NATION

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To Fell an Empire 3.0 [Medieval Fantasy/OOC/Semi-Open]

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Annihilators of Chan Island
Ambassador
 
Posts: 1676
Founded: Mar 01, 2014
Ex-Nation

Postby Annihilators of Chan Island » Sun Jan 18, 2015 1:13 am

The Starlight wrote:
Annihilators of Chan Island wrote:These apps take a while don't they? I'm definitely not finished... I'll get back to this tomorrow.

NS Nation Name: Annihilators of Chan Island
House Name: House Tellegara
House Banner: http://static2.nexusmods.com/15/mods/11 ... 651610.jpg
Description of House: When Titus Rahtis first began his conquest of Pandyssium, his first target was the lands of Deon ruled by Aaron Tellegara. Yet no fighting occurred. Aaron Tellegara was enraptured by the vision and ideals of Titus Rahtis and joined wholeheartedly. For many years, Aaron Tellegara and Titus Rahtis fought side by side conquering the realms, shedding much blood and bringing ruin to many, but also bringing about lasting peace and a deep, deep bond between the royal house and the house of the second.
Ever since, House Tellegara has proved time and again to be the most honorable, steadfast and loyal major House in all the realm to the Empire. Even as Emperor Silus drank himself to death, Drake Tellegara II foiled multiple assassination plots, put down rebellions and tried his very best to keep Pandyssium together. Even as the Empire begins to crumble and fall into into its component pieces, House Tellegara liberally applies the glue of blood necessary to keep the great vision that so enraptures them a reality. Even as the succession crisis unfolds and Empress Cassyndra proves to be a useless ruler, if all else fails the Rahtises always know they can count on House Tellegara to stand before them, swords drawn, shielding them from whatever harm may wish to come their way....

What is House's view on the Empire?: Fanatically loyal to the Empire and will never give up on it. If the Empire falls, then it was because House Tellegara didn't fight hard enough!
Head of House: Name: Duke Belrond Garcius Tellegara, 62 year old male human. He is the second born son of Talbot and Mellisandre Tellegara, although sadly his older brother died when only 14 years of age. He is as loyal as his forefathers and values honor, duty and faith more than anything. He has spent his life at the court, doing everything in his power to better the interests of 2 Emperors. He has had extensive battlefield experience, having fought for the Empire on numerous occasions, although he has suffered a worrying amount of defeats as well as victories in battle. He is clever, but not the cleverest man in the room. He has in other words been an average steward: mediocre at everything and master at nothing.
As a person he is polite but guarded and insecure. Some enemies of the Empire whisper that maybe the truth of the Empire has slowly been seeping into his mind, but more likely is that he has become weary of leadership and weary of having to spend his whole life having to advise and fight for such a dismal line of Emperors.
In recent times he has played a significant role in the crisis. Having watched, to his horror, the death of the late emperor, he feels an especially firm sense of duty to ensure the Empire survives this difficult time. He recognizes Cassyndra as Empress, as is lawful, alas if only for that reason. The empress, her mother and several more distant family members currently reside in Castle Deon, the home castle of the Tellegaras.

Description of Relevant House Members: Emerald Whitefort. 58 year old female. She is the wife of Belrond and the mother of his three children. When the two were married some 35 years ago, she came from a proud vassal house in the lands of the Tellegaras, however a series of has extinguished all but her. Her lands have been subsumed into the Tellegara control and she often grieves for the terrible loss all on sides she has suffered. Despite such sadness in her life and family line, she has been stoic, often providing Belrond a level-headed commentary in difficult times for the greater good of all.

Garcias Tellegara, 23 year old male. There is something profoundly amiss with the first-born son of Belrond and Emerald. Wether it is his malicious smile, his constant lying or the occasional dagger in the back, many know on sight that Garcias is ambitious, ruthless and profoundly egotistical. Although young, he has already proven himself to be far more cunning and dishonorable than has ever been seen in a Tellegara. While an excellent warrior and an incredibly skilled orator, capable of building alliances of convenience with almost anyone, some whisper that the ascension of Garcias to the throne of Castle Deon will be the final nail on the coffin of the Empire... and for the first time in history, they probably have a Tellegara who will be happy to do it!

Fremolia Tellegara, 20 year old female. Fremolia has inherited her mother's profound sense of stoicism and reason in the face of misfortune. She is, like almost all Tellegaras still fanatically loyal to the empire, but does not believe that violence is necessarily the way to go about it. She has proven to be a brilliant diplomat ever since the age of 15 when she negotiated a truce between the Empire and a small rebellion. As a woman, she has no formal weapons training, although she is perfectly capable of swinging a sword and operating a crossbow if the need should arise. Many Imperial loyalists believe that she, instead of Garcias, should become the next Duke of Deon.

Aelorn Tellegara, 18 year old male. In a better time, Aelorn Tellegara would have joined the priesthood. However, times have been rough and the Empire needs it's most loyal visionaries and servants more than ever. He has been given extensive arms training, although he has no natural talent at it. He has been spending his late teenage years ping-pong balling between important politics and local monasteries. He is known to very much disapprove of his brother ever since childhood and they often argue. Some say he is the opposite of Garcias incarnate: where Garcias is arrogant, Aelorn is humble. Where Garcias celebrates the victory in battle, Aelorn mourns the dead. Where Garcias drinks, laughs and discreetly slips poison into an expendable's drink, Aelorn is quiet, thought-provoking and pleasant in that warm glow kind of way.

Kevin Tellegara, 59 year old male. Brother of Belrond. Many have seen him as a spare wheel for Belrond, not as good and almost the same in every single way. Except for the fact that Kevin happens to win more battles with his famed cavalry charges.

Court Position Request: Belrond: High Steward.

Garcias: Council member/ Chamberlain 1

Seat of Power: City of Deon, a city on the bay coast.


Realm Number: 5
Realm Name: Imperial Heartlands
Realm Description: Flat plains. [/b]
Capital City:
Population: (Be realistic)
Race Composition (Percentage of each sentient race):
Status of the races other than men:
Majority Religion: (Minorities of other two will exist.)
Description of the people and culture:
Description of Economy (Include major imports/exports):
  • Exports:
  • Imports:
Major Cities (max six):
Major Citadels/Fortresses (max six):

Military Description:

Strengths/Weaknesses: (Must have several of both)
  • Total Numbers
  • Navy
  • Army

Other:
RP Sample: (Post in spoiler, unless you were in TSAE 2.0, then you don't need to do this.
Did you read everything?:
Time Zone:
#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)


21. Realm 5 is the Province of Pandyssium itself, ruled by the Imperial Family, thus it stands without Rulership. Those who apply for realm 5 will be a House that has been raised up as stewards until there is a monarch, but will you relinquish your power?

Keep this in mind.


Of course. To relinquish or not to relinquish, that is the question....
This nation is modeled on being my absolute worst dystopia imaginable. In no way do the Annihilators reflect my opinions, in fact I am totally against almost every single policy they enact.
I support insanely high tax rates, do you?

I honestly really like to write issues.

Proud member of The Anti Democracy League

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Alleniana
Post Czar
 
Posts: 42880
Founded: Dec 23, 2012
Left-wing Utopia

Postby Alleniana » Sun Jan 18, 2015 1:27 am

Kaledoria wrote:Okay, I understand, that players who mobilize 20% of their nation into an army in a moment and attack with it and then throw out 2 more such armies to defend in other directions are ... bad but seriously what is it with "The total military size of thy realm shalt not exceed 5% of the population, and troop quality must be believable." - We do not have civil rights. When the local boss says so, every able-bodied man age 14-44 who is not nobility or clergy (or rich) must fight. Of course you can not simply take the farmers of their fields for long so most of those would probably only be available if their barony is directly attacked, and they are given a spear and a shield to fight and after one day fighting and one day rest (when their lord feels generous) they have to return to work. But even when it's not entirely fighting for self defense, for a little raid into the neighboring nations, the more "raw" medieval nations (say "vikings" or those horde-people from the east) mobilized significantly more then 5%. Of course, this is what I would describe as a "plunder-based economy" because if you have 20% men under arms for a year and you need 90-95% of your population for your food-needs your military will have to steel a lot of food from the neighbors and will not have time for long sieges or other forms of land gain (and diplomatically you will be - well - vikings)

Of course if we are talking about a standing professional army akin to roman legionaries or medieval knight (not really a professional army but a standing, always equipped warrior caste), than 5% is really great and agreeably the uppermost limit but this would not be your average medieval army in terms of quality, their quality would be rather good.


I would like to take the southern frontier, aka province 3. Are vassal republics or arch-bishoprics acceptable?

We had this discussion last time round; it was clarified that this limit meant only offensive armies, on campaign IIRC. On home turf, anyone you can call up is fair game.

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Kaledoria
Ambassador
 
Posts: 1634
Founded: Jul 06, 2010
Ex-Nation

Postby Kaledoria » Sun Jan 18, 2015 3:54 am

Realm Number: 3
Realm Name: Grand republic of Röken and the Kopper march
Realm Banner: A golden hammer and and (wheat) ear crossed over a copper coin before black background. (Unlike the noble realms, the republic uses this flag more then the family banner of the current ruler)
Realm Description: The free city of Röken was eager to join the Empire in the times of Titus in return for dominion over the surrounding feral lands populated mostly by orcs and goblins. By now, the human city has firmly established this grip. Human settlement politic outside the great walls however did only marginally civilized the countryside. At least it established a very effective trade and taxation system.
What is Realm's view on the Empire?: The empire is great. Especially looking at the scary neighbors to the south, the Burgmasters are happy to have such a big liege lord for protection. It would just be great, if the next Emperor understood, that Röken and the Kopper march should be tax-exempt.
Description of Head of House Province: The first Burgmaster governs the city with an executive college of two others, elected from the council of 20 Councilmen. Each Burgmaster is "first" for 2 years, the Council and executive college are elected from the merchant families every six years. The Burgmaster title is limited to one period, the Councilmen title to less then three (If a councilmen dies and is replaced during one election period, the replacer can be elected into council another two times)
Court Position Request: Chamberlain #3, filled with the head of one of the merchant families chosen by Lord High Chamberlain for life, veto-able by the Röken council three times. Current holder: Walther von Stecken: 61 years old, Head of the von Stecken Family and former two period councilmen of Röken. Walter has liberal views for his age and a strong advocate for the civil rights of Orcs and Goblins as well as low taxes (But coming from Röken the last thing goes without saying)

Capital City: City-state of Röken
Population: (To be realistic, I would need a scale on that map) 330.000 in Röken and the greater urban area, 1.99 million total (Although goblins should hardly count for one each ;))
Race Composition (Percentage of each sentient race): Humans 45%, Goblins 30%, Orcs 25%, Trolls with citizenship: <0,1% (Waits approval from Master elected primus, due to less then 65% human)
Status of the races other than men: In Röken, nonhumans are regarded as second-class citizens. They have no representation in the 20 merchant families and are as such not electable into the council. They are also rather rare (Goblins: ~15%, Orcs ~3% of the city population)
In the countryside, it depends upon the barony: There are Orc-dominated once, where humans are regarded inferior, human dominated ones and a good deal of egalitarian parts without racial prejudice. There are a number of orcish barons/chiefs and even a few goblins and they are kind of respected by their peers.
Majority Religion: The realm is overall truthful to the Faith. especially in the countryside, old Pagan believes were absorbed into the faith and the result would probably be regarded as a heresy if looked upon to closely by the church but the Cardinal of Röken has covered that up so the unorthodox doctrines are generally not known beyond the Kopper march.
Description of the people and culture: ToDo. For now: Röken is a mix of Hanseatic and Venetian aspects, based upon the Law of Lübeck but with slightly more patrician focus akin to Venice. (But not all the way to a position like the Doge). The surrounding areas are very Saxon/Wendish.
Description of Economy: As a merchant city state, Röken is an economic powerhouse with embassies/trade ports (called Kontors) in all mayor coastal cities of the empire and a few beyond. Some merchant families make a fortune importing exotic goods from the south and selling it at ten- or twenty-fold prices to the nobility of the empire. Other merchants loose their lives trying to establish similar contacts. Specializing in trade vessels, Röken ships are known to be the most save, with great cargo capacity and the fastest with the wind. Their military ships are average. The countryside produced food including some delicious specialties including very strong licor. And the Kopper marches have their name for a reason: there is also a good deal of mining going on there, especially but not exclusively for coal and copper. The Kopper-quartz is the Empires most common (semi-precious) gemstone.
  • Exports: Naval supplies, exotic goods, fruits, spices, copper, cheap jewelry, liquor, dyes, cloth, glass, precision tools
  • Imports: Grain (during dry years), horses, cattle, lumber, exotic goods

Languages: The City speaks a mostly accent-free High Fulrian, even the lower classes.
The other original language of the realm is Urspreck, the orcish language of the area, still proudly spoken in the Firnlands and in some remote mountain areas. Most people however have adopted a pidgin of the two languages called "Low Fulrian" by the locals, a name that does however lead to confusion with other dialects in the empire, thus when talking with outsiders, it is referred to as Kopper-Fulrianspreck.
Many Urspreck words have found their way to the names of places or landmarks. (If it sounds German, in-world it's probably Urspreck in origin ;))

Major Cities (max six): Röken really fufills all the province's urbanized needs with it's population of 1/3 of a million. Minor towns:
Nosbrücken (8,000): The northern town is a center of land based trade into (6) and sometimes (5) and features some of the better plantations. Between the West-Charyben Federation, and the Northern and Eastern Hillmen, the Nosland-Area is a rather civilized spot with cottages and estates for the Röken nobility that wants to flee the busyness of the city for some time.
Haven (12,000): A Trade port for goods of more common demand shiped by moderate and smaller ships (which is not really that good of a combination), Haven resided a day by food north of the Charyben mouth. It is the center of fishing and Administrative master for the coastal area to the north, that features a good deal of wealthy villages and cottages.
Firhall (10,500): Maybe the greatest orc-dominated city in the empire (let's see what further applications bring), Firhall is not a friendly place to visit. It's a meeting place for various tribal people who have embraced technological advances copied from Röken but lacking modern social structures, they tax and land based trade to the south heavily, making the sea-based trade so lucrative for the merchant families of Röken.
Corunden (13,000): The central hub of most mining activities in the Kopper march, Corundians know their way around with metals, especially copper but they produce enough iron for the republic, too, although the iron is not known to be of the best quality. It balances urban citizenship and tribal culture.

Major Citadels/Fortresses (max six):
Trutzburg: An anchient fortress in the north from Pre-Imperial times. It is a colossal citadel far greater than any other in the March. Today it watches over a rather peaceful area of mostly human and sometimes goblin dominated tribes to the southwest and civilized cottages, farms and plantations to the northeast and serves little military purpose. It is however a place of festivals, tournaments and similar events.
Münden: The republic's most important fortress is that at the mouth of the Charyben river. It features multiple plateaus equipped with siege engines overlooking the river and a large military port.
Friedburg: Guarding Stone in the south, Friedburg is an ugly, imposing Orc fortress at the western edge of the ... mountains. It's founding stones date back to ages before the Empire but it had a troubled past and most parts currently standing are from the last hundred years. It's location makes it easily defendable but difficult to supply in case of a siege.
Valburg: In Röken's ambition to tax everybody in the area today known as the marches, Valburg was the last attempt of the resisting tribes in the Southeast, a joined project to erect a massive base of operation for their warriors that would deny Röken's troops control over the area but they were to slow. With the help of cavalry from the Empire and allied tribes in the west, Röken attacked the city during the last weeks of it's construction, allowing them to use the construction machines before the walls as makeshift siege towers. This allowed them to take the walls from the understaffed defenders. However, Röken liked the design and after the subjugation continued the construction. Today the fortress main purpose it to guard the Empire towards the southeast.
Bergwacht: The ... mountains make a natural border for the marches towards the east. However northeast of the Nosland the mountainrange is a mit lower and less steep and a determined, small army could pass it at reasonable losses. Bergwacht is a rather young and (compared to the other fortresses here) small fortress guarding the northeast.

Map:
Image


Tribes and Regions:
- Greater Röken urban area: This is where the capitol is. Around it is an area of rather save and peaceful cottages and farms owned by wealthy families from the city.
- Nosland: The lowlands near the Charyben spring are civilized and wealthy.
- Schwarzzinnen: The lowly populated northern mountains is tribal and mostly uninteresting
- Blutkoppen: The east-north-eastern mountains are less explored and more raw than Korundien, the tribesmen do however know a good deal about animals and make a good source of leather and furs for the Republic. Their regiment is known for their unbreakable moral.
- Korundien: The Corunden-province is defined by it's mining output.
- West-Charbyben Federation: A series of tribes that are exceptionally peaceful. Yet as a federation, they have enough power and political influence to withstand any attempts to make them see, that their legal system is outdated and they should at least adapt a modern feudalism, if not outright plutocratic elections.
- Scyllans and Stymphalians: Tribes east and northeast of Röken. Very forestry area
- Küstenlands: The civilized lands along the northern parts of the coast, governed from Haven. Comparable densely populated.
- Skeletens: Tribes-people southwest of Röken. Very good farmers, who slowly adopt modern structures of society due to immigration from the city.
- The Firnlands: At the far southwestern part of the republic lives a brutal tribes-people, yet quite sophisticated in the sciences. They do not need to pay per-head taxes but instead provide a greater then normal regiment for the republic.
- Bruchmountains: The tribes in the southern mountains have only basic infrastructure but their quarries produce marble not found in the eastern mountains, that is highly valued by better architects in Röken.
- The Valelands: The Vales are a federation of tribes with great autonomous rights towards their grand chief, in fact, they republican taxes go directly to Röken and it's only their powerful regiment, that creates some sense of unity. They are located in the southeast and go all the way from Röken to the border.

Peerage in Röken and the Kopper march: Despide the fact, that they are a republic, there is nobility in Röken and the march. In fact, there is a lot of low nobility, since Knighthood can be bought be enough coin (On the other hand, a family might loose the noble status upon suggestion if the become impoverished and in debt). This nobility is generally looked down upon by the noblemen of the other realms of the empire. Some families do however have very old and successful family trees deserving the term "noble".
There is another kind of Nobility among the tribes. Despite their successions not as firmly established as among the feudal realms, the chieftain title is usually passed from father to son and the chieftains enjoy some respect from the nobility. A chieftain is usually considered a baron in peerage by the nobles of the empire. The same counts for a small number of nobles with larger land-holdings in Nosland, Küstenland or Skeleten.
Their are also 8 greater Tribal chieftains, who enjoy the prestige normally associated with a count of the empire, the same counts for the first Burgherren of Corunden, Nosbrücken and Haven and the two Burgmasters of Röken currently not "first". The first Burgmaster of Röken is considered equal to a Duke in peerage.This leaves the realm overall underrepresented in prestigious positions. However, this is only natural for a vassal republic.

Military Description:

Strengths: Strong in mixed infantry tactics employing lots of crossbows from simple yet precise hand crossbows to the massive portable ballista (think Roman scorpion), a backbone of infantry with tower shields and spears and some pike and pole-arm companies. Ferocious tribal warriors. (The line between the soldier and warrior is blurred)
Weaknesses: Lack of Cavalry (except for a few nobles and some mounted scouts and/or messengers), poor in heavy armor, poor in high scope strategy.
Total Numbers: 24.000 in city regiments and family guards + 25.000 in provincial retinues + 10.000 mercenaries usually hanging around in the area but working for whoever pays.
Navy: The showpiece of Röken naval supremacy is an elite fleet of 12 warships armed with 6 huge hard-mounted ballistas and several smaller siege weapons each, plus large copper fire cauldrons, firmly mounted in the center of the deck to enable the weapons to shoot flaming projectiles. The high deck level and bulwark makes it hard for lower ships to board them. However the main power comes from nearly 2.000 trade and escort vessels owned by the various merchant families that can quickly be repurposed for war. In naval combat, the Röken Doctrine features ship to ship archery and ramming maneuvers but boarding action is generally avoided, if somehow possible. There are no dedicated marine-soldiers but sailors are tough guys and the common soldiers usually does not get sea-sick either.


House Name: Lichtenburg
House Banner: Party per cross, light blue and white, the upper left is white and features a black, stylized tower.
Description of House: The Lichtenburg family tree can easily be drawn on a small piece of paper. It goes back to Frank, a soldier who, 90 years ago, showed great valor against the Yoguten Tribe invading (or rather raiding) the march from the south. He broke through the enemy lines with a small band of Soldiers and slew the enemy chieftain. In return the first Burgmeister awarded him with a small watchtower and a small piece of (empty) land near the southern border. However along with this came the right to bear a family name and a banner (The burgmeister even payed one of the city's vexillologist to design one according to Franz's wishes). Later Frank turned the tables and gathered around him a small group of mercenaries and from the Lichtenburg they organized regular raids on the triebs across the border, making enough money to buy a small cottage near Röken after about a decade. At age 40, Frank married a woman who brought a very respectable dowry into the marriage and they had a single son. Otto continued to improve the business and was a family man, having 2 sons (Franz and Conrad) and 4 daughters. Upon his death, the holdings were split. Franz still owns the Holdings near Röken and Otto those in the south but the true shooting star is Franz's son Otto, who brought a trading ship and succeeded on a trade voyage to Augrilac. This brought him a fortune overnight. The family not only entered the council of Röken but Otto also got elected as third Burgherr, starting his term as first just a month ago.

What is House's view on the Empire?: They do not have any opinion on politics beyond the borders of the republic and are rather reserved. Still, they know, that the Empire offers a strong military alliance and think that since the imperial tax is only calculated from the republic's public tax and toll income, it is a reasonable tax (they do not say that loud in Röken, however).
Description of Head of House: Franz (age 56) is proud father and does not mind standing in the shadow of his son. He has a son and two daughters from his first marriage but the wife died. He found a new wife but the marriage was childless and she is past childbearing age now (neither of the two minds).
Description of Relevant House Members: Otto (age 39), current first Burgmeister of Röken and the Kopper marches is reserved and seams almost shy for a politician. He speaks calm and quietly but by now most people know that it's worthwhile to listen closely. The few merchants that thought a weakness in Otto's behavior learned that he in fact endure a good deal of hostility but once he takes action it's decisive, fast and if necessary brutal. Otto is married and has two sons and a daughter (two other children died of Pneumonia 10 years ago).
Court Position Request: (Family member, position) -
Seat of Power: Röken, Kontors, Palace of the Burgmeisters

Other:
RP Sample: (From my last story: viewtopic.php?p=22808202#p22808202 )
Did you read everything?: From the initial post? Yes.
Time Zone: GMT+1 (Germany)
#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)


Note, that the given house may be the current ruler but I will use a character from a different family (and possibly the ruler after the next election) as my primary character in the RP.
Last edited by Kaledoria on Tue Jan 20, 2015 11:25 am, edited 9 times in total.


User avatar
Slakonian
Senator
 
Posts: 4201
Founded: Nov 22, 2009
Ex-Nation

Postby Slakonian » Sun Jan 18, 2015 4:26 am

taggin for future app
Call me Slak!
Greek Army Reservist NCO
Our great anthem
Turmenista wrote:>USA/Obama drops bombs in Syria for over a year, nobody bats an eye or says a word.
>Russia/Putin drops bombs in Syria for a day and-
WE INTERRUPT THIS SHITPOST TO INFORM YOU THAT VLADIMIR PUTIN AND RUSSIA ARE TRYING TO TAKE OVER THE WORLD!!!
Glasgia wrote:
Kratu wrote:America will embargo Italian goods. :p

No pizza for you then!

Lord Tothe wrote:
The Emerald Dragon wrote:The 9,910th Monkey died of viagra overdose

Monkey #9909 was on the other end of the viagra overdose problem

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The Soviet Union of Mother Russia
Ambassador
 
Posts: 1741
Founded: Dec 20, 2011
Ex-Nation

Postby The Soviet Union of Mother Russia » Sun Jan 18, 2015 7:43 am

NS Nation Name: Soviet Union Of Mother Russia - SUMR

House Name: House of Sar-Shazzar

House Banner: (Describe or post picture.) Banner

Description of House: (History/Customs etc.) The House of Sar-Shazzar have long been a realm that been housing many races, and creatures unlike anywhere else. Due to its long past with blood cults, and their own religion devoted to the practice of praying to the deity '' Sar-Shazzar '', they often been the target of critic. During its course of history it often ended up in conflicts with other houses, and even ex-communication from the church of Abbey of the Darkness, and The Faith. The lack of distinct common culture, and religion as such make it a problem with the relations to other, but where they do exceed is with their studies in the world of magic, philosophy, pathology and their wisdom. As much people dislike them for their radical ideals of life, and religion, they do however respect them for their help when needed.

Their lives revolves around the theory, and religion of '' Saltatio Mortis '' As death is something all have to experience, it turns all in the end to equal. A rich king will come to the same level as a mere peasant, and as such life after death will be a society free of bounds of the Lords, nor the abundance of wealth to a peasant. This theory were started at first to remind people of the fragility of their lives at first, however as people realize how vain the glories of their earthly life was, they started to embrace death itself. As such it started their religion, ending up showing up in all accepts of their lives, and culture.

To summarize it all, they often use the motto "Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty."

What is House's view on the Empire?: They were never too good friends with the Empire, first due to their oppressive restrictions on what they may study, but also because they often feel discriminated against for their values. A few periods however they have managed to see times that went well in their favour, but whenever a plague hits, or another terrible accident people almost blame them, without the emperor interfering the accusations. Rumour is that a impending civil war stands at the door to attempt to break it away from the Empire, but so far nothing seems to point it at that way. But it seems every house know it will only be in due time that The House of Sar-Shazzar will try to act, one way, or another.

Description of Head of House (name, age, and sex and any other info you want to describe, like a short summary): The Lord of the House is Sandro, a Cainite mage who have a skin pale as snow. He wears a decorated grey set of robes, and a cold set of eyes. His age is something he can't even know himself, but rumour is that he may be close to a hundred years old. Before raising up to be the Head of House, he used to be free mage. For a price he used to reanimate the dead under the dark, yet somewhere along the point he got noticed, and ended up being a advisor to the previous Head of House.

Description of Relevant House Members: (name, age and sex and any other info)

- Duke Belketh - 28 years, and elf. Some say he joined to learn the power of being a Necromancer, others simply think he joined the House to get away from his previous life. Whatever the case is, at a young age he was adopted after proving his worth. Ever since then he only impressed others for his devotion.

- Death Knight | Head of the Army : Septienna - 41 years, and Human. She is the head commander of the troops that serve the House. It appears strange to foreigners why a woman have gotten such a high title, yet seeing her in battle makes end with the questions most of the times.

- Grand Litch of Dead | Head of Religion : Aislinn - Unknown age, and Ghoul. Reason for having such a reanimated life taking the role of being the chief spiritual as that they see him being able to communicate with the souls of those are yet to be '' raise back to the earth '' His word have a great importance, and often taking the personification of the belief in death itself. Whilst many realms refuse to acknowledge to take Aislinn serious, he does have a great wisdom after his service before, and after resurrection.


Court Position Request: (Family member, position) People may ask to apply if they wish.

Seat of Power: (Name, location.) Abi-libur. Here one finds the centre of the Necromancer's slave trade, and a town unusually open to other races. The Necromancers have a constant need for slaves, or for their bodies, and prices are kept low by the scum who come from far and wide to dispose of unwanted competition, enemies, or family members. It is located in a ring of treacherous mountains, having the city overlooking the surrounding realm from their silver tower, Down to the rest of the world.



Realm Number: (See map) 11

Realm Name: Ninurtusur - The Silver Cities

Realm Description: (Geography, history, note that north is colder/south is warmer.) It is a temperate climate, having as many cold, as warm nights. However the climate zone seems to be sliced at the middle, having the North being more snowy, and cold then the rest of the realm. As such most of the population lives in the South, or West.

Capital City: Nadin-eshah

Population: (Be realistic) 2,722,000

Race Composition (Percentage of each sentient race):
35 % Men, 15 % Canites, 17 % Undead & Ghouls, 17 % Wraiths, 12 % Hybrids of undead and living (Murtols commonly referred), 8 % Elves, 5 % Goblins, 3 % Orcs,

Status of the races other than men: This society is primarily devoted behind the philosophy of death, and as such those who related to it is seen as superiors, rather then those who are not. However they do not discriminate other races, but they do encourage them '' becoming at peace '' with their ways. As the society is largely based on the community to serve, and house the creatures of the underworld, and beyond, it thus takes them as the primary target of focus, yet it does not discourage the immigrants in these lands, though it may remain few. The community of men is mainly those whom came to these lands to escape the feudal system, so after time they have acustomed themselves with the given culture, resulting in little, to no problems between races. The Goblin, and Orc community is residing in the Northern regions, largely dealing with the production of gathering the herbal plants that grow in the mountains, and ridges, which comes as a suprise to many seeing the reputation of them. However the calm life is something that comes as a break to many, and dull to others.

Majority Religion: (Minorities of other two will exist.) They are mostly culturally aligned with Abbey of the Darkness, however they share a different religious set of views, and as such the question can be if they really can be classified as believers of this church. The Faith have excommunicated them however, so the chances are not improving with them as well.

Description of the people and culture:

The people within this realm is stoic, and very pragmatic in their ways. They do not let their emotions move them as much as other may, leading often in their lives primarily being focused on questioning the context of the world they live in, and what importance they have in the machine. The society based upon that everyone have to find their own place to serve does a result create stability, order, and peace in the realm, but due to the static nature it made them isolated from the rest of the realms, and as such they are often made fun of spending more time in their books, then outside.

However that is not to say they are anti-social, but rather seeing the importance in the importance of understanding the world, and the accepts of it. Due to this mind-set it often creates the excellent grounds for mages, priests, scribes, bankers, and theoreticians. This also may explain why some people seek these lands to gain wisdom, and knowledge, but mostly when that knowledge is forbidden from where they come from. Whilst the teachings of death is yet to be forbidden, the teachings of blood is. As a result many people come to learn of the powers of these arts in safety here, to a extend where it gotten the name '' The pilgrims of Blood ''

The ethnicity remains diverse, but there is various pockets of these spread across the realm. Even as of such, the races never care much of the colour, or race as they all share the same values, that being of equals. While many seek this, there is just as equal amount that dislike this radical idea. The fact there is undead amongst the people living in these lands is another thing to consider, however most undead serve as the social-class as being servants, soldiers, or of assistance to others. The Necromancers mainly resurrect the undead to serve the ones who still live, yet even so they still see them as full members of society.

Description of Economy (Include major imports/exports):


  • Exports:

    - Magical elements (Books of studies, staffs, and alike )
    - Literature
    - Wood
    - Fish
    - Brewery
    - Herbs & Potions
  • Imports:

    - Ore
    - Cultural commodities
    - Sand
    - Farming products

Major Cities (max six):
- Nadin-eshah
- Abi-libur
- Bel-zeri
- Adad-usur
- Shagarakti

Major Citadels/Fortresses (max six):
- Ea-ditana
- Apal-shipak
- Barjaka
- Eriba-ishkun

Military Description:

The military is very influenced by the use of the dead in service of the necromancers that summoned them to life. Even though the majority is not itself the undead, there is still a significant enough number to make a difference. The primary force is complied of what is called '' Death-knights '' which is regular units. The preferred style is the use of heavy armour, and Cavalry. This explains the title, as often the soldiers wear plate armour at best. Amongst the ranks of the regular warriors are also Liches, mages who are trained in the arts of the five fields of magic, as well as the use of necromancies.
There is various infantry formations that consist of those who are undead, and ghouls alone, however as they keep the numbers hidden from others they are mostly acting as levies when at war with other realms. Yet Cainite warriors are what makes them apart, warriors who live for shedding the blood of their foes.

Strengths/Weaknesses: (Must have several of both)

Strengths

- The use of ghouls, and other races can be a wild card in regards to their abilities to fight without the means to recruit, or replenish their numbers. It is often rumoured that the foes of their enemies disguise themselves as the soldiers who died in the battle, yet resurrected as the dead. They may not be as excellent fighters as before, but knowing that they can relay on the dead may come to use.

- Strong use of heavy infantry, and cavalry in limited numbers. Even though the numbers of the canite warriors, and death knights may not be as large as the rest of the regular army, their experience, and strength is one that is not to be outmatched many places. The strong use of armour makes them a challenge to kill as well, well if they are alive that is.

Weaknesses

- They have no archers, or anything ranged. They do not like the use of such as they always use the forests for other purposes. It makes them less likely to attack a army that also have archers, but they try to compensate it with the use of heavy armour of their units.


[*]Total Numbers

[*]Navy : 5,000 sailors is in service.

Of those sailors operating, there is 4 phantom ships, that is to say it is operated by the dead wrights who have been killed on the sea.

- 6 Caravels.
- 8 Hulks
- 20 various cogs, used for trade, and warfare.

[*]Army

Total numbers of the army is : 80,000 in the overall amount of available military force, including the levies, and the reserves in the province.[/list]

Other: Not as far as I can tell.

RP Sample: Just check my posts really, been in far too many RP's then I can count.

Did you read everything?: Yes

Time Zone: CET

#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)
Last edited by The Soviet Union of Mother Russia on Mon Jan 19, 2015 9:07 am, edited 1 time in total.

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Kaledoria
Ambassador
 
Posts: 1634
Founded: Jul 06, 2010
Ex-Nation

Postby Kaledoria » Sun Jan 18, 2015 7:55 am

NS Nation Name: Kaledoria
House Name: von Bernstein
House Banner: Amber-colored Hexagon before black Background
Description of House: (History/Customs etc.) The von Bernsteins are an old, rich family. Once the distance between family branches gets to big, they are split in multiple families by republican law and the von Bernsteins are the original patrilinear line, that goes back at least 300 years (though the older records are unreliable). They are one of the republics most prominent families and the upcoming family heads managed to get two terms in the council of Röken for 3 generations now. The direct line from Father to firstborn makes their money almost exclusively in trade (even though in their young years they are forced to run other businesses too, as educational measures), while second and third sons usually go more towards landownership or manufacturers.
What is House's view on the Empire?: The von Bernsteins have always been strong supporters of the Empire and right now are rather convinced, that the steward is doing a very good job. They would not advice the Empire to adopt plutocratic rule but if they were to implement an elective monarchy, the von Bernsteins would support that.
Description of Head of House: Friedhelm: (age 45) Friedhelm is rich. Really, really rich. He does not own ships, he owns fleets (okay: two. Plus a few ships extra). He is an accounting genius said to have an eidetic memory as far as numbers are concerned. He is not a people person, which explains why he never managed to get elected as Burgmeister (despite throwing a lot of money at his two election campaigns). He is kind of paranoid about his personal safety, probably because his father was murderer 8 years ago. He is married and has a daughter and four sons.
Description of Relevant House Members: (name, age and sex and any other info) Götz: See character application below
Court Position Request: (Family member, position) -
Seat of Power: Röken, Uptown, Family Estate



Character Name: Götz von Bernstein
Age: 25
Gender: male
Race: Human
Image:
Kind of like that: ImageJust more smiling.

House, if any: Merchant Family of the von Bernstein.
Personality: Kind, optimistic, enthusiastic, adventurous
Biography/Background: Götz is the son of Friedhelm von Bernstein, Councilmen of Röken in his second term and head of the family. Since Friedhelm has no brothers, and the family will definitely enter the council the next election, too, Götz is a likely candidate. He has spoken to his uncles in second and third degree and the Ballot will only include him and "none of the above" for his family (the later would require a second election among selected electors - it's a complicated system) but there is no doubt, that Götz will get a strong majority over "none of the above" and in fact he is even in a position to become one of the three Burgmasters. A further ally is his mother's uncle, Walther von Stecken, who is the current Chamberlain at the imperial court for Röken and the Kopper march.
Götz has already achieved some good business deals at his young age. As a Captain of the City regiment he had earned some experience fighting rebellious peasants (and possibly in a real conflict, if such happened during the last 5 years).
Götz has two smaller brothers and sisters each. He is not yet married and the fact that he has a son is known only to a few, trustworthy courtiers and family members.
Court Position Request, if any: None for this character but Council Chamberlain #3 for the grand-uncle Walther.
Character's view on the Empire?: Troubled by the current empire's weakness. Götz gathered a small personal retinue to find out more about the current crisis and see that the next Emperor is "good for business".
Equipment: Rapier forged in Röken but with Mereldarian steel. Leather mantle with concealed iron plating. A dagger. Explorer outfit and noble clothes. Pencil and papers, scales and weights, a compass, slide rules for square-roots and logarithms, glass bowl with a volume scale. 10 magical fetishes to purify water, one greater fetish to cure a common disease. Family sigil ring and wax. Common wilderness gear. A ship and a personal retinue of 25 men.
Strengths: Deep pockets: Götz's family is very rich, he himself owns a villa, a cottage, a trade post in Haven and 5 trade ships making steady profit between Röken, Haven and other provinces of the Empire.
Great vitality: Gotz is in best health and fitness, he seams to be able to get along great with only 5 hours of sleep each night and does not mind a whole day of jogging through the woods or hard sailing in rough waters.
Jack of all trades: Götz has basic knowledge in many fields: He has a solid military education including phalanx fighting and crossbow shooting but even more so the use of a rapier and one on one fights. He speaks and writes languages (Which? ToDo) and knows financial and nautical mathematics. He knows how to run a business or a political campaign.
Magic knack: He can't cast spells himself but sometimes sense or even (in the case of his fetishes, for example) use the magic of others.
Good sense of character: He can usually tell nice people from malicious.
Weaknesses: Easily distracted: Götz likes interesting stuff and has a hard time with boring paperwork and administration. He runs risk of build up great enterprises and then loosing interest and letting them slowly decay.
Weakness for the women: Who can blame him?
Dubious piety: He tents to avoid clergy they are so judging.
Over proportional self-confidence: Götz tents to realize his achievements while quickly forgetting his failures. On the good side, he is also easy to forgive other peoples faults, as long as they perform some spectacular deeds.
Bad sense of competence: As an entrepreneur in the front line, he often has to delegate. And the person he put in charge were so far always nice, loyal fellows but behind his back, his father had to often make slight adjustments to their duties and powers because those deputies were often less competent than Götz initially expected.
Theme Song: Now where do I get a positive, materialist fun song? https://www.youtube.com/watch?v=L_jWHffIx5E Yes, this does fine. :-)

Other:
#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)
Last edited by Kaledoria on Tue Jan 20, 2015 11:18 am, edited 6 times in total.

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Annihilators of Chan Island
Ambassador
 
Posts: 1676
Founded: Mar 01, 2014
Ex-Nation

Postby Annihilators of Chan Island » Sun Jan 18, 2015 9:51 am

I've been traveling today and have only got small spaces of time to post updates on my apps. It'll get done when I arrive.

In the meantime, is it OK for the unusually large number of cities and forts to exist in my app? I write this before I tackle the troops because that'll take time and I don't want to waste it.

The reason why I have so many are listed: they are the crown lands and therefore they are the physical benefits of being the Steward. Anyone who becomes Emperor, or takes control of Empress Cassyndra, will automatically have all those holdings added to their own power.
This nation is modeled on being my absolute worst dystopia imaginable. In no way do the Annihilators reflect my opinions, in fact I am totally against almost every single policy they enact.
I support insanely high tax rates, do you?

I honestly really like to write issues.

Proud member of The Anti Democracy League

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Lunas Legion
Post Czar
 
Posts: 31060
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Sun Jan 18, 2015 10:01 am

Very WIP

NS Nation Name: Lunas Legion
House Name: Zerius
House Banner:
Image

Description of House: TBD
What is House's view on the Empire?: Neutral; Lady Chiela respects the Empire for its accomplishments, but believes that it must eventually end; whether it should end now is what she has yet to decide on.
Description of Head of House (name, age, and sex and any other info you want to describe, like a short summary):
Description of Relevant House Members:
Court Position Request:
Seat of Power: The Talon

Realm Number: 2
Realm Name: Servarin
Realm Description: (Geography, history, note that north is colder/south is warmer.)
Capital City:
Population: (Be realistic)
Race Composition (Percentage of each sentient race):
Status of the races other than men:
Majority Religion: (Minorities of other two will exist.)
Description of the people and culture:
Description of Economy (Include major imports/exports):
  • Exports:
  • Imports:
Major Cities (max six):
Major Citadels/Fortresses (max six):

Military Description:

Strengths/Weaknesses: (Must have several of both)
  • Total Numbers
  • Navy
  • Army

Other:
RP Sample: (Post in spoiler, unless you were in TSAE 2.0, then you don't need to do this.
Did you read everything?:
Time Zone:
#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)
Last edited by Lunas Legion on Sun Jan 18, 2015 2:49 pm, edited 1 time in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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The Starlight
Postmaster-General
 
Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Sun Jan 18, 2015 11:13 am

Sorry guys, I've got to go to a birthday party, but everyone's apps looks good, at first glance. I'll take a more in depth look when I get back.
Brechalht wrote:A reboot!!

From Starlight, nonetheless!

Hellooo! If I join, could I RP the Trantor once more?

Hi there!
I believe we have another person as vassals of the Imperial Realm, but I think its okay for you to be a vassal there too.

Keep those apps coming, people!
Sorry for not being able to answer everything, but I will soon.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

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Kaledoria
Ambassador
 
Posts: 1634
Founded: Jul 06, 2010
Ex-Nation

Postby Kaledoria » Sun Jan 18, 2015 1:55 pm

Btw, since I like mapmaking I would like to point out, that the rivers are wrong. Splitting rivers are rare. River Deltas do not scale up, the nile delta is as big as it gets.

Yet, the river that runs through (2) has one spring and five mouths, all so far apart from another to - well - not work. And it's not the only offender. Oh and do I see rivers there, flowing from one sea into another?

Anyway, I'd like to make a better defined map next weekend, so if you'd like some mountains somewhere, don't forget to mention it in your application.


@Starlight: Do you have an idea already about the nations to the south and east?
Last edited by Kaledoria on Sun Jan 18, 2015 2:29 pm, edited 2 times in total.

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Mesrane
Powerbroker
 
Posts: 9339
Founded: Apr 13, 2014
Ex-Nation

Postby Mesrane » Sun Jan 18, 2015 3:56 pm

Is Realm 9 taken or reserved? If not I'd like to reserve it. I'll have an app up soon.

EDIT: Nevermind, just saw Starlight snatched it. Reserving 10 in that case.
Last edited by Mesrane on Sun Jan 18, 2015 5:13 pm, edited 2 times in total.
Obligatory pros and antis:
Pro: Libertarianism, Protestantism, Gay Rights, 2nd Amendment, Scottish and Welsh Independence, Free Market
Anti: Communism, Socialism, General Authoritarianism, Welfare State, Feminism, EU, Controlled Economy, Gun Control, Justin Bieber, Utter Ridiculousness


Unapologetic Elder Scrolls Fanatic
HAIL NEREVAR, PRAISE THE HORTATOR


Chicago Cubs Fan. Yay?

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Greater Liverpool
Ambassador
 
Posts: 1701
Founded: Apr 13, 2013
Democratic Socialists

Postby Greater Liverpool » Sun Jan 18, 2015 6:04 pm

NS Name:Greater Liverpool
Character Name:Davit Russell
Age:21
Gender:Male
Race:Human
Image:
Image

House, if any:
Personality:Ignorant, proud, yet once you become his friend he is someone you can rely on. But he keeps his friends close and his enemies even closer
Biography/Background: Davit was born a prince to a small kingdom far from the land he is in. The Kingdom of Ostromace however was recently destroyed by a rival kingdom, the kingdoms of the Viscoiberia. Davit's father fought a long and bloody 10 years but in the end the kingdom of Ostromace were destroyed and Davit's father died on the field of battle while his mother, sister and all his close friends and advisor were killed by execution. Davit now seeks to find able bodied personal to fight for him and the exiled kingdom of Ostromace and for him to reclaim his kingdom. He goes to the land of Pnadyssium to gather land,money and most impotently warriors for him to regain his Kingdom.

He arrives in the empire on believe that the Viscogoths do not know he is even alive so he build his forces in secret and attack by surprise against his enemies. Focused on getting what he wants from this land and then leaving he will surely not be a kind man. As when you play a game of thrones you ether win or you die there is no in between and Davit will make sure he wins.
Court Position Request, if any:
Character's view on the Empire?:He only sees it as a opportunity
Equipment:Sword, Spear, Hoplite shield, a all black horse, Ostro Armour.
Strengths: Brave, strong, good with a sword and spear, a brilliant command in the field
Weaknesses:Gluteoness, Deceitful, because he is so focused can sometimes ignore what is happening around him
Theme Song: (Hint, hint, Two Steps from Hell is one of my favorite bands. Optional, I guess, but it's fun, so why not do it?)
Other:
RP Sample: http://forum.nationstates.net/viewtopic.php?f=31&t=320252(Post in spoiler, unless you were in TSAE 2.0, then you don't need to do this.
Did you read everything?:Yes
Time Zone:GMT
#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)
An orthodox convert who doesn't support Russia

Slava Ukraini

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Mesrane
Powerbroker
 
Posts: 9339
Founded: Apr 13, 2014
Ex-Nation

Postby Mesrane » Sun Jan 18, 2015 6:11 pm

NS Nation Name: Mesrane
House Name: House Eriadunn
House Banner: (Describe or post picture.)
http://img1.wikia.nocookie.net/__cb2011 ... atheon.JPG
House Rank: Lord
Description of House: (History/Customs etc.)

House Eriadunn is descended from the dynasty of kings that ruled the once-independent Kingdom of Eriadha, which was composed of approximately the northern two thirds of the realm still known today as Eriadha (10). The region as it is known today now makes up essentially all the house's holdings. When the Eriadunii arrived o'er sea from the northern continent of Aeglung, they established an independent kingdom in Eriadha that lasted for two centuries before being conquered by the Elven Empire. It reemerged in the century-long interregnum between the Empire's fall and the emergence of Titus Rathis' Empire, which managed to make Eriadha a client state, where the Eriadunii culture was only moderately imperialised, and their unique pagan faith picked up small elements of The Faith, though it remained an extremely different religion and Eriadha retains a much the same culture as it did when the first Eriadunii set foot upon the shores of northern Pandyssium.

What is House's view on the Empire?:

House Eriadunn is split. The current Duke, Erlend, is adamantly pro-Empire, though also in favor of major reform. His son, Duncan however, is more concerned with filling his pockets with gold and spending it on whores. His whip-sharp grandson (and Duncan's bastard son) Owain maintains a thin veneer of pro-Empire sentiment, while underneath he yearns for the long-conquered Kingdom of Eriadha to emerge as independent once again. For now, however, House Eriadunn remains firmly pro-Empire.

Description of Head of House (name, age, and sex):

Duke Erlend Eriadunn, age 54- Erlend is the long-reigning Lord of Eriadha, having inherited the realm at the age of 17 following his father's death in battle against the now extinct House Dhriacha, who rebelled against the Eriadunns. Erlend put down the rebellion and has done his best to rule with a steady hand for the past 35 years. Taxes under him have been moderate without the necessity for war, and the common folk generally happy with the state of his reign.
http://img1.wikia.nocookie.net/__cb2011 ... nister.jpg
Description of Relevant House Members: (name, age and sex)

-Duncan Eriadunn, age 37. The ill-tempered and uncaring son of Duke Erlend. More interested with lining his pockets with gold than advancing House Eriadunn.
http://img3.wikia.nocookie.net/__cb2014 ... Profile_(3).png

-Owain Eriadunn, aged 19. The legitimized bastard son of Duncan, who on the Duke's wishes is allowed to reside at Aileach. He is continually verbally and physically abused by his father Duncan, but his tutor Grimbold and Duke Erlend recognize his whip-sharp intelligence. Erlend has also recognized Owain's viability as his successor as opposed to the base Duncan or the sickly Fergus, but is afraid to act on his own son and legitimate grandson. Owain is consulted about decisions more often than Duncan ever was, and he and Erlend generally get along quite well. Their only major difference is their belief in the necessity of the Empire. Erlend however has not realized the extent to which Owain yearns for independence, therefore the issue has not caused major strife.
http://i.lv3.hbo.com/assets/images/seri ... k-1024.jpg
-Fergus Eriadunn, aged 17. The legitimate son of Duncan. Fergus is a very sickly boy and spends most of his time confined to a bed where he recovers from the many illnesses that continually ravage his body. Duncan despises the intelligent boy, as he never became the strapping warrior that Duncan hoped him to be. Owain and Fergus maintain a close friendship, and often confide in one another their mutual dislike of Fergus's father Duncan.

Domnall Eriadunn, age 36. Domnall is the only son and child of Cadell Eriadunn, Erlend's older brother who succumbed to the Silver Cough in his fifty-fifth winter. Thankfully for Erlend, Domnall has never been an especially ambitious man, being quite content to be Baron of Karrock in northern Eriadha. It was as much for his contentedness as his martial skill that he was named Lord High Militant of the Empire.


Iona Eriadunn, age 16. Iona is the legitimate daughter of Duncan, being Fergus's younger sister. She is more interested in history, the sciences, and court maneuvering than she is more lady like pursuits such as knitting. Pretty but not beautiful, she is vocal about her opinions but tries not to be absolutely boisterous when someone says something truly idiotic. She is also more or less the only person in House Eriadunn that Duncan shows true affection for, and she returns the favor with an almost reluctant love, despite her father's drunken rages, scandalous sexual exploits, and general ineptitude as a ruler.


Court Position Request: (Family member, position)
Domnall Eriadunn, Lord Provost Marshal

Seat of Power: (Name, location.) Aileach

Realm Number: (See map) 10
Realm Name: Eriadha
Realm Description: (Geography, history, note that north is colder/south is warmer.)

Eriadha starts with gentle rolling hills, fertile fields and many small rivers in the south. As one progresses northward, the hills grow taller and starker, and the trees denser. In the realm's northern third, the hills become a jagged range of mountains; the Rhunachs. The lower slopes are wooded and a prime source of lumber, and their hearts bear gold, iron and precious stones. These mountains have long served as a refuge for House Eriadunn, and the House seat of Aileach is nestled among the peaks.

Capital City: Aileach
Population: (Be realistic) 1.2 million
Race Composition (Percentage of each sentient race): 85% Human, 10% Dwarven, 5% Elven
Status of the races other than men:

Both Elves and Dwarves are respected, though elves and dwarves who aren't of respectable birth, especially farmers, are sometimes looked down upon with a condescending, rather than friendly, smile. They are however, generally treated as equals.

Majority Religion: (Minorities of other two will exist.)
Fomhaism (The majority pagan religion that dates back to the Eriadunnii's origin in Aeglung) And the Faith, the majority religion in the Empire and largest minority religion in Eriadha (About 5% of Humans, 75% of dwarves, and virtually all elves follow The Faith).

Description of the people and culture:

The Eriadunnii, who are usually referred to as Eriadmen by the rest of the Empire, still retain most of the religion, music, and storytelling lore they possessed when the departed Aeglung for Pandyssium. They are sometimes viewed as outsiders because they are not native to Pandyssium, and the Eriadunii, despite experiencing four centuries under the Empire, are only slightly changed in a cultural sense. The stories told by parents to their children during the perilous crossing from Aeglung are still told around the hearth to this day.

Description of Economy (Include major imports/exports):

Eriadha's economy is a product of it's rough, mountainous, and heavily forested geography. Coal and iron is mined in large quantities in the Rhunach Mountains in the north of the realm, while fishing villages on the south coast haul in cod and herring. The deeply forested west and north contains the lumber industry, while huntsmen stalk the fell trees for the many deer, elk, boars, bears and other creatures of the woods that are found in Eriadha. Shipbuilding is also centered around the port of Coemgen. Luxury goods, indeed many finished goods apart from weapons and furniture (which can be exported because of iron reserves and lumber) are brought in often. Eriadunnii iron is not the highest of quality, but is generally considered good. The Elven shipbuilders in Coemgen are renowned for their longships as well.

  • Exports:

    -Iron
    -Coal
    -Lumber
    -Furs
    -Amber
    -Fish (Cod, Herring)
    -Finished weapons
    -Finished Furniture
    -Ship parts/complete ships
  • Imports:


-Silk
-Fruits
-Glass
-Finished luxury clothing

Major Cities (max six):
-Dunharrow
-Alt Dheas
-Coemgen
Major Citadels/Fortresses (max six):

-Dunharrow
-Aileach (seat)
-Alt Dheas
- Hafancaer

Military Description:

House Eriadunn's military doctrine put emphasis on defensive warfare, where the many ancient hill forts that dot Eriadha can quickly be occupied and turned into a makeshift fortress. The woodsmen who hunt and fish in Eriadha's deep forests serve as expert scouts and know the realm like the back of their hands. This is especially important because of the lack of a highway system. Just one highway runs the length of the realm, with smaller and less well maintained tracks branching off to large settlements, while smaller settlements typically lack any sort of road at all. This restricts invading armies, and the Rhunach mountains and the realm's many forests provide ample opportunity for ambushes. Military composition of an Eriadunnii army centers around the commander's guard of knights, which provide massive shock value, although they are usually the only heavy cavalry in the Lord's armies, so they are used sparingly. Excellent longbowmen are drawn from the huntsmen and woodsmen who live isolated lives near the highest peaks or at the heart of deep woods. The backbone of an Eriadunnii army, however, are the eadrom and pikemen, and men at arms, the latter of which are drawn from levies. The eadrom are light troops drawn from yeomen, who usually have a bit of money to spare for some armor, but never of a high quality. These men can double as light infantry or cavalry, serving equal time as scouts, flanking forces, and shock troops. They typically possess three javelins in addition to a sword or thrusting spear. They also usually have some armor, such as a shield, bracers, and an iron cap. More wealthy eadrom possess chain-mail hauberks. Some eadrom are former mercenaries, which gives them a high level of experience compared to other non-professional troops. The levy pikemen are not given much training and typically lack any armor besides a leather cap and some bracers. They are, however, skilled with their pikes, and serve well enough against charging cavalry. The men at arms are well-trained heavy professional infantry in the service of the lord of Eriadha, and are typically heavily armored. The Navy enjoys excellent shipbuilding and an officer core drawn from commoners who have spent their life on the sea, rather than nobles.

Strengths/Weaknesses: (Must have several of both)

Strengths:
-Excellent knowledge of the land. Essentially every cave, valley, and stream is known to at least on of the woodsmen.
-Excellent archers, very accurate.
- The eadrom, who range from irregular to semi-professional troops, are generally experienced, as many of them have served as mercenaries.
-Sailors are drawn from fishermen and the occasional explorer who's spent his life on the seas. The small navy nonetheless possesses excellent officers.
-Lack of many roads and other transportation infrastructure creates logistical issues for invaders, as supplies must be brought via the sole highway in the realm.

Weaknesses:
-Lack large numbers
-Lack of heavy cavalry besides small cadre of knights
-Not very many ships
-A general lack of professionalism among the infantry (barring the men-at-arms and a few eadrom)
  • Total Numbers
  • Navy

    -1,500 men (1200 sailors, 300 marines)
    25 Longships
    5 Cogs
  • Army
Knights-500
Men at Arms-800
Eadrom-7,000 can be raised during wartime. A rotational force of 300 (included in the 5,000) men is kept active at all time to respond to minor threats.
Longbowmen-9,000 can be raised during wartime.
Levy Pikemen- 17,000 can be raised during wartime.
TOTAL: 34,300 men available (Is this too big, too small maybe? I calculated it with defensive action in mind, which means more men could be raised than in an offensive campaign)

Other: Nope.
RP Sample: (Post in spoiler, unless you were in TSAE 2.0, then you don't need to do this.

I was TSAE 2, so yay!

Did you read everything?: Yup.
Time Zone: US Eastern Time
#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)
Last edited by Mesrane on Fri Apr 24, 2015 3:07 pm, edited 7 times in total.
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The Starlight
Postmaster-General
 
Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Sun Jan 18, 2015 6:13 pm

Ok, I'm back.
*Cracks knuckles*
Give me five minutes to read all the apps.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
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User avatar
The Starlight
Postmaster-General
 
Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Sun Jan 18, 2015 6:46 pm

Sorry Allenania, The Soviet Union of Mother Russia has reserved Realm 11. Switch that, and you're accepted. Siguro will be Chamberlain 2.
Kaledoria is accepted, Chamberlain 3 is yours.

Alleniana wrote:Is this a new storyline then?

No, just further along to the battle at Caer Aard.
The Soviet Union of Mother Russia, accepted, but change the military size to 75,000 with levies and the rest.

Götz von Bernstein is accepted.

Annihilators of Chan Island wrote:I've been traveling today and have only got small spaces of time to post updates on my apps. It'll get done when I arrive.

In the meantime, is it OK for the unusually large number of cities and forts to exist in my app? I write this before I tackle the troops because that'll take time and I don't want to waste it.

The reason why I have so many are listed: they are the crown lands and therefore they are the physical benefits of being the Steward. Anyone who becomes Emperor, or takes control of Empress Cassyndra, will automatically have all those holdings added to their own power.

Seems fine.

Kaledoria wrote:Btw, since I like mapmaking I would like to point out, that the rivers are wrong. Splitting rivers are rare. River Deltas do not scale up, the nile delta is as big as it gets.

Yet, the river that runs through (2) has one spring and five mouths, all so far apart from another to - well - not work. And it's not the only offender. Oh and do I see rivers there, flowing from one sea into another?

Anyway, I'd like to make a better defined map next weekend, so if you'd like some mountains somewhere, don't forget to mention it in your application.


@Starlight: Do you have an idea already about the nations to the south and east?


Thanks a ton, (didn't make the map, so don't look at me)

Yes, the Empire of Augriliac or something like that is across the sea to the west. But TG me, so we can talk further. I have a suspicion that we're going to need more realms, but we can talk further in TGs.

Greater Liverpool wrote:NS Name:Greater Liverpool
Character Name:Davit Russell
Age:21
Gender:Male
Race:Human
Image:
House, if any:
Personality:Ignorant, proud, yet once you become his friend he is someone you can rely on. But he keeps his friends close and his enemies even closer
Biography/Background: Davit was born a prince to a small kingdom far from the land he is in. The Kingdom of Ostromace however was recently destroyed by a rival kingdom, the kingdoms of the Viscoiberia. Davit's father fought a long and bloody 10 years but in the end the kingdom of Ostromace were destroyed and Davit's father died on the field of battle while his mother, sister and all his close friends and advisor were killed by execution. Davit now seeks to find able bodied personal to fight for him and the exiled kingdom of Ostromace and for him to reclaim his kingdom. He goes to the land of Pnadyssium to gather land,money and most impotently warriors for him to regain his Kingdom.

He arrives in the empire on believe that the Viscogoths do not know he is even alive so he build his forces in secret and attack by surprise against his enemies. Focused on getting what he wants from this land and then leaving he will surely not be a kind man. As when you play a game of thrones you ether win or you die there is no in between and Davit will make sure he wins.
Court Position Request, if any:
Character's view on the Empire?:He only sees it as a opportunity
Equipment:Sword, Spear, Hoplite shield, a all black horse, Ostro Armour.
Strengths: Brave, strong, good with a sword and spear, a brilliant command in the field
Weaknesses:Gluteoness, Deceitful, because he is so focused can sometimes ignore what is happening around him
Theme Song: (Hint, hint, Two Steps from Hell is one of my favorite bands. Optional, I guess, but it's fun, so why not do it?)
Other:
RP Sample: http://forum.nationstates.net/viewtopic.php?f=31&t=320252(Post in spoiler, unless you were in TSAE 2.0, then you don't need to do this.
Did you read everything?:Yes
Time Zone:GMT
#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)

Accepted, but watch the grammar and such. Also, what is Ostro Armour?

Mesrane wrote:NS Nation Name: Mesrane
House Name: House Eriadunn
House Banner: (Describe or post picture.)
http://img1.wikia.nocookie.net/__cb2011 ... atheon.JPG
House Rank: Lord
Description of House: (History/Customs etc.)

House Eriadunn is descended from the dynasty of kings that ruled the once-independent Kingdom of Eriadha, which was composed of approximately the northern two thirds of the realm still known today as Eriadha (10). The region as it is known today now makes up essentially all the house's holdings. When the Eriadunii arrived o'er sea from the northern continent of Aeglung, they established an independent kingdom in Eriadha that lasted for two centuries before being conquered by the Elven Empire. It reemerged in the century-long interregnum between the Empire's fall and the emergence of Titus Rathis' Empire, which managed to make Eriadha a client state, where the Eriadunii culture was only moderately imperialised, and their unique pagan faith picked up small elements of The Faith, though it remained an extremely different religion and Eriadha retains a much the same culture as it did when the first Eriadunii set foot upon the shores of northern Pandyssium.

What is House's view on the Empire?:

House Eriadunn is split. The current Duke, Erlend, is adamantly pro-Empire. His son, Duncan however, is more concerned with filling his pockets with gold and spending it on whores. His whip-sharp grandson (and Duncan's bastard son) Owain maintains a thin veneer of pro-Empire sentiment, while underneath he yearns for the long-conquered Kingdom of Eriadha to emerge as independent once again. For now, however, House Eriadunn remains firmly pro-Empire.

Description of Head of House (name, age, and sex):

Duke Erlend Eriadunn, age 54- Erlend is the long-reigning Lord of Eriadha, having inherited the realm at the age of 17 following his father's death in battle against the now extinct House Dhriacha, who rebelled against the Eriadunns. Erlend put down the rebellion and has done his best to rule with a steady hand for the past 35 years. Taxes under him have been moderate without the necessity for war, and the common folk generally happy with the state of his reign.

Description of Relevant House Members: (name, age and sex)

-Duncan Eriadunn, age 37. The ill-tempered and uncaring son of Duke Erlend. More interested with lining his pockets with gold than advancing House Eriadunn.

-Owain Eriadunn, aged 21. The bastard son of Duncan, who on the Duke's wishes is allowed to reside at Redhand Keep. He is continually verbally and physically abused by his father Duncan, but his tutor Grimbold and Duke Erlend recognize his whip-sharp intelligence. Erlend has also recognized Owain's viability as his successor as opposed to the base Duncan or the sickly Fergus, but is afraid to act on his own son and legitimate grandson. Owain is consulted about decisions more often than Duncan ever was, and he and Erlend generally get along quite well. Their only major difference is their belief in the necessity of the Empire. Erlend however has not realized the extent to which Owain yearns for independence, therefore the issue has not caused major strife.

-Fergus Eriadunn, aged 17. The legitimate son of Duncan. Fergus is a very sickly boy and spends most of his time confined to a bed where he recovers from the many illnesses that continually ravage his body. Duncan despises the intelligent boy, as he never became the strapping warrior that Duncan hoped him to be. Owain and Fergus maintain a close friendship, and often confide in one another their mutual dislike of Fergus's father Duncan.

Domnall Eriadunn, age 36. Domnall is the only son and child of Cadell Eriadunn, Erlend's older brother who succumbed to the Silver Cough in his fifty-fifth winter. Thankfully for Erlend, Domnall has never been an especially ambitious man, being quite content to be Baron of Karrock in northern Eriadha. It was as much for his contentedness as his martial skill that he was named Lord High Militant of the Empire.

Court Position Request: (Family member, position)
Domnall Eriadunn, Lord High Militant

Seat of Power: (Name, location.) Aileach

Realm Number: (See map) 10
Realm Name: Eriadha
Realm Description: (Geography, history, note that north is colder/south is warmer.)

Eriadha starts with gentle rolling hills, fertile fields and many small rivers in the south. As one progresses northward, the hills grow taller and starker, and the trees denser. In the realm's northern third, the hills become a jagged range of mountains; the Rhunachs. The lower slopes are wooded and a prime source of lumber, and their hearts bear gold, iron and precious stones. These mountains have long served as a refuge for House Eriadunn, and the House seat of Aileach is nestled among the peaks.

Capital City: Aileach
Population: (Be realistic) 900,000
Race Composition (Percentage of each sentient race): 85% Human, 10% Dwarven, 5% Elven
Status of the races other than men:

Both Elves and Dwarves are respected, though elves and dwarves who aren't of respectable birth, especially farmers, are sometimes looked down upon with a condescending, rather than friendly, smile. They are however, generally treated as equals.

Majority Religion: (Minorities of other two will exist.)
Fomhaism (The majority pagan religion that dates back to the Eriadunnii's origin in Aeglung) And the Faith, the majority religion in the Empire and largest minority religion in Eriadha (About 5% of Humans, 75% of dwarves, and virtually all elves follow The Faith).

Description of the people and culture:

The Eriadunnii, who are usually referred to as Eriadmen by the rest of the Empire, still retain most of the religion, music, and storytelling lore they possessed when the departed Aeglung for Pandyssium. They are sometimes viewed as outsiders because they are not native to Pandyssium, and the Eriadunii, despite experiencing four centuries under the Empire, are only slightly changed in a cultural sense. The stories told by parents to their children during the perilous crossing from Aeglung are still told around the hearth to this day.

Description of Economy (Include major imports/exports):

Eriadha's economy is a product of it's rough, mountainous, and heavily forested geography. Coal and iron is mined in large quantities in the Rhunach Mountains in the north of the realm, while fishing villages on the south coast haul in cod and herring. The deeply forested west and north contains the lumber industry, while huntsmen stalk the fell trees for the many deer, elk, boars, bears and other creatures of the woods that are found in Eriadha. Shipbuilding is also centered around the port of Coemgen. Luxury goods, indeed many finished goods apart from weapons and furniture (which can be exported because of iron reserves and lumber) are brought in often. Eriadunnii iron is not the highest of quality, but is generally considered good. The Elven shipbuilders in Coemgen are renowned for their longships as well.

  • Exports:

    -Iron
    -Coal
    -Lumber
    -Furs
    -Amber
    -Fish (Cod, Herring)
    -Finished weapons
    -Finished Furniture
    -Ship parts/complete ships
  • Imports:


-Silk
-Fruits
-Glass
-Finished luxury clothing

Major Cities (max six):
-Dunharrow
-Alt Dheas
-Coemgen
Major Citadels/Fortresses (max six):

-Dunharrow
-Aileach (seat)
-Alt Dheas
- Hafancaer

Military Description:

House Eriadunn's military doctrine put emphasis on defensive warfare, where the many ancient hill forts that dot Eriadha can quickly be occupied and turned into a makeshift fortress. The woodsmen who hunt and fish in Eriadha's deep forests serve as expert scouts and know the realm like the back of their hands. This is especially important because of the lack of a highway system. Just one highway runs the length of the realm, with smaller and less well maintained tracks branching off to large settlements, while smaller settlements typically lack any sort of road at all. This restricts invading armies, and the Rhunach mountains and the realm's many forests provide ample opportunity for ambushes. Military composition of an Eriadunnii army centers around the commander's guard of knights, which provide massive shock value, although they are usually the only heavy cavalry in the Lord's armies, so they are used sparingly. Excellent longbowmen are drawn from the huntsmen and woodsmen who live isolated lives near the highest peaks or at the heart of deep woods. The backbone of an Eriadunnii army, however, are the eadrom and pikemen, and men at arms, the latter of which are drawn from levies. The eadrom are light troops drawn from yeomen, who usually have a bit of money to spare for some armor, but never of a high quality. These men can double as light infantry or cavalry, serving equal time as scouts, flanking forces, and shock troops. They typically possess three javelins in addition to a sword or thrusting spear. They also usually have some armor, such as a shield, bracers, and an iron cap. More wealthy eadrom possess chain-mail hauberks. Some eadrom are former mercenaries, which gives them a high level of experience compared to other non-professional troops. The levy pikemen are not given much training and typically lack any armor besides a leather cap and some bracers. They are, however, skilled with their pikes, and serve well enough against charging cavalry. The men at arms are well-trained heavy professional infantry in the service of the lord of Eriadha, and are typically heavily armored. The Navy enjoys excellent shipbuilding and an officer core drawn from commoners who have spent their life on the sea, rather than nobles.

Strengths/Weaknesses: (Must have several of both)

Strengths:
-Excellent knowledge of the land. Essentially every cave, valley, and stream is known to at least on of the woodsmen.
-Excellent archers, very accurate.
- The eadrom, who range from irregular to semi-professional troops, are generally experienced, as many of them have served as mercenaries.
-Sailors are drawn from fishermen and the occasional explorer who's spent his life on the seas. The small navy nonetheless possesses excellent officers.
-Lack of many roads and other transportation infrastructure creates logistical issues for invaders, as supplies must be brought via the sole highway in the realm.

Weaknesses:
-Lack large numbers
-Lack of heavy cavalry besides small cadre of knights
-Not very many ships
-A general lack of professionalism among the infantry (barring the men-at-arms and a few eadrom)
  • Total Numbers
  • Navy

    -1,500 men (1200 sailors, 300 marines)
    25 Longships
    5 Cogs
  • Army
Knights-500
Men at Arms-800
Eadrom-5,000 can be raised during wartime. A rotational force of 300 (included in the 5,000) men is kept active at all time to respond to minor threats.
Longbowmen-7,000 can be raised during wartime.
Levy Pikemen- 15,000 can be raised during wartime.
TOTAL: 28,300 men available (Is this too big, too small maybe? I calculated it with defensive action in mind, which means more men could be raised than in an offensive campaign)

Other: Nope.
RP Sample: (Post in spoiler, unless you were in TSAE 2.0, then you don't need to do this.

I was TSAE 2, so yay!

Did you read everything?: Yup.
Time Zone: US Eastern Time
#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)


I thought that we were going with the Lord High Militant is declaring himself emperor thing? If that's the case, add about 900,000 to your pop and a lot more to your military. However, if you don't want to play the role, we'll see.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

User avatar
Mesrane
Powerbroker
 
Posts: 9339
Founded: Apr 13, 2014
Ex-Nation

Postby Mesrane » Sun Jan 18, 2015 8:17 pm

The Starlight wrote:Sorry Allenania, The Soviet Union of Mother Russia has reserved Realm 11. Switch that, and you're accepted. Siguro will be Chamberlain 2.
Kaledoria is accepted, Chamberlain 3 is yours.

Alleniana wrote:Is this a new storyline then?

No, just further along to the battle at Caer Aard.
The Soviet Union of Mother Russia, accepted, but change the military size to 75,000 with levies and the rest.

Götz von Bernstein is accepted.

Annihilators of Chan Island wrote:I've been traveling today and have only got small spaces of time to post updates on my apps. It'll get done when I arrive.

In the meantime, is it OK for the unusually large number of cities and forts to exist in my app? I write this before I tackle the troops because that'll take time and I don't want to waste it.

The reason why I have so many are listed: they are the crown lands and therefore they are the physical benefits of being the Steward. Anyone who becomes Emperor, or takes control of Empress Cassyndra, will automatically have all those holdings added to their own power.

Seems fine.

Kaledoria wrote:Btw, since I like mapmaking I would like to point out, that the rivers are wrong. Splitting rivers are rare. River Deltas do not scale up, the nile delta is as big as it gets.

Yet, the river that runs through (2) has one spring and five mouths, all so far apart from another to - well - not work. And it's not the only offender. Oh and do I see rivers there, flowing from one sea into another?

Anyway, I'd like to make a better defined map next weekend, so if you'd like some mountains somewhere, don't forget to mention it in your application.


@Starlight: Do you have an idea already about the nations to the south and east?


Thanks a ton, (didn't make the map, so don't look at me)

Yes, the Empire of Augriliac or something like that is across the sea to the west. But TG me, so we can talk further. I have a suspicion that we're going to need more realms, but we can talk further in TGs.

Greater Liverpool wrote:NS Name:Greater Liverpool
Character Name:Davit Russell
Age:21
Gender:Male
Race:Human
Image:
House, if any:
Personality:Ignorant, proud, yet once you become his friend he is someone you can rely on. But he keeps his friends close and his enemies even closer
Biography/Background: Davit was born a prince to a small kingdom far from the land he is in. The Kingdom of Ostromace however was recently destroyed by a rival kingdom, the kingdoms of the Viscoiberia. Davit's father fought a long and bloody 10 years but in the end the kingdom of Ostromace were destroyed and Davit's father died on the field of battle while his mother, sister and all his close friends and advisor were killed by execution. Davit now seeks to find able bodied personal to fight for him and the exiled kingdom of Ostromace and for him to reclaim his kingdom. He goes to the land of Pnadyssium to gather land,money and most impotently warriors for him to regain his Kingdom.

He arrives in the empire on believe that the Viscogoths do not know he is even alive so he build his forces in secret and attack by surprise against his enemies. Focused on getting what he wants from this land and then leaving he will surely not be a kind man. As when you play a game of thrones you ether win or you die there is no in between and Davit will make sure he wins.
Court Position Request, if any:
Character's view on the Empire?:He only sees it as a opportunity
Equipment:Sword, Spear, Hoplite shield, a all black horse, Ostro Armour.
Strengths: Brave, strong, good with a sword and spear, a brilliant command in the field
Weaknesses:Gluteoness, Deceitful, because he is so focused can sometimes ignore what is happening around him
Theme Song: (Hint, hint, Two Steps from Hell is one of my favorite bands. Optional, I guess, but it's fun, so why not do it?)
Other:
RP Sample: http://forum.nationstates.net/viewtopic.php?f=31&t=320252(Post in spoiler, unless you were in TSAE 2.0, then you don't need to do this.
Did you read everything?:Yes
Time Zone:GMT
#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)

Accepted, but watch the grammar and such. Also, what is Ostro Armour?

Mesrane wrote:NS Nation Name: Mesrane
House Name: House Eriadunn
House Banner: (Describe or post picture.)
http://img1.wikia.nocookie.net/__cb2011 ... atheon.JPG
House Rank: Lord
Description of House: (History/Customs etc.)

House Eriadunn is descended from the dynasty of kings that ruled the once-independent Kingdom of Eriadha, which was composed of approximately the northern two thirds of the realm still known today as Eriadha (10). The region as it is known today now makes up essentially all the house's holdings. When the Eriadunii arrived o'er sea from the northern continent of Aeglung, they established an independent kingdom in Eriadha that lasted for two centuries before being conquered by the Elven Empire. It reemerged in the century-long interregnum between the Empire's fall and the emergence of Titus Rathis' Empire, which managed to make Eriadha a client state, where the Eriadunii culture was only moderately imperialised, and their unique pagan faith picked up small elements of The Faith, though it remained an extremely different religion and Eriadha retains a much the same culture as it did when the first Eriadunii set foot upon the shores of northern Pandyssium.

What is House's view on the Empire?:

House Eriadunn is split. The current Duke, Erlend, is adamantly pro-Empire. His son, Duncan however, is more concerned with filling his pockets with gold and spending it on whores. His whip-sharp grandson (and Duncan's bastard son) Owain maintains a thin veneer of pro-Empire sentiment, while underneath he yearns for the long-conquered Kingdom of Eriadha to emerge as independent once again. For now, however, House Eriadunn remains firmly pro-Empire.

Description of Head of House (name, age, and sex):

Duke Erlend Eriadunn, age 54- Erlend is the long-reigning Lord of Eriadha, having inherited the realm at the age of 17 following his father's death in battle against the now extinct House Dhriacha, who rebelled against the Eriadunns. Erlend put down the rebellion and has done his best to rule with a steady hand for the past 35 years. Taxes under him have been moderate without the necessity for war, and the common folk generally happy with the state of his reign.

Description of Relevant House Members: (name, age and sex)

-Duncan Eriadunn, age 37. The ill-tempered and uncaring son of Duke Erlend. More interested with lining his pockets with gold than advancing House Eriadunn.

-Owain Eriadunn, aged 21. The bastard son of Duncan, who on the Duke's wishes is allowed to reside at Redhand Keep. He is continually verbally and physically abused by his father Duncan, but his tutor Grimbold and Duke Erlend recognize his whip-sharp intelligence. Erlend has also recognized Owain's viability as his successor as opposed to the base Duncan or the sickly Fergus, but is afraid to act on his own son and legitimate grandson. Owain is consulted about decisions more often than Duncan ever was, and he and Erlend generally get along quite well. Their only major difference is their belief in the necessity of the Empire. Erlend however has not realized the extent to which Owain yearns for independence, therefore the issue has not caused major strife.

-Fergus Eriadunn, aged 17. The legitimate son of Duncan. Fergus is a very sickly boy and spends most of his time confined to a bed where he recovers from the many illnesses that continually ravage his body. Duncan despises the intelligent boy, as he never became the strapping warrior that Duncan hoped him to be. Owain and Fergus maintain a close friendship, and often confide in one another their mutual dislike of Fergus's father Duncan.

Domnall Eriadunn, age 36. Domnall is the only son and child of Cadell Eriadunn, Erlend's older brother who succumbed to the Silver Cough in his fifty-fifth winter. Thankfully for Erlend, Domnall has never been an especially ambitious man, being quite content to be Baron of Karrock in northern Eriadha. It was as much for his contentedness as his martial skill that he was named Lord High Militant of the Empire.

Court Position Request: (Family member, position)
Domnall Eriadunn, Lord High Militant

Seat of Power: (Name, location.) Aileach

Realm Number: (See map) 10
Realm Name: Eriadha
Realm Description: (Geography, history, note that north is colder/south is warmer.)

Eriadha starts with gentle rolling hills, fertile fields and many small rivers in the south. As one progresses northward, the hills grow taller and starker, and the trees denser. In the realm's northern third, the hills become a jagged range of mountains; the Rhunachs. The lower slopes are wooded and a prime source of lumber, and their hearts bear gold, iron and precious stones. These mountains have long served as a refuge for House Eriadunn, and the House seat of Aileach is nestled among the peaks.

Capital City: Aileach
Population: (Be realistic) 900,000
Race Composition (Percentage of each sentient race): 85% Human, 10% Dwarven, 5% Elven
Status of the races other than men:

Both Elves and Dwarves are respected, though elves and dwarves who aren't of respectable birth, especially farmers, are sometimes looked down upon with a condescending, rather than friendly, smile. They are however, generally treated as equals.

Majority Religion: (Minorities of other two will exist.)
Fomhaism (The majority pagan religion that dates back to the Eriadunnii's origin in Aeglung) And the Faith, the majority religion in the Empire and largest minority religion in Eriadha (About 5% of Humans, 75% of dwarves, and virtually all elves follow The Faith).

Description of the people and culture:

The Eriadunnii, who are usually referred to as Eriadmen by the rest of the Empire, still retain most of the religion, music, and storytelling lore they possessed when the departed Aeglung for Pandyssium. They are sometimes viewed as outsiders because they are not native to Pandyssium, and the Eriadunii, despite experiencing four centuries under the Empire, are only slightly changed in a cultural sense. The stories told by parents to their children during the perilous crossing from Aeglung are still told around the hearth to this day.

Description of Economy (Include major imports/exports):

Eriadha's economy is a product of it's rough, mountainous, and heavily forested geography. Coal and iron is mined in large quantities in the Rhunach Mountains in the north of the realm, while fishing villages on the south coast haul in cod and herring. The deeply forested west and north contains the lumber industry, while huntsmen stalk the fell trees for the many deer, elk, boars, bears and other creatures of the woods that are found in Eriadha. Shipbuilding is also centered around the port of Coemgen. Luxury goods, indeed many finished goods apart from weapons and furniture (which can be exported because of iron reserves and lumber) are brought in often. Eriadunnii iron is not the highest of quality, but is generally considered good. The Elven shipbuilders in Coemgen are renowned for their longships as well.

  • Exports:

    -Iron
    -Coal
    -Lumber
    -Furs
    -Amber
    -Fish (Cod, Herring)
    -Finished weapons
    -Finished Furniture
    -Ship parts/complete ships
  • Imports:


-Silk
-Fruits
-Glass
-Finished luxury clothing

Major Cities (max six):
-Dunharrow
-Alt Dheas
-Coemgen
Major Citadels/Fortresses (max six):

-Dunharrow
-Aileach (seat)
-Alt Dheas
- Hafancaer

Military Description:

House Eriadunn's military doctrine put emphasis on defensive warfare, where the many ancient hill forts that dot Eriadha can quickly be occupied and turned into a makeshift fortress. The woodsmen who hunt and fish in Eriadha's deep forests serve as expert scouts and know the realm like the back of their hands. This is especially important because of the lack of a highway system. Just one highway runs the length of the realm, with smaller and less well maintained tracks branching off to large settlements, while smaller settlements typically lack any sort of road at all. This restricts invading armies, and the Rhunach mountains and the realm's many forests provide ample opportunity for ambushes. Military composition of an Eriadunnii army centers around the commander's guard of knights, which provide massive shock value, although they are usually the only heavy cavalry in the Lord's armies, so they are used sparingly. Excellent longbowmen are drawn from the huntsmen and woodsmen who live isolated lives near the highest peaks or at the heart of deep woods. The backbone of an Eriadunnii army, however, are the eadrom and pikemen, and men at arms, the latter of which are drawn from levies. The eadrom are light troops drawn from yeomen, who usually have a bit of money to spare for some armor, but never of a high quality. These men can double as light infantry or cavalry, serving equal time as scouts, flanking forces, and shock troops. They typically possess three javelins in addition to a sword or thrusting spear. They also usually have some armor, such as a shield, bracers, and an iron cap. More wealthy eadrom possess chain-mail hauberks. Some eadrom are former mercenaries, which gives them a high level of experience compared to other non-professional troops. The levy pikemen are not given much training and typically lack any armor besides a leather cap and some bracers. They are, however, skilled with their pikes, and serve well enough against charging cavalry. The men at arms are well-trained heavy professional infantry in the service of the lord of Eriadha, and are typically heavily armored. The Navy enjoys excellent shipbuilding and an officer core drawn from commoners who have spent their life on the sea, rather than nobles.

Strengths/Weaknesses: (Must have several of both)

Strengths:
-Excellent knowledge of the land. Essentially every cave, valley, and stream is known to at least on of the woodsmen.
-Excellent archers, very accurate.
- The eadrom, who range from irregular to semi-professional troops, are generally experienced, as many of them have served as mercenaries.
-Sailors are drawn from fishermen and the occasional explorer who's spent his life on the seas. The small navy nonetheless possesses excellent officers.
-Lack of many roads and other transportation infrastructure creates logistical issues for invaders, as supplies must be brought via the sole highway in the realm.

Weaknesses:
-Lack large numbers
-Lack of heavy cavalry besides small cadre of knights
-Not very many ships
-A general lack of professionalism among the infantry (barring the men-at-arms and a few eadrom)
  • Total Numbers
  • Navy

    -1,500 men (1200 sailors, 300 marines)
    25 Longships
    5 Cogs
  • Army
Knights-500
Men at Arms-800
Eadrom-5,000 can be raised during wartime. A rotational force of 300 (included in the 5,000) men is kept active at all time to respond to minor threats.
Longbowmen-7,000 can be raised during wartime.
Levy Pikemen- 15,000 can be raised during wartime.
TOTAL: 28,300 men available (Is this too big, too small maybe? I calculated it with defensive action in mind, which means more men could be raised than in an offensive campaign)

Other: Nope.
RP Sample: (Post in spoiler, unless you were in TSAE 2.0, then you don't need to do this.

I was TSAE 2, so yay!

Did you read everything?: Yup.
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I thought that we were going with the Lord High Militant is declaring himself emperor thing? If that's the case, add about 900,000 to your pop and a lot more to your military. However, if you don't want to play the role, we'll see.

Oh snap, I forgot about that. Ok never mind, could Domnall be Lord High Marshal instead?

Edit: I also increased the population to 1.2 million after looking at my old app. Is that Ok?
Last edited by Mesrane on Sun Jan 18, 2015 8:46 pm, edited 2 times in total.
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Kaledoria
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Ex-Nation

Postby Kaledoria » Sun Jan 18, 2015 10:43 pm

Okay, just in on my morning check (During the week, I only have time sufficient time in the evening, I hope, this is okay).

Personally, I dislike the idea of undead nations as such for balancing purposes. Even if it's just suplementory, like in Russia's case. 17% of the population who need not eat or sleep or even tire? That could basically be a 34% military, or at least 17% if you say, that Ghouls are only half as productive then humans during their waking hours.

Russia: What are your undead "fueled" by? If there was some kind of magical resource that has to be mined or grown or something in order to keep the undead in their animated state, this would not be a concern at all. (It does not even have to feel like "eating" - if they have to inhale 1/20 ounce of Lyrium Dust every month for a Ghoul or 1/10 if they are a Wraith or Lich, this works too, as long as "Lyrium Dust" is just sufficiently rare to get.)

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Annihilators of Chan Island
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Ex-Nation

Postby Annihilators of Chan Island » Mon Jan 19, 2015 2:04 am

Finally finished.

NS Nation Name: Annihilators of Chan Island

House Name: House Tellegara

House Banner: http://static2.nexusmods.com/15/mods/11 ... 651610.jpg

Description of House: When Titus Rahtis first began his conquest of Pandyssium, his first target was the lands of Deon ruled by Aaron Tellegara. Yet no fighting occurred. Aaron Tellegara was enraptured by the vision and ideals of Titus Rahtis and joined wholeheartedly. For many years, Aaron Tellegara and Titus Rahtis fought side by side conquering the realms, shedding much blood and bringing ruin to many, but also bringing about lasting peace and a deep, deep bond between the royal house and the house of the second.
Ever since, House Tellegara has proved time and again to be the most honorable, steadfast and loyal major House in all the realm to the Empire. Even as Emperor Silus drank himself to death, Drake Tellegara II foiled multiple assassination plots, put down rebellions and tried his very best to keep Pandyssium together. Even as the Empire begins to crumble and fall into into its component pieces, House Tellegara liberally applies the glue of blood necessary to keep the great vision that so enraptures them a reality. Even as the succession crisis unfolds and Empress Cassyndra proves to be a useless ruler, if all else fails the Rahtises always know they can count on House Tellegara to stand before them, swords drawn, shielding them from whatever harm may wish to come their way....

What is House's view on the Empire?: Fanatically loyal to the Empire and will never give up on it. If the Empire falls, then it was because House Tellegara didn't fight hard enough!

Head of House: Name: Duke Belrond Garcius Tellegara, 62 year old male human. He is the second born son of Talbot and Mellisandre Tellegara, although sadly his older brother died when only 14 years of age. He is as loyal as his forefathers and values honor, duty and faith more than anything. He has spent his life at the court, doing everything in his power to better the interests of 2 Emperors. He has had extensive battlefield experience, having fought for the Empire on numerous occasions, although he has suffered a worrying amount of defeats as well as victories in battle. He is clever, but not the cleverest man in the room. He has in other words been an average steward: mediocre at everything and master at nothing.
As a person he is polite but guarded and insecure. Some enemies of the Empire whisper that maybe the truth of the Empire has slowly been seeping into his mind, but more likely is that he has become weary of leadership and weary of having to spend his whole life having to advise and fight for such a dismal line of Emperors.
In recent times he has played a significant role in the crisis. Having watched, to his horror, the death of the late emperor, he feels an especially firm sense of duty to ensure the Empire survives this difficult time. He recognizes Cassyndra as Empress, as is lawful, alas if only for that reason. The empress, her mother and several more distant family members currently reside in Castle Deon, the home castle of the Tellegaras.

Description of Relevant House Members: Emerald Whitefort. 58 year old female. She is the wife of Belrond and the mother of his three children. When the two were married some 35 years ago, she came from a proud vassal house in the lands of the Tellegaras, however a series of has extinguished all but her. Her lands have been subsumed into the Tellegara control and she often grieves for the terrible loss all on sides she has suffered. Despite such sadness in her life and family line, she has been stoic, often providing Belrond a level-headed commentary in difficult times for the greater good of all.

Garcias Sigmund Tellegara, 23 year old male. There is something profoundly amiss with the first-born son of Belrond and Emerald. Wether it is his malicious smile, his constant lying or the occasional dagger in the back, many know on sight that Garcias is ambitious, ruthless and profoundly egotistical. Although young, he has already proven himself to be far more cunning and dishonorable than has ever been seen in a Tellegara. While an excellent warrior and an incredibly skilled orator, capable of building alliances of convenience with almost anyone, some whisper that the ascension of Garcias to the throne of Castle Deon will be the final nail on the coffin of the Empire... and for the first time in history, they probably have a Tellegara who will be happy to do it!

Fremolia Alia Tellegara, 20 year old female. Fremolia has inherited her mother's profound sense of stoicism and reason in the face of misfortune. She is, like almost all Tellegaras still fanatically loyal to the empire, but does not believe that violence is necessarily the way to go about it. She has proven to be a brilliant diplomat ever since the age of 15 when she negotiated a truce between the Empire and a small rebellion. As a woman, she has no formal weapons training, although she is perfectly capable of swinging a sword and operating a crossbow if the need should arise. Many Imperial loyalists believe that she, instead of Garcias, should become the next Duke of Deon.

Aelorn Rento Tellegara, 18 year old male. In a better time, Aelorn Tellegara would have joined the priesthood. However, times have been rough and the Empire needs it's most loyal visionaries and servants more than ever. He has been given extensive arms training, although he has no natural talent at it. He has been spending his late teenage years ping-pong balling between important politics and local monasteries. He is known to very much disapprove of his brother ever since childhood and they often argue. Some say he is the opposite of Garcias incarnate: where Garcias is arrogant, Aelorn is humble. Where Garcias celebrates the victory in battle, Aelorn mourns the dead. Where Garcias drinks, laughs and discreetly slips poison into an expendable's drink, Aelorn is quiet, thought-provoking and pleasant in that warm glow kind of way.

Kevin Tellegara, 59 year old male. Brother of Belrond. Many have seen him as a spare wheel for Belrond, not as good and almost the same in every single way. Except for the fact that Kevin happens to win more battles with his famed cavalry charges.

Tyler Tellegara, 35 year old male. Only child of Kevin. In many ways seen as the archetypical Tellegara, with a huge emphasis on honor.

Court Position Request: Belrond: High Steward.

Garcias: Council member/ Chamberlain 1

Tyler: Blade member

Important: The details listed below are doubled from usual as the Tellegaras are the current Imperial stewards and as such control the Emperor's crown lands. All Italicized assets will be invalid when and if I lose the Stewardship.
On the Map, all lands of the Tellegaras are on the Northern Side of the River in Realm 5, all Crownlands are on the South Side.


Seat of Power: The Imperial City, an Island on the Pandyssium river.
City of Deon, a city on the bay coast.

Realm Number: 5
Realm Name: Imperial Heartlands
Realm Description: Flat plains and rolling hills. To the coasts there are often large sandy beaches, and to the North-West is a very large marsh. A few lone mountains poke out of the ground at times, but only very rarely.

Capital City: The Imperial City
Deon.
Population: 5 million
2 million
Race Composition (Percentage of each sentient race): 75% Men, 10% Ork (concentrated to the North-West), 10% Elves (concentrated to the cities), 5% all other races (as the Imperial Heartlands, many ambitious folk immigrate to make their fortunes there).
Status of the races other than men: All Races are considered citizens. State discrimination in theory does not happen as the loyalty of the individual to the Empire is more important than their race, although in practice other races often find themselves becoming poorer than the humans.
Majority Religion: (Minorities of other two will exist.): The Faith.
Description of the people and culture: The peoples in the Realm of the Imperial Heartlands are used to being at the centre of power. As such, people from here tend to be arrogant and decadent. They are not stupid though and are fully prepared to tolerate the costs of being at the top. As such military training in basic hand-to-hand combat and archery is compulsory, however the majority of the people find loopholes to avoid all that and as such never before have the Heartlands been so untrained in the ways of war. Heartlanders are also well-known for their exceptional work-ethic, as they strive in that most important aspect to be better - and therefore more deserving of continuing power- than everyone else.
Description of Economy (Include major imports/exports): As both a central region in the Empire and the seat of power, the Heartlands are prosperous due to trade. However, the Heartlands themselves are not notable for much in the way of tradable goods themselves.
  • Exports: Basic Foodstuffs
    Wine
    Fish
    Educated people such as scholars, musicians and paladins.
  • Imports: Weapons and armor
    Wood
    Stone
    Luxury goods such as gems, spices and narcotics
    Population, lots and lots of population.

    Major Cities (max six): Deon, a large port city on the Northern shores of the river. Large and bustling, this city has long prospered even in the days of the Elven empire. It has the seat of Tellegara power, Castle Deon, overlooking it on an imposing hill.
    Grey Watch, the city separating realms 8 and 7. Moderately prosperous port town, although the inland areas are mostly poor and useless marshes. It is a strong fortress in itself though, with Fort Harcasonne just 1 mile to the east of the city.
    Morrensval'kir, to call this a ''city'' is to be generous. This city is in fact 55% ork populated and situated slap-bang in the middle of the North-Western marshes. While it only has about 25000 living in the city, its extreme isolation does mean that it in practice controls a huge swathe of land... even if it's all bogs.
    Nerred, this city is famous for housing the Imperial university, responsible for churning out many of the Empire's best and brightest for centuries.
    Tevlorn, this city is a curious case to behold. It has a large population but nothing in particular that points to why there is such a large population there. Some scholars argue that it was once the proud capital of the Eleven Empire, explaining in part perhaps why the city seems so unusually large.
    Falstaff, this city sits to the east of the lands of Deon, near the border of realm 9.
    Imperial City, this island city was the original capital of Titus Rahtis. It is from here where the Rahtis dynasty has been ruling Pandyssium for the past centuries.
    Tusken's Dale a city sitting on the extreme south of Realm 5, on the borders of both realms 4 and 6. It has become famous for its exceptional wine.
    Riverfork City. As the name suggests, it sits on the point where two rivers meet. Very close to the border of Realm 6, its walls have recently been perilously weakened by water erosion.
    Gregantum This city has an old history in the North-East. It is notable that it was the first city that Titus Rahtis ever conquered by force. At the time an elven place, some say as many as 30000 Elves were massacred in 3 days after the Empire took it. Since then, the population has been forcibly replaced by a large number of humans and is now barely recognizable as a once-Elf city.

    Major Citadels/Fortresses (max six): Tellegara Forts: Castle Deon. Seat of power.
    Fort Hofflespire, in the far northern border with realm 9.
    Gregar's Sinkhole Citadel. It sits on the southern extremes of the marshes. A ridiculously huge and imposing fort build just 120 years ago, it is said it was built so tall so that it could be a viable fort in 1000 years. For now though it just looks impractically huge, is strategically questionable sinks a centimeter or so per year into the marsh and is often a symbol for the decadence of realm 5.
    Fort Tombeur. An old fort that currently has to have the many tears in its walls sealed by wooden palisade.
    Fort Harcasonne. Square fort with no central keep just 1 mile away from the city of Grey Watch.

    Magrick's Holdfast: This fort was built by Emperor Silus to better ensure his supply of wine and his safety.
    Old Lonely Bastion: A single large stone tower occupying a hill at the coast. Originally built as a lighthouse, the Old Lonely Bastion has been severely fortified and is primarily designed to repel invaders from the sea.
    Frequonter Fort, an island fort in the middle of the river. There is a reason Realm 5 has not been invaded by sea! This fort sits high above the water, with a view from coast to coast and a lot of water. That said, the view of nothing but water and the close confines of the fort mean that soldiers stationed here only stay garrisoned for periods of 2 months to ensure their continuing sanity!
    Fort Hilemnor. An unremarkable medium sized thing in the NorthEast of the Crownlands.

    Military Description: The military of Deon and the Imperial Crownlands are as you might expect from such an area. The troops are usually highly trained very strong soldiers who are capable of winning battles with superior numbers.
    That said, a weakness has been descending on the area. Never before has Realm 5 felt so weak. 20% of the Imperial troops have joined the High Lord Militant on his claim. More and more people are resisting the calls to arms. Less and less people care.

    Strengths: Good cavalry
    Good elite soldiers
    Impressive siege record

    Weaknesses: Massively spread out across the Empire (troops from realm 5 collect taxes, put down rebellions etc... )
    Low Morale
    Terrible Leadership


    • Total Numbers: 100000
      45000
    • Navy: 35 ships
      10 ships

      The 35 ships of the Royal Navy, which vary from galleys to caravels, have all been placed under the command of the Steward.

      10 ships: the navy of Deon itself comprises of converted merchant ships hurriedly confiscated during the beginning of the crisis.
    • Army

    - Imperial: 30000. Actual Deon, 12000 Infantry
    - 5000 orc infantry
    - Imperial: 10000. Actual Deon, 4000 knights
    -Imperial: 26000. Actual Deon, 10000 archers
    - Imperial: 5000. Actual Deon, 2300 Crossbowmen
    -Imperial: 29000. Actual Deon, 11700 Watchmen (basically police officers. Stay static as a garrison.)

Other: Nope
RP Sample:
http://forum.nationstates.net/viewtopic.php?f=31&t=320090

Did you read everything?: Yes.
[b]Time Zone: GMT-0
#TFAE3.0 (Leave this here, this is for identifying apps. [b]Do not remove.
)
This nation is modeled on being my absolute worst dystopia imaginable. In no way do the Annihilators reflect my opinions, in fact I am totally against almost every single policy they enact.
I support insanely high tax rates, do you?

I honestly really like to write issues.

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Alleniana
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Posts: 42880
Founded: Dec 23, 2012
Left-wing Utopia

Postby Alleniana » Mon Jan 19, 2015 8:01 am

How will we continue the same storyline with different realm? I mean, the realm the rebels' power base was in is gone, so how do we justify the existence of rebels...

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The Starlight
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Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Mon Jan 19, 2015 8:18 am

Alleniana wrote:How will we continue the same storyline with different realm? I mean, the realm the rebels' power base was in is gone, so how do we justify the existence of rebels...

Whoever the Lord High Militant is will be the rebels, unless someone else wants to do it.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
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The Starlight
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Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Mon Jan 19, 2015 8:21 am

Mesrane wrote:Oh snap, I forgot about that. Ok never mind, could Domnall be Lord High Marshal instead?

Edit: I also increased the population to 1.2 million after looking at my old app. Is that Ok?

Sure, and 1.2 million is fine.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

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Alleniana
Post Czar
 
Posts: 42880
Founded: Dec 23, 2012
Left-wing Utopia

Postby Alleniana » Mon Jan 19, 2015 8:24 am

The Starlight wrote:
Alleniana wrote:How will we continue the same storyline with different realm? I mean, the realm the rebels' power base was in is gone, so how do we justify the existence of rebels...

Whoever the Lord High Militant is will be the rebels, unless someone else wants to do it.

What if the Lord High Militant is particularly loyal, or comes from a realm on the other side of the map or something? Seems a awful lot of trouble to identify totally different geography with a similar battlefield situation.

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The Starlight
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Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Mon Jan 19, 2015 8:31 am

Alleniana wrote:
The Starlight wrote:Whoever the Lord High Militant is will be the rebels, unless someone else wants to do it.

What if the Lord High Militant is particularly loyal, or comes from a realm on the other side of the map or something? Seems a awful lot of trouble to identify totally different geography with a similar battlefield situation.

True...
I guess that it doesn't have to be the Militant who rebels
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

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Alleniana
Post Czar
 
Posts: 42880
Founded: Dec 23, 2012
Left-wing Utopia

Postby Alleniana » Mon Jan 19, 2015 8:33 am

The Starlight wrote:
Alleniana wrote:What if the Lord High Militant is particularly loyal, or comes from a realm on the other side of the map or something? Seems a awful lot of trouble to identify totally different geography with a similar battlefield situation.

True...
I guess that it doesn't have to be the Militant who rebels

But then if not them, who? And anyway, the nature of the rebels would be highly defined by the fact that it was the Lord High Militant who led them.

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