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Vermania (Enlightenment Fantasy Rp; OoC)

For all of your non-NationStates related roleplaying needs!
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CAS Commission Account
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Posts: 63
Founded: Dec 24, 2016
Ex-Nation

Vermania (Enlightenment Fantasy Rp; OoC)

Postby CAS Commission Account » Mon Jan 02, 2017 8:43 pm

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This RP is open to all NS players and is sponsored by the Confederacy of Allied States. Check us out and consider joining if you enjoyed the RP.

Op: Grand Adruvain
Map makers: Aelvania, the Norgan Alliance
Random Events Co-op: Osphen
Moderators: Aelvania, Jordkloden, the Norgan Alliance

Grand Adruvan: Monday and Friday

Jordkloden: Tuesday, Saturday, Sunday

Aelvania: Thursday

Norgan Alliance: Wednesday


The world of Venmaria, a world, of multiple races, and none the least, Humanity. On the continent of Kolen, in the year 0, the collapse of the greatest Empire to ever bestow the continent, Cronelia, plummeting the continent, and northern Afux into the Dark Ages, causing multiple feudal states, small and large. 670 years after the collapse of the Empire, a evil descended upon all inhabitants of Kolen, be them Human, or not, magical or not, young and old, none were spared in the wake, of the black death. 4 years later, millions lay dead, however, this sparked a revolution across the continent, new thoughts, arts and technologies arose, including weapons using an explosive powder from some land not yet even known to most kings. With these new technologies, the old world soon discovered a new one, across the sea. In 727, Giano Aurini sailed across the Ranun Ocean, and discovered a new land, where already millions of different races lived. But then, came the power hungry Kingdoms and Empires of Kolen. Through blood and steel, the continent became subject to Kolen, making them wealthy, and expanded trade further. Little under 200 years later, the world experiences another Revolution, the Enlightenment, men questions the divine rights of king and clergy, and of Colonial Masters and the old ways of Magic.



Rules:
No Metagaming – If you wish to communicate with a player, do so via telegram, the OOC thread, or ICly. This will prevent the bleeding of OOC into IC that Skype tends to cause. You can talk about the RP on other mediums, of course, just don’t try to work out a trade deal or peace treaty there.

Be Civil – Don’t be a prick to others on the OOC. ICly, be however big of a prick you want to be, go ahead. But keep it IC and if you do so OOC you will receive two warnings before getting removed from the RP entirely.

No Godmodding – Other people have complete control over their countries. Don’t post their casualties, military movements, reactions, or basically anything involving them without their approval.

Have Fun! – As I said, everybody’s enjoyment. If you aren’t having a good time, you’re doing something wrong.


Claims and Territory
Conquering unexplored lands, annexing territory, and settling distant colonies are all part of creating an empire and achieving international prestige and superiority. Trade routes must be secured, rightful lands reclaimed, and colonial possessions settled to acquire the untapped wealth they provide.

Conquering lands under the control of foreign powers requires the application of military force. This can range from gunboat diplomacy and mere displays of force to blockading entire nations and reducing their navies and armies to bloody tatters. Politics, diplomacy, and warfare between major powers is determined by the players themselves, though guidelines on how to build and equip your military are detailed further on and are determined by the Op and Mods.

A maximum of 5 unclaimed and uncharted territories can be claimed, as long as the proper roleplaying going into the process. Unclaimed and uncharted doesn’t mean uninhabited, after all - there will be natives, and they will not always welcome the fruits of your civilization with open arms. Whether planting your flag in a hostile jungle or crushing an opponent of a local ruler with superior technology in exchange for their loyalty, you will be required to provide a detailed account of your military actions and expeditions. Sailing across vast oceans, mapping out an unexplored continent, pacifying newly conquered populations, dealing with local uprising and revolts, settling the frontier, funding and creating infrastructure - all this takes time and effort, and that needs to be roleplayed in the creation of your new colonies.

Roleplaying Diplomacy, Politics, War and your Nation
When launching and waging war, even if the decision is your ruler’s alone to make, theirs is not the only opinion that matters. The factions of your government, varying groups within your populace, and other nations all have their own stake in conflicts.

Keep in mind that a proper Casus Belli, or legitimate reason for going to war, will determine how other nations and your own people view a war. A poor public opinion about an action or conflict will impact on your economy and your effectiveness at fighting, and could even inspire open revolt. Wars that drag on or grow more destructive and draining will degrade your peoples’ and ally’s desire to carry on the fight - soldiers serving as levies need to return home to harvest crops every year, not to mention raise their family, contribute to industry, and get away from the danger and tedium of military life. Fighting a nation or civilization with a similar culture or history of good relations, performing especially brutal and public acts during a campaign, and failing to provide pay and supplies will impact the morale of your troops and citizens just as much as a crushing defeat, if not more.

Another good thing to stay aware of is that mobilizing and moving troops, supplies, ships, and aircraft is not instantaneous and takes time. Troops moving long distances will suffer fatigue, ships may be caught in storms, and everybody needs to be kept stocked up on bullets and food and drink. Supplies not reaching soldiers in the field means morale with fall, troops will go hungry, and they won’t have enough bullets or energy or resolve to properly do your dirty work.

Time and Technology
The progress of time and technology will be controlled by the OP and the Mods, with major events, natural disasters, and defining epochs controlled by a Co-Op. New political movements, more effective firearms and ships, and shifts in the balances of power will shape the world around your nation, forcing you to adapt and survive, or pass into the annals of history.
New technological advancements, as well as where and by whom they are first developed, is determined through cooperation between the OP and the Mods, as well

Cultural Legacies: The proud traditions of your people from the disguinshing proficiencies of your nation. Whether you are feared for your historical prowess on the battlefield, reap the benefits of a hegemony in maritime trading and exploration experience, or are renown for your religious piety and fervor, these are the values and histories that set your people apart from their foreign rivals and will carry them to greatness.

Every nation begins with two aspects that define their Cultural Legacies

Examples: (seafaring, martial traditions, tradewinds, work and soil, diplomacy, lingua franca, etc.)

National Policies: The ideals which drive your nation’s leadership and legislature, stemming from the opinions, machinations, and schemes of its rulers, politicians, and populace. As times change and the tides of fortune ebb and flow, these ideals shift and grow as well.

2 National Policies are gained every twenty years. As these reforms and policies are implemented and change, and new technologies, movements, and ideals are created and become obsolete, new ones take their place. Every hundred years seven more are unlocked.

Examples: (Flintlock engineering, airship development, colonial administration, constitutional assemblies, racial equality, etc.)

Military
Warfare drives change, defines eras, and shapes history. Tying into every aspect of a nation and the world around them, wars will more often than not be decided by who was the greater military force. But having the best guns and largest army means nothing if you can’t provide for them, equip them, move them, keep them up to date and use them.

Based on factors such your economy, our nation’s culture, technological progress, and the political climate, your military’s composition, manpower, and overall function will differ. A force numbering roughly 0.2% of your nation’s population can serve as a minimum peacetime standing force, capable of performing garrison duties, patrolling your borders, and occupying forts and colonial outposts. Raising a military of the size needed to defend against invaders, conquering your enemies, and occupying foreign lands requires levies or other systems of raising manpower.

As technologies evolve, and civilizations advance and prosper, militaries may reform their structures and change. Military Reform takes time and is expensive, and moving from one Military Type to the next is by necessity a gradual process, taking at least a decade. If shifting to a less sophisticated Military Type, perhaps to allow for cheaper upkeep or a larger body of troops, reforming the military requires less time but is unable to mount an effective standing force during that time. Mercenaries or vassal states can provide troops for defence in the meantime.

There are a wide variety of Military Types that will determine the size of your military:

Warband Levies: Typically employed by savage races and primitive tribal cultures such as the Orcs or less advanced Humans, all able-bodied young men are expected to fight as warriors. Local warlords act as commanders, and equipment and uniforms tend to be provided by the individual soldier. While this system allows for rapid mobilization against invaders as well as a cheap and massive pool of manpower, it also has several disadvantages: warlords deprived of battle and loot usually descend into infighting, civil war can arise during peace due to a lack of distractions for tribal or personal rivalries, troop movements over long distances are usually slow and disorganized, and the economy will be directly affected by success or defeat.

This system allows for roughly 8% of your population to be mobilized, at maximum. However, approaching this maximum mobilization will result in an increased chance of internal unrest and infighting that can cripple a war effort.

Tributary Levies: Tributary vassal states raise levies to serve the central government, defending their own land as well as that of their masters. The rulers of subject territories pay and recruit a moderate force of semi-professional soldiers to be used in the service of the nation. Mobilization is moderately quick.

This system allows for a 4% maximum mobilization. However, vassal territories may revolt in the event of a military defeat, a prolonged war, or an popular government or ruler.

Feudal Levies: Large armies are raised from the peasantry and commanded by the noble class in the event of conflict, marching to defend their nation in the name of their ruler. The peacetime economy is stronger and more stable, though extended conflicts will have a large impact on a wartime economy. Peasant troops are poorly armed and equipped compared to the often far more effective aristocratic soldiers, who tend to form shock troops or specialist formations.

This system allows for a 3% maximum mobilization, and a semi-professional force. However, the majority of troops are not as well trained or equipped, and levies are not directly commanded by the nation.

National Militia: bodies of picked men serving under local lords creates a system of local defence forces, which are placed under national control in times of war. The economy is impacted very little, though may be affected during times of war by the demand for resources and manpower. The effectiveness of troops may vary depending on the centralization of command, training standards between regions, whether or not they are supplied with uniforms and weapons by the government or their local territory, etc.

This system allows for a 0.8% maximum mobilization during peacetime, and a 3% maximum mobilization during wartime.

National Conscription: Ranging from mandatory service periods in times of peace to a Levée en masse in times of war, military conscription employs a government system to raise, train, and equip a military force when needed. Mobilization takes time, but soldiers are well equipped and decently trained so long as the conscription systems in place are effective. Conscription may be unpopular, with the opinions of the populace depending largely on the politics involved and the fairness of the systems employed.

This system allows for a 2% maximum mobilization prior to the outbreak of war, and a 3% maximum after the outbreak of war if necessary.

Professional Armies: a small, professional force of highly trained soldiers serves in times of peace and war, and is paid and kept ready to deploy and fight by the government. While this allows for an effective military force ready to mobilize rapidly, large forces are extremely expensive.

This system allows for a 1% maximum mobilization in peacetime, and a 2% maximum in times of war, if enough volunteers can be found.

Mercenary Forces: Standing forces are created by employing the services of mercenaries. These troops, no matter their nationality or race, are as effective in battle as they are expensive to maintain. The local populace and economy, if all goes well, will remain unaffected by the horrors and impact of war, as mercenaries arm themselves and come well-trained by previous battle experience - only the coffers of the central government will bear the brunt of the war effort.

This system allows for a force equivalent to 2.5% or your population to be mobilized without placing severe strain on government finances. Less than 4% will leave little to no funds for other government budgets like naval forces, infrastructure, and colonies, while anything beyond that will cripple a state economically. Unlike other systems, these troops are not drawn from your available population manpower. However, if mercenaries go unpaid, they may recoup their losses by extracting payment from local populations and territories, or enter the employment of foreign enemies.


Eras
-Age of Enlightenment - Introductory Post and the Age of Enlightenment
-Early Industrial Era - The Industrial Revolution!
-Napoleonic Era (may change) - Napoleonic Wars!
-Industrial Era - The Technological Revolution!
-Era of Wonders (working title) - Steampunk Bitches! Also World Wars. Shit.

18th Century (1700s) -> Enlightenment, Early Industrial Era
- Industrial Revolution (1760-1830s)ish
19th Century (1800s) -> Early Industrial Era, Napoleonic Wars
- “Second Industrial Revolution”/Technological Revolution (1840s-1870s)
20th Century -> Steampunk, Era of the World Wars?

Military - Combat System***************

Land Combat
Morale - Morale determines your troop’s will to carry on the fight. Each unit begins with 2 Morale. Each day of combat a unit will take a Morale hit of 0.01 or 0.02 regardless of taking casualties. Casualties from battle with enemy inflict additional morale damage. Once an army's overall Morale value has been reduced to zero the army will attempt to retreat. Units in the field or on the march take morale damage from poor environmental conditions, and lack of stable supply lines, and long marches - reaching zero outside of conflict may result in army mutinies.
A unit that has its morale drop below 0.50 is disorganized and losing cohesion. A disorganized army is unable to properly maneuver until its morale has recovered above 0.50. Newly trained, inexperienced regiments without proper supplies and equipment will often fall below this threshold.
Morale is recovered in units by things such as being on friendly or home territory, your commander’s decisions, victories, and various policies and legacies.
Your soldiers need to eat! Supply lines affect your soldiers as much as Morale. Watch how far your armies march from your borders and the climate, overstretched Supply Lines can bring down your morale from 0.01-0.10, and may even begin to kill off your troops, rather then the enemy.
Naval Combat
(WIP)
Air Combat (Coming Soon…)

Physical Map Province map
Nation App
NationStates Name:
=Nation within Roleplay=
Nation Name:
Government Type:
Leader and other notable people:
Capital City:
flag:
Cultural Policy (National ideas)
National Policies (National Focuses)
Population: (nothing over 100 million)
Resources:
Army Size:
Strengths:
Weaknesses:
Navy Size:
Strengths:
Weaknesses:
Notable Commanders:
Other Military Information:

Dominant Species:
Minority Species:
Claims: (Map is required; no more then 15 provinces)


=Group App=
Group Name:
Leader(s):
Symbols:
Members:
Starting Location and Bases:
Goals:
Strengths:
Weaknesses:
Supporters:


Species App
=Species APP=
Species name:
General appearance:
General Lifespan:
History:
Culture:
Strengths:
Weaknesses:
Magical Affinity(How common is magic within the species?):
Other Information:


Religion App
Name of Religion:
Founding History:
Holy City(If applicable):
Pantheon(Important figures of the religion, or the solitary figure if monotheism):
Beliefs:
Approximate number of followers:


(Delete everything in parentheses in apps)
List of Races (excluding Humanity):
Dwarves viewtopic.php?f=31&t=399644&p=30800286#p30800286
Lupinkin viewtopic.php?f=31&t=399644&p=30804838#p30804838
The Yuanti viewtopic.php?f=31&t=399644&p=30806665#p30806665
Wild Wakers viewtopic.php?f=31&t=399644&p=30814257#p30814257
Roving Clans viewtopic.php?f=31&t=399644&p=30814257#p30814257
Necrophages viewtopic.php?f=31&t=399644&p=30814257#p30814257
ýe Vénu viewtopic.php?f=31&t=399644&p=30819182#p30819182
Aurneian Giants viewtopic.php?f=31&t=399644&p=30876262#p30876262
Atelan Yensa viewtopic.php?f=31&t=399644&p=30855789#30855789

List of Religions:
House of Nimue viewtopic.php?f=31&t=399644&p=30806665#p30806665
Al-Iskàndar Kataliòic viewtopic.php?f=31&t=399644&p=30803198#p30803198
Seduanism viewtopic.php?f=31&t=399644&p=30804838#p30804838
Ancientism viewtopic.php?f=31&t=399644&p=30801565#p30801565
The Gods of Mxar viewtopic.php?f=31&t=399644&p=30819182#p30819182
Forgerism viewtopic.php?f=31&t=399644&p=30822707&sid=71489bc97394586e32c2c1dec1c30e0d#p30822707
The Mysteries of é Silmárkon viewtopic.php?f=31&t=399644&p=30819182&sid=dbc8eaa562d929d79cf69c3a2810c4a0#p30819182
Wanderers of Dol viewtopic.php?f=31&t=399644&p=30876262#p30876262
The Two Paths viewtopic.php?f=31&t=399644&p=30883004#30993004

List of Nations:
The Union of States of Aurineia- Grand Adruvain viewtopic.php?f=31&t=399644&p=30797610#p30797610
The Yuanti Sovereignty- Sihai Tan viewtopic.php?f=31&t=399644&p=30806665#p30806665
Niflheim- Nieblham viewtopic.php?f=31&t=399644&p=30797956#p30797956
Ræpublique d'Ausfonaïle - Osphen viewtopic.php?f=31&t=399644&p=30814257#p30814257
The Lupinkin Federation - Aelvenia viewtopic.php?f=31&t=399644&p=30804838#p30804838
Free City of é Silmárkon - Nahua Xolotl viewtopic.php?f=31&t=399644&p=30819182#p30819182
Order of the Flaming Sword, the Forger Knights - Camelone viewtopic.php?f=31&t=399644&p=30822607&sid=7d38cad5249acacf8e698f157253e077#p30822607
The High Chiefdom of Wurheim - Blayk viewtopic.php?f=31&t=399644&p=30876262#p30876262
Kingdom of Atel - Granis viewtopic.php?f=31&t=399644&p=30855789#p30855789
The United Kingdoms of Estiele and Lannduane - Mondrova viewtopic.php?f=31&t=399644&p=30883004#30993004

IC thread: viewtopic.php?f=31&t=400095
Last edited by CAS Commission Account on Fri Jan 27, 2017 7:36 pm, edited 23 times in total.

User avatar
Grand Adruvain
Spokesperson
 
Posts: 180
Founded: Jan 20, 2016
Ex-Nation

Postby Grand Adruvain » Mon Jan 02, 2017 9:03 pm

Nation App
NationStates Name:
=Nation within Roleplay=
Nation Name: Union of States of Aurineia
Government Type: Democratic Federal Presidential Republic
Leader and other notable people: President George Patterson, [Founding Father] Alfred Kenningston, Robert Vir, Thomas Mass, Lewis Dun, Stanley Stone, Quincy Jones [Citizens] Alexander Queen (Businessman), Alfred Richmond (notable Planter), William Baxter (Major-General)
Capital City: Autemnia
flag: Flag of the Union
Cultural Policies: Freedom of Religion, Freedom of Speech, Freedom in general (for Kolenian Humans that is)
National Policies: Manifest Destiny (expansion +1 province per week) City on a Hill (attract more immigrants)
Population: 7,500,200
Resources: Iron, timber, stone, produce such as Wheat, Corn, Potatoes, barley, and other cereals, Cash Crops such as Tobacco, Cotton, Indigo, Sugar and Rice.
Army Size: 19,000 Infantry men, 16,000 Cavalrymen, 1,600 Artilrrymen, 400 pieces of Artillery, 40,000 State Militia ready to be called upon.
Strengths: High Volunteer rates as of now, made up of Frontier boys, most know how to work fire arms, or ride horses
Weaknesses: spread across either multiple Frontier Forts, small, and mostly a volunteer force, few Officers and men capable of using Artillery
Navy Size: 7 Frigates, 1 Man-of-War, roughly 2,000 men
Strengths: Made up of mostly small fast Frigates, and 1 Man-of-war, usually on Anti-Piracy Runs near the coast so close to supply lines.
Weaknesses: Small ships usually managed by former Privateers, or Merchant Sailors.
Notable Commanders: Major-General William Baxter, President Patterson (Commander in Chief) Admiral Jonathan Clay
Other Military Information: Most Militias are commanded by the State Governors or Officers from said states.

Dominant Species: Humans
Minority Species: Dwarves (accepted Minority) Lupinkin (Enslaved)
Claims: Map of the Union
Last edited by Grand Adruvain on Thu Jan 05, 2017 10:18 am, edited 2 times in total.
The former New American commonwealth
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♔The sun has yet to set on Adruvain♔
▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬
That feel when you make a dreadnought based off the Yamato and Adruvain still has one twice the size #AdruviaRuleTheWaves - Equalsun Empire

User avatar
CAS Commission Account
Bureaucrat
 
Posts: 63
Founded: Dec 24, 2016
Ex-Nation

Postby CAS Commission Account » Mon Jan 02, 2017 9:10 pm

Grand Adruvain wrote:Nation App
NationStates Name:
=Nation within Roleplay=
Nation Name: Union of States of Aurineia
Government Type: Democratic Federal Presidential Republic
Leader and other notable people: President George Patterson, [Founding Father] Alfred Kenningston, Robert Vir, Thomas Mass, Lewis Dun, Stanley Stone, Quincy Jones [Citizens] Alexander Queen (Businessman), Alfred Richmond (notable Planter), William Baxter (Major-General)
Capital City: Autemnia
flag: Flag of the Union
Population: 7,500,200
Resources: Iron, timber, stone, produce such as Wheat, Corn, Potatoes, barley, and other cereals, Cash Crops such as Tobacco, Cotton, Indigo, Sugar and Rice.
Army Size: 19,000 Infantry men, 16,000 Cavalrymen, 1,600 Artilrrymen, 400 pieces of Artillery, 40,000 State Militia ready to be called upon.
Strengths: High Volunteer rates as of now, made up of Frontier boys, most know how to work fire arms, or ride horses
Weaknesses: spread across either multiple Frontier Forts, small, and mostly a volunteer force, few Officers and men capable of using Artillery
Navy Size: 7 Frigates, 1 Man-of-War, roughly 2,000 men
Strengths: Made up of mostly small fast Frigates, and 1 Man-of-war, usually on Anti-Piracy Runs near the coast so close to supply lines.
Weaknesses: Small ships usually managed by former Privateers, or Merchant Sailors.
Notable Commanders: Major-General William Baxter, President Patterson (Commander in Chief) Admiral Jonathan Clay
Other Military Information: Most Militias are commanded by the State Governors or Officers from said states.

Dominant Species: Humans
Minority Species: to be determined
Claims: Map of the Union

Accepted

User avatar
Nieblham
Diplomat
 
Posts: 743
Founded: Apr 08, 2016
Left-Leaning College State

Postby Nieblham » Mon Jan 02, 2017 9:15 pm

NationStates Name: Nieb
=Nation within Roleplay=
Nation Name: Niflheim
Government Type: Monarchy
Leader and other notable people: Emperor Iedolas Aldercapt, Chancellor Ardyn Izunia, General Glauca
Capital City: Gralea
flag: http://pre05.deviantart.net/5108/th/pre ... 69dgnf.png
Cultural Policy (National ideas) . Honor, glory, gold. https://en.wikipedia.org/wiki/Mos_maiorum
National Policies (National Focuses) Expansion, conquest military
Population: (nothing over 100 million) 90 Million
Resources: raw minerals and ship building
Military information
Army Size: 750k Infantry 10k cannons, 12k mortars, flintlocks, muskets, carbines, rifles. Cannons and mortars can utilize magic cannonballs. Currently working on magic bullets for small arms.
Strengths: Disciplined, trained, no fear of death.
Weaknesses: Rely too much on chain of command. Cut the chain and squads will break apart until they can reestablish connection
Navy Size: 500 ships 250K sailors
Strengths: many guns very big
Weaknesses: very slow
Notable Commanders: General Glauca
Other Military Information:

Dominant Species: Humans
Minority Species: the rest of them
Claims: (Map is required; no more then 10 provinces) http://i.imgur.com/hG1ZxgP.png 15 is too small need 20!
Last edited by Nieblham on Mon Jan 02, 2017 10:31 pm, edited 4 times in total.

User avatar
Nieblham
Diplomat
 
Posts: 743
Founded: Apr 08, 2016
Left-Leaning College State

Postby Nieblham » Mon Jan 02, 2017 9:16 pm

Grand Adruvain wrote:Nation App
NationStates Name:
=Nation within Roleplay=
Nation Name: Union of States of Aurineia
Government Type: Democratic Federal Presidential Republic
Leader and other notable people: President George Patterson, [Founding Father] Alfred Kenningston, Robert Vir, Thomas Mass, Lewis Dun, Stanley Stone, Quincy Jones [Citizens] Alexander Queen (Businessman), Alfred Richmond (notable Planter), William Baxter (Major-General)
Capital City: Autemnia
flag: Flag of the Union
Population: 7,500,200
Resources: Iron, timber, stone, produce such as Wheat, Corn, Potatoes, barley, and other cereals, Cash Crops such as Tobacco, Cotton, Indigo, Sugar and Rice.
Army Size: 19,000 Infantry men, 16,000 Cavalrymen, 1,600 Artilrrymen, 400 pieces of Artillery, 40,000 State Militia ready to be called upon.
Strengths: High Volunteer rates as of now, made up of Frontier boys, most know how to work fire arms, or ride horses
Weaknesses: spread across either multiple Frontier Forts, small, and mostly a volunteer force, few Officers and men capable of using Artillery
Navy Size: 7 Frigates, 1 Man-of-War, roughly 2,000 men
Strengths: Made up of mostly small fast Frigates, and 1 Man-of-war, usually on Anti-Piracy Runs near the coast so close to supply lines.
Weaknesses: Small ships usually managed by former Privateers, or Merchant Sailors.
Notable Commanders: Major-General William Baxter, President Patterson (Commander in Chief) Admiral Jonathan Clay
Other Military Information: Most Militias are commanded by the State Governors or Officers from said states.

Dominant Species: Humans
Minority Species: to be determined
Claims: Map of the Union

Isn't that more then the 10 claims allowed? or am I missing something

User avatar
Grand Adruvain
Spokesperson
 
Posts: 180
Founded: Jan 20, 2016
Ex-Nation

Postby Grand Adruvain » Mon Jan 02, 2017 9:23 pm

Nieblham wrote:
Grand Adruvain wrote:Nation App
NationStates Name:
=Nation within Roleplay=
Nation Name: Union of States of Aurineia
Government Type: Democratic Federal Presidential Republic
Leader and other notable people: President George Patterson, [Founding Father] Alfred Kenningston, Robert Vir, Thomas Mass, Lewis Dun, Stanley Stone, Quincy Jones [Citizens] Alexander Queen (Businessman), Alfred Richmond (notable Planter), William Baxter (Major-General)
Capital City: Autemnia
flag: Flag of the Union
Population: 7,500,200
Resources: Iron, timber, stone, produce such as Wheat, Corn, Potatoes, barley, and other cereals, Cash Crops such as Tobacco, Cotton, Indigo, Sugar and Rice.
Army Size: 19,000 Infantry men, 16,000 Cavalrymen, 1,600 Artilrrymen, 400 pieces of Artillery, 40,000 State Militia ready to be called upon.
Strengths: High Volunteer rates as of now, made up of Frontier boys, most know how to work fire arms, or ride horses
Weaknesses: spread across either multiple Frontier Forts, small, and mostly a volunteer force, few Officers and men capable of using Artillery
Navy Size: 7 Frigates, 1 Man-of-War, roughly 2,000 men
Strengths: Made up of mostly small fast Frigates, and 1 Man-of-war, usually on Anti-Piracy Runs near the coast so close to supply lines.
Weaknesses: Small ships usually managed by former Privateers, or Merchant Sailors.
Notable Commanders: Major-General William Baxter, President Patterson (Commander in Chief) Admiral Jonathan Clay
Other Military Information: Most Militias are commanded by the State Governors or Officers from said states.

Dominant Species: Humans
Minority Species: to be determined
Claims: Map of the Union

Isn't that more then the 10 claims allowed? or am I missing something

Oh bugger I meant to say 15 province max.
The former New American commonwealth
▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬
♔The sun has yet to set on Adruvain♔
▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬
That feel when you make a dreadnought based off the Yamato and Adruvain still has one twice the size #AdruviaRuleTheWaves - Equalsun Empire

User avatar
CAS Commission Account
Bureaucrat
 
Posts: 63
Founded: Dec 24, 2016
Ex-Nation

Postby CAS Commission Account » Mon Jan 02, 2017 9:32 pm

Nieblham wrote:NationStates Name: Nieb
=Nation within Roleplay=
Nation Name: Niflheim
Government Type: Monarchy
Leader and other notable people: Emperor Iedolas Aldercapt, Chancellor Ardyn Izunia, General Glauca
Capital City: Gralea
flag:
Cultural Policy (National ideas) . Honor, glory, gold. https://en.wikipedia.org/wiki/Mos_maiorum
National Policies (National Focuses) Expansion, conquest military
Population: (nothing over 100 million) 90 Million
Resources: raw minerals and ship building
Military information
Army Size: 750k Infantry
Strengths: Disciplined, trained, no fear of death.
Weaknesses: Rely too much on chain of command. Cut the chain and squads will break apart until they can reestablish connection
Navy Size: 500 ships
Strengths: many guns very big
Weaknesses: very slow
Notable Commanders: General Glauca
Other Military Information:

Dominant Species: Humans
Minority Species: the rest of them
Claims: (Map is required; no more then 10 provinces) http://i.imgur.com/hG1ZxgP.png 15 is too small need 20!

Expand upon your army, we all know they aren't just Infantry, and add sailors to your Navy as well.

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New Roman Empire
Postmaster-General
 
Posts: 10619
Founded: Nov 23, 2011
Ex-Nation

Postby New Roman Empire » Mon Jan 02, 2017 9:59 pm

NationStates Name: New Roman Empire
=Nation within Roleplay=
Nation Name: The Serene Republic of Korinith
Government Type: Republic
Leader and other notable people: Chancellor Vandal Rolya, Minister of Finance Wilhem, Minster of Foreign Affairs Vikal, and Minister of interior Jamal
Capital City: Tarquin
flag: Image
Cultural Policy: honor, respect, advancement
National Policies Military, Defense, technological superiority
Population: 30 million
Resources: stone, iron, timber, produce (Wheat, potatoes and such), and fish

Army Size: 510k infantry(200k regular infantry, 500 knights, 500 spies, 80k elite infantry, 90k riflemen) 160k Calvary 30k militia ready to be called on, 200 artillery pieces, 1,200 artillery men
Strengths: heavy infantry, well disciplined
Weaknesses: limited Calvary
Navy Size: 250 (10 men of wars, 100 frigates, 90 corvettes, 25 transport ships, 25 supply ships
Strengths: strong hulls, large ships
Weaknesses: slow
Notable Commanders: General Valish, Commander Kallen, Arch-Commander Rlanda, and Genreal Vaklu
Other Military Information: Calvary is very limited in the Republic, so the armies are mainly comprised of infantry who are equipped with several weapons to help deal with calvary charges or infantry. Soldiers are extremely loyal to their commanders.

Dominant Species: Human
Minority Species: dwarves and Lupinkin
Claims: Republic
Last edited by New Roman Empire on Thu Jan 05, 2017 9:55 am, edited 4 times in total.
“Venimus, Vidimus, Vicimus"
Member of the:IRON Alliance
Xirvo Corporation "Contractors of the future."
[/floatright][floatleft]
I use 1% of my population: 83,720,000
Budget:41,607,720,541,369.43

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CAS Commission Account
Bureaucrat
 
Posts: 63
Founded: Dec 24, 2016
Ex-Nation

Postby CAS Commission Account » Mon Jan 02, 2017 10:09 pm

New Roman Empire wrote:NationStates Name: New Roman Empire
=Nation within Roleplay=
Nation Name: The Serene Republic of Korinith
Government Type: Republic
Leader and other notable people: Chancellor Vandal Rolya, Minister of Finance Wilhem, Minster of Foreign Affairs Vikal, and Minister of interior Jamal
Capital City: Tarquin
flag: (Image)
Cultural Policy: honor, respect, advancement
National Policies Military, Defense, technological superiority
Population: 80 million
Resources: stone, iron, timber, produce (Wheat, potatoes and such), and fish

Army Size: 810k infantry(400k regular infantry, 500 knights, 500 spies, 210k elite infantry, 100k riflemen) 160k Calvary 30k militia ready to be called on, 200 artillery pieces, 1,200 artillery men
Strengths: heavy infantry, well disciplined
Weaknesses: limited Calvary
Navy Size: 450 (10 men of wars, 300 frigates, 90 corvettes, 25 transport ships, 25 supply ships
Strengths: strong hulls, large ships
Weaknesses: slow
Notable Commanders: General Valish, Commander Kallen, Arch-Commander Rlanda, and Genreal Vaklu
Other Military Information: Calvary is very limited in the Republic, so the armies are mainly comprised of infantry who are equipped with several weapons to help deal with calvary charges or infantry. Soldiers are extremely loyal to their commanders.

Dominant Species: Human
Minority Species: dwarves & Elves
Claims: Republic

Few nitpicks, The Aurineian continent is relatively new to the Human Races of Kolen (civilized at least), so the population and military need to be downsized, and make some Apps for Dwarves and Elves.

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New Roman Empire
Postmaster-General
 
Posts: 10619
Founded: Nov 23, 2011
Ex-Nation

Postby New Roman Empire » Mon Jan 02, 2017 10:12 pm

Now how does it look?
“Venimus, Vidimus, Vicimus"
Member of the:IRON Alliance
Xirvo Corporation "Contractors of the future."
[/floatright][floatleft]
I use 1% of my population: 83,720,000
Budget:41,607,720,541,369.43

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CAS Commission Account
Bureaucrat
 
Posts: 63
Founded: Dec 24, 2016
Ex-Nation

Postby CAS Commission Account » Mon Jan 02, 2017 10:19 pm

New Roman Empire wrote:Now how does it look?

Looks better, and you didn't need to remove the Elves and Dwarves from the app, just needed to add the species app and do it.

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Cassinopa
Chargé d'Affaires
 
Posts: 387
Founded: Oct 12, 2015
Ex-Nation

Postby Cassinopa » Mon Jan 02, 2017 10:25 pm

WIP
NationStates Name: Cassinopa
=Nation within Roleplay=
Nation Name: The Republic of Ciubahia
Government Type: Republic
Leader and other notable people: Alexios Demeter
Capital City: Cassiopia
flag: http://imgur.com/1spGX93

Cultural Policy: Equality(provided you have money), trade, Arts&Sciences.
National Policies: Pride of the continent: (increased trade and immigration into the bay area), A sea based country: (+1 claim a week, but only if coastal.)
Population: 12.8M
Resources: Iron, coal, timber, fish, precious metals(silver/gold/ect), some wheat crops.
Military information:
Army size: 30K infanty, 15Kcavalry, 600 artillery(Militia currently unavailiable due to inefficiencies in the administration(mostly to do with the milita portion of the country's doctrine/laws being about 150 years old))
Strengths: well trained and equipped, have good commanders
weaknesses: not very experienced, due to the few land wars the country has faced, no militias
Navy size:
130 Man-of-wars(ie large ships)
220 Frigates(lighter fighting ships)
Strengths: very well funded due to Cassiopia's reliance on trade, well trained, fully staffed
weaknesses: tend to get prideful, a lot of the navy is tied up in protecting trade most of the time, takes time to gather in one place.

Dominant Species: Human(Spanish based)(is actually a minority species, but is currently the ruling class)
Minority Species: dwarves(quite a lot, the forges in the country are some of the best in the world, outside of Datlof), elves(only a few, mostly come for the prolific arts crated in the city), various others
Claims: http://imgur.com/uaRhbRW
Last edited by Cassinopa on Wed Jan 04, 2017 6:03 pm, edited 7 times in total.

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New Roman Empire
Postmaster-General
 
Posts: 10619
Founded: Nov 23, 2011
Ex-Nation

Postby New Roman Empire » Mon Jan 02, 2017 10:26 pm

CAS Commission Account wrote:
New Roman Empire wrote:Now how does it look?

Looks better, and you didn't need to remove the Elves and Dwarves from the app, just needed to add the species app and do it.

I'll put them back on if I have time tomorrow
“Venimus, Vidimus, Vicimus"
Member of the:IRON Alliance
Xirvo Corporation "Contractors of the future."
[/floatright][floatleft]
I use 1% of my population: 83,720,000
Budget:41,607,720,541,369.43

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Nieblham
Diplomat
 
Posts: 743
Founded: Apr 08, 2016
Left-Leaning College State

Postby Nieblham » Mon Jan 02, 2017 10:27 pm

CAS Commission Account wrote:
Nieblham wrote:NationStates Name: Nieb
=Nation within Roleplay=
Nation Name: Niflheim
Government Type: Monarchy
Leader and other notable people: Emperor Iedolas Aldercapt, Chancellor Ardyn Izunia, General Glauca
Capital City: Gralea
flag:
Cultural Policy (National ideas) . Honor, glory, gold. https://en.wikipedia.org/wiki/Mos_maiorum
National Policies (National Focuses) Expansion, conquest military
Population: (nothing over 100 million) 90 Million
Resources: raw minerals and ship building
Military information
Army Size: 750k Infantry
Strengths: Disciplined, trained, no fear of death.
Weaknesses: Rely too much on chain of command. Cut the chain and squads will break apart until they can reestablish connection
Navy Size: 500 ships
Strengths: many guns very big
Weaknesses: very slow
Notable Commanders: General Glauca
Other Military Information:

Dominant Species: Humans
Minority Species: the rest of them
Claims: (Map is required; no more then 10 provinces) http://i.imgur.com/hG1ZxgP.png 15 is too small need 20!

Expand upon your army, we all know they aren't just Infantry, and add sailors to your Navy as well.

I think i expanded enough, but I've been wrong before!

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Vahltunskhja
Chargé d'Affaires
 
Posts: 402
Founded: Oct 03, 2016
Democratic Socialists

Postby Vahltunskhja » Mon Jan 02, 2017 10:29 pm

Tag, dickwaffles

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Sihai Tan
Secretary
 
Posts: 31
Founded: Nov 29, 2016
Ex-Nation

Postby Sihai Tan » Tue Jan 03, 2017 7:34 am

NationStates Name: Yottabota (I got lazy and am making this with Sihai Tan)
=Nation within Roleplay=
Nation Name: The Yuanti Sovereignty
Government Type: Athenian Democracy (Everyone has a say and laws are dictated by the people)
Leader and other notable people: High Priestess Gwendolin (Leader), Aurora Yu'Kow (Soldier/Guard), Lower Priest Ragnar, Judrow Yu'Vas (Governor of the holy city), Hes Ui'Kow (Governor of Kow), Illidan Ji'Kow (Governor of Vas).
Capital City: Vas
flag
Cultural Policy (National ideas): Harmony Over Warfare, Work Ethics
National Policies (National Focuses): Pure Equality, Advanced Architecture (Cement, Rebar (putting metal rods in buildings instead of wood))
Population: 58 Million
Resources: Rare Metals (Gold, Etc...), Iron, Copper, Clay
Army Size: 500,000 (120,000 Missile Division, 200,000 Blitz Division, 80,000 Psion Division)
Strengths: Close Quarters Engagements, Long Range
Weaknesses: Medium Range, Long Range when no long range weapons are available
Navy Size: 10,000 Sailors; 5,000 Ships (Retrofitted fishing ships with harpoons and hand cannons)
Strengths: Boarding, Maneuvering
Weaknesses: Actual Naval Combat
Notable Commanders: Varus Yu'Nix (Admiral), Illya Il'Qrow (General), Magnus Nu'Kwin (General)
Other Military Information:

Dominant Species: The Yuanti
Minority Species: Humans
Claims: (Can't make a map right now but it's in Afux, the territory towards the bottom of the continent)


=Species APP=
Species name: The Yuanti
General appearance: Due to sexual dimorphism, male and women look drastically different. Men tend to look more human, and stand to an average 7 feet (or roughly two meters) tall. Women tend to stand at an average of 9 feet (2.5ish meters) and have the lower appearance of a spider mixed with a sort of cow or bull.
Average Lifespan: Male (Mature at 15, 150 Years), Female (Mature at 25, 385 Years)
History: For a long time the Yuanti were a proud warrior race, following a sort of Amazonian type lifestyle where the females would be the primary provider and caretaker while the males were the home workers or educators. As time grew on and wars happened more and more often, the need for true equality became apparent. The first war where men and women fought alongside was the Tyrid Heresy, where a Lower Priest of the House of Nui attempted to overthrow the High Priestess (High Priestess Syndra) via military coup. The war stretched on for fifty years and at the end the heresy was suppressed but at a great cost, with almost half of the Yuanti population being decimated in the conflict, the result of which ended in what is now called "The Great Age of Despair". The Yuanti people were looking ofr answers and found it in the House of Nimue (The House of Nui was ultimately destroyed in the heresy, 30 years into the war the reason for the war changed and it is now actually known as the "Vilkid Rebellion"). The House of Nimue reconstructed the very fiber of Yuanti life, first reverting them into people of engineering and architecture but then reconstruction the military doctrine, from one of shock and awe to one of passivism and honor bound combat.Now the Yuanti lead a life of peace and prosperity, with buildings that reach monumental height thanks to new building methods and new way of life that has helped slowly boost their population, but there is still much left to do to regain the former glory the race once held.
Culture: The Yuanti value art greatly, on the maturing age of all Yuanti women they are sent to the Sisterhood to be branded with a design unique to them and them alone. Men and Women engrave intricate designs onto their horns and men tattoo their bodies to show status, important events to them or religious symbols to show their position.
Strengths: Strength and Endurance
Weaknesses: Clumsy, Women are extremely aggressive, Psion overload
Magical Affinity(How common is magic within the species?): Men must be trained to harness their innate magic potential, Women must be trained to constrain their magic potential or risk a Psion overload which can kill or paralyze them. A common magic for the Yuanti is telekinesis, which greatly assists their ability to construct buildings faster.
Other Information: Last names are determined as such; They are given the prefix of Ui, Il, Yu, Go, Sho, Ki, Ji, Vi, etc... and then an apostrophe which means "of" and then the city of their birth. So you get names like Illya Ui'Kow which means she was born in the city of Kow. First names have no real cultural significance. Yuanti get bigger with age, at the age of 360, the average height of a female can remain at 2.5 meters to somewhere up to 5.3 meters (example; High Priestess Gwendolin is presumably 530 years old and stands at 6.5 meters)


Name of Religion: House of Nimue
Founding History: From the ashes of the Vilkid Rebellion, the House of Nimue arose with the High Priestess Gwendolin leading the charge of it's resurgence. The house was once minor, being shadowed by the House of Nui, but always held power in a basic form, but at the end of the Vilkid Rebellion, the house became the state religion. High Priestess Gwendolin has been in the house since her maturity, and many have expected that her actual age over-exceeds the life expectancy of any Yuanti, as she has been the head for well over 200 years.
Holy City(If applicable): Qrow
Pantheon(Important figures of the religion, or the solitary figure if monotheism): Monotheistic, following in the Goddess Nimue.
Beliefs: Equality and Peace, the pursuit of inner tranquility. Justice for those who have been wronged that is fair but harsh. Reincarnation.
Approximate number of followers: 88 Million
Last edited by Sihai Tan on Tue Jan 03, 2017 10:02 am, edited 6 times in total.

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Nieblham
Diplomat
 
Posts: 743
Founded: Apr 08, 2016
Left-Leaning College State

Postby Nieblham » Tue Jan 03, 2017 11:47 am

Name of Religion: Ancientism
Founding History: Ancient times
Holy City(If applicable): Capital of Niflheim
Pantheon(Important figures of the religion, or the solitary figure if monotheism): the holy church has a giant globe of the world
Beliefs: That the earth is alive and just as there is a water cycle, the earth has a soul cycle, called the lifestream. The lifestream is responsible for recycling and reusing souls of the dead to create new people and beings.
Approximate number of followers: 50 million in Niflheim another 5 million world wide (unless other players want to include more in their nation)

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Yottabota
Minister
 
Posts: 2043
Founded: Sep 12, 2013
Ex-Nation

Postby Yottabota » Tue Jan 03, 2017 1:36 pm

Sihai Tan wrote:
NationStates Name: Yottabota (I got lazy and am making this with Sihai Tan)
=Nation within Roleplay=
Nation Name: The Yuanti Sovereignty
Government Type: Athenian Democracy (Everyone has a say and laws are dictated by the people)
Leader and other notable people: High Priestess Gwendolin (Leader), Aurora Yu'Kow (Soldier/Guard), Lower Priest Ragnar, Judrow Yu'Vas (Governor of the holy city), Hes Ui'Kow (Governor of Kow), Illidan Ji'Kow (Governor of Vas).
Capital City: Vas
flag
Cultural Policy (National ideas): Harmony Over Warfare, Work Ethics
National Policies (National Focuses): Pure Equality, Advanced Architecture (Cement, Rebar (putting metal rods in buildings instead of wood))
Population: 58,500,465
Resources: Rare Metals (Gold, Etc...), Iron, Copper, Clay
Army Size: 500,000 (120,000 Missile Division, 200,000 Blitz Division, 80,000 Psion Division)
Strengths: Close Quarters Engagements, Long Range
Weaknesses: Medium Range, Long Range when no long range weapons are available
Navy Size: 10,000 Sailors; 5,000 Ships (Retrofitted fishing ships with harpoons and hand cannons)
Strengths: Boarding, Maneuvering
Weaknesses: Actual Naval Combat
Notable Commanders: Varus Yu'Nix (Admiral), Illya Il'Qrow (General), Magnus Nu'Kwin (General)
Other Military Information:

Dominant Species: The Yuanti
Minority Species: Arachne, Drow, and Driders
Claims: https://imgur.com/a/KxhC4


=Species APP=
Species name: The Yuanti
General appearance: Due to sexual dimorphism, male and women look drastically different. Men tend to look more human, and stand to an average 7 feet (or roughly two meters) tall. Women tend to stand at an average of 9 feet (2.5ish meters) and have the lower appearance of a spider mixed with a sort of cow or bull.
Average Lifespan: Male (Mature at 15, 150 Years), Female (Mature at 25, 385 Years)
History: For a long time the Yuanti were a proud warrior race, following a sort of Amazonian type lifestyle where the females would be the primary provider and caretaker while the males were the home workers or educators. As time grew on and wars happened more and more often, the need for true equality became apparent. The first war where men and women fought alongside was the Tyrid Heresy, where a Lower Priest of the House of Nui attempted to overthrow the High Priestess (High Priestess Syndra) via military coup. The war stretched on for fifty years and at the end the heresy was suppressed but at a great cost, with almost half of the Yuanti population being decimated in the conflict, the result of which ended in what is now called "The Great Age of Despair". The Yuanti people were looking ofr answers and found it in the House of Nimue (The House of Nui was ultimately destroyed in the heresy, 30 years into the war the reason for the war changed and it is now actually known as the "Vilkid Rebellion"). The House of Nimue reconstructed the very fiber of Yuanti life, first reverting them into people of engineering and architecture but then reconstruction the military doctrine, from one of shock and awe to one of passivism and honor bound combat.Now the Yuanti lead a life of peace and prosperity, with buildings that reach monumental height thanks to new building methods and new way of life that has helped slowly boost their population, but there is still much left to do to regain the former glory the race once held.
Culture: The Yuanti value art greatly, on the maturing age of all Yuanti women they are sent to the Sisterhood to be branded with a design unique to them and them alone. Men and Women engrave intricate designs onto their horns and men tattoo their bodies to show status, important events to them or religious symbols to show their position.
Strengths: Strength and Endurance
Weaknesses: Clumsy, Women are extremely aggressive, Psion overload
Magical Affinity(How common is magic within the species?): Men must be trained to harness their innate magic potential, Women must be trained to constrain their magic potential or risk a Psion overload which can kill or paralyze them. A common magic for the Yuanti is telekinesis, which greatly assists their ability to construct buildings faster.
Other Information: Last names are determined as such; They are given the prefix of Ui, Il, Yu, Go, Sho, Ki, Ji, Vi, etc... and then an apostrophe which means "of" and then the city of their birth. So you get names like Illya Ui'Kow which means she was born in the city of Kow. First names have no real cultural significance. Yuanti get bigger with age, at the age of 360, the average height of a female can remain at 2.5 meters to somewhere up to 5.3 meters (example; High Priestess Gwendolin is presumably 530 years old and stands at 6.5 meters)


Name of Religion: House of Nimue
Founding History: From the ashes of the Vilkid Rebellion, the House of Nimue arose with the High Priestess Gwendolin leading the charge of it's resurgence. The house was once minor, being shadowed by the House of Nui, but always held power in a basic form, but at the end of the Vilkid Rebellion, the house became the state religion. High Priestess Gwendolin has been in the house since her maturity, and many have expected that her actual age over-exceeds the life expectancy of any Yuanti, as she has been the head for well over 200 years.
Holy City(If applicable): Qrow
Pantheon(Important figures of the religion, or the solitary figure if monotheism): Monotheistic, following in the Goddess Nimue.
Beliefs: Equality and Peace, the pursuit of inner tranquility. Justice for those who have been wronged that is fair but harsh. Reincarnation.
Approximate number of followers: 88 Million

Changed the location of the nation, and posting as the actual RPing nation + minor edits.
Last edited by Yottabota on Tue Jan 03, 2017 2:50 pm, edited 3 times in total.

User avatar
Osphen
Envoy
 
Posts: 309
Founded: Aug 08, 2014
Ex-Nation

Postby Osphen » Tue Jan 03, 2017 2:24 pm

NationStates Name:
=Nation within Roleplay=
Nation Name: Osfæn, The Osfenar Republic
Government Type: Unitary Parliamentary Republic
Leader and other notable people: President Moustafa-Kemal Kamüs, Prime Minister Abadaile-Juirdaine, Fatima al-Karimi, Sarah ibn-Bouchara
Capital City: Al-Davirémus
flag: You see it
Cultural Policy (National ideas): LGBT rights, enlightenment principles, secularism, egalitarianism, minority rights, rationalism, more science, staunchness, stubbornness, perseverance, Freedom of Religion, Freedom of Speech, Freedom in general, arts
National Policies (National Focuses): enlightenment principles, secularism, egalitarianism, military reform, education reform, improving navy, financial reform, more science, building more universities, sending trade missions and hiring smart people from across the world, (we had a recent revolution so +2 civil unrest XD), putting more money into the arts
Population: (nothing over 100 million) 50,000,000
Resources: Nice rivers like the nile, tigris and euphretes, nice agricultural land, but otherwise, most of it is desert, oil, gold, minerals like turkey lel, gems,

Military information
Army Size: 800,000
Strengths: Well-trained, good commanders, disciplined, decent equipment
Weaknesses: Due to recent revolution, some army units still have defected, and many are disorganised and arms and munitions are slightly outdated, one particular elite army unit (roughly 50,000 men, refuse to modernise, yet still stay with the Republic due to bribes)
Navy Size:150 Ship of the line
Strengths: Decent ships
Weaknesses: mediocre commanders
Notable Commanders: Grand Marshal Alçert Zürez, Field Marshal Abdaile Quentyn, Brigadier General Ali Sokmen, General Obara al-Mousavi, Colonel Moustafa-Ibn Batoufa, Colonel Belin al-Gourad Captain Meira Cetin,
Other Military Information:
Will include later

Dominant Species: Osfenar (Humans, olive to brown skin, arabs, Greek, Persians, the like) (70% of the population
Minority Species: Wild walkers 15% of the population, They kind of hide around, don't do much, the Republic doesn't really see them as anything, but minority rights are also extented to them. They are kind of keeping down the necrophage population down, which is good The Roving Clans (These lads and lasses are good at commerce, for a long time, the religious authorities have discriminated against them due to the immoral practices of commerce lol, but after the revolution, secular leaders see them as a very important asset. Roving clans make up about 15% of the population
Necrophages (these terrifying creatures aren't large in number, although a few leading academics are noticing a sharp rise in their population
Claims: https://imgur.com/a/RLZYL


=Species APP=
Species name: Osfenar
General appearance: Olive-Brown skin
General Lifespan: 90-110 years
History:

Culture: Hellenistic, Persian, Arab, Roman mix lol
Strengths: Very pragmatic, intelligent, perseveres through lots, loves the arts and philosophy
Weaknesses: Can become terrifyingly utilitarian, decisions are kind of hard to make sometimes ;(, sometimes too stubborn
Magical Affinity(How common is magic within the species?): Relatively little, however there are some who learn from a minority speices, magic is of interest but few pursue it
Other Information:

=Species APP=
Species name: Wild walkers
General appearance: humanoid, but skin is a little pale-greyish, long appendages sticking out of their heads and run down their backs, females have two.
General Lifespan: 100-150 years
History:
The Wild Walkers were simple elves living as hunter-gathers in the forests. Their gift was to shape rocks and trees into great buildings; cities rose as green towers in the deep woods. This act, called The Sharing, let an elf experience the wild, untamed energy of their totem animal.

Elves who Shared often, however risked having the spirit of the beast burst out like a violent flame and take control during moments of stress. In spite of that, some sought increasingly savage beasts in order to experience Sharings of greater intensity.

With individuals embracing the savagery of the animals and vanishing forever into the woods, the nation had to choose between the wild spirits of nature and the civilization of their towers. Troubled but determined, they forswore the Sharing, renamed themselves the Wild Walkers, and set out to build their towers away from their dark past.

Only time will tell if the Sharing still has its hold on their souls.

Culture: intune with nature, magical based, plant/animism based
Strengths: Charming, intelligent, strong, especially in magic
Weaknesses: The sharing can make them appear to be threats to the rest of society, relatively reserved leads many to be suspicious of them
Magical Affinity(How common is magic within the species?): The sharing, they're very magical things
Other Information:

=Species APP=
Species name: Roving Clans
General appearance: Brown to black
General Lifespan: 90-110 years
History: Plying roads and sea lanes with skill and courage, they are ever on the lookout for new resources, new products, new markets, and new customers. Wherever the Clans pass, markets spring up, commerce blossoms, and the strange and wondrous goods from the many strange and wondrous peoples of Vermania are traded. The Roving Clans are so entwined in the business dealings of Vermania, that a tiny piece of every transaction somehow makes it into their coffers.

While their preference is for peace and trade, the Roving Clans should not be underestimated in war. With rapid, mounted units giving them an advantage in speed, they make difficult targets and frustrating enemies. Even their great cities can move, perched on the backs of giant Setseke scarabs -- an exploit unmatched by another nation.

Patient, clever, and wily, the Roving Clans bring sophistication -- and manipulation -- to the peoples of Vermania.

Culture: Berber
Strengths: Patient, Clever, wity, wily, sophistocated, manipulative, kind and alturistic, good gureillas, great at commerce
Weaknesses: can get arrogant sometimes, dislikes rules, was a small problem during the revolution since they often went on to do their own thing, equipment is usually outdated
Magical Affinity(How common is magic within the species?): Little care, but they have a magical way with money
Other Information:


Species name: Necrophages
General appearance: Insectoid http://endlesslegend.gamepedia.com/Necrophages
General Lifespan: 20-50 years, hive mind several thousand
History:
They're just mutated insects, calm down

Culture: Insects!
Strengths: terrifying, fast, strong, hive mind is intelligent
Weaknesses:relies heavily on hive mind, if the hivemind is taken out, they become catatonic
Magical Affinity(How common is magic within the species?): limited
Other Information:
Last edited by Osphen on Wed Jan 04, 2017 12:32 pm, edited 21 times in total.
hand hook man

User avatar
CAS Commission Account
Bureaucrat
 
Posts: 63
Founded: Dec 24, 2016
Ex-Nation

Postby CAS Commission Account » Tue Jan 03, 2017 2:49 pm

Osphen wrote:NationStates Name:
=Nation within Roleplay=
Nation Name: Osfæn, The Osfenar Republic
Government Type:Parliamentary Republic
Leader and other notable people: President Moustafa-Kemal Kamüs, Prime Minister Abadaile-Juirdaine
Capital City: Al-Davirémus
flag: You see it
Cultural Policy (National ideas): LGBT rights, enlightenment principles, secularism, egalitarianism, minority rights (Mainly for the Roving Clans, because they're good at commerce basically they're allowed to do more business), rationalism, more science, staunchness, stubbornness, perseverance, Freedom of Religion, Freedom of Speech, Freedom in general
National Policies (National Focuses): enlightenment principles, secularism, egalitarianism, military reform, education reform, improving navy, financial reform, more science, building more universities, sending trade missions and hiring smart people from across the world, (we had a recent revolution so +2 civil unrest XD)
Population: (nothing over 100 million) 50,000,000
Resources: Nice river like the nile, nice agricultural land, but otherwise, most of it is desert, oil, gold, minerals like turkey lel, gems,

Military information
Army Size: 800,000
Strengths: Well-trained, good commanders, disciplined, decent equipment
Weaknesses: Due to recent revolution, some army units still have defected, and many are disorganised and arms and munitions are slightly outdated, one particular army unit (roughly 50,000 men, refuse to modernise, yet still stay with the Republic due to bribes)
Navy Size:150 Ship of the line
Strengths: Decent ships
Weaknesses: mediocre commanders
Notable Commanders: Will figure out later
Other Military Information:
Will include later

Dominant Species: Osfenar (Humans, olive to brown skin)
Minority Species: Wild walkers The Roving Clans
Necrophages (these terrifying creatures aren't large in number, although a few leading academics are noticing a sharp rise in their population
Claims: https://imgur.com/a/ALxl2

Accepted. (contingent on territorial claims being settled)
Last edited by CAS Commission Account on Tue Jan 03, 2017 2:56 pm, edited 2 times in total.

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CAS Commission Account
Bureaucrat
 
Posts: 63
Founded: Dec 24, 2016
Ex-Nation

Postby CAS Commission Account » Tue Jan 03, 2017 2:51 pm

Yottabota wrote:
Sihai Tan wrote:



Changed the location of the nation, and posting as the actual RPing nation + minor edits.

Seems good. Accepted.

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The Mighty Datlofian Empire
Envoy
 
Posts: 201
Founded: Mar 07, 2015
Ex-Nation

Postby The Mighty Datlofian Empire » Tue Jan 03, 2017 2:51 pm

Species name: Dwarves
General appearance: Short, pale, bearded across all genders, generally relatively fat, resembles humans.
General Lifespan: 65 years
History: Natives of the land of Aurineia,
Culture:They generally live underground and particularly in mountains. They are fond of ale and are renowned for their metalworking. They are distrustful of humans and generally stick to themselves and their kin.
Strengths: good at digging and metalworking, generally stronger than average humans, able to see well in the dark due to them being in the tunnels all their lives.e
Weaknesses:Short, bad at riding horses, weak in magic, slow.
Magical Affinity(How common is magic within the species?): Magic is scarce.
Other Information: They are able to last longer drinking than most other races.
Last edited by The Mighty Datlofian Empire on Tue Jan 03, 2017 2:56 pm, edited 1 time in total.

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CAS Commission Account
Bureaucrat
 
Posts: 63
Founded: Dec 24, 2016
Ex-Nation

Postby CAS Commission Account » Tue Jan 03, 2017 2:52 pm

Nieblham wrote:
CAS Commission Account wrote:Expand upon your army, we all know they aren't just Infantry, and add sailors to your Navy as well.

I think i expanded enough, but I've been wrong before!

What kind of ships are they?

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Yottabota
Minister
 
Posts: 2043
Founded: Sep 12, 2013
Ex-Nation

Postby Yottabota » Tue Jan 03, 2017 2:52 pm

Wait me and Osphen have conflicting claims

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CAS Commission Account
Bureaucrat
 
Posts: 63
Founded: Dec 24, 2016
Ex-Nation

Postby CAS Commission Account » Tue Jan 03, 2017 2:54 pm

Nieblham wrote:Name of Religion: Ancientism
Founding History: Ancient times
Holy City(If applicable): Capital of Niflheim
Pantheon(Important figures of the religion, or the solitary figure if monotheism): the holy church has a giant globe of the world
Beliefs: That the earth is alive and just as there is a water cycle, the earth has a soul cycle, called the lifestream. The lifestream is responsible for recycling and reusing souls of the dead to create new people and beings.
Approximate number of followers: 50 million in Niflheim another 5 million world wide (unless other players want to include more in their nation)

Alright, accepted.

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