017 12:07 pm

IC nation name: The Empire of Gattoh (月島の帝國)
Capital: Yuriya (百合家)
Government type: Early feudal shogunate
RP population: 14,000,000 (upper limit 15,750,000)
Race Group(s): Human, with a small, persecuted minority of elves
Language(s): Gattoan (Japanese)
Inspiration for nation: Kamakura-period Japan (socio-cultural), Shinto (religious), Nioh (elements of the magic system)
Brief background of nation (or IIWiki/NSWiki): There's some information in my nation's factbooks which, while perhaps slightly outdated, should suffice. In short: the country is an empire, but one which remains divided amongst various clans. The most powerful clan, Kobayashi, which recently conquered the Imperial Capital of Yuriya, under the Emperor Sajin aims not only to unite the clans of Gattoh, but to expand the traditionally isolationist empire into foreign lands. But the Ogawa clan, deposed from the throne and humiliated by their war against the Kobayashi, manoeuvre to unite other clans against the Emperor in order that they might prevent their country from potentially being sold out to foreigners.
Map claim (Imgur): (I'll get this up ASAP)

Geography and climate of nation: An archipelago. The country is dominated by the central island of Nakaguni, in the west of which is the Imperial Capital. Nakaguni is home to two main mountain ranges, and the lowlands between these ranges is fertile farmland. Also important is the southern island of Ondoh, home of the Emperor's clan, the Kobayashi, and the Kuroyama mountains, the backbone of the Kobayashi economy.
The land's climate tends toward the temperate, but the country experiences a great variation in temperature throughout the seasons.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 2/6
Economy: 3/6
Production: 5/6
Magecraft: 4/6
Land/military tech: 4/6
Naval tech: 3/6
Adaptability: 2/6
Population: 1/6
Espionage: 2/6

How did you hear about Gwalethia? From Ulskar.
What other nations do you use on NS? Vrnallia, Hipasia
Roleplay sample (Optional, though required for claiming a more powerful role): (as Vrnallia) viewtopic.php?f=31&t=386198

Any other info you wish to add (Optional): nah
Last edited by Gattoh on Tue Dec 12, 2017 12:10 pm, edited 1 time in total.

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Ulskar
Secretary
 
Posts: 30
Founded: Feb 15, 2017
Ex-Nation

Postby Ulskar » Wed Dec 13, 2017 6:25 am

Gattoh wrote:-snip-

Konnichiwa. Watashi wa baka gaijin desu.

Accepted, look forward to seeing your claim soon!

User avatar
Sannerby-Annestad
Lobbyist
 
Posts: 16
Founded: Aug 31, 2017
Ex-Nation

Postby Sannerby-Annestad » Wed Dec 13, 2017 12:40 pm

IC nation name: This Most Serene Republic of Sannerby-Annestad
Capital: Annestad
Government type: Aristocratic directorial republic
RP population: 123,182
Race Group(s): Humans. Swedish Humans. Sannerlanders IC. There are minorities; people of other religions and elves/dwarves are forced to live in a certain region of the city
Language(s): Sannerlander (Swedish).
Inspiration for nation: The nation is culturally inspired by Sweden, but its status as a nation is inspired by the medieval Italian republics, and if you look at the government structures, you can see similarities to some of these, such as San Marino.
Brief background of nation (or IIWiki/NSWiki): A few centuries ago, a group of farmers moved to the mouth of the River Sanner, building a small village. They named it after the river, and thus called it Sannerby. The area around the city-state was known for being a very militaristic area, and its people engaged in many raids on other peoples and cities, with a notorious clan called the Ljungborgs dominating the region, holding the town of Sannerby in a vassalage. However, they obtained a leader called Sven the Red, who decided to settle down his clan, and built a city on the other side of the river, called Annestad. The two twin cities grew, and a treaty was signed, uniting them under one government, an aristocratic republic. Trade brought prosperity to these cities due to the expertise in boat-building and innovation, and the city-state prospers.
Map claim (Imgur): I'd like to be a dot on the coast of the left continent.

Geography and climate of nation: Sannerby-Annestad has a largely temperate climate; approximately Cfb and comparable to southern Sweden.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 4/6
Economy: 5/6
Production: 5/6
Magecraft: 0/6
Land/military tech: 1/6
Naval tech: 5/6
Adaptability: 4/6
Population: 1/6
Espionage: 1/6

How did you hear about Gwalethia? I saw the embassy for it being built in Aeia, and I recognised nations in it from Castion, a region I used to be on.
What other nations do you use on NS? Crylante, Jorvik and Lothian
Roleplay sample (Optional, though required for claiming a more powerful role): Lagting Palace, Annestad, This Most Serene Republic of Sannerby-Annestad, 1327 y.s.

Frey Åkerman sat alone in the main meeting chamber of the Lagting, scribing away on a piece of paper, recording the month of August 1327's decisions and updates. It was a rather uneventful month, so he didn't have a large amount to copy down, but he still had to keep a record of what the Lagting had decided going forward. Thank the Sun he didn't have to take a record of all the speech in the debates, or he would be there the entire month trying to copy down whatever crap was spewed out of the mouths of the people selected for Lagting membership for this current six-year period.

Such was the life of the Speaker of the Lagting. Despite the name, he didn't have to do much speaking. He was merely responsible for keeping order in the chamber, and for writing down a record of all the actions taken by the chamber. It was a rather boring job, but it came with a large amount of prestige and influence. The Tioråd and the Hertigar both respected his opinion, and he was considered one of the most influential men in the Republic.

He felt tired currently, as anyone would after scribbling down government records for the past hour by candlelight within a small palace, and ended up misspelling the phrase "förstoppad spindel" on the paper while yawning, causing him to have to cross it out and write it again. He wasn't normally the person to make misteaks in his writing, and thus future scholars reading the records would be confused by that mistake; the records between 1324 and 1330 would contain few mistakes, and it would thus stand out.

His bemusings were interrupted by a small creature flying through the window. He stood up, leaving his quill, pot of ink and record on the floor, and moved over to it, using the candle as a guide, to see what in Astor's name it was. It was, unless he was very much mistaken, a wyvern from the distant Kingdom of Rudatyn, a place he had only heard about in legend, and he had never seen one of these beasts in real life before. He looked over at it in the candle light, to make sure the little creature was alright. It appeared to be so, although something had been attached to its leg. Picking it up, it appeared to be a little paper note, which he detached. The little beast made a quiet, high-pitched chirp as he removed it, and he lowered it down to the ground. Unrolling the note, it had a message on it.

Frey had to squint under candlelight to work out what the message said, but a shudder moved through his spine as he realised its grim tale:
To whom it may concern, we are writing to you to tell you about the fate of the King of Rudatyn. Due to his act of high treason against his tenant-in-chief, his Majesty the Keizer of Ulskar, he and his lords have been executed. Such a traitor does not deserve to live.

Frey looked at it again in disbelief, as the wyvern moved across his arm towards the candle, to huddle for warmth. He, and anyone with half an ounce of common sense, knew that Rudatyn was a territory with aspirations of independence and a deep hatred of their Ulskarian overlords, but he did not expect them to actually carry out treasonous acts against those overlords. But he wouldn't put it past them. The feudal system was such a mess of interactions that anything could easily get mad at any other thing involved in it. Thus, Frey was glad his nation did not follow such a method, and had adopted the enlightened form of a Republic, where all important figures had some say in the nation's outlook and there was no complicated mess of allegiance.

Frey went back to finishing the record. It was almost finished, he just had to make a note about a largely insignificant policy concerning fishing in the harbour agreed on the 31st, and then he could get some sleep, and give the news to the townsfolk in the morning. But there was no way he was going to walk through town to his residence at this time of night. For all he knew some subhuman or heathen vagabond could attack him as he walked, as he had to pass through the area of town such creatures had to live in, but he knew that he was safe in the Lagting, so he found some wool bedding in a corner of the room and lay down on it, leaving the candle burning due to the fact that the wyvern was currently sleeping peacefully wrapped around it.


Any other info you wish to add (Optional): Power to the elite people!
PT puppet of Crylante. An aristocratic Swedish merchant republic.

User avatar
Aeternaea
Bureaucrat
 
Posts: 60
Founded: Dec 12, 2015
Inoffensive Centrist Democracy

Postby Aeternaea » Thu Dec 14, 2017 7:55 am

Sannerby-Annestad wrote:IC nation name: This Most Serene Republic of Sannerby-Annestad
Capital: Annestad
Government type: Aristocratic directorial republic
RP population: 123,182
Race Group(s): Humans. Swedish Humans. Sannerlanders IC. There are minorities; people of other religions and elves/dwarves are forced to live in a certain region of the city
Language(s): Sannerlander (Swedish).
Inspiration for nation: The nation is culturally inspired by Sweden, but its status as a nation is inspired by the medieval Italian republics, and if you look at the government structures, you can see similarities to some of these, such as San Marino.
Brief background of nation (or IIWiki/NSWiki): A few centuries ago, a group of farmers moved to the mouth of the River Sanner, building a small village. They named it after the river, and thus called it Sannerby. The area around the city-state was known for being a very militaristic area, and its people engaged in many raids on other peoples and cities, with a notorious clan called the Ljungborgs dominating the region, holding the town of Sannerby in a vassalage. However, they obtained a leader called Sven the Red, who decided to settle down his clan, and built a city on the other side of the river, called Annestad. The two twin cities grew, and a treaty was signed, uniting them under one government, an aristocratic republic. Trade brought prosperity to these cities due to the expertise in boat-building and innovation, and the city-state prospers.
Map claim (Imgur): I'd like to be a dot on the coast of the left continent.

Geography and climate of nation: Sannerby-Annestad has a largely temperate climate; approximately Cfb and comparable to southern Sweden.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 4/6
Economy: 5/6
Production: 5/6
Magecraft: 0/6
Land/military tech: 1/6
Naval tech: 5/6
Adaptability: 4/6
Population: 1/6
Espionage: 1/6

How did you hear about Gwalethia? I saw the embassy for it being built in Aeia, and I recognised nations in it from Castion, a region I used to be on.
What other nations do you use on NS? Crylante, Jorvik and Lothian
Roleplay sample (Optional, though required for claiming a more powerful role): Lagting Palace, Annestad, This Most Serene Republic of Sannerby-Annestad, 1327 y.s.

Frey Åkerman sat alone in the main meeting chamber of the Lagting, scribing away on a piece of paper, recording the month of August 1327's decisions and updates. It was a rather uneventful month, so he didn't have a large amount to copy down, but he still had to keep a record of what the Lagting had decided going forward. Thank the Sun he didn't have to take a record of all the speech in the debates, or he would be there the entire month trying to copy down whatever crap was spewed out of the mouths of the people selected for Lagting membership for this current six-year period.

Such was the life of the Speaker of the Lagting. Despite the name, he didn't have to do much speaking. He was merely responsible for keeping order in the chamber, and for writing down a record of all the actions taken by the chamber. It was a rather boring job, but it came with a large amount of prestige and influence. The Tioråd and the Hertigar both respected his opinion, and he was considered one of the most influential men in the Republic.

He felt tired currently, as anyone would after scribbling down government records for the past hour by candlelight within a small palace, and ended up misspelling the phrase "förstoppad spindel" on the paper while yawning, causing him to have to cross it out and write it again. He wasn't normally the person to make misteaks in his writing, and thus future scholars reading the records would be confused by that mistake; the records between 1324 and 1330 would contain few mistakes, and it would thus stand out.

His bemusings were interrupted by a small creature flying through the window. He stood up, leaving his quill, pot of ink and record on the floor, and moved over to it, using the candle as a guide, to see what in Astor's name it was. It was, unless he was very much mistaken, a wyvern from the distant Kingdom of Rudatyn, a place he had only heard about in legend, and he had never seen one of these beasts in real life before. He looked over at it in the candle light, to make sure the little creature was alright. It appeared to be so, although something had been attached to its leg. Picking it up, it appeared to be a little paper note, which he detached. The little beast made a quiet, high-pitched chirp as he removed it, and he lowered it down to the ground. Unrolling the note, it had a message on it.

Frey had to squint under candlelight to work out what the message said, but a shudder moved through his spine as he realised its grim tale:
To whom it may concern, we are writing to you to tell you about the fate of the King of Rudatyn. Due to his act of high treason against his tenant-in-chief, his Majesty the Keizer of Ulskar, he and his lords have been executed. Such a traitor does not deserve to live.

Frey looked at it again in disbelief, as the wyvern moved across his arm towards the candle, to huddle for warmth. He, and anyone with half an ounce of common sense, knew that Rudatyn was a territory with aspirations of independence and a deep hatred of their Ulskarian overlords, but he did not expect them to actually carry out treasonous acts against those overlords. But he wouldn't put it past them. The feudal system was such a mess of interactions that anything could easily get mad at any other thing involved in it. Thus, Frey was glad his nation did not follow such a method, and had adopted the enlightened form of a Republic, where all important figures had some say in the nation's outlook and there was no complicated mess of allegiance.

Frey went back to finishing the record. It was almost finished, he just had to make a note about a largely insignificant policy concerning fishing in the harbour agreed on the 31st, and then he could get some sleep, and give the news to the townsfolk in the morning. But there was no way he was going to walk through town to his residence at this time of night. For all he knew some subhuman or heathen vagabond could attack him as he walked, as he had to pass through the area of town such creatures had to live in, but he knew that he was safe in the Lagting, so he found some wool bedding in a corner of the room and lay down on it, leaving the candle burning due to the fact that the wyvern was currently sleeping peacefully wrapped around it.


Any other info you wish to add (Optional): Power to the elite people!

Approved, and welcome to the region!

User avatar
Morrigancia
Political Columnist
 
Posts: 2
Founded: Dec 14, 2017
Ex-Nation

Postby Morrigancia » Thu Dec 14, 2017 4:48 pm

IC nation name: Confederacy of Morrigancia
Capital: Multiple, but the main seat of general government is in Estregrad.
Government type: Confederacy, multiple monarchies within.
RP population: 11,009,737
Race Group(s): (For example, Human, Dwarven, Elven, etc.) Slavic human
Language(s): Morrigancian, multiple native languages.
Inspiration for nation: Tsarist Russia, India, Confederate States of America
Brief background of nation (or IIWiki/NSWiki): Proto-Morrigancians have been documented to have existed for over 3,400 years in the Doniekr River Civilization, yet a catastrophe forced them to emigrate to the area known as Morrigancia. Before the Confederacy was established, heroic warlords roamed the continent and interacted with Native tribes in both positive and negative situations. The Confederacy exists indirectly because of Sargon the Cleft, a conqueror who toppled many massive Native civilizations and died abruptly. His eastern coastal holdings united into a Confederacy of many kingdoms under one President, while the rest of his empire was reclaimed by native peoples. Currently, the Confederacy interacts with other nations in an aggressive yet peaceful manner, seeking to dominate trade routes in the area. Morrigancians are an ethnoreligious group, and most Morrigancian people are part of the official Morrigancianist religion, a highly organized polytheistic creed lead by the Tsar Paragon from his massive Fire Tower in Estegrad.
Map claim (Imgur): to be discussed

Geography and climate of nation: Cold-temperate in the north, to humid-temperate in the south
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 6/6
Diplomacy: 1/6
Economy: 3/6
Production: 5/6
Magecraft: 2/6
Land/military tech: 6/6
Naval tech: 5/6
Adaptability: 0/6
Population: 2/6
Espionage: 0/6

How did you hear about Gwalethia? Surfin' the forums
What other nations do you use on NS? None
Roleplay sample (Optional, though required for claiming a more powerful role): I'll send the owner one through discord DM

Any other info you wish to add (Optional):
Last edited by Morrigancia on Thu Dec 14, 2017 4:50 pm, edited 3 times in total.

User avatar
Ulskar
Secretary
 
Posts: 30
Founded: Feb 15, 2017
Ex-Nation

Postby Ulskar » Thu Dec 14, 2017 5:27 pm

Morrigancia wrote:IC nation name: Confederacy of Morrigancia
Capital: Multiple, but the main seat of general government is in Estregrad.
Government type: Confederacy, multiple monarchies within.
RP population: 11,009,737
Race Group(s): (For example, Human, Dwarven, Elven, etc.) Slavic human
Language(s): Morrigancian, multiple native languages.
Inspiration for nation: Tsarist Russia, India, Confederate States of America
Brief background of nation (or IIWiki/NSWiki): Proto-Morrigancians have been documented to have existed for over 3,400 years in the Doniekr River Civilization, yet a catastrophe forced them to emigrate to the area known as Morrigancia. Before the Confederacy was established, heroic warlords roamed the continent and interacted with Native tribes in both positive and negative situations. The Confederacy exists indirectly because of Sargon the Cleft, a conqueror who toppled many massive Native civilizations and died abruptly. His eastern coastal holdings united into a Confederacy of many kingdoms under one President, while the rest of his empire was reclaimed by native peoples. Currently, the Confederacy interacts with other nations in an aggressive yet peaceful manner, seeking to dominate trade routes in the area. Morrigancians are an ethnoreligious group, and most Morrigancian people are part of the official Morrigancianist religion, a highly organized polytheistic creed lead by the Tsar Paragon from his massive Fire Tower in Estegrad.
Map claim (Imgur): to be discussed

Geography and climate of nation: Cold-temperate in the north, to humid-temperate in the south
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 6/6
Diplomacy: 1/6
Economy: 3/6
Production: 5/6
Magecraft: 2/6
Land/military tech: 6/6
Naval tech: 5/6
Adaptability: 0/6
Population: 2/6
Espionage: 0/6

How did you hear about Gwalethia? Surfin' the forums
What other nations do you use on NS? None
Roleplay sample (Optional, though required for claiming a more powerful role): I'll send the owner one through discord DM

Any other info you wish to add (Optional):

Everything looks good, accepted.

User avatar
Maldrak Nor
Political Columnist
 
Posts: 2
Founded: Dec 20, 2017
Ex-Nation

Postby Maldrak Nor » Wed Dec 20, 2017 7:20 pm

IC nation name: Unified Clans of Maldrak Nor
Capital: Aknar
Government type: Complex Chiefdom
RP population: 478,210
Race Group(s): (For example, Human, Dwarven, Elven, etc.) Orcish
Language(s): Maldrakki and its associated dialects
Inspiration for nation: Warcraft Orcs, Pre-Islamic Arabia, Harad (LotR), Plains Indians, some Indochinese influence, plus my own personal touches
Brief background of nation (or IIWiki/NSWiki): In centuries past, the Maldrakki clans wandered the vast desert that coats Gwalethia's largest continent. They lived in an almost constant state of war with larger orcish clans, the various human tribes, as well as each other on location. Having only very loose cultural connections to each other, the clans of what is now Maldrak Nor only banded together as a means of defense against those who threatened their survival. The harshness of the desert and its lack of essential resources stymied the development of the clans, who remained in a state of technological primitiveness similar to that of early humans. The lives of the nomadic orcs were short and brutal. The only thing that kept the wandering clans alive was their shared affinity for magic, something that even the other orcish clans lacked. Every Maldrakki orc is born with the innate ability to wield magic, and through their gifts, the clans repelled attacks and kept themselves alive for another day.
However, a little less than a century ago, one of the clans was host to a seer known as Maldrak. Wise, charismatic, and gifted with magic, he unified the clans under a central leadership for the first time in their history. Even more, he led the clans north out of the desert to the foot of a rushing river and beyond, a glorious green peninsula. Here, the clans would come to settle permanently. Here, they would find bountiful food and water. Here, they would be able to sleep without fear of what tomorrow would bring. Here, they would be able to raise families in relative peace. Here, they would prosper. In honor of the prophet who led them to their new homeland, the peninsula was renamed Maldrakon and the new nation was christened Maldrak Nor. Today, the clans of Maldrak Nor hunt, grow, and live in (relative) peace, away from the rest of the world. They are staunch isolationists, an attitude nurtured by a harsh past. While Maldrak has long since passed away, his legacy lives on. Despite their cultural differences, the clans all share a quasi-religious reverence for their saviour.
Map claim (Imgur): The area highlighted in black, though I can change it at request.
Image


Geography and climate of nation: The majority of Maldrak Nor is temperate grassland and savanna, with moderate temperatures year round and a noticeable, almost total lack of woodland. The inland region approaches a more semiarid climate and tends to lack the rainfall of the coastline. The southern lands are far more arid, mostly consisting of shrubland with semiarid desert at its very edge. The exception to this is the floodplain that exists at the borderlands. Almost the entire country is flatland, with the exception being Aknar, a large mountain near the southern isthmus that also serves at the meeting grounds for the clans. Also of note is an artificial geological formation on the southern end of the isthmus. Appearing as a hodgepodge of large, jagged rocks, these were raised by the clan's geomancers to defend their land from incursion.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 3/6
Diplomacy: 1/6
Economy: 2/6
Production: 6/6
Magecraft: 6/6
Land/military tech: 3/6
Naval tech: 0/6
Adaptability: 6/6
Population: 1/6
Espionage: 2/6

How did you hear about Gwalethia? I was looking for sign ups for various RP regions and a medieval tech, fantasy-type region seems just my style.
What other nations do you use on NS? Mokranshi:https://www.nationstates.net/nation=mokranshi
Roleplay sample (Optional, though required for claiming a more powerful role):

Any other info you wish to add (Optional): Are orcs allowed to be in charge of a 'civilized' nation here?
Last edited by Maldrak Nor on Wed Dec 20, 2017 7:21 pm, edited 1 time in total.

User avatar
Seba Kemet
Attaché
 
Posts: 96
Founded: May 11, 2015
Tyranny by Majority

Postby Seba Kemet » Mon Jan 01, 2018 4:49 am

This might be a bit ambitious for a relative newcomer, but I figured I'd give it a shot.

IC nation name: Deshkhet
Capital: Ineb Hedj
Government type: Bureaucratic Monarchy
Race Group(s): Humans, insectoids, and a race of plantlike critters
Language(s): Redi-r (Primary,) a variety of local dialects and tribal languages
Inspiration for nation: Ancient Egypt, along with a bit of Tomb Kings.
Brief background of nation (or IIWiki/NSWiki):
Vast in wealth is Deshkhet, the Land of Gold. Ancient in history is Deshkhet, Land of Pyramids. Great in faith is Deskhet, Land of the Gods.

The origins of Deshkhet are clouded in ancient history, but even the oldest records speak of a city where Ineb Hedj stands now, astride the great Spring of Osiris, where the waters of the ocean are born anew. Since before memory, wealth has flowed to and through Deshkhet for the simple reason that its capital sits astride the Great Canal, which unites the two seas and by the power of the gods (or perhaps some ingenious ancient trickery,) permits ships to travel from one sea to the other. For millenia, ships have paid the tolls of the Pharaohs, the only other option being a risky overland trip through desert trails and jungle paths, or a nigh-suicidal voyage to the frozen ice-waste of the North.

Deshkhet is a land of tradition, where ceremony and ancient rite hold sway over everyday life. It is a land where magic rules, and the priests of Deshkhet are reckoned among the most powerful mages of the world, their writings harking back to the time when gods lived among men. This self assurance comes at a price, however. Deshkhet's people see little need to change their ways of life, and it takes a great shock to rouse them to adopt a new technology or cultural ideal. Only rarely are the god-kings of Deshkhet roused to such action though, but even in distant lands there are legends of those occasions when the legions of the Land Between Seas marched forth in their golden splendor.

Deshkhet is a land of three people. The Raamthor, the People of Horus, are humans, who generally occupy the ruling class and act as bureaucrats, thinkers, commanders, farmers and merchants. The Raamtserkhet, People of Serkhet, are insectoid in nature, and form the body of soldiery, hunters, lawkeepers, and morticians. Finally, the Ramtptah, People of Ptah, are perhaps the most strange. They appear as a mass of mobile vegetation, but, despite their clumsy appearance, are a highly dexterous people, and are commonly found as artists and artisans.

The land is fed from the Great Spring of Osiris, a magical (or divine,) water source around which the capital city is constructed. This feeds into the Great Canal, and allows easy passage of ships between seas (for a price,) and this is the source of all Deshkhet's wealth and power, as well as its only true source of fresh water. Thus, it is guarded fanatically by both priests and soldiery.

Map claim (Imgur): https://i.imgur.com/sZuaymd.png (something like this)

Geography and climate of nation:
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 0/6 (Deshkhet does not care for your 'iron,' we have perfectly good bronze.)
Diplomacy: 3/6 (Arrogant to a fault in dealing with other nations, but they have historical clout which lets them get away with it to a degree.)
Economy: 6/6 (Gold? Well, I suppose it's good for roofing tiles and such.)
Production: 3/6 (A highly organized economy, sometimes a little too organized.)
Magecraft: 6/6 (Giant statues with LASER EYES. Or something like that.)
Land/military tech: 4/6 (Deshkhet's soldiers are good at what they do, but their tendency to underestimate foreigners and their technology can be their downfall.)
Naval tech: 2/6 (In their canal, the navy is quite good. Don't ask them to venture onto the ocean, though.)
Adaptability: 1/6 (If beaten over the head with the necessity for change, they may eventually adopt something new.)
Population: 3/6 (A fairly large population, but most of them are crammed along the edges of the Great Canal.)
Espionage: 2/6 (With magical assistance, they can get things done...but they generally have little desire to bother learning about foreigners, and thus, little practice in the finer arts of spying.)

How did you hear about Gwalethia?
Searching around for a fantasy RP

What other nations do you use on NS?
None now.
Last edited by Seba Kemet on Mon Jan 01, 2018 4:55 am, edited 1 time in total.

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Aeternaea
Bureaucrat
 
Posts: 60
Founded: Dec 12, 2015
Inoffensive Centrist Democracy

Postby Aeternaea » Tue Jan 02, 2018 4:41 pm

Seba Kemet wrote:This might be a bit ambitious for a relative newcomer, but I figured I'd give it a shot.

IC nation name: Deshkhet
Capital: Ineb Hedj
Government type: Bureaucratic Monarchy
Race Group(s): Humans, insectoids, and a race of plantlike critters
Language(s): Redi-r (Primary,) a variety of local dialects and tribal languages
Inspiration for nation: Ancient Egypt, along with a bit of Tomb Kings.
Brief background of nation (or IIWiki/NSWiki):
Vast in wealth is Deshkhet, the Land of Gold. Ancient in history is Deshkhet, Land of Pyramids. Great in faith is Deskhet, Land of the Gods.

The origins of Deshkhet are clouded in ancient history, but even the oldest records speak of a city where Ineb Hedj stands now, astride the great Spring of Osiris, where the waters of the ocean are born anew. Since before memory, wealth has flowed to and through Deshkhet for the simple reason that its capital sits astride the Great Canal, which unites the two seas and by the power of the gods (or perhaps some ingenious ancient trickery,) permits ships to travel from one sea to the other. For millenia, ships have paid the tolls of the Pharaohs, the only other option being a risky overland trip through desert trails and jungle paths, or a nigh-suicidal voyage to the frozen ice-waste of the North.

Deshkhet is a land of tradition, where ceremony and ancient rite hold sway over everyday life. It is a land where magic rules, and the priests of Deshkhet are reckoned among the most powerful mages of the world, their writings harking back to the time when gods lived among men. This self assurance comes at a price, however. Deshkhet's people see little need to change their ways of life, and it takes a great shock to rouse them to adopt a new technology or cultural ideal. Only rarely are the god-kings of Deshkhet roused to such action though, but even in distant lands there are legends of those occasions when the legions of the Land Between Seas marched forth in their golden splendor.

Deshkhet is a land of three people. The Raamthor, the People of Horus, are humans, who generally occupy the ruling class and act as bureaucrats, thinkers, commanders, farmers and merchants. The Raamtserkhet, People of Serkhet, are insectoid in nature, and form the body of soldiery, hunters, lawkeepers, and morticians. Finally, the Ramtptah, People of Ptah, are perhaps the most strange. They appear as a mass of mobile vegetation, but, despite their clumsy appearance, are a highly dexterous people, and are commonly found as artists and artisans.

The land is fed from the Great Spring of Osiris, a magical (or divine,) water source around which the capital city is constructed. This feeds into the Great Canal, and allows easy passage of ships between seas (for a price,) and this is the source of all Deshkhet's wealth and power, as well as its only true source of fresh water. Thus, it is guarded fanatically by both priests and soldiery.

Map claim (Imgur): https://i.imgur.com/sZuaymd.png (something like this)

Geography and climate of nation:
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 0/6 (Deshkhet does not care for your 'iron,' we have perfectly good bronze.)
Diplomacy: 3/6 (Arrogant to a fault in dealing with other nations, but they have historical clout which lets them get away with it to a degree.)
Economy: 6/6 (Gold? Well, I suppose it's good for roofing tiles and such.)
Production: 3/6 (A highly organized economy, sometimes a little too organized.)
Magecraft: 6/6 (Giant statues with LASER EYES. Or something like that.)
Land/military tech: 4/6 (Deshkhet's soldiers are good at what they do, but their tendency to underestimate foreigners and their technology can be their downfall.)
Naval tech: 2/6 (In their canal, the navy is quite good. Don't ask them to venture onto the ocean, though.)
Adaptability: 1/6 (If beaten over the head with the necessity for change, they may eventually adopt something new.)
Population: 3/6 (A fairly large population, but most of them are crammed along the edges of the Great Canal.)
Espionage: 2/6 (With magical assistance, they can get things done...but they generally have little desire to bother learning about foreigners, and thus, little practice in the finer arts of spying.)

How did you hear about Gwalethia?
Searching around for a fantasy RP

What other nations do you use on NS?
None now.

Approved

User avatar
Aeternaea
Bureaucrat
 
Posts: 60
Founded: Dec 12, 2015
Inoffensive Centrist Democracy

Postby Aeternaea » Thu Jan 11, 2018 7:25 am

Maldrak Nor wrote:IC nation name: Unified Clans of Maldrak Nor
Capital: Aknar
Government type: Complex Chiefdom
RP population: 478,210
Race Group(s): (For example, Human, Dwarven, Elven, etc.) Orcish
Language(s): Maldrakki and its associated dialects
Inspiration for nation: Warcraft Orcs, Pre-Islamic Arabia, Harad (LotR), Plains Indians, some Indochinese influence, plus my own personal touches
Brief background of nation (or IIWiki/NSWiki): In centuries past, the Maldrakki clans wandered the vast desert that coats Gwalethia's largest continent. They lived in an almost constant state of war with larger orcish clans, the various human tribes, as well as each other on location. Having only very loose cultural connections to each other, the clans of what is now Maldrak Nor only banded together as a means of defense against those who threatened their survival. The harshness of the desert and its lack of essential resources stymied the development of the clans, who remained in a state of technological primitiveness similar to that of early humans. The lives of the nomadic orcs were short and brutal. The only thing that kept the wandering clans alive was their shared affinity for magic, something that even the other orcish clans lacked. Every Maldrakki orc is born with the innate ability to wield magic, and through their gifts, the clans repelled attacks and kept themselves alive for another day.
However, a little less than a century ago, one of the clans was host to a seer known as Maldrak. Wise, charismatic, and gifted with magic, he unified the clans under a central leadership for the first time in their history. Even more, he led the clans north out of the desert to the foot of a rushing river and beyond, a glorious green peninsula. Here, the clans would come to settle permanently. Here, they would find bountiful food and water. Here, they would be able to sleep without fear of what tomorrow would bring. Here, they would be able to raise families in relative peace. Here, they would prosper. In honor of the prophet who led them to their new homeland, the peninsula was renamed Maldrakon and the new nation was christened Maldrak Nor. Today, the clans of Maldrak Nor hunt, grow, and live in (relative) peace, away from the rest of the world. They are staunch isolationists, an attitude nurtured by a harsh past. While Maldrak has long since passed away, his legacy lives on. Despite their cultural differences, the clans all share a quasi-religious reverence for their saviour.
Map claim (Imgur): The area highlighted in black, though I can change it at request.

Geography and climate of nation: The majority of Maldrak Nor is temperate grassland and savanna, with moderate temperatures year round and a noticeable, almost total lack of woodland. The inland region approaches a more semiarid climate and tends to lack the rainfall of the coastline. The southern lands are far more arid, mostly consisting of shrubland with semiarid desert at its very edge. The exception to this is the floodplain that exists at the borderlands. Almost the entire country is flatland, with the exception being Aknar, a large mountain near the southern isthmus that also serves at the meeting grounds for the clans. Also of note is an artificial geological formation on the southern end of the isthmus. Appearing as a hodgepodge of large, jagged rocks, these were raised by the clan's geomancers to defend their land from incursion.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 3/6
Diplomacy: 1/6
Economy: 2/6
Production: 6/6
Magecraft: 6/6
Land/military tech: 3/6
Naval tech: 0/6
Adaptability: 6/6
Population: 1/6
Espionage: 2/6

How did you hear about Gwalethia? I was looking for sign ups for various RP regions and a medieval tech, fantasy-type region seems just my style.
What other nations do you use on NS? Mokranshi:https://www.nationstates.net/nation=mokranshi
Roleplay sample (Optional, though required for claiming a more powerful role):

Any other info you wish to add (Optional): Are orcs allowed to be in charge of a 'civilized' nation here?

Hey! Sorry, I've been out of the country for a while. Everything is approved, however; the land choice isn't available. I'll be updating the map tonight, would you like something else?

User avatar
Seba Kemet
Attaché
 
Posts: 96
Founded: May 11, 2015
Tyranny by Majority

Postby Seba Kemet » Thu Jan 11, 2018 2:28 pm

If he wants that area, I'd be fine with swapping it out for the desert area marked off in purple on this map:

https://i.imgur.com/nYel5x5.jpg

Assuming the dividing line is the edge of the forested area.

We can work out some joint history and all that as well.

User avatar
Aeternaea
Bureaucrat
 
Posts: 60
Founded: Dec 12, 2015
Inoffensive Centrist Democracy

Postby Aeternaea » Fri Jan 12, 2018 6:55 am

Seba Kemet wrote:If he wants that area, I'd be fine with swapping it out for the desert area marked off in purple on this map:

https://i.imgur.com/nYel5x5.jpg

Assuming the dividing line is the edge of the forested area.

We can work out some joint history and all that as well.

Maldrak Nor, if that's the case, are you still interested? I can update the map with your nation by tomorrow.

User avatar
Brentonania
Political Columnist
 
Posts: 2
Founded: Mar 05, 2010
Ex-Nation

Postby Brentonania » Fri Jan 12, 2018 4:44 pm

IC nation name: Brentonania
Capital: New Alexandria
Government type: Imperial Republic
Race Group(s): (For example, Human, Dwarven, Elven, etc.) Varieties of Humans
Language(s): Primary Language: Brent (French), Secondary Language: Old Arlocian (Latin)
Inspiration for nation: Ancient Rome and Feudal England
Brief background of nation (or IIWiki/NSWiki): An old nation of liberated slaves who conquered all kingdoms that subjugated the native people.
Map claim (Imgur): The eastern coast of the continent.

Geography and climate of nation: A temperate forested region.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 3/6
Diplomacy: 3/6
Economy: 3/6
Production: 2/6
Magecraft: 4/6
Land/military tech: 3/6
Naval tech: 2/6
Adaptability: 4/6
Population: 4/6
Espionage: 2/6

How did you hear about Gwalethia? Found it while browsing regions.
What other nations do you use on NS? None.
Roleplay sample (Optional, though required for claiming a more powerful role):

Any other info you wish to add (Optional):

User avatar
Aeternaea
Bureaucrat
 
Posts: 60
Founded: Dec 12, 2015
Inoffensive Centrist Democracy

Postby Aeternaea » Fri Jan 12, 2018 5:41 pm

Brentonania wrote:IC nation name: Brentonania
Capital: New Alexandria
Government type: Imperial Republic
Race Group(s): (For example, Human, Dwarven, Elven, etc.) Varieties of Humans
Language(s): Primary Language: Brent (French), Secondary Language: Old Arlocian (Latin)
Inspiration for nation: Ancient Rome and Feudal England
Brief background of nation (or IIWiki/NSWiki): An old nation of liberated slaves who conquered all kingdoms that subjugated the native people.
Map claim (Imgur): The eastern coast of the continent.

Geography and climate of nation: A temperate forested region.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 3/6
Diplomacy: 3/6
Economy: 3/6
Production: 2/6
Magecraft: 4/6
Land/military tech: 3/6
Naval tech: 2/6
Adaptability: 4/6
Population: 4/6
Espionage: 2/6

How did you hear about Gwalethia? Found it while browsing regions.
What other nations do you use on NS? None.
Roleplay sample (Optional, though required for claiming a more powerful role):

Any other info you wish to add (Optional):

Could you provide more detail on your geographical choice? You stated "The Eastern Coast of the Continent", if you mean the entire coastline, that would be impossible (firstly because that would be too powerful a nation and you didn't provide a sample, and secondly because that would limit coastal options for people.) Could you provide more details or a encirclement of where? Thanks.

User avatar
Kabryon
Political Columnist
 
Posts: 4
Founded: Jan 13, 2018
Ex-Nation

Postby Kabryon » Sun Jan 14, 2018 7:47 pm

IC nation name: Grand Duchy of Kabryon
Capital: Pääomara
Government type: Grand Duchy
Race Group(s): A good chunk is human, with elves at a large minority and dwarves as a tiny minority
Language(s): Kabryonic (Finnish) , Sannerlander on the border, though it is rare
Inspiration for nation: Heavily inspired by Finland and Lithuania.
Brief background of nation (or IIWiki/NSWiki): Long before the current age, tribes of humans entered the region, extremely militaristic and bent on control. Infighting and hatred plagued their relations, and would stay like this for centuries. these people would evolve to become a more united collection of tribes known as the Ljungborgs, and showed much expansion centuries ago. The influences of a nearby city state greatly affected their culture, especially after it was sacked and conquered by them. They would evolve into a feudal society, and fight wars with neighbors and seceeding fiefs, most notably the citystate of Sannerby-Annestad. Today the Grand Duchy stands as a militaristic society, with poor relations with many of it's neighbors.
Map claim (Imgur):
Image
Please make borders less crappy


Geography and climate of nation: Kabryon has a largely temperate climate, quite similar to Sannerby-Annestad, but the climate varies much more drastically.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 1/6
Diplomacy: 0/6
Economy: 3/6
Production: 3/6
Magecraft: 3/6
Land/military tech: 6/6
Naval tech:4/6
Adaptability: 3/6
Population: 5/6
Espionage: 2/6

How did you hear about Gwalethia? Ulskar
What other nations do you use on NS? Cuirpthe,Motsvara
Roleplay sample (Optional, though required for claiming a more powerful role): Can actually roleplaying count(if not ill send something later)

Any other info you wish to add (Optional):
Last edited by Kabryon on Sun Jan 14, 2018 7:54 pm, edited 1 time in total.

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Aeternaea
Bureaucrat
 
Posts: 60
Founded: Dec 12, 2015
Inoffensive Centrist Democracy

Postby Aeternaea » Sun Jan 14, 2018 7:56 pm

Kabryon wrote:IC nation name: Grand Duchy of Kabryon
Capital: Pääomara
Government type: Grand Duchy
Race Group(s): A good chunk is human, with elves at a large minority and dwarves as a tiny minority
Language(s): Kabryonic (Finnish) , Sannerlander on the border, though it is rare
Inspiration for nation: Heavily inspired by Finland and Lithuania.
Brief background of nation (or IIWiki/NSWiki): Long before the current age, tribes of humans entered the region, extremely militaristic and bent on control. Infighting and hatred plagued their relations, and would stay like this for centuries. these people would evolve to become a more united collection of tribes known as the Ljungborgs, and showed much expansion centuries ago. The influences of a nearby city state greatly affected their culture, especially after it was sacked and conquered by them. They would evolve into a feudal society, and fight wars with neighbors and seceeding fiefs, most notably the citystate of Sannerby-Annestad. Today the Grand Duchy stands as a militaristic society, with poor relations with many of it's neighbors.
Map claim (Imgur):
(Image)
Please make borders less crappy


Geography and climate of nation: Kabryon has a largely temperate climate, quite similar to Sannerby-Annestad, but the climate varies much more drastically.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 1/6
Diplomacy: 0/6
Economy: 3/6
Production: 3/6
Magecraft: 3/6
Land/military tech: 6/6
Naval tech:4/6
Adaptability: 3/6
Population: 5/6
Espionage: 2/6

How did you hear about Gwalethia? Ulskar
What other nations do you use on NS? Cuirpthe,Motsvara
Roleplay sample (Optional, though required for claiming a more powerful role): Can actually roleplaying count(if not ill send something later)

Any other info you wish to add (Optional):

Approved. Welcome!

User avatar
Maldrak Nor
Political Columnist
 
Posts: 2
Founded: Dec 20, 2017
Ex-Nation

Postby Maldrak Nor » Mon Jan 15, 2018 4:48 pm

It's okay. Disregard my application. I'll be applying under my other nation instead.

User avatar
Mokranshi
Secretary
 
Posts: 31
Founded: Jul 30, 2017
Inoffensive Centrist Democracy

Postby Mokranshi » Mon Jan 15, 2018 6:49 pm

IC nation name: Mokranshi
Capital: Kotan Kane
Government type: theocratic complex chiefdom
RP population: 246,170
Race Group(s): exclusively Winterborn (sapient beings who have been transformed blessed by Mulcarn, The Frozen One; primarily human with some [approx. 30%] beastmen )
Language(s): Mokrani, Beast-tongue
Inspiration for nation: Illians and Doviello from Fall from Heaven, Others and Free Folk from ASoIaF, Warhammer Beastmen, indigenous Siberians, Ainu
Brief background of nation (or IIWiki/NSWiki): The Mokrani are an ancient people, wandering human tribes in the northern forests of Gwalethia. Since time immemorial, they lived in isolation across the conifer woodlands, hunting, foraging, and surviving. They lived in tight-knit tribes guided by the hand of their chiefs, who bound their tribes together in prosperity. The Mokrani covered themselves in bearskin garments and worshiped spirits of the wild. Despite the occasional dispute and skirmish between the tribes, they lived in relative harmony. That was, until the beastmen clans came. Seeking better living conditions and land for their growing communities, they came into close contact with the Mokrani. At first, there was a nominal peace between the Mokrani and these beastmen, despite the Mokrani never having seen such creatures before. Some of their more learned tribesmen even managed to pick up the Beast-tongue. However, this fragile peace was not to last.

With each passing winter, the number of beastmen grew as more of their clans traveled northward, and their numbers quickly outpaced those of the Mokrani. With their own camps full to bursting, come of the more bellicose Beastlords saw fit to attack the Mokrani and drive them out of the woodlands. Faced with greater numbers and superior weaponry, the Mokrani tribes that weren't immediately destroyed fled north and west into the cold north. They...did not acclimate well. In their first winter following the migration, many hundreds perished from the cold and thousands more faced starvation. And yet, they kept moving. Moving farther and farther in the desperate hope that they would find greener pastures. The Mokrani found no such thing, only hunger, death, and the endless, endless cold. By the time they reached the far corner of the continent, the Mokrani numbered only around 30,000, a far cry from the hundreds of thousands that there were before the migration. There, they discovered a most unusual sight. A clan of beastmen, living in total isolation, far from any civilization. However, these were not like the marauding beastmen of their homeland. These beastmen had pale blue bristly fur, and horns bleached white. Their hooves smacked the ground like ice, and they felt cold. Perhaps the strangest of all, they seemed perfectly fine despite the subzero conditions. They went about their business as if the sun were shining and the earth wasn't buried by snow. None of them seemed particularly malnourished, and not even the most biting wind wasn't acknowledged by them as anything more than a pleasant breeze. Their clan was unusually prosperous, to the puzzlement of the Mokrani.

Despite their apprehension, a few tribesmen fluent in Beast-tongue approached this mysterious tribe. Despite some confusion due to dialect differences, the Mokrani came to understand that this beastman clan was no ordinary clan. They worshiped a being they called Mulcarn, 'The Frozen One', supposedly the lord of winter and patron of their clan. Through this being and his gifts, they were able to tame the frozen wastes and make it their own, and the Mokrani could partake of this glory, if only they joined with The Frozen One. Despite their misgivings, the Mokrani chiefs agreed to this, for the only other option seemed to be a slow, cold death in the wilds. At their behest, the Mokrani shamans were brought to the beastmen seers, who taught them a profane ritual that would attune them to the cold and make them one with the lord of winter. As the shamans endured these ceremonies, they felt the cold seep into their skin as they had never felt before. Their blood turned to ice, and their hair was left in pallor. Their flesh turned blue, and their eyes became cold. Through this, they were reawakened as Winterborn, children of Mulcarn. Under their new forms, the shamans returned to their tribes, to the shock, bewilderment, and occasionally horror of many. There, the shamans gave the Mokrani people a choice: embrace Mulcarn and become Winterborn, or face the cold alone. For many, the choice was clear. Many thousands partook in the ritual, and aside from the few detractors who fled, the Mokrani tribes were reawakened as Winterborn. The cold of the north was nothing to them, and they found themselves able to not just survive, but thrive. Mokranshi was reborn.

Today, the Mokranshi have adapted well to their new, wintry homeland. The shamans that first converted the Mokrani have supplanted the chiefs as the new leaders of the tribes, dedicating their people to Mulcarn, who saved the Mokrani in their hour of need. Their numbers, while not as great as they were before the migration (not to mention substantiated by their new beastmen allies), have seen a fair amount of recovery. Many tribes have established permanent and semi-permanent settlements across the wastes. Some have settled by the eastern lakes, preferring the taste of water to the snow that many Winterborn rely upon for hydration. Pastoralism has become commonplace, with many tribes raising herds of yaks and muskox. Along the shoreline, a few prominent ports have even been built, hunting the pinnipeds and fish that call the area home. Some have even take to building galleys and sailing beyond the shore, even colonizing the polar regions. Yes, the Mokrani could not be better off under the Winterborn condition. Well, for the most part. Some Mokrani trailblazers who've sailed southward have found that their new blessing has made living in certain conditions...unfavorable. The conifer forests they once called home now feel a little uncomfortable after an extended stay. The temperate regions prove even worse, putting a great deal of stress and pain on those who stay too long. The tropical and even subtropical regions are outright deadly after some time and without certain protections and winter wards, as a few hapless explorers have found. Deserts are out of the question. But it's not like it matters. With the prosperity that has come to the new Mokranshi, why would any Winterborn want to travel southward?
Map claim (Imgur): Everything in black.
Image


Geography and climate of nation: The entire nation is incredibly cold and mostly tundra or permafrost. Think Et on the Koppen system. There is no plant life except for lichen and moss, and animal life is hard to find, aside from the domesticated animals kept by the Mokrani. Parts of the country are covered by mountain ranges, with the capital in particular being at the center of a great valley. A few lakes dot the eastern edge of the country, which play host to several tribes who have chosen to call their shores home. Across the sea, the polar regions have also seen limited colonization. These lands are relatively flat compared to the continent. The shoreline itself is quite rocky and uneven, but hosts a few natural harbors.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6 - It took grit to make it this far north, and with Mulcarn's blessing, we have bent these unforgiving lands to our will.
Diplomacy: 2/6 - We keep the peace between the tribes, and seek to teach outsiders about The Frozen One, but there's so few outsiders to find.
Economy: 2/6 - We produce plenty to trade with amongst ourselves, but we need live only within our means. Besides, we doubt we could make anything a warmblood would want.
Production: 2/6 - There's little here to build with except snow, bone, and ice, but we make do.
Magecraft: 5/6 - The Frozen One has given his gifts to the blessed shamans, for they wield mastery of winter!
Land/military tech: 2/6 - Even after the Great Revelation, our material weapons amount to little more than those of any human or beastman tribe. Our only advantage is in our ability to use enchanted ice in the forging process.
Naval tech: 4/6 - With our galleys, we have sailed even farther north to colonize the far reaches of Gwalethia.
Adaptability: 6/6 - Wherever the snow falls, wherever winter lives, wherever the warmbloods would shiver and die, we thrive.
Population: 1/6 - We lack the numbers to do anything substantial, despite our gifts.
Espionage: 1/6 - There is nothing subtle about the Winterborn. We're very easy to pick out in a crowd, and our very presence creates a chill in the air. But we are good at information collecting, at least...?

How did you hear about Gwalethia? From here.
What other nations do you use on NS? N/A
Roleplay sample (Optional, though required for claiming a more powerful role):

Any other info you wish to add (Optional):
Last edited by Mokranshi on Mon Jan 15, 2018 9:41 pm, edited 4 times in total.

User avatar
Aeternaea
Bureaucrat
 
Posts: 60
Founded: Dec 12, 2015
Inoffensive Centrist Democracy

Postby Aeternaea » Tue Jan 16, 2018 7:03 am

Mokranshi wrote:IC nation name: Mokranshi
Capital: Kotan Kane
Government type: theocratic complex chiefdom
RP population: 246,170
Race Group(s): exclusively Winterborn (sapient beings who have been transformed blessed by Mulcarn, The Frozen One; primarily human with some [approx. 30%] beastmen )
Language(s): Mokrani, Beast-tongue
Inspiration for nation: Illians and Doviello from Fall from Heaven, Others and Free Folk from ASoIaF, Warhammer Beastmen, indigenous Siberians, Ainu
Brief background of nation (or IIWiki/NSWiki): The Mokrani are an ancient people, wandering human tribes in the northern forests of Gwalethia. Since time immemorial, they lived in isolation across the conifer woodlands, hunting, foraging, and surviving. They lived in tight-knit tribes guided by the hand of their chiefs, who bound their tribes together in prosperity. The Mokrani covered themselves in bearskin garments and worshiped spirits of the wild. Despite the occasional dispute and skirmish between the tribes, they lived in relative harmony. That was, until the beastmen clans came. Seeking better living conditions and land for their growing communities, they came into close contact with the Mokrani. At first, there was a nominal peace between the Mokrani and these beastmen, despite the Mokrani never having seen such creatures before. Some of their more learned tribesmen even managed to pick up the Beast-tongue. However, this fragile peace was not to last.

With each passing winter, the number of beastmen grew as more of their clans traveled northward, and their numbers quickly outpaced those of the Mokrani. With their own camps full to bursting, come of the more bellicose Beastlords saw fit to attack the Mokrani and drive them out of the woodlands. Faced with greater numbers and superior weaponry, the Mokrani tribes that weren't immediately destroyed fled north and west into the cold north. They...did not acclimate well. In their first winter following the migration, many hundreds perished from the cold and thousands more faced starvation. And yet, they kept moving. Moving farther and farther in the desperate hope that they would find greener pastures. The Mokrani found no such thing, only hunger, death, and the endless, endless cold. By the time they reached the far corner of the continent, the Mokrani numbered only around 30,000, a far cry from the hundreds of thousands that there were before the migration. There, they discovered a most unusual sight. A clan of beastmen, living in total isolation, far from any civilization. However, these were not like the marauding beastmen of their homeland. These beastmen had pale blue bristly fur, and horns bleached white. Their hooves smacked the ground like ice, and they felt cold. Perhaps the strangest of all, they seemed perfectly fine despite the subzero conditions. They went about their business as if the sun were shining and the earth wasn't buried by snow. None of them seemed particularly malnourished, and not even the most biting wind wasn't acknowledged by them as anything more than a pleasant breeze. Their clan was unusually prosperous, to the puzzlement of the Mokrani.

Despite their apprehension, a few tribesmen fluent in Beast-tongue approached this mysterious tribe. Despite some confusion due to dialect differences, the Mokrani came to understand that this beastman clan was no ordinary clan. They worshiped a being they called Mulcarn, 'The Frozen One', supposedly the lord of winter and patron of their clan. Through this being and his gifts, they were able to tame the frozen wastes and make it their own, and the Mokrani could partake of this glory, if only they joined with The Frozen One. Despite their misgivings, the Mokrani chiefs agreed to this, for the only other option seemed to be a slow, cold death in the wilds. At their behest, the Mokrani shamans were brought to the beastmen seers, who taught them a profane ritual that would attune them to the cold and make them one with the lord of winter. As the shamans endured these ceremonies, they felt the cold seep into their skin as they had never felt before. Their blood turned to ice, and their hair was left in pallor. Their flesh turned blue, and their eyes became cold. Through this, they were reawakened as Winterborn, children of Mulcarn. Under their new forms, the shamans returned to their tribes, to the shock, bewilderment, and occasionally horror of many. There, the shamans gave the Mokrani people a choice: embrace Mulcarn and become Winterborn, or face the cold alone. For many, the choice was clear. Many thousands partook in the ritual, and aside from the few detractors who fled, the Mokrani tribes were reawakened as Winterborn. The cold of the north was nothing to them, and they found themselves able to not just survive, but thrive. Mokranshi was reborn.

Today, the Mokranshi have adapted well to their new, wintry homeland. The shamans that first converted the Mokrani have supplanted the chiefs as the new leaders of the tribes, dedicating their people to Mulcarn, who saved the Mokrani in their hour of need. Their numbers, while not as great as they were before the migration (not to mention substantiated by their new beastmen allies), have seen a fair amount of recovery. Many tribes have established permanent and semi-permanent settlements across the wastes. Some have settled by the eastern lakes, preferring the taste of water to the snow that many Winterborn rely upon for hydration. Pastoralism has become commonplace, with many tribes raising herds of yaks and muskox. Along the shoreline, a few prominent ports have even been built, hunting the pinnipeds and fish that call the area home. Some have even take to building galleys and sailing beyond the shore, even colonizing the polar regions. Yes, the Mokrani could not be better off under the Winterborn condition. Well, for the most part. Some Mokrani trailblazers who've sailed southward have found that their new blessing has made living in certain conditions...unfavorable. The conifer forests they once called home now feel a little uncomfortable after an extended stay. The temperate regions prove even worse, putting a great deal of stress and pain on those who stay too long. The tropical and even subtropical regions are outright deadly after some time and without certain protections and winter wards, as a few hapless explorers have found. Deserts are out of the question. But it's not like it matters. With the prosperity that has come to the new Mokranshi, why would any Winterborn want to travel southward?
Map claim (Imgur): Everything in black.

Geography and climate of nation: The entire nation is incredibly cold and mostly tundra or permafrost. Think Et on the Koppen system. There is no plant life except for lichen and moss, and animal life is hard to find, aside from the domesticated animals kept by the Mokrani. Parts of the country are covered by mountain ranges, with the capital in particular being at the center of a great valley. A few lakes dot the eastern edge of the country, which play host to several tribes who have chosen to call their shores home. Across the sea, the polar regions have also seen limited colonization. These lands are relatively flat compared to the continent. The shoreline itself is quite rocky and uneven, but hosts a few natural harbors.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6 - It took grit to make it this far north, and with Mulcarn's blessing, we have bent these unforgiving lands to our will.
Diplomacy: 2/6 - We keep the peace between the tribes, and seek to teach outsiders about The Frozen One, but there's so few outsiders to find.
Economy: 2/6 - We produce plenty to trade with amongst ourselves, but we need live only within our means. Besides, we doubt we could make anything a warmblood would want.
Production: 2/6 - There's little here to build with except snow, bone, and ice, but we make do.
Magecraft: 5/6 - The Frozen One has given his gifts to the blessed shamans, for they wield mastery of winter!
Land/military tech: 2/6 - Even after the Great Revelation, our material weapons amount to little more than those of any human or beastman tribe. Our only advantage is in our ability to use enchanted ice in the forging process.
Naval tech: 4/6 - With our galleys, we have sailed even farther north to colonize the far reaches of Gwalethia.
Adaptability: 6/6 - Wherever the snow falls, wherever winter lives, wherever the warmbloods would shiver and die, we thrive.
Population: 1/6 - We lack the numbers to do anything substantial, despite our gifts.
Espionage: 1/6 - There is nothing subtle about the Winterborn. We're very easy to pick out in a crowd, and our very presence creates a chill in the air. But we are good at information collecting, at least...?

How did you hear about Gwalethia? From here.
What other nations do you use on NS? N/A
Roleplay sample (Optional, though required for claiming a more powerful role):

Any other info you wish to add (Optional):

Approved! However, you're 1 point short of 30, you don't need to invest 30 but am just letting you know in case you want to update something.

User avatar
Kroghaz
Political Columnist
 
Posts: 2
Founded: Jan 14, 2018
Ex-Nation

Postby Kroghaz » Tue Jan 16, 2018 5:05 pm

IC nation name: Lands of Kroghaz
Capital: Krugghan
Government type: Chiefdom
Race Group(s): Human-Orc hybrids, they are physically similar to humans, however the are much larger in terms of muscles and height, with typical orc tusks and ear, with patches of dark skin further showing their Orcish heritage.
Language(s): Orcish
Inspiration for nation: The orcs from Bright, WoW, as well as Half-Orcs from DnD
Brief background of nation (or IIWiki/NSWiki): The people in Kroghaz were orignally of two different races, human exiles from Southern kingdoms that were banished for crimes ranging from petty to serious, while the orcs had been living in the area consistently for centuries. The arrival of the humans was initially greeted with disdain and violence from the orcs, however the orcs couldn't match the ingenuity of the humans in terms of combat. This in turn led to a sort of union between human and orcs as the winters became harsher to survive, which eventually led to the humans and orcs...getting bisaaayyy, giving rise to the orc-human hybrid that inhabit the region.
Map claim (Imgur): Incoming

Geography and climate of nation: The claimed territory of Kroghaz is more akin to that of animals than humans, with it very fluid as different tribes take and lose territory. Generally, it is cold and harsh the further north you go, however that is not to say the south is forgiving, with it significantly colder than many other nations. The cold forces the Human-Orc hybrids to trade with their neighbours, with the Orcs using their raid prizes as well as slaves and other northern delicacies as a means to get hold of much needed materials.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 3/6
Economy: 3/6
Production: 4/6
Magecraft: 1/6
Land/military tech: 5/6
Naval tech: 0/6
Adaptability: 5/6
Population: 3/6
Espionage: 1/6

How did you hear about Gwalethia? Some peeps, innit
What other nations do you use on NS? Newrey, Veleaz, and Luixiana
Roleplay sample (Optional, though required for claiming a more powerful role):

Any other info you wish to add (Optional): Howdy

User avatar
Itracul
Civilian
 
Posts: 1
Founded: Nov 01, 2017
Ex-Nation

Postby Itracul » Tue Jan 16, 2018 7:31 pm

IC nation name: The Empire of Itracul (
Itracul 帝国)
Capital: Pengcheng (鹏程)
Government type: the government is like early Chinese dynasties
RP population: 3,563,231
Race Group(s): Humans. There are minorities; people of other races like elves and dwarves but they are treated like servants
Language(s): Itraculian (Chinese).
Inspiration for nation: The nation is heavily inspired by ancient China and Europe
Brief background of nation (or IIWiki/NSWiki): The history of the nation trace to the development of the Legendary Three Sovereigns and Five Emperors. According to texts, before the Liu dynasty was established, battles were frequent between the Liu tribe and Chi You's tribe. The Liu tribe slowly developed around the time of Zhuanxu, one of the Five Emperors. The Records of the Grand Historian and the Classic of Rites say that Yu the Great is the grandson of Zhuanxu, but there are also other records, like Ban Gu, that say Yu is the fifth generation of Zhuanxu. Based on this, tradition ascribes the ancestry of the Liu clan to Zhuanxu. Currently the Nation is heavily invovled in the military and innovations being made by royal scientists
Map claim I wil make it tomorrow
Geography and climate of nation: The nation hsa mostly temperate climate near the coast, and more tropical climate near the inner parts while the far north and west are mostly inhospitable to humans
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 5/6
Diplomacy: 1/6
Economy: 4/6
Production: 4/6
Magecraft: 2/6
Land/military tech: 5/6
Naval tech: 3/6
Adaptability: 3/6
Population: 3/6
Espionage: 0/6

How did you hear about Gwalethia? I saw it on the fourm
What other nations do you use on NS? Strala
Roleplay sample (Optional, though required for claiming a more powerful role):
Northern Frontier, Itracul, 307 y.s.

Zhang, Chang stood alone in the watchtower, watching over the mountain passes to see if there were any raiders. He started to record what he saw.. It was a rather uneventful, so he didn't pay too much attention, but he still had to keep a record of what he saw or else he could get court-martialed or worse get sent to help the Emperor build his wall. Thank the Gods, that he was a lieutenant because if trouble arises it wouldn't be him that they first suspect.Such was the life of a soldier that was sent to the Northern border while being a soldier wasn't the best job at least you didn't need to take a civil exam to get a job. The troops guarding the northern frontier were usually the worst of troops or they had conducted a minor offense. He was here because his corrupt officer had gotten in trouble and he was the one that got punished. This was one of the hardest jobs in the empire, but it is said that whoever can survive serving the northern frontier they get pardoned and they get promoted. The Captain that commanded this outpost was very fond of him so there was nothing to worry about.

He felt tired currently, anyone that had been unlucky enough to get sent to the watchtowers alone at night would tell you the same. The hardest part was that there was hardly anything to do. He was stationed at one of the safest spots in the Northern Frontier. If he was stationed a little more southward then it would be completely different. As he was on the verge of falling asleep he saw movement. At first, he thought nothing of it since no one hardly ever attacked this place, so his first guest was an animal.That was until he started seeing more and more movement, as they came closer he started to see swords and other assorted weapons. It was then he knew this wasn't some animal pack. It was an elf uprising, although not rare he personally had never seen one. The first thing he did was to light the warning fire that let the other guards know that there was an attack coming. As the fire started to spread down the mountain, he immediately grabbed his gear and ran back to the nearby fortress. He knew that if were to face the elves alone he would be destroyed but if the elves attacked a fortress full of repeating crossbows then it would all over for them.

When he arrived at the fortress the defenders have already started preparing for the on coming attack. Everyone was checking their gear to see if there was anything wrong with it. When the lookout sounded the horn the shock infantry and archers mounted the walls. Their job was to soften up the enemy before they could arrive and deal real damage to the men. As the men fired their arrows and crossbow bolts you could see and hear dozens of elves getting hit. The ones that did not receive a fatal shot would still die since every crossbow bolt was laced with poison, but even after seeing dozens of their brethren fall the elves kept on pushing. They had only one goal in mind and that was the destruction of this fortress, but the men guarding it wasn't going to make it easy. As they started to come near the walls some of the elves pulled out their bows and fired some arrows. The men knew that if they were going to let the elven archers shoot then they would be all dead, as the battle raged on Zhang, Chang lead some of the shock troops out to eliminate the archers. When they finally reached the archers the men charged in a frenzy. They hacked their swords left and right while those with a repeating crossbow would shoot any target they saw. This attack was the nail in the coffin when the elves saw their archers retreat their morale shattered. Many dropped their swords and started to run away. Those that remained were either killed or captured. Even though Chang would never know it but this could be the last great elven uprising for 1,000 years.



Any other info you wish to add (Optional):

User avatar
Aeternaea
Bureaucrat
 
Posts: 60
Founded: Dec 12, 2015
Inoffensive Centrist Democracy

Postby Aeternaea » Wed Jan 17, 2018 7:23 am

Kroghaz wrote:IC nation name: Lands of Kroghaz
Capital: Krugghan
Government type: Chiefdom
Race Group(s): Human-Orc hybrids, they are physically similar to humans, however the are much larger in terms of muscles and height, with typical orc tusks and ear, with patches of dark skin further showing their Orcish heritage.
Language(s): Orcish
Inspiration for nation: The orcs from Bright, WoW, as well as Half-Orcs from DnD
Brief background of nation (or IIWiki/NSWiki): The people in Kroghaz were orignally of two different races, human exiles from Southern kingdoms that were banished for crimes ranging from petty to serious, while the orcs had been living in the area consistently for centuries. The arrival of the humans was initially greeted with disdain and violence from the orcs, however the orcs couldn't match the ingenuity of the humans in terms of combat. This in turn led to a sort of union between human and orcs as the winters became harsher to survive, which eventually led to the humans and orcs...getting bisaaayyy, giving rise to the orc-human hybrid that inhabit the region.
Map claim (Imgur): Incoming

Geography and climate of nation: The claimed territory of Kroghaz is more akin to that of animals than humans, with it very fluid as different tribes take and lose territory. Generally, it is cold and harsh the further north you go, however that is not to say the south is forgiving, with it significantly colder than many other nations. The cold forces the Human-Orc hybrids to trade with their neighbours, with the Orcs using their raid prizes as well as slaves and other northern delicacies as a means to get hold of much needed materials.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 3/6
Economy: 3/6
Production: 4/6
Magecraft: 1/6
Land/military tech: 5/6
Naval tech: 0/6
Adaptability: 5/6
Population: 3/6
Espionage: 1/6

How did you hear about Gwalethia? Some peeps, innit
What other nations do you use on NS? Newrey, Veleaz, and Luixiana
Roleplay sample (Optional, though required for claiming a more powerful role):

Any other info you wish to add (Optional): Howdy

Approved.

User avatar
Aeternaea
Bureaucrat
 
Posts: 60
Founded: Dec 12, 2015
Inoffensive Centrist Democracy

Postby Aeternaea » Wed Jan 17, 2018 7:24 am

Itracul wrote:IC nation name: The Empire of Itracul (
Itracul 帝国)
Capital: Pengcheng (鹏程)
Government type: the government is like early Chinese dynasties
RP population: 3,563,231
Race Group(s): Humans. There are minorities; people of other races like elves and dwarves but they are treated like servants
Language(s): Itraculian (Chinese).
Inspiration for nation: The nation is heavily inspired by ancient China and Europe
Brief background of nation (or IIWiki/NSWiki): The history of the nation trace to the development of the Legendary Three Sovereigns and Five Emperors. According to texts, before the Liu dynasty was established, battles were frequent between the Liu tribe and Chi You's tribe. The Liu tribe slowly developed around the time of Zhuanxu, one of the Five Emperors. The Records of the Grand Historian and the Classic of Rites say that Yu the Great is the grandson of Zhuanxu, but there are also other records, like Ban Gu, that say Yu is the fifth generation of Zhuanxu. Based on this, tradition ascribes the ancestry of the Liu clan to Zhuanxu. Currently the Nation is heavily invovled in the military and innovations being made by royal scientists
Map claim I wil make it tomorrow
Geography and climate of nation: The nation hsa mostly temperate climate near the coast, and more tropical climate near the inner parts while the far north and west are mostly inhospitable to humans
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 5/6
Diplomacy: 1/6
Economy: 4/6
Production: 4/6
Magecraft: 2/6
Land/military tech: 5/6
Naval tech: 3/6
Adaptability: 3/6
Population: 3/6
Espionage: 0/6

How did you hear about Gwalethia? I saw it on the fourm
What other nations do you use on NS? Strala
Roleplay sample (Optional, though required for claiming a more powerful role):
Northern Frontier, Itracul, 307 y.s.

Zhang, Chang stood alone in the watchtower, watching over the mountain passes to see if there were any raiders. He started to record what he saw.. It was a rather uneventful, so he didn't pay too much attention, but he still had to keep a record of what he saw or else he could get court-martialed or worse get sent to help the Emperor build his wall. Thank the Gods, that he was a lieutenant because if trouble arises it wouldn't be him that they first suspect.Such was the life of a soldier that was sent to the Northern border while being a soldier wasn't the best job at least you didn't need to take a civil exam to get a job. The troops guarding the northern frontier were usually the worst of troops or they had conducted a minor offense. He was here because his corrupt officer had gotten in trouble and he was the one that got punished. This was one of the hardest jobs in the empire, but it is said that whoever can survive serving the northern frontier they get pardoned and they get promoted. The Captain that commanded this outpost was very fond of him so there was nothing to worry about.

He felt tired currently, anyone that had been unlucky enough to get sent to the watchtowers alone at night would tell you the same. The hardest part was that there was hardly anything to do. He was stationed at one of the safest spots in the Northern Frontier. If he was stationed a little more southward then it would be completely different. As he was on the verge of falling asleep he saw movement. At first, he thought nothing of it since no one hardly ever attacked this place, so his first guest was an animal.That was until he started seeing more and more movement, as they came closer he started to see swords and other assorted weapons. It was then he knew this wasn't some animal pack. It was an elf uprising, although not rare he personally had never seen one. The first thing he did was to light the warning fire that let the other guards know that there was an attack coming. As the fire started to spread down the mountain, he immediately grabbed his gear and ran back to the nearby fortress. He knew that if were to face the elves alone he would be destroyed but if the elves attacked a fortress full of repeating crossbows then it would all over for them.

When he arrived at the fortress the defenders have already started preparing for the on coming attack. Everyone was checking their gear to see if there was anything wrong with it. When the lookout sounded the horn the shock infantry and archers mounted the walls. Their job was to soften up the enemy before they could arrive and deal real damage to the men. As the men fired their arrows and crossbow bolts you could see and hear dozens of elves getting hit. The ones that did not receive a fatal shot would still die since every crossbow bolt was laced with poison, but even after seeing dozens of their brethren fall the elves kept on pushing. They had only one goal in mind and that was the destruction of this fortress, but the men guarding it wasn't going to make it easy. As they started to come near the walls some of the elves pulled out their bows and fired some arrows. The men knew that if they were going to let the elven archers shoot then they would be all dead, as the battle raged on Zhang, Chang lead some of the shock troops out to eliminate the archers. When they finally reached the archers the men charged in a frenzy. They hacked their swords left and right while those with a repeating crossbow would shoot any target they saw. This attack was the nail in the coffin when the elves saw their archers retreat their morale shattered. Many dropped their swords and started to run away. Those that remained were either killed or captured. Even though Chang would never know it but this could be the last great elven uprising for 1,000 years.



Any other info you wish to add (Optional):

Approved, and welcome!

User avatar
Feningars
Civil Servant
 
Posts: 6
Founded: Jan 28, 2018
Ex-Nation

Postby Feningars » Sun Jan 28, 2018 5:44 pm

IC nation name: Principality of Feningars
Capital: Stadthügel
Government type: Principality
Race Group(s): Humans, more similar to Austrian culture in our world (sorry for being boring).
Language(s): Fengonian, which is EXTREMELY similar to German.
Inspiration for nation: I was hoping to seem more similar to the Kingdom of Austria, as I plan to make my culture like Austrian culture. My government is similar to that of nations in the HRE.
Brief background of nation (or IIWiki/NSWiki):
Feningars is a fairly young nation, as it was formed by many minor kingdoms and duchies of similar cultural and religious ideas decided to unite under the banner of Jevers (1256 C.E.), the largest Duchy during the later parts of the Eotteven Confederation. the Eotteven Federation was a succession of the old empire, which held most of the older parts of the now dead empire. during the time of Jevers, it grew into a economic hub for many countries and empires due to its strategic location and safe ports. Jevers also was able to uphold the empire with a strong military and also its more liberal policies concerning trade and foreign affairs. Along with that, the mountains East of its border protect the nation. Rivers and rain help make the soil easy to farm on and crop yields always tend to be large and in abundance. Having a united culture, strong government, and being protected from invaders allows Feningars to function with ease and success.
Map claim (Imgur):
Place me where you feel Germans would fit best and I at least have a coast into the ocean, I like surprises.
Geography and climate of nation: Feningars hugs the coast of its home continent. It is shielded by high peaks to the East, giving it a natural border. Feningars is fairly cool, as the average temperature during its summer is about 22 degrees Celsius. The climate of Feningars is quite comparable to North England.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 4/6
Economy: 4/6
Production: 4/6
Magecraft: 1/6
Land/military tech: 3/6
Naval tech: 3/6
Adaptability: 2/6
Population: 3/6
Espionage: 2/6

How did you hear about Gwalethia?: I was putting in specific tags for an interesting medieval roleplayer, and this one popped up and it was quite intriguing.
What other nations do you use on NS? Aurinel and Lusono.
Roleplay sample (Optional, though required for claiming a more powerful role):
I am going to leave this blank, as I plan to send something to the founder via discord, so please watch out for that!
Any other info you wish to add (Optional): I'm somewhat new to nationstates, so the way I may roleplay might seem different, as I am used to a sort of Dungeon Master type of role controlling the fate of my nation, not how nationstates roleplays play it out.

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