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Amergos:Men, Elves, and Others (ClosedOOC, Medieval/Fantasy)

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby Ralnis » Sun Aug 09, 2015 5:05 pm

Shadowwell wrote:
Ralnis wrote:Still will use the sword-and-fire policy against the Orkz. Sorry Gambia but it's the only way to make sure the Orkz won't be reproducing any Ferals.

Well I already have this planned out with Gambia but i will send a group of a couple Tribes along with the Second Strongest Chief, and maybe the some other things to the Barasheen forest up north.

I see, but someone is going have to stop Cthuhlu's awaking or we will be screwed.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Rygondria
Negotiator
 
Posts: 6180
Founded: Nov 12, 2012
Inoffensive Centrist Democracy

Postby Rygondria » Sun Aug 09, 2015 5:06 pm

Roman Syria wrote:NS name: Roman Syria (Previously Licata)
Nation: The Republic of Umuaro
Race (Human, Elves, Dwarves, Beastmen, Other?): Roughly 39% human, 24% Elf, 19% Dwarf, 7% Beastman, 5% Succubi, 4% Orcs, 2% troll.
Region(Look on map above): The North Emerald
Description of your people:

Due to the multicultural/multiracial there is not a common complexion or look within the Republic of Umuaro, however, Umuaro does have a rather distinct look in that the common garb is colorful and often made of finer materials. Similar to Italian Renaissance attire.

History:

Long ago before Invecta took the name of Invecta, a small group broke away in protest to the general xenophobic nature of the majority of the people. The break away group took the name of their leader Umua and set off south. After a long while of struggling they reached the coast. On a whim they set off on rafts and made there way to the islands north of The North Emerald Isle.

They landed and decided to settle, the land was fertile and the climate was moderate. The locals(Elves) were rather welcoming, an exchange of gifts and a marriage between the Elven leadership and the human leadership lead to an eventual merging of the two people. Umua's initiatives and skill in managing the people lead to him being considered the most notable figure of the people, and so they renamed the city after him and upon his passing the Republic of Umuaro was born.

Jump forward 400 years, the elected officials of Umuaro, unanimously voted on a new ordinance proposed by a dependent of the Great Umua who lay upon his deathbed. The ordinance forced a new policy of open immigration. The Republic of Umuaro sent notice of the policy far and wide. Over a short period the known world knew of Umuaro's open doors. An influx of non-human immigration has gone on since.

Culture:

The people of Umuaro are radical multiculturalism who openly oppose any and all xenophobic attitudes, they accept everyone with open arms or at least they give them a chance. Interracial marriage is rather common, and in fact has become popular among the younger generations.

Nationalism has a popularity of 97%, the patriotic nature of the city has proven useful in times of need. Even the wealthiest are willing to sacrifice all of their possessions if needed to preserve Umuaro's independence. Every man and woman has volunteered upon coming of age, it has become a sort of rite of maturity and true citizenship, though they are almost always turned back due to legal limits on mobilized forces put in place by the government.

The nation is relatively like-minded in their approach to social-economic issues. The majority of the population Supports the massive and thorough economic net produced by staunch social services. State guaranteed meals, housing, employment, education, and medical care make the nation remarkably attractive for those looking for a new home. Rarely does anyone oppose the policy of the state in this regard.

When it comes to the family unit, divorce rates are low to the nation's openness to love and the promotion of finding one you love. This has lead to a strong sense of family unity, the family name is considered the greatest possession to be had. The age of perceived maturity is 14, upon reaching the age of 14 one would first preform the rites of citizenship, volunteer for armed service, then they select a Guild to join.

Guilds make up the basis of the economy. For every sort of business there is a Guild. Guilds are like extended families, once one joins one they never leave it, and there are strong assistance programs designed to protect the workers from just about everything. Moving up in the guild system is as simple as applying for a position, though merit decides how long you hold the position. The system in general gives every opportunity for upward mobility.

Trade and maritime practices are above all the highest and most traditional practices of the nation. Nearly every citizen partakes in the stock trade, it is the life blood of the city. The stock market of Umuaro is the largest in the world and has an immense amount of coin tied up in it. The Bank of Umuaro is the largest bank in the world, with well over a trillion Umar(official currency of Umuaro, relatively high inflation). These two institutions are often considered to act as a double edged sword, to join under them in a monetary system can bring riches, but if you fail to compete, Umuaro citizenship is advised.

RP Examples(Please link): I am Licata, my old account is gone, so I have no RP examples. But most of y'all should know me.

So me and you are both Italain Style Merchant republics, A race for trade routes should be interesting.

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby Ralnis » Sun Aug 09, 2015 5:07 pm

Rygondria wrote:
Roman Syria wrote:NS name: Roman Syria (Previously Licata)
Nation: The Republic of Umuaro
Race (Human, Elves, Dwarves, Beastmen, Other?): Roughly 39% human, 24% Elf, 19% Dwarf, 7% Beastman, 5% Succubi, 4% Orcs, 2% troll.
Region(Look on map above): The North Emerald
Description of your people:

Due to the multicultural/multiracial there is not a common complexion or look within the Republic of Umuaro, however, Umuaro does have a rather distinct look in that the common garb is colorful and often made of finer materials. Similar to Italian Renaissance attire.

History:

Long ago before Invecta took the name of Invecta, a small group broke away in protest to the general xenophobic nature of the majority of the people. The break away group took the name of their leader Umua and set off south. After a long while of struggling they reached the coast. On a whim they set off on rafts and made there way to the islands north of The North Emerald Isle.

They landed and decided to settle, the land was fertile and the climate was moderate. The locals(Elves) were rather welcoming, an exchange of gifts and a marriage between the Elven leadership and the human leadership lead to an eventual merging of the two people. Umua's initiatives and skill in managing the people lead to him being considered the most notable figure of the people, and so they renamed the city after him and upon his passing the Republic of Umuaro was born.

Jump forward 400 years, the elected officials of Umuaro, unanimously voted on a new ordinance proposed by a dependent of the Great Umua who lay upon his deathbed. The ordinance forced a new policy of open immigration. The Republic of Umuaro sent notice of the policy far and wide. Over a short period the known world knew of Umuaro's open doors. An influx of non-human immigration has gone on since.

Culture:

The people of Umuaro are radical multiculturalism who openly oppose any and all xenophobic attitudes, they accept everyone with open arms or at least they give them a chance. Interracial marriage is rather common, and in fact has become popular among the younger generations.

Nationalism has a popularity of 97%, the patriotic nature of the city has proven useful in times of need. Even the wealthiest are willing to sacrifice all of their possessions if needed to preserve Umuaro's independence. Every man and woman has volunteered upon coming of age, it has become a sort of rite of maturity and true citizenship, though they are almost always turned back due to legal limits on mobilized forces put in place by the government.

The nation is relatively like-minded in their approach to social-economic issues. The majority of the population Supports the massive and thorough economic net produced by staunch social services. State guaranteed meals, housing, employment, education, and medical care make the nation remarkably attractive for those looking for a new home. Rarely does anyone oppose the policy of the state in this regard.

When it comes to the family unit, divorce rates are low to the nation's openness to love and the promotion of finding one you love. This has lead to a strong sense of family unity, the family name is considered the greatest possession to be had. The age of perceived maturity is 14, upon reaching the age of 14 one would first preform the rites of citizenship, volunteer for armed service, then they select a Guild to join.

Guilds make up the basis of the economy. For every sort of business there is a Guild. Guilds are like extended families, once one joins one they never leave it, and there are strong assistance programs designed to protect the workers from just about everything. Moving up in the guild system is as simple as applying for a position, though merit decides how long you hold the position. The system in general gives every opportunity for upward mobility.

Trade and maritime practices are above all the highest and most traditional practices of the nation. Nearly every citizen partakes in the stock trade, it is the life blood of the city. The stock market of Umuaro is the largest in the world and has an immense amount of coin tied up in it. The Bank of Umuaro is the largest bank in the world, with well over a trillion Umar(official currency of Umuaro, relatively high inflation). These two institutions are often considered to act as a double edged sword, to join under them in a monetary system can bring riches, but if you fail to compete, Umuaro citizenship is advised.

RP Examples(Please link): I am Licata, my old account is gone, so I have no RP examples. But most of y'all should know me.

So me and you are both Italain Style Merchant republics, A race for trade routes should be interesting.

Already won that race. :p
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Roman Syria
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Posts: 79
Founded: Aug 09, 2015
Ex-Nation

Postby Roman Syria » Sun Aug 09, 2015 5:08 pm

Rygondria wrote:
Roman Syria wrote:NS name: Roman Syria (Previously Licata)
Nation: The Republic of Umuaro
Race (Human, Elves, Dwarves, Beastmen, Other?): Roughly 39% human, 24% Elf, 19% Dwarf, 7% Beastman, 5% Succubi, 4% Orcs, 2% troll.
Region(Look on map above): The North Emerald
Description of your people:

Due to the multicultural/multiracial there is not a common complexion or look within the Republic of Umuaro, however, Umuaro does have a rather distinct look in that the common garb is colorful and often made of finer materials. Similar to Italian Renaissance attire.

History:

Long ago before Invecta took the name of Invecta, a small group broke away in protest to the general xenophobic nature of the majority of the people. The break away group took the name of their leader Umua and set off south. After a long while of struggling they reached the coast. On a whim they set off on rafts and made there way to the islands north of The North Emerald Isle.

They landed and decided to settle, the land was fertile and the climate was moderate. The locals(Elves) were rather welcoming, an exchange of gifts and a marriage between the Elven leadership and the human leadership lead to an eventual merging of the two people. Umua's initiatives and skill in managing the people lead to him being considered the most notable figure of the people, and so they renamed the city after him and upon his passing the Republic of Umuaro was born.

Jump forward 400 years, the elected officials of Umuaro, unanimously voted on a new ordinance proposed by a dependent of the Great Umua who lay upon his deathbed. The ordinance forced a new policy of open immigration. The Republic of Umuaro sent notice of the policy far and wide. Over a short period the known world knew of Umuaro's open doors. An influx of non-human immigration has gone on since.

Culture:

The people of Umuaro are radical multiculturalism who openly oppose any and all xenophobic attitudes, they accept everyone with open arms or at least they give them a chance. Interracial marriage is rather common, and in fact has become popular among the younger generations.

Nationalism has a popularity of 97%, the patriotic nature of the city has proven useful in times of need. Even the wealthiest are willing to sacrifice all of their possessions if needed to preserve Umuaro's independence. Every man and woman has volunteered upon coming of age, it has become a sort of rite of maturity and true citizenship, though they are almost always turned back due to legal limits on mobilized forces put in place by the government.

The nation is relatively like-minded in their approach to social-economic issues. The majority of the population Supports the massive and thorough economic net produced by staunch social services. State guaranteed meals, housing, employment, education, and medical care make the nation remarkably attractive for those looking for a new home. Rarely does anyone oppose the policy of the state in this regard.

When it comes to the family unit, divorce rates are low to the nation's openness to love and the promotion of finding one you love. This has lead to a strong sense of family unity, the family name is considered the greatest possession to be had. The age of perceived maturity is 14, upon reaching the age of 14 one would first preform the rites of citizenship, volunteer for armed service, then they select a Guild to join.

Guilds make up the basis of the economy. For every sort of business there is a Guild. Guilds are like extended families, once one joins one they never leave it, and there are strong assistance programs designed to protect the workers from just about everything. Moving up in the guild system is as simple as applying for a position, though merit decides how long you hold the position. The system in general gives every opportunity for upward mobility.

Trade and maritime practices are above all the highest and most traditional practices of the nation. Nearly every citizen partakes in the stock trade, it is the life blood of the city. The stock market of Umuaro is the largest in the world and has an immense amount of coin tied up in it. The Bank of Umuaro is the largest bank in the world, with well over a trillion Umar(official currency of Umuaro, relatively high inflation). These two institutions are often considered to act as a double edged sword, to join under them in a monetary system can bring riches, but if you fail to compete, Umuaro citizenship is advised.

RP Examples(Please link): I am Licata, my old account is gone, so I have no RP examples. But most of y'all should know me.

So me and you are both Italain Style Merchant republics, A race for trade routes should be interesting.


Or we could work together to establish a global economy.

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Roman Syria
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Posts: 79
Founded: Aug 09, 2015
Ex-Nation

Postby Roman Syria » Sun Aug 09, 2015 5:09 pm

Ralnis wrote:
Rygondria wrote:So me and you are both Italain Style Merchant republics, A race for trade routes should be interesting.

Already won that race. :p


Aren't you just a Skooma dealer?

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Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Inoffensive Centrist Democracy

Postby Shadowwell » Sun Aug 09, 2015 5:10 pm

Roman Syria wrote:
Shadowwell wrote:Well uh WAAAAGGGGHHHHH. seriously though, the Orks will be changed by some events to make them more Orky, and smarter, along with greater firepower so to speak.


Ya, you okay with having your Ork outcasts find a home in my multicultural paradise?

The could be descendants from one of the Splinter tribes, when the Ancient Ork empire was destroyed, centuries ago, this could bode well.
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Roman Syria
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Founded: Aug 09, 2015
Ex-Nation

Postby Roman Syria » Sun Aug 09, 2015 5:11 pm

Shadowwell wrote:
Roman Syria wrote:
Ya, you okay with having your Ork outcasts find a home in my multicultural paradise?

The could be descendants from one of the Splinter tribes, when the Ancient Ork empire was destroyed, centuries ago, this could bode well.


Most would probably be working in mercenary bands, you could hire some to go off fighting.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby Ralnis » Sun Aug 09, 2015 5:12 pm

Roman Syria wrote:
Ralnis wrote:Already won that race. :p


Aren't you just a Skooma dealer?

No, Me and the Dwarves are competing for trade routes and while they are the most advance and own the arms deal. I do the magic and drugs, however the magic and slaves are more profitable.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Rygondria
Negotiator
 
Posts: 6180
Founded: Nov 12, 2012
Inoffensive Centrist Democracy

Postby Rygondria » Sun Aug 09, 2015 5:12 pm

Roman Syria wrote:
Rygondria wrote:So me and you are both Italain Style Merchant republics, A race for trade routes should be interesting.


Or we could work together to establish a global economy.

An Alliance of commerce would seem interesting.

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Roman Syria
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Posts: 79
Founded: Aug 09, 2015
Ex-Nation

Postby Roman Syria » Sun Aug 09, 2015 5:14 pm

Rygondria wrote:
Roman Syria wrote:


Or we could work together to establish a global economy.

An Alliance of commerce would seem interesting.


I have a strong central banking system and a stock market, so we could possibly merge monetary systems. If you can compete with my guilds then you'll have no problem and will see only profit.

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Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Inoffensive Centrist Democracy

Postby Shadowwell » Sun Aug 09, 2015 5:14 pm

Roman Syria wrote:
Shadowwell wrote:The could be descendants from one of the Splinter tribes, when the Ancient Ork empire was destroyed, centuries ago, this could bode well.


Most would probably be working in mercenary bands, you could hire some to go off fighting.

That could work, Ralnis did suggest Ork Mercs, could I rp as them to an extent?

They would be all stronger and better fighters than most orks but Beneath the WarChief but barely.
✒ I'm a Proud Member of VARSITY ROW! Come check us out! ✒

I'M A MEMBER OF THOUGHT CAFE
WE'RE THE AWESOMEST, COME CHECK US OUT

When i am not being your average Drunk at the Pub, i am the Founder and Headmaster of The Academy. On my off time i am also a Member of the Mechanics Guild. Member of The Council of the Multiverse community. Click me to find out more!

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The Greater Gambia
Powerbroker
 
Posts: 9877
Founded: Oct 16, 2014
Ex-Nation

Postby The Greater Gambia » Sun Aug 09, 2015 5:14 pm

Roman Syria wrote:NS name: Roman Syria (Previously Licata)
Nation: The Republic of Umuaro
Race (Human, Elves, Dwarves, Beastmen, Other?): Roughly 39% human, 24% Elf, 19% Dwarf, 7% Beastman, 5% Succubi, 4% Orcs, 2% troll.
Region(Look on map above): The North Emerald
Description of your people:

Due to the multicultural/multiracial there is not a common complexion or look within the Republic of Umuaro, however, Umuaro does have a rather distinct look in that the common garb is colorful and often made of finer materials. Similar to Italian Renaissance attire.

History:

Long ago before Invecta took the name of Invecta, a small group broke away in protest to the general xenophobic nature of the majority of the people. The break away group took the name of their leader Umua and set off south. After a long while of struggling they reached the coast. On a whim they set off on rafts and made there way to the islands north of The North Emerald Isle.

They landed and decided to settle, the land was fertile and the climate was moderate. The locals(Elves) were rather welcoming, an exchange of gifts and a marriage between the Elven leadership and the human leadership lead to an eventual merging of the two people. Umua's initiatives and skill in managing the people lead to him being considered the most notable figure of the people, and so they renamed the city after him and upon his passing the Republic of Umuaro was born.

Jump forward 400 years, the elected officials of Umuaro, unanimously voted on a new ordinance proposed by a dependent of the Great Umua who lay upon his deathbed. The ordinance forced a new policy of open immigration. The Republic of Umuaro sent notice of the policy far and wide. Over a short period the known world knew of Umuaro's open doors. An influx of non-human immigration has gone on since.

Culture:

The people of Umuaro are radical multiculturalism who openly oppose any and all xenophobic attitudes, they accept everyone with open arms or at least they give them a chance. Interracial marriage is rather common, and in fact has become popular among the younger generations.

Nationalism has a popularity of 97%, the patriotic nature of the city has proven useful in times of need. Even the wealthiest are willing to sacrifice all of their possessions if needed to preserve Umuaro's independence. Every man and woman has volunteered upon coming of age, it has become a sort of rite of maturity and true citizenship, though they are almost always turned back due to legal limits on mobilized forces put in place by the government.

The nation is relatively like-minded in their approach to social-economic issues. The majority of the population Supports the massive and thorough economic net produced by staunch social services. State guaranteed meals, housing, employment, education, and medical care make the nation remarkably attractive for those looking for a new home. Rarely does anyone oppose the policy of the state in this regard.

When it comes to the family unit, divorce rates are low to the nation's openness to love and the promotion of finding one you love. This has lead to a strong sense of family unity, the family name is considered the greatest possession to be had. The age of perceived maturity is 14, upon reaching the age of 14 one would first preform the rites of citizenship, volunteer for armed service, then they select a Guild to join.

Guilds make up the basis of the economy. For every sort of business there is a Guild. Guilds are like extended families, once one joins one they never leave it, and there are strong assistance programs designed to protect the workers from just about everything. Moving up in the guild system is as simple as applying for a position, though merit decides how long you hold the position. The system in general gives every opportunity for upward mobility.

Trade and maritime practices are above all the highest and most traditional practices of the nation. Nearly every citizen partakes in the stock trade, it is the life blood of the city. The stock market of Umuaro is the largest in the world and has an immense amount of coin tied up in it. The Bank of Umuaro is the largest bank in the world, with well over a trillion Umar(official currency of Umuaro, relatively high inflation). These two institutions are often considered to act as a double edged sword, to join under them in a monetary system can bring riches, but if you fail to compete, Umuaro citizenship is advised.

RP Examples(Please link): I am Licata, my old account is gone, so I have no RP examples. But most of y'all should know me.


Welcome aboard, and welcome back.
Quote of the- Oh, I don't know how long I'm gonna have this on here.
"It's all good in the hood!" I replied cheerfully. But deep down, I knew that there were many socio-economic problems in the hood.

RP's I'm hosting:
Interstellar Ascendancy: an FT Nation Rp


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Roman Syria
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Founded: Aug 09, 2015
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Postby Roman Syria » Sun Aug 09, 2015 5:16 pm

Ralnis wrote:
Roman Syria wrote:


Aren't you just a Skooma dealer?

No, Me and the Dwarves are competing for trade routes and while they are the most advance and own the arms deal. I do the magic and drugs, however the magic and slaves are more profitable.


I'll be dealing in mostly consumer products. Perfumes, wines, tapestry, clothing, and ships.

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The Greater Gambia
Powerbroker
 
Posts: 9877
Founded: Oct 16, 2014
Ex-Nation

Postby The Greater Gambia » Sun Aug 09, 2015 5:16 pm

Alright, now that we have 18 people, I've decided to close the RP. No more apps will be accepted.
Quote of the- Oh, I don't know how long I'm gonna have this on here.
"It's all good in the hood!" I replied cheerfully. But deep down, I knew that there were many socio-economic problems in the hood.

RP's I'm hosting:
Interstellar Ascendancy: an FT Nation Rp


Evil Pootoo Bird of The Pub

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Roman Syria
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Posts: 79
Founded: Aug 09, 2015
Ex-Nation

Postby Roman Syria » Sun Aug 09, 2015 5:17 pm

Shadowwell wrote:
Roman Syria wrote:
Most would probably be working in mercenary bands, you could hire some to go off fighting.

That could work, Ralnis did suggest Ork Mercs, could I rp as them to an extent?

They would be all stronger and better fighters than most orks but Beneath the WarChief but barely.


Sure, you hire them and they'll serve you for a time. Just to let you know each band will only have around 250 soldiers.

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Roman Syria
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Founded: Aug 09, 2015
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Postby Roman Syria » Sun Aug 09, 2015 5:18 pm

BTW, I cleared it with the OP. I have an equivalent of Greek fire, because you know, guns.

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Rygondria
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Posts: 6180
Founded: Nov 12, 2012
Inoffensive Centrist Democracy

Postby Rygondria » Sun Aug 09, 2015 5:19 pm

Roman Syria wrote:
Rygondria wrote:An Alliance of commerce would seem interesting.


I have a strong central banking system and a stock market, so we could possibly merge monetary systems. If you can compete with my guilds then you'll have no problem and will see only profit.

Yeah, The merchant families in my republic could compete with your guilds., Of course we may have some cultural differences.

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Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Inoffensive Centrist Democracy

Postby Shadowwell » Sun Aug 09, 2015 5:20 pm

Roman Syria wrote:
Shadowwell wrote:That could work, Ralnis did suggest Ork Mercs, could I rp as them to an extent?

They would be all stronger and better fighters than most orks but Beneath the WarChief but barely.


Sure, you hire them and they'll serve you for a time. Just to let you know each band will only have around 250 soldiers.

that will be fine, it wouldn't bode well for the world if there was a force the same size as what the Nation of Narback possesses which is probably close to upwards of 500k people, not counting the living vehicles they use.
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Ralnis
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Posts: 28558
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby Ralnis » Sun Aug 09, 2015 5:25 pm

Rygondria wrote:
Roman Syria wrote:
I have a strong central banking system and a stock market, so we could possibly merge monetary systems. If you can compete with my guilds then you'll have no problem and will see only profit.

Yeah, The merchant families in my republic could compete with your guilds., Of course we may have some cultural differences.

The merchant families, the guilds, and the Sand Mothers can control all the world's gold!
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Shadowwell
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Posts: 15167
Founded: Jan 26, 2015
Inoffensive Centrist Democracy

Postby Shadowwell » Sun Aug 09, 2015 5:27 pm

Ralnis wrote:
Rygondria wrote:Yeah, The merchant families in my republic could compete with your guilds., Of course we may have some cultural differences.

The merchant families, the guilds, and the Sand Mothers can control all the world's gold!

De Orkz don't want gold dey just wanna fight. WAAAGGGHHH
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When i am not being your average Drunk at the Pub, i am the Founder and Headmaster of The Academy. On my off time i am also a Member of the Mechanics Guild. Member of The Council of the Multiverse community. Click me to find out more!

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Roman Syria
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Founded: Aug 09, 2015
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Postby Roman Syria » Sun Aug 09, 2015 5:28 pm

Ralnis wrote:
Rygondria wrote:Yeah, The merchant families in my republic could compete with your guilds., Of course we may have some cultural differences.

The merchant families, the guilds, and the Sand Mothers can control all the world's gold!


If you don't partake in honest trade, you'll see no business in Umuaro.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby Ralnis » Sun Aug 09, 2015 5:29 pm

Roman Syria wrote:
Ralnis wrote:The merchant families, the guilds, and the Sand Mothers can control all the world's gold!


If you don't partake in honest trade, you'll see no business in Umuaro.

You realize that your honest trade and my honest trade is subjective?
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Roman Syria
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Founded: Aug 09, 2015
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Postby Roman Syria » Sun Aug 09, 2015 5:30 pm

Ralnis wrote:
Roman Syria wrote:
If you don't partake in honest trade, you'll see no business in Umuaro.

You realize that your honest trade and my honest trade is subjective?


We'll have to see how you do business.

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Shadowwell
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Posts: 15167
Founded: Jan 26, 2015
Inoffensive Centrist Democracy

Postby Shadowwell » Sun Aug 09, 2015 5:45 pm

Iill post shortly concerning the evolution, strengthening and expansion of my Orkz.
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When i am not being your average Drunk at the Pub, i am the Founder and Headmaster of The Academy. On my off time i am also a Member of the Mechanics Guild. Member of The Council of the Multiverse community. Click me to find out more!

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby Ralnis » Sun Aug 09, 2015 5:49 pm

Shadowwell wrote:Iill post shortly concerning the evolution, strengthening and expansion of my Orkz.

Just to let you know, I will be sending forces to keep their growth in check if they get to strong.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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