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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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Zoan Providence
Political Columnist
 
Posts: 2
Founded: Dec 14, 2018
Ex-Nation

Postby Zoan Providence » Sat Dec 15, 2018 1:00 am

IC nation name: Zoan Providence
Capital: Testament
Government type: Noble Republic
Race Group(s): Human, Dwarven
Language(s): Common
Inspiration for nation: Rome, America
Brief background of nation (or IIWiki/NSWiki): Through philosophical founding, those with ambition sought to create a society in balance between discipline and freedom; forming small noble houses amongst the few exceptionally wise to properly lead with carrot and stick. The residents are either persons seeking a humble life of work, or some that look to excel at many things based on a Grecian standard.
Map claim (Imgur):

Geography and climate of nation: Numerous, albeit humble cities across both the plains and the deserts with buildings that are mainly a single story. More fortified structures would be a symbol of wealth, and each city layout would be web-like in formation, a tall Castle for each noble representative centered in the middle. Farms would be connected on the outskirt of each city, with the weather consisting commonly of cool, dry winds or humid heat. Plains in the northernmost section, with desert to the southernmost.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 2/6
Economy: 5/6
Production: 3/6
Magecraft: 0/6
Land/military tech: 6/6
Naval tech: 0/6
Adaptability: 4/6
Population: 3/6
Espionage: 3/6

How did you hear about Gwalethia? From a friend
What other nations do you use on NS? None currently
Roleplay sample (Optional, though required for claiming a more powerful role):

Any other info you wish to add (Optional):
Last edited by Zoan Providence on Sat Dec 15, 2018 1:02 am, edited 1 time in total.

User avatar
Aeternaea
Attaché
 
Posts: 78
Founded: Dec 12, 2015
Ex-Nation

Postby Aeternaea » Sat Dec 15, 2018 8:38 pm

Zoan Providence wrote:IC nation name: Zoan Providence
Capital: Testament
Government type: Noble Republic
Race Group(s): Human, Dwarven
Language(s): Common
Inspiration for nation: Rome, America
Brief background of nation (or IIWiki/NSWiki): Through philosophical founding, those with ambition sought to create a society in balance between discipline and freedom; forming small noble houses amongst the few exceptionally wise to properly lead with carrot and stick. The residents are either persons seeking a humble life of work, or some that look to excel at many things based on a Grecian standard.
Map claim (Imgur):

Geography and climate of nation: Numerous, albeit humble cities across both the plains and the deserts with buildings that are mainly a single story. More fortified structures would be a symbol of wealth, and each city layout would be web-like in formation, a tall Castle for each noble representative centered in the middle. Farms would be connected on the outskirt of each city, with the weather consisting commonly of cool, dry winds or humid heat. Plains in the northernmost section, with desert to the southernmost.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 2/6
Economy: 5/6
Production: 3/6
Magecraft: 0/6
Land/military tech: 6/6
Naval tech: 0/6
Adaptability: 4/6
Population: 3/6
Espionage: 3/6

How did you hear about Gwalethia? From a friend
What other nations do you use on NS? None currently
Roleplay sample (Optional, though required for claiming a more powerful role):

Any other info you wish to add (Optional):

Approved and welcome!
Blah!

User avatar
The Oracai Templar Order
Political Columnist
 
Posts: 5
Founded: Nov 30, 2018
Ex-Nation

Postby The Oracai Templar Order » Thu Dec 20, 2018 3:16 am

IC nation name: The Templars of Our Burning Saviour, The Oracai Templar Order
Capital: Saviour's Eyrie
Government type: Knightly religious Order
Race Group(s): Oracai (vulture-like Avians, claws on feet and arms), dark elves (mostly slaves), wood elves (mostly slaves)
Image
Language(s): Oracai
Inspiration for nation: medieval knightly orders
Brief background of nation (or IIWiki/NSWiki):

Centuries ago, a mythical creature of pure gold on flaming wings saved the Old Empire of the Oracai people - a species of flightless Avians with vulture-like features - from barbaric hordes. Thus, a new religion was born, adding to the pantheon of the Oracai people, and with it, militant religious orders dedicated to defending the Empire from outside threats, with the Templars of Our Burning Saviour being the most prominent and prestigious.

The Templars, as is to be expected for a knightly order, work within a strict hierarchy, with the Grand master being the official leader of the order. Still, only rarely a decision is made without the advice of the council of high masters; one member of the council is always a high priest of the faith. Other ranks within the order are Masters, Knight-Captains, Knights and Squires. Members of the orders who aren't old imperial nobles fall outside the knightly ranks - every knight is considered to be above these warriors; squires, however, are not.
Common warriors are still respected for their dedication, and it is possible for them to be knighted for heroic deeds.
The Templars who are magically talented use the same ranks as knights, be they of noble birth or not.
As devout servants of Our Burning Saviour, the Templars often inflict burn wounds on themselves to show their dedication; wounds on the head or beak are especially popular amongst veterans.

In battle, the knights prefer gilded plate armour, lances and swords, common soldiers gilded scale armour (looking more like being made from metal feathers than metal scales), spears, maces and bows, the battle mages deep red robes, golden breastplates and their powers. The Oracai are inventive engineers as well, and employ many different siege weapons.

It is difficult for non-Oracai to differentiate males and females, and indeed, there are both genders represented within the ranks of knights, warriors and mages.

For centuries the Templars of Our Burning Saviour have taken on their role as protectors of the realm with proud determination. Recently, however...
The Old Empire has grown decadent and weak. Despite the high priest of the Saviour's unceasing preaching, Oracai society as a whole hasn't seen the truth, the old pantheon of imagined gods for every aspect of life being too ingrained in the collective consciousness.
Our Burning Saviour taught the Oracai determination, hardness in body and mind, selflessness and the pride of willing suffering, a message that grew more and more unpopular with many Oracai, as the Saviour's sacrifice was slowly being forgotten. There was even a strong faction in the Empire's nobility demanding to end the regular blood sacrifices honouring the Saviour. The old Empire was no longer worthy of the Templar's protection.

Searching for a new purpose, after much deliberation the Templars have set sail to the east, whence the saviour had come, looking for the holy land and the origin of their faith; a decision that met with cheerful elation and eager willingness amongst the faithful.

Boarding a large fleet of warships, the Oracai Templars set blood-red sails towards the unknown - it was a long voyage full of privation, but finally, a landmass was spotted - S'Kar.
The High Priest of Our Burning Saviour declared the pilgrimage to be at an end, the holy land had been found.
The Templars landed on an island they christened “Saviour's Eyrie“ (disregarding any name the native dark elf populace might have had for it) and immediately brutally subjugated its inhabitants.
Feeling themselves above such matters, and with more important duties to perform, the Oracai Templars decided to keep the more obedient dark elves as slaves to work in the fields and mines.
Immediately after forcing their slaves into work camps, the order began constructing massive fortresses on the group of islands to have a stalwart stronghold from where to start expeditions to the mainland.

Now the crusade can begin.


Map claim (Imgur): https://www.bilder-upload.eu/bild-25a371-1545301680.png.html The dark red parts in the West. Will settle for less, if more appropriate.

Geography and climate of nation: Harsh Cliffs and mountainous on the coastline, dotted with fortresses and other defensive structures
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 2/6
Diplomacy: 1/6
Economy: 3/6
Production: 3/6
Magecraft: 4/6
Land/military tech: 6/6
Naval tech: 6/6
Adaptability: 2/6
Population: 2/6
Espionage: 1/6

How did you hear about Gwalethia? forum search
What other nations do you use on NS? Deontologia
Roleplay sample (Optional, though required for claiming a more powerful role):
The Forest of Ash

Little flakes of ash were dancing in the air, here, in the ruins of the wood elf capital of Adu'Alash. The fires all over the city hadn't died down completely, yet.
Some parts of the city were but blackened husks, some has ceased to exist.
Only little had been left untouched by the fires of Our Saviour's crusade.

Most of the city had been built on top of vast, ancient trees, but there were parts that reached down, even to the forest floor.
The northern market place, for example.
Formerly a peaceful place of commerce and craftsmanship, today it was the place where the inhabitants of the city were kneeling, in chains.
Templar forces were keeping watch over them. Most of the Templars were Oracai, still, but many others had joined the Crusade recently, mostly those who had formerly heard the song of the Choir.
There were human knights, clad in silver armour, bearing on their faces the burn marks of dedication to Our Saviour, standing amongst their Oracai brothers and sisters. Still, most were found in the ranks of the warriors; refugees of many races seeking a new purpose in their life.
The High Priest's preachers had found them, and reached them.

All of the Templars cheered and sang Our Saviour praises when the Grand Master finally appeared on the wooden platform that had been erected on one side of the market place.

Clad in the Sacred Relics the Order had discovered in the Holy Land of S'Kar, the Grand Master had become more than the Knight chosen by the High Council for his strategic mind and fighting prowess. He had become a symbol, the Avatar of Our Saviour's will.

He carried Sacrifice at his side, the burning holy sword of the order, and he was clad head to claw in the Cuirass of Faith, an impressive Suit of heavy golden Full Plate, that seemed to glow brightly from within itself, adorned with a pair of golden Saviour's wings on its breastplate, and all over finely engraved with elegantly curved depictions of flames. He wore a closed beaked (as was necessary, for him and every Oracai), similarly decorated full helm, and a fiery light shone out from his eye slit. When he stood before his followers, two massive wings made from flame appeared spreading from his back.

The appearance of the Grand Master had been greatly feared by the Wood Elves during the Templar's campaign. The holy armour had made him invincible to the Elves' weapons, or so it had seemed, and he had slewn masses of their warriors all on his own with Sacrifice.

Now, it would be him who broke all hope of resistance of the Wood Elves. The last six leaders of the Wood Elves knelt in chains before him. They had led guerilla troops, who had killed the Templar's scouting parties to a man, with arrows seemingly coming from nowhere.
With the Grand Master ordering to put their hideouts to the torch, they had had nowhere to run any more.

The Grand Master drew his sword; slowly, almost ceremoniously. The six leaders, four women and two men, had fought well, so he honoured them with a quick death by decapitation. Sacrifice cut their necks, one after the other, without spilling any blood, as the wounds were instantly cauterised. The tribal leaders accepted their fate stoically, while there was much wailing and lamentation amongst the slaves.
The Templars watched in silence, until the last head fell.

At dawn, the march would begin. And they would put their slaves to good use.

Here, there wasn't anything left for them - in the Forest of Ash.
Any other info you wish to add (Optional):
Last edited by The Oracai Templar Order on Thu Dec 20, 2018 3:38 am, edited 5 times in total.

User avatar
Aeternaea
Attaché
 
Posts: 78
Founded: Dec 12, 2015
Ex-Nation

Postby Aeternaea » Thu Dec 20, 2018 3:00 pm

The Oracai Templar Order wrote:IC nation name: The Templars of Our Burning Saviour, The Oracai Templar Order
Capital: Saviour's Eyrie
Government type: Knightly religious Order
Race Group(s): Oracai (vulture-like Avians, claws on feet and arms), dark elves (mostly slaves), wood elves (mostly slaves)
(Image)
Language(s): Oracai
Inspiration for nation: medieval knightly orders
Brief background of nation (or IIWiki/NSWiki):

Centuries ago, a mythical creature of pure gold on flaming wings saved the Old Empire of the Oracai people - a species of flightless Avians with vulture-like features - from barbaric hordes. Thus, a new religion was born, adding to the pantheon of the Oracai people, and with it, militant religious orders dedicated to defending the Empire from outside threats, with the Templars of Our Burning Saviour being the most prominent and prestigious.

The Templars, as is to be expected for a knightly order, work within a strict hierarchy, with the Grand master being the official leader of the order. Still, only rarely a decision is made without the advice of the council of high masters; one member of the council is always a high priest of the faith. Other ranks within the order are Masters, Knight-Captains, Knights and Squires. Members of the orders who aren't old imperial nobles fall outside the knightly ranks - every knight is considered to be above these warriors; squires, however, are not.
Common warriors are still respected for their dedication, and it is possible for them to be knighted for heroic deeds.
The Templars who are magically talented use the same ranks as knights, be they of noble birth or not.
As devout servants of Our Burning Saviour, the Templars often inflict burn wounds on themselves to show their dedication; wounds on the head or beak are especially popular amongst veterans.

In battle, the knights prefer gilded plate armour, lances and swords, common soldiers gilded scale armour (looking more like being made from metal feathers than metal scales), spears, maces and bows, the battle mages deep red robes, golden breastplates and their powers. The Oracai are inventive engineers as well, and employ many different siege weapons.

It is difficult for non-Oracai to differentiate males and females, and indeed, there are both genders represented within the ranks of knights, warriors and mages.

For centuries the Templars of Our Burning Saviour have taken on their role as protectors of the realm with proud determination. Recently, however...
The Old Empire has grown decadent and weak. Despite the high priest of the Saviour's unceasing preaching, Oracai society as a whole hasn't seen the truth, the old pantheon of imagined gods for every aspect of life being too ingrained in the collective consciousness.
Our Burning Saviour taught the Oracai determination, hardness in body and mind, selflessness and the pride of willing suffering, a message that grew more and more unpopular with many Oracai, as the Saviour's sacrifice was slowly being forgotten. There was even a strong faction in the Empire's nobility demanding to end the regular blood sacrifices honouring the Saviour. The old Empire was no longer worthy of the Templar's protection.

Searching for a new purpose, after much deliberation the Templars have set sail to the east, whence the saviour had come, looking for the holy land and the origin of their faith; a decision that met with cheerful elation and eager willingness amongst the faithful.

Boarding a large fleet of warships, the Oracai Templars set blood-red sails towards the unknown - it was a long voyage full of privation, but finally, a landmass was spotted - S'Kar.
The High Priest of Our Burning Saviour declared the pilgrimage to be at an end, the holy land had been found.
The Templars landed on an island they christened “Saviour's Eyrie“ (disregarding any name the native dark elf populace might have had for it) and immediately brutally subjugated its inhabitants.
Feeling themselves above such matters, and with more important duties to perform, the Oracai Templars decided to keep the more obedient dark elves as slaves to work in the fields and mines.
Immediately after forcing their slaves into work camps, the order began constructing massive fortresses on the group of islands to have a stalwart stronghold from where to start expeditions to the mainland.

Now the crusade can begin.


Map claim (Imgur): https://www.bilder-upload.eu/bild-25a371-1545301680.png.html The dark red parts in the West. Will settle for less, if more appropriate.

Geography and climate of nation: Harsh Cliffs and mountainous on the coastline, dotted with fortresses and other defensive structures
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 2/6
Diplomacy: 1/6
Economy: 3/6
Production: 3/6
Magecraft: 4/6
Land/military tech: 6/6
Naval tech: 6/6
Adaptability: 2/6
Population: 2/6
Espionage: 1/6

How did you hear about Gwalethia? forum search
What other nations do you use on NS? Deontologia
Roleplay sample (Optional, though required for claiming a more powerful role):
The Forest of Ash

Little flakes of ash were dancing in the air, here, in the ruins of the wood elf capital of Adu'Alash. The fires all over the city hadn't died down completely, yet.
Some parts of the city were but blackened husks, some has ceased to exist.
Only little had been left untouched by the fires of Our Saviour's crusade.

Most of the city had been built on top of vast, ancient trees, but there were parts that reached down, even to the forest floor.
The northern market place, for example.
Formerly a peaceful place of commerce and craftsmanship, today it was the place where the inhabitants of the city were kneeling, in chains.
Templar forces were keeping watch over them. Most of the Templars were Oracai, still, but many others had joined the Crusade recently, mostly those who had formerly heard the song of the Choir.
There were human knights, clad in silver armour, bearing on their faces the burn marks of dedication to Our Saviour, standing amongst their Oracai brothers and sisters. Still, most were found in the ranks of the warriors; refugees of many races seeking a new purpose in their life.
The High Priest's preachers had found them, and reached them.

All of the Templars cheered and sang Our Saviour praises when the Grand Master finally appeared on the wooden platform that had been erected on one side of the market place.

Clad in the Sacred Relics the Order had discovered in the Holy Land of S'Kar, the Grand Master had become more than the Knight chosen by the High Council for his strategic mind and fighting prowess. He had become a symbol, the Avatar of Our Saviour's will.

He carried Sacrifice at his side, the burning holy sword of the order, and he was clad head to claw in the Cuirass of Faith, an impressive Suit of heavy golden Full Plate, that seemed to glow brightly from within itself, adorned with a pair of golden Saviour's wings on its breastplate, and all over finely engraved with elegantly curved depictions of flames. He wore a closed beaked (as was necessary, for him and every Oracai), similarly decorated full helm, and a fiery light shone out from his eye slit. When he stood before his followers, two massive wings made from flame appeared spreading from his back.

The appearance of the Grand Master had been greatly feared by the Wood Elves during the Templar's campaign. The holy armour had made him invincible to the Elves' weapons, or so it had seemed, and he had slewn masses of their warriors all on his own with Sacrifice.

Now, it would be him who broke all hope of resistance of the Wood Elves. The last six leaders of the Wood Elves knelt in chains before him. They had led guerilla troops, who had killed the Templar's scouting parties to a man, with arrows seemingly coming from nowhere.
With the Grand Master ordering to put their hideouts to the torch, they had had nowhere to run any more.

The Grand Master drew his sword; slowly, almost ceremoniously. The six leaders, four women and two men, had fought well, so he honoured them with a quick death by decapitation. Sacrifice cut their necks, one after the other, without spilling any blood, as the wounds were instantly cauterised. The tribal leaders accepted their fate stoically, while there was much wailing and lamentation amongst the slaves.
The Templars watched in silence, until the last head fell.

At dawn, the march would begin. And they would put their slaves to good use.

Here, there wasn't anything left for them - in the Forest of Ash.
Any other info you wish to add (Optional):

Approved, and welcome!

Just a note though: I noted you came from the "West"; as no nations can know what is off-map without exploring, we will need to establish where your "west" was - so as to ensure you don't get de jure claims when people explore new parts of the world.
Last edited by Aeternaea on Thu Dec 20, 2018 9:24 pm, edited 1 time in total.
Blah!

User avatar
The Oracai Templar Order
Political Columnist
 
Posts: 5
Founded: Nov 30, 2018
Ex-Nation

Postby The Oracai Templar Order » Thu Dec 20, 2018 8:59 pm

Thank you very much! I'm looking forwar to the rp :)

User avatar
Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Thu Jan 31, 2019 8:14 pm

WIP

IC nation name: Ceystile
Capital: Ceyshel
Government type: Democratic Magocracy
Race Group(s): Mostly human, followed by dwarves, ifrit, elves, and even dragons and mer. Most of our citizens are darker-skinned with coilier hair.
Language(s): Ceystilean, Draconic, Dwarvish, Elvin, Mermish and Yarule (the ancient language of the mages)
Inspiration for nation: Thay and the Red Wizards of Thay, mostly. Basically I'm a huge magic fangirl and this is very D&D inspired (though all my D&D info is from YouTube videos and the Wiki, very limited).
Brief background of nation (or IIWiki/NSWiki): Ceystile was born out of necessity for those seeking freedom, safety and advancement of their natural talents in peace. Once upon a time, Ceystile was part of a greater nation called Hardonia where things were mostly peaceful, except for the unfortunate persecution of those who were born different.
Specifically, those born with a gift for arcane magic: when a child was born and showed signs of magic, they were often exposed or quickly abandoned. The Hardonian queen at the time, Therisia Moonshae was kidnapped and tortured by a group of evil wizards and warlocks as a young girl who wanted to seize the throne from her older brother, the then king. Ever since then she's persecuted mages, especially warlocks relentlessly for the damages done to her body and spirit as well as the death of her brother.
Over fifteen years, thousands were killed if not tens of thousands in cruelly horrible ways...burning was her favorite as she wanted to rend screams from them. Slowly, an underground group of mages, wizards, witches, warlocks and sorcerers who called themselves the Cey Resistance (named for the then-banned goddess of magic, Cey) were led by Stilus Tam, an ambitious young wizard whose brother had been taken in by the queen six months ago. Biding their time and gathering what knowledge they could, they made their assault upon the castle. Their greatest opposition besides Theresia were her army, the Holy Knights of Draeni. They were a highly trained army who had been trained in combating magic, but eventually the Resistance won the day by opening extraplanar portals and summoning dragons and monsters to their aid. Theresia's regime was crushed, and thus the nation of Ceystile was born...the name chosen after their goddess and their brave leader who won them their victory. Installing a new magocratic government, the ones who were willing to be re-educated that all mages weren't evil and live with them in peace were spared and welcomed. The most virulent anti-mages were executed, and even Theresia whom thought she was truly protecting her people despite her despicable actions had to be put to the sword. The new government turned over the idea of sparing her in their heads, not wanting to begin their reign with bloodshed and terror like she had. But in the end, the threat she posed was far too great and so she was sentenced to die. Luckily for her, she was beheaded instead of dying an agonizing death by burning like so many of their magical brothers and sisters. Ceystile has been ruled for 120 years, not a very old nation and it has done quite well for itself although the leaders remain vigilant and don't sit on their laurels easily.
Map claim (Imgur):

Geography and climate of nation: It's mostly temperate with grasslands being our main biome, followed by mountainous areas and a great desert to the East
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 3/6
Diplomacy: 3/6
Economy: 5/6
Production: 3/6
Magecraft: 6/6
Land/military tech: 2/6
Naval tech: 2/6
Adaptability: 2/6
Population: 1/6
Espionage: 3/6

How did you hear about Gwalethia? I was looking for a good fantasy region and I found this one in a discussion thread
What other nations do you use on NS? Nuridia
Roleplay sample (Optional, though required for claiming a more powerful role):

Any other info you wish to add (Optional):
Last edited by Ceystile on Thu Jan 31, 2019 8:50 pm, edited 2 times in total.

User avatar
Aeternaea
Attaché
 
Posts: 78
Founded: Dec 12, 2015
Ex-Nation

Postby Aeternaea » Thu Jan 31, 2019 9:03 pm

Ceystile wrote:WIP

IC nation name: Ceystile
Capital: Ceyshel
Government type: Democratic Magocracy
Race Group(s): Mostly human, followed by dwarves, ifrit, elves, and even dragons and mer. Most of our citizens are darker-skinned with coilier hair.
Language(s): Ceystilean, Draconic, Dwarvish, Elvin, Mermish and Yarule (the ancient language of the mages)
Inspiration for nation: Thay and the Red Wizards of Thay, mostly. Basically I'm a huge magic fangirl and this is very D&D inspired (though all my D&D info is from YouTube videos and the Wiki, very limited).
Brief background of nation (or IIWiki/NSWiki): Ceystile was born out of necessity for those seeking freedom, safety and advancement of their natural talents in peace. Once upon a time, Ceystile was part of a greater nation called Hardonia where things were mostly peaceful, except for the unfortunate persecution of those who were born different.
Specifically, those born with a gift for arcane magic: when a child was born and showed signs of magic, they were often exposed or quickly abandoned. The Hardonian queen at the time, Therisia Moonshae was kidnapped and tortured by a group of evil wizards and warlocks as a young girl who wanted to seize the throne from her older brother, the then king. Ever since then she's persecuted mages, especially warlocks relentlessly for the damages done to her body and spirit as well as the death of her brother.
Over fifteen years, thousands were killed if not tens of thousands in cruelly horrible ways...burning was her favorite as she wanted to rend screams from them. Slowly, an underground group of mages, wizards, witches, warlocks and sorcerers who called themselves the Cey Resistance (named for the then-banned goddess of magic, Cey) were led by Stilus Tam, an ambitious young wizard whose brother had been taken in by the queen six months ago. Biding their time and gathering what knowledge they could, they made their assault upon the castle. Their greatest opposition besides Theresia were her army, the Holy Knights of Draeni. They were a highly trained army who had been trained in combating magic, but eventually the Resistance won the day by opening extraplanar portals and summoning dragons and monsters to their aid. Theresia's regime was crushed, and thus the nation of Ceystile was born...the name chosen after their goddess and their brave leader who won them their victory. Installing a new magocratic government, the ones who were willing to be re-educated that all mages weren't evil and live with them in peace were spared and welcomed. The most virulent anti-mages were executed, and even Theresia whom thought she was truly protecting her people despite her despicable actions had to be put to the sword. The new government turned over the idea of sparing her in their heads, not wanting to begin their reign with bloodshed and terror like she had. But in the end, the threat she posed was far too great and so she was sentenced to die. Luckily for her, she was beheaded instead of dying an agonizing death by burning like so many of their magical brothers and sisters. Ceystile has been ruled for 120 years, not a very old nation and it has done quite well for itself although the leaders remain vigilant and don't sit on their laurels easily.
Map claim (Imgur):

Geography and climate of nation: It's mostly temperate with grasslands being our main biome, followed by mountainous areas and a great desert to the East
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 3/6
Diplomacy: 3/6
Economy: 5/6
Production: 3/6
Magecraft: 6/6
Land/military tech: 2/6
Naval tech: 2/6
Adaptability: 2/6
Population: 1/6
Espionage: 3/6

How did you hear about Gwalethia? I was looking for a good fantasy region and I found this one in a discussion thread
What other nations do you use on NS? Nuridia
Roleplay sample (Optional, though required for claiming a more powerful role):

Any other info you wish to add (Optional):


Approved and welcome! ^_^
Blah!

User avatar
Pastallia
Civilian
 
Posts: 1
Founded: Feb 04, 2019
Ex-Nation

Postby Pastallia » Mon Feb 04, 2019 3:51 pm

IC nation name: Holy Empire of Pastallia
Capital: Pastallia
Government type: Autocratic Theocracy
Race Group(s): All races are welcome if the believe in the true faith
Language(s): Pastallian
Inspiration for nation: Rome/Mareen
Brief background of nation (or IIWiki/NSWiki): A long standing empire that worships the true gods and their ways who intend to insure no corruption of evils touch their paradise
Map claim (Imgur): PMD founder

Geography and climate of nation: Mountains and Plains with Temperate Climate
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 1/6
Diplomacy: 1/6
Economy: 4/6
Production: 5/6
Magecraft: 1/6
Land/military tech: 6/6
Naval tech: 3/6
Adaptability: 4/6
Population: 4/6
Espionage: 1/6

How did you hear about Gwalethia? I was coerced
What other nations do you use on NS? None
Roleplay sample (Optional, though required for claiming a more powerful role): Our land is a true paradise for those who worship the true gods of this land, where every living creature and know true joy and help sustain the true state of the world and insure no falsity will be given any thought, but be warned for those who would tarnish this land with false gods or corrupt this world. You have made your choice and shall be purged from this land to remove the tarnish of your corruption

Any other info you wish to add (Optional):

User avatar
Aeternaea
Attaché
 
Posts: 78
Founded: Dec 12, 2015
Ex-Nation

Postby Aeternaea » Mon Feb 04, 2019 4:47 pm

Pastallia wrote:IC nation name: Holy Empire of Pastallia
Capital: Pastallia
Government type: Autocratic Theocracy
Race Group(s): All races are welcome if the believe in the true faith
Language(s): Pastallian
Inspiration for nation: Rome/Mareen
Brief background of nation (or IIWiki/NSWiki): A long standing empire that worships the true gods and their ways who intend to insure no corruption of evils touch their paradise
Map claim (Imgur): PMD founder

Geography and climate of nation: Mountains and Plains with Temperate Climate
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 1/6
Diplomacy: 1/6
Economy: 4/6
Production: 5/6
Magecraft: 1/6
Land/military tech: 6/6
Naval tech: 3/6
Adaptability: 4/6
Population: 4/6
Espionage: 1/6

How did you hear about Gwalethia? I was coerced
What other nations do you use on NS? None
Roleplay sample (Optional, though required for claiming a more powerful role): Our land is a true paradise for those who worship the true gods of this land, where every living creature and know true joy and help sustain the true state of the world and insure no falsity will be given any thought, but be warned for those who would tarnish this land with false gods or corrupt this world. You have made your choice and shall be purged from this land to remove the tarnish of your corruption

Any other info you wish to add (Optional):

Approved & Welcome.
Blah!

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