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by Lothair Udo » Sun Jan 17, 2016 12:06 am

by Alleniana » Sun Jan 17, 2016 12:13 am
it's a few posts ago
by Lothair Udo » Sun Jan 17, 2016 12:16 am

by Alleniana » Sun Jan 17, 2016 12:20 am

by Alleniana » Sun Jan 17, 2016 12:26 am
by Togeria » Sun Jan 17, 2016 12:27 am
Togeria wrote:Application
Poster: (Please put your full NS nation name as it appears on the forums here; this is so I can search "429 <nationname>" and find your application without knowing anything but your name and that you've applied)
Name:Kingdom of Hayme( pronounced: Aye-May).
Symbols: Their are no symbols but Hayme culture holds a fondness for the Crocodile as well as eagle.
Territory:(Image)
The Luzon region shown.
Government Structure: There is no government as no government has formed. Only engagements between neighboring tribes.
Ideology/Policy: The ideology is that of a hunter-gather mindset and survival. Trade is maintained but only for goods.
Leaders:Their is no king. Among groups and tribes a chief or leader called the Ohwa is held as the leader and is given to the oldest male and female should the male pass.
Foreign Relations:Relations are purely kept in the isles where the Hayme culture is present. This mainly due to having a similar culture as well as customs.
Capital: There isn't a capital in Hayme or any cities. The closest to either of these are small camps set up for sleeps, fishing, or too avoid the elements.
Demographics: Along the isles approximate estimates are 90,000-175,000. Off that 4%. 40,000 of the populace is in tribal city of Hayme. Three distinct tribes encompass the territory the Owm, Nyhegvar, and Kowm(OM, Neg-Far, and K-om). The Owm are the highest percentage of the population roughly encompassing 51% of the demographic the Kowm encompassing 29%.
Ethnicity: The ethnic bloodline can be traced back to the early migrations from Africa as well early migration of Indochina.
Language: The language is called Hamak(Ah-mak). Ha translates to spirit and Mak translates to speech.
Religion: The shaman is the religious authority in the isles. Animalism is the dominant religion with the crocodile being seen as a symbol of strength and power and the eagle being seen as one of royalty and control.
Military Organization: The tribes are split leading to no military structure but the males often carve their own weapons for defense as well as hunting.
Army: No army the tribes of the Hayme are only connected by a shared language, the need to trade, as well as a shared culture. While the tribes do go to war with each other it is common for them forge temporary alliances to fight a bigger foe.
Navy: A navy doesn't exist, but ship making does as they're used to move around the various isles.
Air Force: No airforce.
Space Fleet: No space fleet.
Economy: A barter system is utilized.
Infrastructure: No infrastructure in the area. The people move around finding goods and food to trade or make use of the environment to make temporary camps.
Trade: Trade is kept in the isles for the most part fish and rice some ships are known to make contact with neighboring isles to hunt or make camps, but this is guided on the words of finding new and better fishing areas.
Currency: The barter system is used within the country.
History: The basis of the population and culture of the Hayme started in the earliest times of the humankind. When the ancient humans were migrating through the seas several groups touched down in the northern parts of Hayme. Some were from Indochina and some Africa. As time progressed these groups would mix and give rise to the three tribes of Hayme characterized by golden brown skin and Asiatic features. As the populations grew an increase in organized thought would occur with various tribes of the ancient peoples forming into several distinct tribes. One such man, shrouded in legend was called Hayme his name meaning "Spirit foot." He would become head chief of his tribe and create the first village naming it after himself. From here the village would grow and would spread out through the small territory conquering and assimilating other tribes, soon spreading beyond the reaches of the main isles onto the others. As the small tribe grew bigger and bigger it would then form into a kingdom the descendants of Hayme claiming power as the source and lifeline of the isles. The community would remain isolationist for fear of the Yhgma. The tail goes the isles were once parts of one entity in the worldly plain called Ha, but that one day dark forces manifested themselves as giants and stomped the Ha into smaller pieces causing the islands to form. These dark forces were called the Yhgma and that the ancient god Havi pushed the smalls isles away from the crumbling landform for the safety of her children. This mindset of being the only people has lead to hostile stance towards outsiders but an ironic curiosity of them as with each passing day and night more questions grow of the those who live in the remnants of Ha and what happened to the ancient landform.
Miscellaneous:Technically speaking the Ohwa can be claimed by anyone.
429 (This is used to mark this as an official application. If this is not present, I can't search "429" and find this application)

by Altito Asmoro » Sun Jan 17, 2016 12:32 am


by The Orson Empire » Sun Jan 17, 2016 12:32 am

by Alleniana » Sun Jan 17, 2016 12:33 am
Altito Asmoro wrote:I went one night without NS and this reach page 30 already.
This is really gonna be like IJ.
The Orson Empire wrote:Also, I have another question:
Considering that the current rate of time progression is 50 years a day and my plans for conquest, I could potentially have control of the Levant, Anatolia, and even parts of Mesopotamia within the span of 200 years (4 RL days). How exactly is this going to be handled, as these are very rapid conquests?
Psh, NI where we did like a hundred pages a day or somethingAltito Asmoro wrote:I went one night without NS and this reach page 30 already.
This is really gonna be like IJ.


by Altito Asmoro » Sun Jan 17, 2016 12:34 am

by Imperial Idaho » Sun Jan 17, 2016 12:35 am
Application
Poster: Imperial Idaho
Name: Ostrovinka, Ostrovinkan, Ostrovinkanic Tribes,
Symbols:(Image)
Territory: Munster and Leinster in Ireland
Government Structure: Federal Monarchy (like the Iroquois), the High King rules over chiefs who govern land. The title of High King is a Hereditary title, though if there are no members of the dynasty eligible (no Females or mentally incapable types) then the Chiefs vote for one of them to take control. Though if a High King is attacking Internal Tribes or violating the rights of the chiefs, then the Chiefs can vote the title to be passed down, the high king can accept or deny. If they deny it's very likely revolts will occur and they typically gain a negative reputation.
Ideology/Policy: The State typically respects other cultures and peoples, follows an expansionist policy in foreign affairs, and promotes trade with other groups.
Leaders: High King Jarri Ost
Foreign Relations: The country generally wishes to cooperate with other nations, and will make treaties to further its own goals. Though the state will also make steps to further its own goals, typically with military usage. Other nations dislike the military usage though enjoy neutrality or treaties made.
Capital: The High King has Longhouses in several major settlements though they primarily govern in the town of Tatoma (a few miles east of present-day Cork).
Demographics: There are around 65,000 people in the nation, and outside of the major cities the population is spread evenly. The Gender percentage is around 50/50, and most of the population is under 30 years old. There is no definite term of slavery though criminals are commonly used for doing physical labor.
Ethnicity: The People are a hardy one, they are pale-skinned and have black to brown hair. The genetic makeup is from the natives of Ireland and groups of migrants from Britain.
Language: The Language spoken is Vinkanic, there is no written form yet, and dialects differ from the region. Vinkanic is spoken in most of Ireland and the Isle of Mann.
Religion: A simple polytheism that is centered around 5 gods (Fros: God of Weather/Seasons/Nature, Rema: God of War, Nuk: God of Civilization, Tamr: God of Farming/Food/Water, and Cosving: God of the Earth/minerals/caves). Several groups have established temples around holy places and do deeds for the Gods.
Military Organization: The army is lead by the High King, who usually appoints a War Chief. The pay is fine, most men join because food and shelter is provided. Men once they become 16 can join arms. Conscription is only used in times of war, or when there is a low soldier count, and there are no reserves in the nation. Soldiers are mostly distinct from city guards, though they protect whatever city they're stationed at.
Army: The military averages around 3,000 troops, 500 of which are Calvary. They are relatively experienced, though could use improvement. Merchants and helpers often follow the army when moving, selling their wares to the soldiers.
Navy: Several ships owned by the Government, though none used in the military.
Air Force: a single bird
Space Fleet: None
Economy: The economy is good for a tribe. There is very little wealth difference besides government officials and leaders. The economy is mainly based on hunting, farming, and mining small ore veins.
Infrastructure: Houses are built out of wood and some into the Earth (Hobbit hole type things). Paths are worn down by people walking on them and are mainly untended.
Trade: The State promotes but does little with trade. Trade is currently done with outsiders trading for copper, though there is little done due to the isolation of the Nation.
Currency: None, Barter system is used.
History: In about 57 B.F.B a man named Ost took control of the Prech tribe that resided in the north of Present-Day Ireland. He migrated the tribe to the south and conquered nearby lands. He appointed chiefs to help him govern the land, and renamed the Tribe to Ostrovinka, meaning Ost's Vinka (Vinka meaning Ireland). His son, Tach, took the last name Ost after his father died. Tach Ost is remembered as an oppressive leader, he had several chiefs killed and their titles stolen. After he was killed the tribe established the new form of government to prevent a ruler like him from gaining power again.
Miscellaneous: Ostrovinka Strongk
429 (This is used to mark this as an official application. If this is not present, I can't search "429" and find this application)
I'm from the land of Coeur D'alene Idaho.
By Ballot or by Bullet, the Pub Party will win. The Pub Legacy Edition.Ifreann wrote:The Romans placated the people with panem et circenses, bread and circuses. We will placate our people with dank space weed and hyper-HD vidya.Tysoania wrote:You remind me of a mobster who gets things cleared out of the way.
Next up on the Sopranos...
Imperial "Slick" Idaho, the fixer.Bralia wrote:Oh my fucking god. Do it again, guys, you both chose the number 7.

by The Orson Empire » Sun Jan 17, 2016 12:36 am
Alleniana wrote:Altito Asmoro wrote:I went one night without NS and this reach page 30 already.
This is really gonna be like IJ.The Orson Empire wrote:Also, I have another question:
Considering that the current rate of time progression is 50 years a day and my plans for conquest, I could potentially have control of the Levant, Anatolia, and even parts of Mesopotamia within the span of 200 years (4 RL days). How exactly is this going to be handled, as these are very rapid conquests?
Go ahead, as long as you make detailed posts about it, and as long as you aren't conquering any RPers; if you are, you'll need to work it out with them beforehand, or post ORBATs and strategy/tactics for management arbitration.Psh, NI where we did like a hundred pages a day or somethingAltito Asmoro wrote:I went one night without NS and this reach page 30 already.
This is really gonna be like IJ.

by Alleniana » Sun Jan 17, 2016 12:39 am
The Orson Empire wrote:Alleniana wrote:
Go ahead, as long as you make detailed posts about it, and as long as you aren't conquering any RPers; if you are, you'll need to work it out with them beforehand, or post ORBATs and strategy/tactics for management arbitration.
Psh, NI where we did like a hundred pages a day or something
Very well then.
Altito Asmoro wrote:How long should I write the history part, Allen? And what if the culture of my nation has few or at least some similarities with real-life culture but not all?

by Altito Asmoro » Sun Jan 17, 2016 12:41 am
Alleniana wrote:The Orson Empire wrote:Very well then.
Also consider expense; taking relatively developed regions like Borizu will be profitable for the tax and loot and whatnot, as long as you don't hemorrhage your forces doing so (which you shouldn't because Borizu and their bit of Anatolia are piss-weak), but conquering unsettled land will be considerably more expensive, and may be unprofitable to settle at all.Altito Asmoro wrote:How long should I write the history part, Allen? And what if the culture of my nation has few or at least some similarities with real-life culture but not all?
Write as much as you think is needed. Some similarities are fine.
@Imperial Idaho, see
viewtopic.php?p=27392773#p27392773

by The Orson Empire » Sun Jan 17, 2016 12:47 am
Alleniana wrote:The Orson Empire wrote:Very well then.
Also consider expense; taking relatively developed regions like Borizu will be profitable for the tax and loot and whatnot, as long as you don't hemorrhage your forces doing so (which you shouldn't because Borizu and their bit of Anatolia are piss-weak), but conquering unsettled land will be considerably more expensive, and may be unprofitable to settle at all.Altito Asmoro wrote:How long should I write the history part, Allen? And what if the culture of my nation has few or at least some similarities with real-life culture but not all?
Write as much as you think is needed. Some similarities are fine.
@Imperial Idaho, see
viewtopic.php?p=27392773#p27392773

by Conwy-Shire » Sun Jan 17, 2016 12:52 am
The Orson Empire wrote:However, does Borizu still exist as a city? If not, I am going to rebuilt it.

by Narintia » Sun Jan 17, 2016 12:52 am
Application
Poster: Narintia
Name: Rosik, Rosikian, Rosikish.
Symbols:
Territory:
Government Structure: Rosik is a tribal democracy. Every person (even women) votes for the leader. That, is all there is to it. Officially, the Kunsil has complete power. However, the leader of each tribe in Rosik has a lot of power.
Ideology/Policy: Expansionism, Freedom and Isolationism.
Leaders: Kunsil Arefean
Foreign Relations: We, as a isolated tribe, don't have relations with any other tribes. Unless you count pillaging. as a relation. Then we have relations with everyone in our vicinity.
Capital: Rosik tribal centre, a group of huts near naples.
Demographics: There are 50,000 in the Rosikian Nation. There is about 30,000 men and 20,000 women. The upper classes (leader of tribes, the Kunsil) make about 1% of the population. the 99% are the lower classes.
Ethnicity: Rosikians are a mix of Sammani, who lived in Lower Germany, and Suikani, who lived in South Italy. The resulting people are the Rosikians.
Language: Rosikian language,
Religion: We believe in the balance of two gods, Verak (which represents evil) and Merzater (which is good). The faith is called '' The Balance of Two''.
Military Organization: The Rosikian army is simply a band of untrained men that are armed. They are split in two forces, North and South armies. The most the Rosikian Army does is go around, pillaging the surrounding tribes. We have domesticated the wolf, and ''war dogs'' have became popular in the military.
Army: About 3,500 men. The Army, however is plagued by desertion.
Navy: 3 ships, 40 employed.
Air Force: Our best airships is men that tried to build wings and fell to there doom. Try it for yourself!
Space Fleet: Our best spaceships is men that tried to build wings and fell to their doom. Try it for yourself!
Economy: We barter whatever we need, farming we do ourselves.
Infrastructure: Rosik still constructs houses out of - wood, thatch and straw, or for the rich person, cave. The Kunsil lives in a very nice stone house. A great wooden wall seperates the Rosik Tribal Centre from the outside, and there is one little gate.
Trade: We have no trade relations, other then going around and pillaging people, stealing there resources.
Currency: Rosik doesn't have much of a currency. We usaully use gold, swords, actual useful stuffs like food and other as our currency.
History: Noone knows much about the Rosikian people. What we know is that part of the Sammani tribe, who were led by the chief Akaizan immigrated out of Germany, fleeing to South Italy and mixed with the People in the south of Italy , creating the Rosikian peoples. The last chief was Chief Adimik. He was a terrible chief, and he killed hundreds of people and opressed the Nerana tribe. After the Nerana tribe revolted, they executed Adimik and created a tribal democracy. This is when Kunsil Arefean was elected, and he has ruled for 10 years.
Much of what we know about Rosik are in cave paintings, which shows
the execution of adimik
and the election cycles, which seem to be one election every 5 years.
However, historians have pieced together a history of Rosik.
5000 BC: Great Migration begins, from Germania to Italy.
4000 BC: The peoples of Rosik become different from the people that live in Germania and Italia.
2000 BC: The creation of the Chiefdom of Rosik.
1500 BC: Nasamak the fair rules, the golden period of Rosik
1050 BC: Chief Adimik gains power.
1025 BC: Civil war in Rosik
1010 BC: Kunsil Arefean gains power.
1000 BC: now
Miscellaneous: No
429

by The Orson Empire » Sun Jan 17, 2016 12:53 am

by Alleniana » Sun Jan 17, 2016 12:54 am
The Orson Empire wrote:Alleniana wrote:Also consider expense; taking relatively developed regions like Borizu will be profitable for the tax and loot and whatnot, as long as you don't hemorrhage your forces doing so (which you shouldn't because Borizu and their bit of Anatolia are piss-weak), but conquering unsettled land will be considerably more expensive, and may be unprofitable to settle at all.
Write as much as you think is needed. Some similarities are fine.
@Imperial Idaho, see
viewtopic.php?p=27392773#p27392773
Seeing as the guy playing Sinai is gonna make a different nation, and there is no player-controlled nation in the Levant (based on what I know), this should be rather simple. I will just stay away from the desert for now (unless the tribes bother me).
However, does Borizu still exist as a city? If not, I am going to rebuilt it.
by Togeria » Sun Jan 17, 2016 12:55 am

by Imperial Idaho » Sun Jan 17, 2016 12:56 am
Alleniana wrote:The Orson Empire wrote:Very well then.
Also consider expense; taking relatively developed regions like Borizu will be profitable for the tax and loot and whatnot, as long as you don't hemorrhage your forces doing so (which you shouldn't because Borizu and their bit of Anatolia are piss-weak), but conquering unsettled land will be considerably more expensive, and may be unprofitable to settle at all.Altito Asmoro wrote:How long should I write the history part, Allen? And what if the culture of my nation has few or at least some similarities with real-life culture but not all?
Write as much as you think is needed. Some similarities are fine.
@Imperial Idaho, see
viewtopic.php?p=27392773#p27392773
I'm from the land of Coeur D'alene Idaho.
By Ballot or by Bullet, the Pub Party will win. The Pub Legacy Edition.Ifreann wrote:The Romans placated the people with panem et circenses, bread and circuses. We will placate our people with dank space weed and hyper-HD vidya.Tysoania wrote:You remind me of a mobster who gets things cleared out of the way.
Next up on the Sopranos...
Imperial "Slick" Idaho, the fixer.Bralia wrote:Oh my fucking god. Do it again, guys, you both chose the number 7.

by Conwy-Shire » Sun Jan 17, 2016 12:59 am
Narintia wrote:As it says, Rosik Tribal centre is a tribal centre, where the king lives. It's in naples.

by Alleniana » Sun Jan 17, 2016 1:01 am
Togeria wrote:Did you review my edit Allenia? No pressure only curious.
Imperial Idaho wrote:Alleniana wrote:Also consider expense; taking relatively developed regions like Borizu will be profitable for the tax and loot and whatnot, as long as you don't hemorrhage your forces doing so (which you shouldn't because Borizu and their bit of Anatolia are piss-weak), but conquering unsettled land will be considerably more expensive, and may be unprofitable to settle at all.
Write as much as you think is needed. Some similarities are fine.
@Imperial Idaho, see
viewtopic.php?p=27392773#p27392773
Aye, I did feel it was a bit advanced, though I wasn't sure were to tone down,
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