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The Last Airbender Factions: the Continual War (OOC)

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North America Inc
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Founded: Mar 07, 2013
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The Last Airbender Factions: the Continual War (OOC)

Postby North America Inc » Fri Aug 12, 2016 11:39 am

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Music perfect for an Agni Kai:
Honor


News:
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Quote of the week:
Perfection and power are overrated.- General Iroh, Dragon of the West

Rules and Laws:
1. I AM WHO I AM. My word is truth and life, and the only true way to salvation. My Co-Ops are my vessel for execution.
2. Try to be realistic, try to think if what you are posting makes sense.
3. However, the Rule of Cool is to still enforced in here.
4. Steamrolling posts in not okay, let others have time to respond.
5. However, if the player is not active for some time, about a week, then their city will become an NPC.
6. If you have a real world issue that needs to be addressed, let me know, and we can work something out.
7. No talking in the IC about OOC. This is rather obvious.
8. No spamming. Respect the threads and others.
9. No NSFW posts or links. Lets keep it under NC-17, and posting obscene sexual, graphic, or violent imagery is not accepted here.
10. When you are about to post, try to check spelling and grammar.
11. Don't try to use the spirit world as a Deus Ex Machina, unless the other player is okay with that development.


The Royal Court:
Fire Lord- North America Inc
Fire Prince- Kuhlfros
Fire Prince-


Introduction:

Welcome to The Last Airbender Factions: the Continual War! This role playing experience takes place within the confines of the Avatar:the Last Airbender universe and uses the same premise and lore that was established in the show. This RP also has the distinction of being my first fantasy/medieval style experience, so this will be a learning experience for all of us. I am sure that,especially during the beginning, that it will be rough around the edges. But I am sure that if we put enough dedication into it, we can ensure that it goes as neatly as possible. In this role play experience you will be the ruler of a city or many of them, and now it is up to you to create the Empire you desire. From political maneuvering to military invasions, how you achieve your destiny is all up to you.

Scenario:

The Year 100 AG. A year, like every in the past century, that was to start off in bloodshed.

With the disappearance of the Avatar, the Fire Nation continued it's campaign to bring the other remaining nations to heel. For decades, they continued an endless onslaught on the Earth Kingdom, and nearly eliminated the Southern Waterbenders. Now, with Sozin's Comet returning once more, and the Avatar still missing, Firelord Ozai put his master plans into motion.

But even without the Avatar, there were many who moved to stop him. The secretive Order of the White Lotus worked long and hard to gain influence within the upper ring of Fire Nation society, for they had knowledge that would change the fate of the world. On the first day of the eight month, the moon would eclipse the sun and all Firebenders would be rendered powerless. In was within that eight minute timespan that the order chose to strike. And thus, Firelord Ozai and many of his high ranking officials were betrayed by Lotus agents and killed.

The year had not been going completely well for the Fire Nation. For one, their assault on Omashu failed, and the kingdom used the turmoil to cement it's position in the west. Likewise, the attempt to destroy the Northern Water Tribe was also met with disaster. A rogue low-tier commander by the name of Zhao botched the assault to fulfill his "destiny" and without adequate support was cut down by the enemy. What this destiny was or why this Zhao risked the assault is unknown, but the results were devastating and the Northern Campaign was defeated. In Ba Sing Se, the Fire Nation Army was able to breach the outer wall of the city, but was met with heavy resistance and required reinforcements by the time Ozai was killed.

Still, Despite the success of the White Lotus, they were unable to install a Firelord that met their interests and Ozai's daughter Azula ascended the throne on account that her elder brother and uncle were still banished and searching for the avatar.

Azula was at first determined to continue her father's plans and crush the Earth Kingdom, however, Lotus members still sprinkled her command and she risked meeting the same fate as Ozai. Thus, War Minister Qin convinced her that a cease fire would allow a reconstruction of both the military and the civilian bureaucracy.

Now two years later, the world stands at an uneasy peace. Azula managed to purge her ranks and now holds complete control of her administration. Armies across the world are rebuilding and rearming and all the destruction caused by the war is being fixed. The Southern Water Tribe has centralized, and even the desolate wilderness of Air Nomad territory is being settled upon by refugees from all nations. But it will not last.

In Ba Sing Se, the Dai Li have the Earth King by a golden noose and their control over the city is finalized. The former Fire Nation colony of Garzai has rose in mass rebellion and broken from Azula's control, while reports of the Firelord's erratic behavior become more common place in backroom talks.
The Avatar has still not returned, and the clock is nearing the return of war.



Established Factions:
1. The Imperial Fire Nation- reserved by North America Inc
2. The Grand Secretariat of Ba Sing Se- Greater Istanistan
3. Kingdom of Omashu- Kuhlfros
4. The Great Spirit Oasis of the Northern Tribe- Terrelis
5. Southern Union of Tribes- Yuzhou
6. Colony of Yu Dao- Nuxipal
7. Island of Kyoshi- Phalnia
8. Kingdom of Si Wong- Ironsbad
9. Southern Protectorate of Gaoling- La Cancion de Guerra
10. Independent City of Garsai-

Independent Factions:
11. Si hai mao yi shi, 'Four Seas Trading City'- Rannoria
12.The Kingdom of Sturnguard-Neadar
13. Hu Xin Provinces-Esselman
14.The Steel City of Na-Narithoth- G-Tech Corporation
15.The Republic of Jinzhan- Jaslandia
16.The Earth Kingdom State of Kangju- Kinistian
17. The Exarchate of Bai-Shek- The Knights of Azorea


Application:

Code: Select all
[box][b]Faction:[/b]
[b]Leader:[/b]
[b]Population (Be realistic):[/b]
[b]Nation and Location:[/b]
[b]Primary Bending Ability:[/b]
[b]Cultural Practices and History:(two paragraph minimum)[/b]
[b]Diplomatic Relations (1 paragraph minimum):[/b]
[b]Infrastructure and Military:[/b]
[b]Past RP Experience:[/b][/box]


Research Application:

Code: Select all
[box]Operation Name:
Name of Technology:
Classification:
Short Description:
Location of Research Station:
Proposed amount of Tech Points:
Actual amount of Tech Points(for OP and Co-OP):
Proposed Cost:
Actual Cost:
Description of Research:
Proposed Benefits:
Actual Benefits(for OP and Co-OP):
Status:[/box]


Starting Materials:

What all the factions actually start with in terms of infrastructure, cruisers, basic income, and spending cash. Not that the Basic totals are outside of the income generated by the free infrastructure or any other considerations. These reflect a basic level of income that the faction generates.

Imperial Fire Nation: 3450 (5 cities free, 5 free Guilds, 1 free Imperial Palace, 2 Universities, 2 Drydock, 3 Factories, 1 Assmebly Plant, 2 Battleships, 5 Tank Battalions, 2 Advanced Walls, 15 Iron Cruisers) basic 50 GPs/2 months+infrastructure

Imperial Colony of Yu Dao: 850 (1 city free, 2 free Guilds, 1 University, 2 forges, 3 mining outposts, 2 Housing Centers, 3 Light Cutters, 5 Iron cruiser, 4 Bending Battalion, 2 Calvary Companies) basic 20 GPs/2 months+infrastructure

Fire Nation Colony: 700 (1 free city, 2 mining outposts, 1 free guild, 2 forges, 1 Housing Center, 1 Iron Cruiser, 2 Bending Battalion, 2 Standard Battalion) basic 15 GPs/ 2 months+ infrastructure) No More Colonies


The Grand Secretariat of Ba Sing Se: 1750(1 Free City, 1 Great Wall, 1 Archery Towers, 1 Imperial Palace, 4 Mining Outposts, 2 Guilds, 2 Mining Towns, 1 University, 2 Wealthy Districts, 1 Barracks, 2 Forges, 4 Archer Companies, 3 Bending Battalions, 2 Elite Sections) basic 45 Month/2 months+ infrastructure

Kingdom of Omashu: 1000(1 Free City, 1 Advanced Wall, 3 Mining Outpost, 1 Mining Town, 2 Forges, 1Barrack, 4 Bending Battlions, 6 Standard Battalions, 1 Catapult Battalion, 1 Master-Bender) +30 GPs/2 months +infrastructure

Island of Kyoshi: 750(1 Free City, 3 mining outposts, 1 free guild, 1 Barrack, 1 Port, 1 Grand Temple, 2 Forges, 3 Elite Sections, 4 Scout Platoons, 2 Bending Battalions, 3 Junk Ships) +25 GPs/ 2 months+ infrastructure

Kingdom of Si Wong:850 (2 Free Cities, 2 mining outposts, 2 Free guilds, 1 Grand Temple, 2 Housing Centers, 4 Scout Platoons, 1 Bending Battalions, 3 Calvary Companies) +25 GPs/ 2 months+ infrastructure

Southern Protectorate of Gaoling: 750(1 Free City, 1 Wealthy District, 2 Housing Centers, 1 Mining Outpost, 1 Forge, 1 Makeshift Wall, 2 Bending Battalions, 4 Standard Battalions, 1 Archer Company) +20 GPs/ 2 month+infrastructure

Independent Earth Kingdom: 600 (1 free city, 3 mining outposts, 1 free guild, 1 forge, 1 Housing Center, 1 Light Frigate, 2 Bending Battalion, 2 Standard Battalion) basic 15 GPs/ 2 months+ infrastructure


The Great Spirit Oasis of the Northern Tribe:1000 (1 Free City, 2 Forges, 1 Factory, 3 Housing Centers, 4 Bending Battalion, 6 Standard Battalions,10 Cutter Ship, 6 Junk Ships, 1 Zheng He Class Ship) basic 30 GPs/ 2 months+infrastructure

Southern Union of Tribes: 700 (2 Free Cities, 2 Guilds, 1 Forge, 2 mining outposts, 1 mining town, 3 Housing Centers, 2 Bending Battalion, 6 Cutters, 3 Junk Ships) basic 20 GPs/ 2 months+ infrastructure

Free Water Tribe: 550 (1 free city, 2 mining outposts, 1 free guild, 1 forges, 1 Housing Center, 2 Light Frigate, 3 Cutters, 2 Bending Battalion, 2 Standard Battalions, 1 Junk Ship) basic 15 GPs/ 2 months+ infrastructure


Independent City of Garsai: 600(1 Free City, 1 Makeshift Wall, 1 Mining Outpost, 1 Forge, 1 Bending Battalion, 2 Standard Battalions, 8 Guerrilla Fighter Teams) basic 15 GPs/ 2 months +infrastructure

City of Multiple Benders: 460 (1 free city, 2 mining outposts, 1 free guild, 2 forges, 1 Housing Center, 1 Light Frigate, 2 Bending Battalion, 2 Standard Battalion) basic 15 GPs/ 2 months+ infrastructure

non-Bending Kingdom:350(1 free city, 2 mining outposts, 1 free guild, 2 forges, 1 Housing Center, 3 Light Frigates, 4 Standard Battalions) basic 10 GPs/ 2 months+ infrastructure


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Store:

Infrastructure: The Foundation of any worthwhile city or glorious Empire, be wise on what you buy and what you plan to do. Things you should know:
1. GPs mean Gold Pieces. This has been simplified to more manageable numbers to help you guys out, they don't really mean only one gold piece.

2. You pay up front and wait for the building or unit to build.

3. To simplify things and prevent rapid expansion, buying only occurs every two months. Every in-between month we still have random events. It takes time to collect taxes here!

4. Your amount of production is tied to your cities Gold production. Lets say my city produces 100 GPs and I want to buy units that are worth 150 GPs all together. You can't. That 100 GP represents how theoretically big your city is and that shows it isn't a major player in the world stage.


1. 750- New City (Limit to one per two months- base income of 18 GPs every two months - 6 month build time)

2. 20- Small Mining Outpost(Limited to 7 per city- produces 13 GPs every two months- 2 month build time)

3. 45- Mining Town (Limited to 3 per city- produces 25 GPs every two months- 5% reduction in production time for all units- 4 month build time- requires 2 mining outposts)

4. 20- Guild (Limit to 2 per city- produces 5 GPs every two months- 2 month build time- required to build any building- unless stated otherwise, only one building needed)

5. 25- Forge (Limited to 5 per city- produces 17 GPs every two months- 2 month build time)

6. 75- Factory (Limited to 2 per city- produces 45 GPs every two months- 10% reduction in production time for all units- 4 month build time- requires 2 forges)

7. 30- Housing Centers (Limit to 5 per city- produces 18 GPs every two months- 2 month build time)

8. 40- Barracks (Limit to 1 per city- net loss of 5 credits every two months- 2 month build time- required to produce infantry units- requires 2 Housing Centers)

9. 65-Wealthy District (Limit to 2 per city- produces 34 GPs every two months- 6 month build time- requires 2 Guilds and 2 Housing Centers)

10. 50- Port (Limit to 1 per city- produces 40 GPs every two months- 4 month build time- requires 2 Forges and 2 Mining Outposts- required to be on coast)

11. 75- Dry-dock (limit to 1 per city- produces 15 GPs every two months- 10% reduction in ship production time- 4 month build time- requires port- required for medium classed ships and above)

12. 100- University (limit to 1 per city- produces 20 GPs every two months- 6 month build time- requires 1 Wealthy District- 10% reduction in production time for all units- produce 10 tech points- allows for research projects)

13. 65- School of Bending Mastery (limit to 1 per city- produces 5 GPs every two months- 2 month build time- 2 Housing Centers required- allows for Bending Units)

14. 100- Assembly Plant (limit to 1 per city- produces 15 GPs every 2 month- 8 month build time- 2 Factories and 2 Guilds required- Industrial Nations only- 15 reduction in price for ships- required to build tanks and metallic ships)

15. 60- Grand Temple (limit to 2 per city- produces 30 GPs every 2 months- 4 month build time)

16. 75- Savings Bank (limit to 3 per city- produces 25 GPs every 2 months- 4 month build time)

17. 200- National Investment Bank (limit to 1 per city- increases city wealth by 10%- requires 2 Wealthy Districts, 2 Guilds, 1 University, and 3 Savings Bank- 8 months build time)

18. 85 - Public Transportation System (limit to 2 per city- net loss of 5 credits every two months- decreases unit production time by 10%- requires 2 Guilds)

19. 75- Grand Colosseum (limit to 2 per city- produces 30 GPs- lowers ground unit upgrade costs by 2%- requires 2 guilds, 1 barrack)

20. 150- Imperial Palace (limit to 1 per faction- produces 45 GPs every 2 months- 10 months to build- requires 2 wealthy districts, 1 University, 2 Temples, and 2 Factories)


1. 25- Makeshift Walls ( 2 month production time- minor attack protection)

2. 50- Proper Walls (4 month production time- Can withstand moderate attacks for some extended periods)

3. 100- Entrenched Walls ( 6 month production time- Moderate Attacks, built in granaries, underground tunnels, can survive for some extended periods of time)

4. 200- Advanced Walls (8 month production time- Large Attacks, built in granaries, built in archery towers, can survive for a long period of time)

5. 400- Great Walls (16 month production time- Bai Sing Se class wall size)

6. Metal Encased Walls (addition to any type of wall- double the cost for any type of Wall)

7. 50- Ballista Weapon System ( 4 month production time- projectile based missile)

8. 20- Cheval de frise (1 month production time- anti-Calvary wooden spikes)

9. 45- Archery Towers (2 month production time)


Naval Combat:
1. 7- Cutter Sailing Ships (group of 3- 1 month production)

2. 12- Galleys (group of 2- 2 month production)

3. 15- Light Transport Barge (2 month production- holds one unit)

4. 3- Canoes (group of 15- 1 month production)

5. 16- Persona Hot Air Balloon (group of 3- 2 month production-No upgrades available)


1. 20- Light Frigate (2 month production time- akin to Zuko's Ship)

2. 30- Wooden Junk (3 month production time)

3. 25- Transport Ship (3 month production time- 3 units per ship)

4. 35- Wooden Cruiser (4 month production time)

5. 40- Iron Cruiser (INDUSTRIAL- 4 month production time)


1. 90-Zheng He Class Ship (7 month production time)

2. 110- Empire Class Battleship (INDUSTRIAL-7 month production time)

3. 80- Large Transport Ship (5 month production time- 8 units per ship)

4. Battle Class Zeppelin (6 month production time)


*No upgrades for Light Ships, Two vessel upgrades per Medium Vessels, Three Upgrades per Heavy Ship
1. +10% Original Cost- Reinforced Tip (A reinforced tip to the edge of the ship, to allow for not only greater armor production but also perfect to ram ships with)

2. +35% Original Cost- Bending Crew (Your ship is protected by and employs bending individuals. Perfect for water-based nations , it gives your ship the extra offensive and defense abilities you need.)

3. +20% Original Cost- Trebuchet Weapon System (fling a rock, metal, or fire rock across to hit another ship. With a longer range than traditional projectile weapons, hitting ships is not much easier now.)

4. +15% Original Cost- Trained Guards (Scared your ships will be useless if they were boarded, well worry no longer. These non-benders armed with swords and spears will not only protect your ship from boarding, you can order them to board other ships. Perfect for Reinforced Tips.)

5.+25% Original Cost- Reinforced Hulls (At the sacrifice of speed, this upgrade will give your ship a greater boost in damage resistance. It compliments the makeup of the ship, whether it be wooden or metal.)

6. +10% Original Cost- Greater Supplies (Oh good job, you packed better. You have more food, water, and weapons, so now you can go farther and farther and continue more expeditions)

7. +25% Original Cost- Faster Ship (Although generic, the name does what it means. It sacrifices strength for speed, so you'll have to remember that.)


Land Combat:

1. 10- Standard Infantry Battalion (600 men- 3 months- Standard grunts armed with swords and medium-sized spears.)

2. 15- Archer Company (150 men- 3 months- Long range units with a defensive edge, they cover the sky with their arrows)

3. 17- Catapult Battalion(300 men- 30 Catapult Pieces- 4 month production- Slowly rumbling vehicles designed for non-Earth Benders. Slow but steady, they work best for conquering cities, but not for surprise attacks.)

4. 22- Calvary Company (150 men- 4 month production time- Armed by their respected nation's tamed animal, calvary units are perfect for rapid offensive strikes. Armed with light swords, trained archers, and the occasional bender they are perfect for the blitz.)

5. 7- Guerrilla Fighters (200 men- 1 month production time- 1 upgrade only- not the most trustworthy or effective units, they still can be effective to push back the invading enemy.)

6. 18- Explosive Company (225 men- 3 month production- trained with the arts of bombs and makeshift grenades, they devastate their foes with their short sword and grenade in hand. Susceptible to fire-benders, if other benders want to manipulate combustion, use explosive companies)

7. 30- Bending Battalion (600 men- 3 months- Your gifted soldiers with the arts in bending dominate any regular standard force. Suppose to be feared on the battlefield, their enemies should remember that often.)

8. 36- Tank Battalion (450 men- 20 Tank Pieces- 5 months- INDUSTRIAL- They're tanks, not much to talk about)

9. 13- Scout Platoon (50 men- 3 months- The Platoon you send in to recon and scout the prevailing area. Best to use to push out those pesky guerrillas and prepare for your ground offensive later on.)

10. 19- Elite Section (15 men- 4 months- three upgrades- Representing the best benders and swordsmen of your Empire, they are masters of stealth and destruction of those fortifications that the other side spent thousands on)

11. 25- Master-bender (1 man- 4 months- four upgrades- The greatest fighter and bender of their time: from controlling lightening of the sky to literally moving plate tectonics. They are death incarnate.)


*All units may only receive two upgrades unless stated otherwise.

1. 10% Original Cost- Leather Armor(A possible replacement over simple cloth uniform, leather straps over key organ and choke points. While weak to direct penetration, it provides some protection to ricochets and blunt weapons.)

2. 20% Original Cost- Metal Armor (While at first appearing heavy and cumbersome, light metal plates inter cut with traditional armor, this is the new standard for armor.)

3. 15% Original Cost- Medical Team (After an exhausting battle, recouping your losses and having a team that can help you heal is a literal life-saver.)

4. -15% Original Cost- Cheap Weapon Production (When you are in an economic pitch, struggling to afford the bills for your massive empire, perhaps its best to cut a few corners.)

5. 25% Original Cost- Steel Based Weapons (Light and deadly, steel weapons is the next generation of metal for the world. Made by advanced processes these steel weapons represent the high quality that we expect in a industrial world.)

6. 30% Original Cost- Ranger Training (Trained to fight in the most brutalist of weathers and prepared to face anything you throw at them, they are truly the modern warrior. Never underestimate them.)

7. 25% Original Cost- Stealth Training (Masters of the shadow and attackers before you can even see, these ninjas are prepared to attack enemies who have numbers on their side.)

8. 70% Original Cost- Chi Block Techniques(A vastly new experimental technique, receiving masters to teach this are few and far between. Chi Blockers not only decapitate their own regular men but also prevents benders from bending for some time.)


Faction Advantage and Disadvantage:
Pros: This is my rock!- Earth Benders building simple, one dimensional buildings is not much of a struggle for them. Walls cost 50% less for them.

Master of Mine- All mines produce 1.5% more material than their other counter parts.

Cons: Naval Weakness- Earth Bending looses much of its edge when its going over waters, and so the Earth Kingdom isn't known for their mass naval abilities. All ships may receive one less naval upgrade for their ships compared to others.


Pros: Masters over combustion- Fire Benders use their control over combustion and energy to jump start their own technological development. All Forges and Factories produce 1.5% more credits than other variants.

Secret of Genetics- Fire-benders appear to have a greater chance of being benders compared to others. Only rivaled by Air Benders in terms of greater bending density, the Fire Benders are blessed. Bending Battalions cost 33% less.

Cons: Glass Canon- Fire-Benders focus mostly on offensive attacks, with their own defensive techniques are lacking. All defenses cost 15% more for fire benders, to reflect that.


Pros: True Medics- Water-benders are known for their healing techniques and their abilities to take care each other. All Ground Units begin with medical training.

Shipping Power- While they might struggle establishing themselves in the sea, its not because they are weak sailors. All ships cost 10% less and all medium class vessels may add one extra upgrade.

Cons: Connected to the Ocean- All water benders require water for them to truly be in harmony. In-land cities feels odd...All in-land cities produce 15% less Gold Pieces than their counterparts.


Pro:Industrialized Nation- As the only nation that is industrialized, they are currently the only nation to access INDUSTRIAL units and buildings. On top of that their is a 15% reduction in price for all INDUSTRIAL units and buildings.

Pro: Masters of Science- All Universities produce 12 points instead of the usual 10 to replicate their technological dominance.

Con: WIP


Pro:Immersive Size- Ba Sing Se is the largest city in the world, and it has much greater areas for location. Ba Sing Se has three times size restriction compared to other city.

Con: Tight Control- The Dai Li controls the city, with the king being a mere puppet-head. Any new development outside the city risks the population learning the true chaos of the outside world. New city costs 1250 GPs


WIP


WIP


Ban List:
None as of yet.


What I need:
I need a few pro/cons for the Northern Tribe and Southern Union and a con for the fire nation.
Last edited by North America Inc on Thu Aug 25, 2016 1:41 pm, edited 33 times in total.

User avatar
North America Inc
Negotiator
 
Posts: 7375
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Aug 12, 2016 11:39 am

Save
Last edited by North America Inc on Fri Aug 12, 2016 11:39 am, edited 1 time in total.

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North America Inc
Negotiator
 
Posts: 7375
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Aug 12, 2016 11:39 am

Reserved

User avatar
Neadar
Chargé d'Affaires
 
Posts: 492
Founded: Jan 10, 2016
Ex-Nation

Postby Neadar » Fri Aug 12, 2016 12:01 pm

Tag, dibs on turning the Northern Air Temple mountain range into a land of death and pit fighters.

User avatar
Yuzhou
Diplomat
 
Posts: 946
Founded: Jul 23, 2014
Ex-Nation

Postby Yuzhou » Fri Aug 12, 2016 12:08 pm

Just noticed the map has the Western and Eastern Air Temple labels switched.

Going to reserve the Southern Union of Tribes, unless anyone else really wants it.
I have been previously known as Apfeldonia and Thimbyrland

Oh way down south in the land of cotton...

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Neadar
Chargé d'Affaires
 
Posts: 492
Founded: Jan 10, 2016
Ex-Nation

Postby Neadar » Fri Aug 12, 2016 12:29 pm

Yuzhou wrote:Just noticed the map has the Western and Eastern Air Temple labels switched.

Going to reserve the Southern Union of Tribes, unless anyone else really wants it.

Also the Western air Temple seems to be in a weird place. I believe it is the Western and Eastern Temples that are turned around.

User avatar
Yuzhou
Diplomat
 
Posts: 946
Founded: Jul 23, 2014
Ex-Nation

Postby Yuzhou » Fri Aug 12, 2016 12:37 pm

Neadar wrote:
Yuzhou wrote:Just noticed the map has the Western and Eastern Air Temple labels switched.

Going to reserve the Southern Union of Tribes, unless anyone else really wants it.

Also the Western air Temple seems to be in a weird place. I believe it is the Western and Eastern Temples that are turned around.


They seem to be in the right geographic locations. But you're right. What's labelled the Eastern temple is actually the Western temple and vice-versa.

They SOMEHOW got their directions wrong. Even when North is clearly pointed out.
I have been previously known as Apfeldonia and Thimbyrland

Oh way down south in the land of cotton...

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Neadar
Chargé d'Affaires
 
Posts: 492
Founded: Jan 10, 2016
Ex-Nation

Postby Neadar » Fri Aug 12, 2016 12:39 pm

Yuzhou wrote:
Neadar wrote:Also the Western air Temple seems to be in a weird place. I believe it is the Western and Eastern Temples that are turned around.


They seem to be in the right geographic locations. But you're right. What's labelled the Eastern temple is actually the Western temple and vice-versa.

They SOMEHOW got their directions wrong. Even when North is clearly pointed out.

Oh, those Air Nomads and their wild parties.

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Yuzhou
Diplomat
 
Posts: 946
Founded: Jul 23, 2014
Ex-Nation

Postby Yuzhou » Fri Aug 12, 2016 12:44 pm

Neadar wrote:Oh, those Air Nomads and their wild parties.


Well, they did build the Western temple almost completely upside down..

So it's save to assume they were a wild bunch.
Until the Fire Nation had to be a party pooper.
I have been previously known as Apfeldonia and Thimbyrland

Oh way down south in the land of cotton...

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Jaslandia
Minister
 
Posts: 2646
Founded: Aug 11, 2013
Left-wing Utopia

Postby Jaslandia » Fri Aug 12, 2016 1:57 pm

Yuzhou wrote:
Neadar wrote:Oh, those Air Nomads and their wild parties.


Well, they did build the Western temple almost completely upside down..

So it's save to assume they were a wild bunch.
Until the Fire Nation had to be a party pooper.

https://youtu.be/80YFtnTBApU
Call me Jaslandia or Jas, either one works
This nation (mostly) represents my political views.
Factbook
Puppets: Partrica, New Jaslandia, Kasbahan
Pro: Regulated Capitalism, Two-state solution, nice people, Nerdfighteria, democracy, science, public education, rationalism, reason, logic, politeness, LGBT rights, feminism, UN, Democratic Party

Anti: Religious extremism/fundamentalism, terrorism, dictatorship, oppression, hatred, bigotry, racism, homophobia, anti-Semitism, conspiracy theories, Stalinism, theocracy, social conservatism, corruption, Nazism, Vladimir Putin, Republican Party

In-between: Religion, socialism, Barack Obama

RP Population: 675,000,000

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Versail
Senator
 
Posts: 4804
Founded: May 21, 2012
Psychotic Dictatorship

Postby Versail » Fri Aug 12, 2016 2:03 pm

Well this is an interesting concept.
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.
http://freerice.com/#/english-vocabulary/2499

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North America Inc
Negotiator
 
Posts: 7375
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Aug 12, 2016 2:37 pm

Yuzhou wrote:Just noticed the map has the Western and Eastern Air Temple labels switched.

Going to reserve the Southern Union of Tribes, unless anyone else really wants it.

Wait whats wrong with Map?

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Yuzhou
Diplomat
 
Posts: 946
Founded: Jul 23, 2014
Ex-Nation

Postby Yuzhou » Fri Aug 12, 2016 2:40 pm

North America Inc wrote:
Yuzhou wrote:Just noticed the map has the Western and Eastern Air Temple labels switched.

Going to reserve the Southern Union of Tribes, unless anyone else really wants it.

Wait whats wrong with Map?


The map you linked in the useful threads, has the Western and Eastern Air Temple labels switched. Nothing that really affects anything, but an interesting mistake.
I have been previously known as Apfeldonia and Thimbyrland

Oh way down south in the land of cotton...

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North America Inc
Negotiator
 
Posts: 7375
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Aug 12, 2016 2:44 pm

Yuzhou wrote:
North America Inc wrote:Wait whats wrong with Map?


The map you linked in the useful threads, has the Western and Eastern Air Temple labels switched. Nothing that really affects anything, but an interesting mistake.

I found two others that were good but A) one also uses Korra location as well and B) the other calls both the Western Air Temple.

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The Grene Knyght
Minister
 
Posts: 2910
Founded: May 07, 2016
Left-wing Utopia

Postby The Grene Knyght » Fri Aug 12, 2016 3:11 pm

Can I take Ba Sing Se? If so, want me to fill out the app, or do you already have all of it.
     
[_★_]
(◕‿◕)
PRO: Socialism and Communism, Revolution, Left Unity.
NEUTRAL: Anarchism, ML-ism, reformism (to an extent).
ANTI: Capitalism, Liberalism, nationalism, left-sectarianism.
Portal Nationalist | Proletarian Moralist
Socialist Women wrote:Part of the reason you're an anarchist is because you ate too much expired food.
Claorica wrote:Go burn down Berkeley again.
2015 - x=-8.75, y=-6.56
2016 - x=-8.88, y=-9.54
2017 - x=-9.63, y=-9.9
2018 - x=-9.88, y=-9.23

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North America Inc
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Posts: 7375
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Aug 12, 2016 3:14 pm

The Grene Knyght wrote:Can I take Ba Sing Se? If so, want me to fill out the app, or do you already have all of it.

Nope that's on you on how you spend it. Ba Sing Se has a three times higher building restriction so good for you.

However I would first post your past rp experience before working on infrastructure, because I still might say no and there's no reason to waste time on math.

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Rannoria
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Posts: 5650
Founded: Sep 25, 2015
Democratic Socialists

Postby Rannoria » Fri Aug 12, 2016 3:59 pm

My thing is really horrible.

Faction: 四海贸易市 - Si hai mao yi shi - Four Seas Trading City
Leader: Guildmaster Nanol Dokam
Population (Be realistic): 23,000 people
Nation and Location: Independent mix-benders, most eastern air nomad island at the southern air temple archipleago, at the western tip
Primary Bending Ability: Water
Cultural Practices and History: There isn't much to be said about Si Hai Mao Yi Shi, or the Four Seas Trading City. They, of course, are a port trading city, with high amounts of wealth. To be honest it really isn't much like a city, it's more like a humongous guild place where people can trade, and sell and buy things with housing and supplies. So it'd be a lot like Venice-ish. The majority of the benders are water benders, due to being a trading city. Their navy is the thing they boast, though the majority of it is comprised of merchant ships. The history of the city lies somewhat unknown when a group of anonymous earthbenders set up a port city on air nomad territory. It started out a somewhat of an inn, and just grew. This city doesn't really have cultural practices. It's on the verge of being a trading post and a city, so nobody really bothers. People come and go, or some people stay. Though the majority of the populace are mixed benders, fire benders being the least common, there are still some muggles nonbenders. They do the same, though water benders do much better getting to destinations.
Diplomatic Relations: Neutral to each nation. They intend to stay that way, or at least Nanol does.
Infrastructure and Military: 3 small mining outposts - 60, 1 mining town - 45, 2 guilds - 40, 1 factory - 75, 2 housing centers - 60, 2 forges - 50, Port - 50, Dry-Dock - 75 = 455/460 GP
Past RP Experience:
Impetum Proditionis = http://forum.nationstates.net/viewtopic.php?f=5&t=360511&p=26632367#p26632367
Star Wars: The Fall of Coruscant = https://forum.nationstates.net/viewtopic.php?f=31&t=371761
The Great Wars of Angelon = https://forum.nationstates.net/viewtopic.php?f=5&t=357253
Last edited by Rannoria on Fri Aug 12, 2016 4:17 pm, edited 1 time in total.
This is Rannoria, don't forget to eat your own two feet!

lol I'm part of the federation of allies or something

Home to the National Rannorian Football Team!

Thanks, xxx_PR0r4nn0r14_xxx
(And no, my nation is not Islamic. It is a mess thank you)

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Rannoria
Negotiator
 
Posts: 5650
Founded: Sep 25, 2015
Democratic Socialists

Postby Rannoria » Fri Aug 12, 2016 4:04 pm

1st Month
No purchases on odd (number) months
My Events an Monie tab lol.
1 month - 63
2 months - 126

This month is extra 10% (done)
Next month is extra 5%
Ba Sing Se is suspicious

My treasury = 74 GP
My Nation:
Cap. City=
Already Made - 2 mining outposts, 1 guild, 2 forges, 1 housing center, 1 light frigate, 2 bending battalions, 2 standard battalions
IP - Proper Walls (3 months), Ballista Weapon System (3 months), 1 Guild (1 month), 1 Mining Town (3 months), 1 Factory (3 months), 1 Housing Center (1 month), Port (3 months), Dry-Dock (3 months), 3 Light Frigates (1 month)
Last edited by Rannoria on Mon Aug 29, 2016 1:15 pm, edited 3 times in total.
This is Rannoria, don't forget to eat your own two feet!

lol I'm part of the federation of allies or something

Home to the National Rannorian Football Team!

Thanks, xxx_PR0r4nn0r14_xxx
(And no, my nation is not Islamic. It is a mess thank you)

User avatar
North America Inc
Negotiator
 
Posts: 7375
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Aug 12, 2016 4:05 pm

Rannoria wrote:My thing is really horrible.

Faction: 四海贸易市 - Si hai mao yi shi - Four Seas Trading City
Leader: Guildmaster Nanol Dokam
Population (Be realistic): 2,000 people
Nation and Location: Independent mix-benders, most eastern air nomad island at the southern air temple archipleago, at the western tip
Primary Bending Ability: Water
Cultural Practices and History: There isn't much to be said about Si Hai Mao Yi Shi, or the Four Seas Trading City. They, of course, are a port trading city, with high amounts of wealth. To be honest it really isn't much like a city, it's more like a humongous guild place where people can trade, and sell and buy things with housing and supplies. So it'd be a lot like Venice-ish. The majority of the benders are water benders, due to being a trading city. Their navy is the thing they boast, though the majority of it is comprised of merchant ships. The history of the city lies somewhat unknown when a group of anonymous earthbenders set up a port city on air nomad territory. It started out a somewhat of an inn, and just grew. This city doesn't really have cultural practices. It's on the verge of being a trading post and a city, so nobody really bothers. People come and go, or some people stay. Though the majority of the populace are mixed benders, fire benders being the least common, there are still some muggles nonbenders. They do the same, though water benders do much better getting to destinations.
Diplomatic Relations: Neutral to each nation. They intend to stay that way, or at least Nanol does.
Infrastructure and Military: Whuh? Explain ploz. I don't really get it. So consider this app to be a WIP
Past RP Experience:
Impetum Proditionis
Star Wars: The Fall of Coruscant
The Great Wars of Angelon

You probably have more than 2,000 people.

Look at the Store, you were given a set amount of cash right now to spend. Its like 550 for you, so feel free to buy either Houses, Mines, Ports or what not. In two months the new money you generate can be spent.

Can you link to your actual posts there?

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Rannoria
Negotiator
 
Posts: 5650
Founded: Sep 25, 2015
Democratic Socialists

Postby Rannoria » Fri Aug 12, 2016 4:06 pm

North America Inc wrote:
Rannoria wrote:My thing is really horrible.

Faction: 四海贸易市 - Si hai mao yi shi - Four Seas Trading City
Leader: Guildmaster Nanol Dokam
Population (Be realistic): 2,000 people
Nation and Location: Independent mix-benders, most eastern air nomad island at the southern air temple archipleago, at the western tip
Primary Bending Ability: Water
Cultural Practices and History: There isn't much to be said about Si Hai Mao Yi Shi, or the Four Seas Trading City. They, of course, are a port trading city, with high amounts of wealth. To be honest it really isn't much like a city, it's more like a humongous guild place where people can trade, and sell and buy things with housing and supplies. So it'd be a lot like Venice-ish. The majority of the benders are water benders, due to being a trading city. Their navy is the thing they boast, though the majority of it is comprised of merchant ships. The history of the city lies somewhat unknown when a group of anonymous earthbenders set up a port city on air nomad territory. It started out a somewhat of an inn, and just grew. This city doesn't really have cultural practices. It's on the verge of being a trading post and a city, so nobody really bothers. People come and go, or some people stay. Though the majority of the populace are mixed benders, fire benders being the least common, there are still some muggles nonbenders. They do the same, though water benders do much better getting to destinations.
Diplomatic Relations: Neutral to each nation. They intend to stay that way, or at least Nanol does.
Infrastructure and Military: Whuh? Explain ploz. I don't really get it. So consider this app to be a WIP
Past RP Experience:
Impetum Proditionis
Star Wars: The Fall of Coruscant
The Great Wars of Angelon

You probably have more than 2,000 people.

Look at the Store, you were given a set amount of cash right now to spend. Its like 550 for you, so feel free to buy either Houses, Mines, Ports or what not. In two months the new money you generate can be spent.

Can you link to your actual posts there?

K, k, and k
This is Rannoria, don't forget to eat your own two feet!

lol I'm part of the federation of allies or something

Home to the National Rannorian Football Team!

Thanks, xxx_PR0r4nn0r14_xxx
(And no, my nation is not Islamic. It is a mess thank you)

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North America Inc
Negotiator
 
Posts: 7375
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Aug 12, 2016 5:34 pm

So anything I can improve or what do you guys think?

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Cuprum
Senator
 
Posts: 3664
Founded: Jun 21, 2013
Ex-Nation

Postby Cuprum » Fri Aug 12, 2016 6:42 pm

The grand secretariat of Ba Sing Se was established by the fire nation. They put Judy as a ruler of the city because she is a brainwashed puppet.

Image

And the Order of Lotus here is like the assassins of the Assassins' creed game when most of them are hermits or generals moved by honor so solving things with assasination is kind of meh when their motto is seeking philosophy, beauty, and truth.

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North America Inc
Negotiator
 
Posts: 7375
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Aug 12, 2016 6:56 pm

Cuprum wrote:The grand secretariat of Ba Sing Se was established by the fire nation. They put Judy as a ruler of the city because she is a brainwashed puppet.

(Image)

And the Order of Lotus here is like the assassins of the Assassins' creed game when most of them are hermits or generals moved by honor so solving things with assasination is kind of meh when their motto is seeking philosophy, beauty, and truth.

1. No its not.

2. I found no evidence of Joo Dee being put into power, can you link that.

3. They killed thousands of mooks during the recapture of the Ba Sing Se. If they had no issue killing one soldier then they would have no issue killing Ozai if it was to stop the Fire Nation. Personally I found them the most similar to July Conspirators.

4. Why do you post pictures so often?

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Cuprum
Senator
 
Posts: 3664
Founded: Jun 21, 2013
Ex-Nation

Postby Cuprum » Fri Aug 12, 2016 7:04 pm

North America Inc wrote:
Cuprum wrote:The grand secretariat of Ba Sing Se was established by the fire nation. They put Judy as a ruler of the city because she is a brainwashed puppet.

(Image)

And the Order of Lotus here is like the assassins of the Assassins' creed game when most of them are hermits or generals moved by honor so solving things with assasination is kind of meh when their motto is seeking philosophy, beauty, and truth.

1. No its not.

2. I found no evidence of Joo Dee being put into power, can you link that.

3. They killed thousands of mooks during the recapture of the Ba Sing Se. If they had no issue killing one soldier then they would have no issue killing Ozai if it was to stop the Fire Nation. Personally I found them the most similar to July Conspirators.

4. Why do you post pictures so often?


http://avatar.wikia.com/wiki/Joo_Dee

The first paragraph where it says Joo Dee later served as Supreme Bureaucratic Administrator to the city, a position that was created after the Coup of Ba Sing Se.

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North America Inc
Negotiator
 
Posts: 7375
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Aug 12, 2016 7:06 pm

Cuprum wrote:
North America Inc wrote:1. No its not.

2. I found no evidence of Joo Dee being put into power, can you link that.

3. They killed thousands of mooks during the recapture of the Ba Sing Se. If they had no issue killing one soldier then they would have no issue killing Ozai if it was to stop the Fire Nation. Personally I found them the most similar to July Conspirators.

4. Why do you post pictures so often?


http://avatar.wikia.com/wiki/Joo_Dee

The first paragraph where it says Joo Dee later served as Supreme Bureaucratic Administrator to the city, a position that was created after the Coup of Ba Sing Se.

Interesting but my point about the Grand Secretariat still stands.

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