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Vermania (Enlightenment Fantasy Rp; OoC)

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The Mighty Datlofian Empire
Envoy
 
Posts: 201
Founded: Mar 07, 2015
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Postby The Mighty Datlofian Empire » Sun Jan 08, 2017 6:09 pm

The Mighty Datlofian Empire wrote:NationStates Name: The Mighty Datlofian Empire
=Nation within Roleplay=
Nation Name:Clan Drunkenfist
Government Type:Monarchy
Leader and other notable people: Leader: Rorrin Drunkenfist, Heir Throlad Drunkenfist
Capital City: Gonkalduhr
flag: https://flag-designer.appspot.com/gwtfl ... &s=14&c5=5
Cultural Policy (National ideas)Development, Pride, Metalworking
National Policies (National Focuses) Digging the deepest mines.
Population: (nothing over 100 million) 40 million
Resources: Gold, Silver, Coal, Copper, Iron
Military information
Army Size:500k infantry (chainmail armor and sword, everything else non essential is normally not given out.)10k archers 3k Cavalry 500 cannons
Strengths:Strong cannons and infantry due to dwarven smithing.
Weaknesses:Very weak cavalry, Weak against cavalry
Navy Size:250, mainly trade ships however
Strengths:Can take a beating
Weaknesses:slow
Notable Commanders: Borrin Ignium, commander of the offensive armies.
Other Military Information: They have high quality equipment, however due to them being short have trouble with larger enemies.
Dominant Species: Dwarves
Minority Species: humans
Claims: (Map is required; no more then 15 provinces)https://imgur.com/a/5ZOpV

I updated the army, please review.

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Natuna aka Riau
Spokesperson
 
Posts: 196
Founded: Aug 23, 2016
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Postby Natuna aka Riau » Sun Jan 08, 2017 7:00 pm

Nieblham wrote:
Nieblham wrote:Species name: Angels
General appearance: Humans with wings
General Lifespan: 150-175 years
History:
Culture: connected to nature; almost like wood elves
Strengths: Flying! and able to speak with nature
Weaknesses: bigger targets! It hurts much more when taking dmg in the wings then anywhere else Can be rare to find for everyone 1000 human there is 1 angel
Magical Affinity(How common is magic within the species?): wind and earth magic is fairly common
Other Information: Can be found world wide, most live in the wooded and mountainous areas of Kolen

Removed a strength and added a weakness in bold

just placing this up on the front though I think GA told me it was approved on skype
Also can we get an updated Map with all those approved?
this is a lot of work for da mods dang
Last edited by Natuna aka Riau on Sun Jan 08, 2017 7:01 pm, edited 1 time in total.

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CAS Commission Account
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Posts: 63
Founded: Dec 24, 2016
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Postby CAS Commission Account » Sun Jan 08, 2017 7:23 pm

Cassinopa wrote:EDITED, PLEASE REVIEW.
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: 25K infanty, 15Kcavalry, 600 artillery, 30K milita
Strengths: well trained and equipped, have good commanders
weaknesses: militia is not very experienced, due to the few land wars the country has faced, the professional army is very costly to replace
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), Dvaish, Ground-Goblins
Claims: http://imgur.com/uaRhbRW

=Species APP=
Species name: Dvaish
General appearance: Dwarf-like, however they tend to be smaller in stature, and less muscled than dwarves.
General Lifespan: 80-120 years
History: When the Dwarves went underground the Dvaish said "fuck that" and decided to become sea fairing.
Culture: like their drinks, get offended if confused with Dwarves(and vice versa), however, they do not hate dwarves, more just a freindly rivallry.
Strengths: Very adept at seafaring, very sociable, enjoys trading quite a bit
Weaknesses: not amused if they get confused with dwarves, not very good at forging weapons
Magical Affinity(How common is magic within the species?): Wind, water magics are common, but only among captains. much of the time, magical affinity is what gets a Dvaish promoted to captain.
Other Information: most of the Ciubahian navy is made up of Dvaish peoples, and much of the merchant fleet is too. Dvaish are a very highly respected people in Ciubahia.

=Species APP=
Species name: Ground-Goblins
General appearance: Short, sometimes walk on all fours, due to crawling in small caves much of their lives, goblin-like.
General Lifespan: 60~ years
History: The Ground goblins were in caves. nobody really knows how they got there, they just were. they are native to the new world, and were only discovered about 100 years ago, due to their habits of sticking to the deep caves.
Culture: They live underground in cavers, using their magics to light up their villages. if you can get to them, the villages are extremely beautiful. They like mushroom based foods.
Strengths: extremely adept at finding ores underground(not so much smelting them, they leave that to the dwarves)
Weaknesses: tend to be perceived as not very bright(actually usually of average intelligence), and that causes a lot of race tension when people talk down on them.
Magical Affinity(How common is magic within the species?): they enjoy fire and light(not light type, just light producing) magics quite a lot, otherwise they don't use much.
Other Information: Some are employed in the Ciubahian military as "incendiary" assistants.

Accepted
The Mighty Datlofian Empire wrote:
The Mighty Datlofian Empire wrote:NationStates Name: The Mighty Datlofian Empire
=Nation within Roleplay=
Nation Name:Clan Drunkenfist
Government Type:Monarchy
Leader and other notable people: Leader: Rorrin Drunkenfist, Heir Throlad Drunkenfist
Capital City: Gonkalduhr
flag: https://flag-designer.appspot.com/gwtfl ... &s=14&c5=5
Cultural Policy (National ideas)Development, Pride, Metalworking
National Policies (National Focuses) Digging the deepest mines.
Population: (nothing over 100 million) 40 million
Resources: Gold, Silver, Coal, Copper, Iron
Military information
Army Size:500k infantry (chainmail armor and sword, everything else non essential is normally not given out.)10k archers 3k Cavalry 500 cannons
Strengths:Strong cannons and infantry due to dwarven smithing.
Weaknesses:Very weak cavalry, Weak against cavalry
Navy Size:250, mainly trade ships however
Strengths:Can take a beating
Weaknesses:slow
Notable Commanders: Borrin Ignium, commander of the offensive armies.
Other Military Information: They have high quality equipment, however due to them being short have trouble with larger enemies.
Dominant Species: Dwarves
Minority Species: humans
Claims: (Map is required; no more then 15 provinces)https://imgur.com/a/5ZOpV

I updated the army, please review.

Accepted

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CAS Commission Account
Bureaucrat
 
Posts: 63
Founded: Dec 24, 2016
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Postby CAS Commission Account » Sun Jan 08, 2017 7:29 pm

The IC Thread is up.

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Ulls
Minister
 
Posts: 3020
Founded: Jan 02, 2017
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Postby Ulls » Mon Jan 09, 2017 3:22 am

NationStates Name:Ulls
=Nation within Roleplay=
Nation Name: Mynor Zynorki( Commonly known as the Zynorki Magocracy)
Government Type: Magocracy
Leader and other notable people: Dragon Ascendant: The leader of the country. Is mostly a national and religious symbol with limited power in government. They are known as the most powerful Scalior and the most draconic of their kind.
Arui: Leader of the Magus Vistrol, a council of mages that lead the affairs of the state.
Not-Not: The famous gunsmith who made a business off making flintlocks a regular thing for both soldier and civilian.
Sproing: General of the army
Denarsis: Admiral of the navy
Nash: Bard and Head Spymaster
Garnisis Tyrzoi: Leading battlemage
Capital City: Insourdus Ur: Also known as the "City of Dragons" as it is known as to have the largest dragon sanctuary in the world. It is one of the main goals of the Kra'ka to try and preserve what's left of the Dragon species and help them grow in an environment that they is away from the eyes of hunters or Humans who wish to end the species for good. The Kra'ka make pilgrimage from their dark corners to the city to worship the dragons or try to become Scalior(Wyrmmage) if they have the ability.

Very few races outside of traders have step foot in the City. Mostly because that the Kra'ka have a violent history with the other races of Vermania, especially Humans when they were more populated in Kolen. However they have gotten over the history over the past 300 years
flag:
Image

Cultural Policy: Adaptive Culture, Industrious Traditions
National Policies: Flintlock Engineering, Industrial Guilds
Population: 70 million
Resources: Lumber, medicine, gems, precious metals, coal, fish, oil, some foods, exotic animals

Army Size: 55K levy infantry, 20k Musketeers, 15K Engineers, 20K Navy,10K Warmages, 3K Scalior, 2K Auxiliary Support
Strengths: Diversity: Kra'ka have made a diverse military that allowed it to work around their weaknesses and not rely on just numbers.
High-quality Flintlocks: Because of the widespread use of flintlocks and the selling of them to the civilians and military, many gunsmiths have took delicate time to build them and when they are called into war, then these rifles actually make a difference.
Widespread Warmagic schools: Magic is common among the Kra'ka, and this has allowed the use of widespread deployment of warmagic and Scalior that are called in to war.
Weaknesses:
Small and weak: Kra'ka are some of the smallest creatures in the world, they are also some of the weakest. They don't do good going one-on-one against enemies.
Feudal Levies: This is the major weakness of the Kra'ka, most of their kind don't have nations and attack nations in large warbands. The Kra'ka of Zynorki have been able to advance their military reform to feudalism but they still aren't normally disciplined compared to a conscript with some training and streamline equipment.
Noble/Chieftain infighting: Another weakness that happens between Kra'ka and the use of feudal levies. Infighting isn't all that prevalent as it would be in a horde, but there is enough that can happen if a war goes on long enough.
Navy Size:110 ships can be called upon during wartime
Strengths: Shipwright production: between the island that they have and the various harbor cities, they have enough resources and drydocks to keep their production going.
Large Cannons: The most common Zynorki ship has larger than normal cannons that are able pierce the hull and armor of enemy ships.
Weaknesses: Weak Armor: Kra'ka are no stranger to wanting larger weapons to fight their enemies, but they have a tendency to make their armor of a weaker quality and have been known as the "glass cannons of the sea".
Low Training threshold: Kra'ka aren't known as the best sailors in the world and it shows it as they have low training thresholds in order to fill the need of having a national navy. Most captains come from experience sea captains and traders who are called into war or are given incentives to help train some other captains to help patrol the waters.
Notable Commanders: Look above
Other Military Information: Most noble commanders are either mages or engineers. Very few are actually infantry leaders but the current leader is just such.

Dominant Species: Kra'Ka
Minority Species:none
Claims: https://imgur.com/a/hqAOW



=Species APP=
Species name: Kra'ka( Commonly known as the Kobold)
General appearance: Kra'ka are reptilian in nature, having connections to dragons and their looks can differ if they stay in an environment for too long.
The Kra'ka of Zynorki commonly look like this and this.
There are some Kra'ka that have the most characteristics of a dragon than any of their kind, they look like this. This is a mutation that has came down from elder mages who were trying to gain the abilities to ascend as Dragons but failed to do so. However their experiments had became fruitful as some have been able to naturally grown wings, breath fire, and have tougher hides without being Scalior.

The common Ka'kra is around 2-3 feet tall with males and females being the same height. Normal creatures can't normally tell which is which at first without hearing their voices. Kra'ka can tell thanks to hormones that they secrete on a normal basis before they talk to one another.
General Lifespan: normal Kra'ka can live around 35-50 years old, mutate ones can lived between 150-300 years.
History: The Kra'ka were originally a goblin tribe who lived close to dragons during the primordial past. The goblins were always jealous of the might of the Orcs, elves, and the rising power of humanity so they turned to their shamans, and their shamans turn to themselves for answers. The Shamans started to conduct magical spells to try and become like dragons.

The magic did give them what they wanted, but it wasn't like how they attended the spells to be used. They were still small and weak, but they had the characteristics of reptiles. They became the first Kra'ka and this started their rise to power and their journey to dragonhood. Over generations, they grew in number and tribes. Many of them had divulge into infighting and trying to follow the dragons they saved as gods. Still, there were those who were magically inclined or clever enough to try and strive to be like dragons or to try and better the Kra'ka but they only became better at trapmaking, basic industry, and mining in the mountains they lived in until the tribes started to spread into Kolen and some parts of Afux.

From here the races of the old world were able to interact with the Kra'ka and many used them as exploited workers or just killed them once they found out about the dragons. This is when the reptiles learned about the use of Scalior, or Wyrm Magic, as a means of gaining dragonhood through magic. This revolutionized many tribes and formed the first hordes that were able to go around and sack town, fought petty kingdoms, and even fought with the Humans of Kolen. The kingdoms didn't tolerate for very long and band together to push out the hordes from the mountains into the Afux. On top of that, they also issue a mass genocide of dragons, which also drove them south into Afux.

Eventually some came back into the Human cities but live in sewers or in dark corners. Most went in the forests and the deserts and became different types of tribes. Many of the Kra'ka lived in the jungles and flourished in separate tribes, but they were staring to begin advancing science and magic. This came to the first local states and a combined sense of unity started to come to some started to form kingdoms that came from the magically strongest and the most clever of their kind formed noble bloodlines.

Even to this day, many of their kind fought in the jungles until the black death came. Many tribes were dying off but there were rumors of the Kra'ka of Zynorki and started to make its way to the survivors and they migrated to the jungles. This is when the newcomers clash with the kingdoms but the Kingdoms were able to overpower them and forged a peace between the two factions which formed the country of Zynorki. This allowed them to have a golden age and developed way to have advance industry and technology to their lands.

Over the next few generations the reptiles had developed the means to be prosperous, ships, and sanctuaries for the dragons. At the advent of the Enlightenment, Human explorers had heard of the Kra'ka country, believing it to be myth than reality. One such trader wander up the island of Sisus Na and found the reptiles engaged in a civil war. The Humans noticed that the Kra'ka lower-classes were trying to overthrow the noble kingdoms while the nobles wanted to put them down to maintain the status quo.

The Humans instead help the mages who served a religious figure who was called the Dragon Ascendant. The Dragon Ascendant had the least amount of soldiers in the civil war, but would eventually trade their recipe for explosives that were primarily used for mining for their support. The Humans agreed and help put the lower classes in check and overthrow the Kingdoms to bring in a magoracy. The Humans left and this brought guns and cannons into the world.

Many human rulers still couldn't believe that the foul creatures could do this but a lot of them had to accept the fact that it did happen. The Kra'ka will be isolated once again to their own devices until Kolen had managed to stabilized behind the most powerful empires in the world. Many ships barring different flags came to their shores and brought modern goods and guns in exchange for gems and precious metals. It didn't take long for the small creatures to miniaturize the guns and make their own cannons. The ships became modern very quickly yet their military was still that of feudalism since they haven't had a need to reform.

Now to this day they have made large steps into being an industrial powerhouse and have some of the most high-quality gunsmiths in the old world. However, they aren't very favored in the old world because of their history and worship of dragons. Yet they have become one of the most industrial and mechanically focused minds in the old world and they are always willing to prove it to the other amongst the other nations or their own kin.
Culture: In Zynorki, the is split between two cultures. The adopted medieval Human cultures and the Zynorki refined tribal culture. They each have their own unique culture which is based on where they were born and how they were taught. Yet, they are all believers in dragons and their own craftiness. Some are better at being smarter, some are better at being mages, and some are just better at being trading. Each Kra'ka is known to help one another in Zynorki to compliment their weaknesses but are it's not uncommon for feuds and infighting to happen.

In other Kra'ka tribes out of Zynorki, there is no unified culture. Many tribes fight each other for dominance or resources, such as those in the deserts. They will also just make gangs in the dark corners of Kolen so that they can make a living. However, even they worship dragons and many of them send off to Zynorki to find a job or to become a mage if they have a high quality of magic in them.
Strengths:
Mechanically and Industrially adept,
somewhat high fertility,
dragon mutations
Weaknesses: Weak and small,
Prone to infighting in some degrees
Mutations are few and far between and aren't all that reliable
Magical Affinity(How common is magic within the species?): All Kra'ka have some form of natural magical affinity. However the more affinity they have is compared to how draconic they look or if they have certain mutations. Those with a higher affinity can be able to practice Scalior and try to magically become like those who have the dragonlike mutations. Many of the strongest mages in the nation are consider the by outsiders as " Tiny Dragons" because of their looks and those who are Scalior are able to breath fire and even fly.
Other Information: Kra'ka exist in some form in Kolen, but they mostly exist in Afux in either the jungles or the deserts. In Kolen, they exist in the cities or any place that's abandoned

Religion will be later.
Last edited by Ulls on Fri Jan 13, 2017 9:51 pm, edited 2 times in total.

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Natuna aka Riau
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Posts: 196
Founded: Aug 23, 2016
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KWEH!

Postby Natuna aka Riau » Mon Jan 09, 2017 8:31 am

Species name: Chocobo
General appearance:Image
General Lifespan: 25 years
History: used to pull carts, wagons, it's pretty much Nif's horse
Culture: KWEH!
Strengths: can be ridden and is fairly strong and is somewhat fast. It can glide but not fly
Weaknesses:the same weakness a horse would have i guess
Magical Affinity(How common is magic within the species?): none
Other Information: KWEH!

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Vahn
Diplomat
 
Posts: 694
Founded: Nov 13, 2014
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Postby Vahn » Mon Jan 09, 2017 10:39 am

Question: How does magic in this universe work in regards to animated constructs such as Golems?
This is not a signature

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Natuna aka Riau
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Posts: 196
Founded: Aug 23, 2016
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Postby Natuna aka Riau » Mon Jan 09, 2017 12:22 pm

Vahn wrote:Question: How does magic in this universe work in regards to animated constructs such as Golems?

from what i have been told magic is similar to Skyrim magic. So it would be apart of the conjuration class of magic and would drain one's magickia depending on the strength of the golem.

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Natuna aka Riau
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Posts: 196
Founded: Aug 23, 2016
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Postby Natuna aka Riau » Mon Jan 09, 2017 2:47 pm

If anyone wants to trade with Niflheim feel free to message me or the Nieblham account

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Granis
Ambassador
 
Posts: 1304
Founded: Apr 17, 2016
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Postby Granis » Tue Jan 10, 2017 6:53 am

Ok, so I hope this is alright...

Nationstates name: Granis
=Species APP=
Species name: Atelan Yensa

General appearance:
Large, muscular reptilian creatures with incredibly hard scales, similar to those of an Ankylosaurus. Adults generally grow to around 6 metres in height, and are quite heavily built. Their scales are almost always dark, dull shades of red, green, grey, yellow, and occasionally blue. Bright coloured scales are extremely rare.

General Lifespan:
50-70 years.

History: Over the last several hundred years, the Atelan Yensa have been locked in an era of warring states. However, in the year of 790, a man named Gatan del Leidan unified the multiple factions into a single kingdom, which he called Atel.

Culture: Atelan culture is almost entirely focused around combat, and most aspects of life will in some way be related to it. Note that this does not apply specifically to warfare, as the current kingdom is actually rather peaceful, focusing on diplomacy if possible when it comes to contact with other nations, and most recreational combat is non-lethal. Naturally however, this means that they are extremely capable during wartime.

Strengths:
Very large
Generally strong
Naturally well armoured
Fairly agile, considering their size

Weaknesses:
Too large to fit in buildings of many, more average sized races
Combat focused society can be known to alienate some, more pacifistic cultures
Generally require more resources, due to larger size

Magical Affinity(How common is magic within the species?): Magic is fairly rare within the Atelan Yensa, with only one in every five hundred or so having the ability to use it.

Other Information:
Atelans have a tradition of constructing their buildings to be as sturdy and defendable as possible, and are known to carve their buildings directly into the sides of mountains. This can be seen in the capital city of Chrana, which was carved from an entire small mountain range.
They also regularly dig large, open pit quarries.




NationStates Name: Granis
=Nation within Roleplay=

Nation Name: Kingdom of Atel

Government Type: Monarchy

Leader and other notable people:
King Grana del Leidan
Prince Dessai del Leidan
Princess Matra del Leidan
General Leisaal del Malo
General Gan del Arben
General Myugin del Farba
General Orga del Ralanis

Capital City: Chrana

flag:

Cultural Policy (National ideas)
Combat proficiency
The arts (generally focused in some way around combat proficiency)

National Policies (National Focuses)
Expansion & colonisation
Military defence

Population: About 4.2 million

Resources: Iron, copper, gold, furs, ivory, spices, grain, sugar, cotton, rarely platinum

Army Size: About 168,000 trained soldiers, although almost every citizen of the kingdom has combat training to some degree.

50,000 light/medium infantry
10,000 heavy infantry/knights
30,000 ranged infantry (greatbows, firearms when they're invented)
5,000 artillery units (two soldiers assigned to each unit)
4000 combat magi

4000 non combat personnel (cooks, quartermasters, etc) These guys wouldn't count in the under 100,000 limit, right?


Strengths:
Great size
Powerful land military
Strong natural armour, which is usually improved upon using suits of stone armour
Buildings are built to be defendable and sturdy

Weaknesses:
Uses more resources than other races
Relatively few mages
Difficult to supply when more than one regions distance outside their own borders
Cavalry is basically an impossibility for them, except in the case of rare, truly massive creatures, most of which cannot be bred.

Navy Size: None, they barely understand the concept, due to the only large bodies of water they regularly encounter being rivers and lakes, which they can cross fairly easily.

Strengths: N/A

Weaknesses: They don't have one, which would probably be considered a weakness.

Notable Commanders:
King Grana del Leidan
Prince Dessai del Leidan
Princess Matra del Leidan
General Leisaal del Malo
General Gan del Arben
General Myugin del Farba
General Orga del Ralanis

Other Military Information: All members of nobility are military leaders, generally also coming from ancient military families. This is especially true for the royal family, of which every member must be a member of the military.
Soldiers also wear armour made of thick slabs of stone rather than metal, which is saved for weapons.

Dominant Species: Atelan Yensa

Minority Species: Small groups of Dwarves and Lupinkins, who are generally respected for the similar values they share with the Atelans.

Claims: (Map is required; no more then 15 provinces)
Ok, so here's where it's kind of difficult. I don't have access to my computer, and have to use my phone. Therefore, I have no idea how to actually put the map in there with my claim on it. However, if you're still willing to let me in despite that, could you give me a small, maybe 9 region chunk of land in the bottom half of Aurinia, preferably completely inland? Thanks if you can, and if you can't, I understand.
Last edited by Granis on Tue Jan 10, 2017 6:40 pm, edited 5 times in total.

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Yottabota
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Posts: 2043
Founded: Sep 12, 2013
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Postby Yottabota » Tue Jan 10, 2017 12:06 pm

=Species APP=
Species name: Arachne
General appearance: There are several breeds of Arachne; Arachne themselves are a non-human race with the lower half of their body being that of a spider. Arachne have between four to six eyes and are completely carnivorous, using webs threaded from the tip of their abdomen to create traps for prey. An average Arachne stands at 2.8 meters tall but they do not grow taller past a the age of maturity, with the sizes of their legs being on average 2 meters each.
Small Breed: These smaller breed of arachne stand at about 1.5 meters or shorter, and they are known for being energetic and agile in comparison to the other subspecies. Their webs are thinner and weaker than larger arachne.
Sub-Sub Species: Peacock Variant Small Breed: The peacock variant small breed arachne are an even shorter smaller breed of arachne, standing at barely a meter tall and are generally considered in the olden times as scavengers. They technically have 13 limbs, as they have a flexible appendage above their abdomen that they use in mating rituals but in modern times they are renowned dancer and entertainers. Somehow this sub species of arachne are genetically optimistic.
Long Leg Breed: A large subspecies with thinner and longer legs (3 meters) than standard arachne. These large arachne are mild mannered and unable to produce thread but they move faster than all other arachne to secure their prey. Their hunting instincts are so powerful that they will sometimes abandon the prey they capture to pursue new, more substantial prey.
Large Breed: Large Breeds (2.7 Meters) are known for being very wild and aggressive, in addition to their strength they are also contain venom. Their venom isn't particularly harmful, but can cause extreme discomfort for those bitten. They are sometimes mistaken as Yaunti females, which can be quite insulting if you are male.
General Lifespan: All breed share a common life span of 17 (maturity) and 80 being the average age of death.
History: One of the three species (Yuanti, Drider) that evolved from the Ancient Spider, which were massive half human half spider creatures that ruled a time lost in all records.
Culture: Nowadays hunting for prey by traps are no longer required with the advent of technology and the new abundance of food, so to prevent silk build up they have prided themselves in creating hand-knit crafts. It may be pricey, but one can alway guarantee that a Arachne silk cloth will take quite a beating. Large and Long Leg breeds are more commonly found in the army or military roles, their silk can be used as strong bandages or can be used to create traps or makeshift bridges in no time. Small breeds are seen in market places or opera halls, and many have also become religious figures. Arachne are very prideful and are born with a distinct marking on their abdomens at the moment of their birth which was once used to determine one's class and rank in society. To Arachne, caffeine is seen as a powerful narcotic.
Strengths: Standard are extremely intelligent; Small are fast and agile; Long are extremely fast and incredibly disciplined as well as excellent hunters; Large are strong and intimidating
Weaknesses: They cannot swim; standard, long and large are prone to aggression and small breeds are small and are not much in terms of fighting. All breeds can develop a severe disease that cripples them for life.
Magical Affinity(How common is magic within the species?): Nope, it is their biggest distinction from Driders and Yuanti.
Other Information.

Adding another one give me a minute

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

Postby Vahltunskhja » Tue Jan 10, 2017 5:11 pm

Disregard my app, I'm not going to have enough time for this RP.

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

Postby CAS Commission Account » Tue Jan 10, 2017 5:37 pm

Ulls wrote:
NationStates Name:Ulls
=Nation within Roleplay=
Nation Name: Mynor Zynorki( Commonly known as the Zynorki Magocracy)
Government Type: Magocracy
Leader and other notable people: Dragon Ascendant: The leader of the country. Is mostly a national and religious symbol with limited power in government. They are known as the most powerful Scalior and the most draconic of their kind.
Arui: Leader of the Magus Vistrol, a council of mages that lead the affairs of the state.
Not-Not: The famous gunsmith who made a business off making flintlocks a regular thing for both soldier and civilian.
Sproing: General of the army
Denarsis: Admiral of the navy
Nash: Bard and Head Spymaster
Garnisis Tyrzoi: Leading battlemage
Capital City: Insourdus Ur: Also known as the "City of Dragons" as it is known as to have the largest dragon sanctuary in the world. It is one of the main goals of the Kra'ka to try and preserve what's left of the Dragon species and help them grow in an environment that they is away from the eyes of hunters or Humans who wish to end the species for good. The Kra'ka make pilgrimage from their dark corners to the city to worship the dragons or try to become Scalior(Wyrmmage) if they have the ability.

Very few races outside of traders have step foot in the City. Mostly because that the Kra'ka have a violent history with the other races of Vermania, especially Humans when they were more populated in Kolen. However they have gotten over the history over the past 300 years
flag:
Cultural Policy: Adaptive Culture, Industrious Traditions
National Policies: Flintlock Engineering, Industrial Guilds
Population: 70 million
Resources: Lumber, medicine, gems, precious metals, coal, fish, oil, some foods, exotic animals

Army Size:600k Levies,400k musketeers, 300k Cannons, 250k Warmages, 350K Engineers, 50K Sailors, 50K Scalior, 50K Commandos, 50K support axillaries( such as alchemists, doctors, quartermasters)
Strengths: Diversity: Kra'ka have made a diverse military that allowed it to work around their weaknesses and not rely on just numbers.
High-quality Flintlocks: Because of the widespread use of flintlocks and the selling of them to the civilians and military, many gunsmiths have took delicate time to build them and when they are called into war, then these rifles actually make a difference.
Widespread Warmagic schools: Magic is common among the Kra'ka, and this has allowed the use of widespread deployment of warmagic and Scalior that are called in to war.
Weaknesses:
Small and weak: Kra'ka are some of the smallest creatures in the world, they are also some of the weakest. They don't do good going one-on-one against enemies.
Feudal Levies: This is the major weakness of the Kra'ka, most of their kind don't have nations and attack nations in large warbands. The Kra'ka of Zynorki have been able to advance their military reform to feudalism but they still aren't normally disciplined compared to a conscript with some training and streamline equipment.
Noble/Chieftain infighting: Another weakness that happens between Kra'ka and the use of feudal levies. Infighting isn't all that prevalent as it would be in a horde, but there is enough that can happen if a war goes on long enough.
Navy Size:420 ships can be called upon during wartime
Strengths: Shipwright production: between the island that they have and the various harbor cities, they have enough resources and drydocks to keep their production going.
Large Cannons: The most common Zynorki ship has larger than normal cannons that are able pierce the hull and armor of enemy ships.
Weaknesses: Weak Armor: Kra'ka are no stranger to wanting larger weapons to fight their enemies, but they have a tendency to make their armor of a weaker quality and have been known as the "glass cannons of the sea".
Low Training threshold: Kra'ka aren't known as the best sailors in the world and it shows it as they have low training thresholds in order to fill the need of having a national navy. Most captains come from experience sea captains and traders who are called into war or are given incentives to help train some other captains to help patrol the waters.
Notable Commanders: Look above
Other Military Information: Most noble commanders are either mages or engineers. Very few are actually infantry leaders but the current leader is just such.

Dominant Species: Kra'Ka
Minority Species:none
Claims: https://imgur.com/a/hqAOW



=Species APP=
Species name: Kra'ka( Commonly known as the Kobold)
General appearance: Kra'ka are reptilian in nature, having connections to dragons and their looks can differ if they stay in an environment for too long.
The Kra'ka of Zynorki commonly look like this and this.
There are some Kra'ka that have the most characteristics of a dragon than any of their kind, they look like this. This is a mutation that has came down from elder mages who were trying to gain the abilities to ascend as Dragons but failed to do so. However their experiments had became fruitful as some have been able to naturally grown wings, breath fire, and have tougher hides without being Scalior.

The common Ka'kra is around 2-3 feet tall with males and females being the same height. Normal creatures can't normally tell which is which at first without hearing their voices. Kra'ka can tell thanks to hormones that they secrete on a normal basis before they talk to one another.
General Lifespan: normal Kra'ka can live around 35-50 years old, mutate ones can lived between 150-300 years.
History: The Kra'ka were originally a goblin tribe who lived close to dragons during the primordial past. The goblins were always jealous of the might of the Orcs, elves, and the rising power of humanity so they turned to their shamans, and their shamans turn to themselves for answers. The Shamans started to conduct magical spells to try and become like dragons.

The magic did give them what they wanted, but it wasn't like how they attended the spells to be used. They were still small and weak, but they had the characteristics of reptiles. They became the first Kra'ka and this started their rise to power and their journey to dragonhood. Over generations, they grew in number and tribes. Many of them had divulge into infighting and trying to follow the dragons they saved as gods. Still, there were those who were magically inclined or clever enough to try and strive to be like dragons or to try and better the Kra'ka but they only became better at trapmaking, basic industry, and mining in the mountains they lived in until the tribes started to spread into Kolen and some parts of Afux.

From here the races of the old world were able to interact with the Kra'ka and many used them as exploited workers or just killed them once they found out about the dragons. This is when the reptiles learned about the use of Scalior, or Wyrm Magic, as a means of gaining dragonhood through magic. This revolutionized many tribes and formed the first hordes that were able to go around and sack town, fought petty kingdoms, and even fought with the Humans of Kolen. The kingdoms didn't tolerate for very long and band together to push out the hordes from the mountains into the Afux. On top of that, they also issue a mass genocide of dragons, which also drove them south into Afux.

Eventually some came back into the Human cities but live in sewers or in dark corners. Most went in the forests and the deserts and became different types of tribes. Many of the Kra'ka lived in the jungles and flourished in separate tribes, but they were staring to begin advancing science and magic. This came to the first local states and a combined sense of unity started to come to some started to form kingdoms that came from the magically strongest and the most clever of their kind formed noble bloodlines.

Even to this day, many of their kind fought in the jungles until the black death came. Many tribes were dying off but there were rumors of the Kra'ka of Zynorki and started to make its way to the survivors and they migrated to the jungles. This is when the newcomers clash with the kingdoms but the Kingdoms were able to overpower them and forged a peace between the two factions which formed the country of Zynorki. This allowed them to have a golden age and developed way to have advance industry and technology to their lands.

Over the next few generations the reptiles had developed the means to be prosperous, ships, and sanctuaries for the dragons. At the advent of the Enlightenment, Human explorers had heard of the Kra'ka country, believing it to be myth than reality. One such trader wander up the island of Sisus Na and found the reptiles engaged in a civil war. The Humans noticed that the Kra'ka lower-classes were trying to overthrow the noble kingdoms while the nobles wanted to put them down to maintain the status quo.

The Humans instead help the mages who served a religious figure who was called the Dragon Ascendant. The Dragon Ascendant had the least amount of soldiers in the civil war, but would eventually trade their recipe for explosives that were primarily used for mining for their support. The Humans agreed and help put the lower classes in check and overthrow the Kingdoms to bring in a magoracy. The Humans left and this brought guns and cannons into the world.

Many human rulers still couldn't believe that the foul creatures could do this but a lot of them had to accept the fact that it did happen. The Kra'ka will be isolated once again to their own devices until Kolen had managed to stabilized behind the most powerful empires in the world. Many ships barring different flags came to their shores and brought modern goods and guns in exchange for gems and precious metals. It didn't take long for the small creatures to miniaturize the guns and make their own cannons. The ships became modern very quickly yet their military was still that of feudalism since they haven't had a need to reform.

Now to this day they have made large steps into being an industrial powerhouse and have some of the most high-quality gunsmiths in the old world. However, they aren't very favored in the old world because of their history and worship of dragons. Yet they have become one of the most industrial and mechanically focused minds in the old world and they are always willing to prove it to the other amongst the other nations or their own kin.
Culture: In Zynorki, the is split between two cultures. The adopted medieval Human cultures and the Zynorki refined tribal culture. They each have their own unique culture which is based on where they were born and how they were taught. Yet, they are all believers in dragons and their own craftiness. Some are better at being smarter, some are better at being mages, and some are just better at being trading. Each Kra'ka is known to help one another in Zynorki to compliment their weaknesses but are it's not uncommon for feuds and infighting to happen.

In other Kra'ka tribes out of Zynorki, there is no unified culture. Many tribes fight each other for dominance or resources, such as those in the deserts. They will also just make gangs in the dark corners of Kolen so that they can make a living. However, even they worship dragons and many of them send off to Zynorki to find a job or to become a mage if they have a high quality of magic in them.
Strengths:
Mechanically and Industrially adept,
somewhat high fertility,
dragon mutations
Weaknesses: Weak and small,
Prone to infighting in some degrees
Mutations are few and far between and aren't all that reliable
Magical Affinity(How common is magic within the species?): All Kra'ka have some form of natural magical affinity. However the more affinity they have is compared to how draconic they look or if they have certain mutations. Those with a higher affinity can be able to practice Scalior and try to magically become like those who have the dragonlike mutations. Many of the strongest mages in the nation are consider the by outsiders as " Tiny Dragons" because of their looks and those who are Scalior are able to breath fire and even fly.
Other Information: Kra'ka exist in some form in Kolen, but they mostly exist in Afux in either the jungles or the deserts. In Kolen, they exist in the cities or any place that's abandoned

Religion will be later.

Tone down your military, I'll let you decide but nothing over 125,000, please.

Natuna aka Riau wrote:Species name: Chocobo
General appearance:(Image)
General Lifespan: 25 years
History: used to pull carts, wagons, it's pretty much Nif's horse
Culture: KWEH!
Strengths: can be ridden and is fairly strong and is somewhat fast. It can glide but not fly
Weaknesses:the same weakness a horse would have i guess
Magical Affinity(How common is magic within the species?): none
Other Information: KWEH!

Accepted

Granis wrote:Ok, so I hope this is alright...


Nationstates name: Granis
=Species APP=
Species name: Atelan Yensa

General appearance:
Large, muscular reptilian creatures with incredibly hard scales, similar to those of an Ankylosaurus. Adults generally grow to around 6 metres in height, and are quite heavily built. Their scales are almost always dark, dull shades of red, green, grey, yellow, and occasionally blue. Bright coloured scales are extremely rare.

General Lifespan:
50-70 years.

History: Over the last several hundred years, the Atelan Yensa have been locked in an era of warring states. However, in the year of 790, a man named Gatan del Leidan unified the multiple factions into a single kingdom, which he called Atel.

Culture: Atelan culture is almost entirely focused around combat, and most aspects of life will in some way be related to it. Note that this does not apply specifically to warfare, as the current kingdom is actually rather peaceful, focusing on diplomacy if possible when it comes to contact with other nations, and most recreational combat is non-lethal. Naturally however, this means that they are extremely capable during wartime.

Strengths:
Very large
Generally strong
Naturally well armoured
Fairly agile, considering their size

Weaknesses:
Too large to fit in buildings of many, more average sized races
Combat focused society can be known to alienate some, more pacifistic cultures
Generally require more resources, due to larger size

Magical Affinity(How common is magic within the species?): Magic is fairly rare within the Atelan Yensa, with only one in every five hundred or so having the ability to use it.

Other Information:
Atelans have a tradition of constructing their buildings to be as sturdy and defendable as possible, and are known to carve their buildings directly into the sides of mountains. This can be seen in the capital city of Chrana, which was carved from an entire small mountain range.
They also regularly dig large, open pit quarries.




NationStates Name: Granis
=Nation within Roleplay=

Nation Name: Kingdom of Atel

Government Type: Monarchy

Leader and other notable people:
King Grana del Leidan
Prince Dessai del Leidan
Princess Matra del Leidan
General Leisaal del Malo
General Gan del Arben
General Myugin del Farba
General Orga del Ralanis

Capital City: Chrana

flag:

Cultural Policy (National ideas)
Combat proficiency
The arts (generally focused in some way around combat proficiency)

National Policies (National Focuses)
Expansion & colonisation
Military defence

Population: About 4.2 million

Resources: Iron, copper, gold, furs, ivory, spices, grain, sugar, cotton, rarely platinum

Army Size: About 168,000 trained soldiers, although almost every citizen of the kingdom has combat training to some degree.

80,000 light/medium infantry
30,000 heavy infantry/knights
40,000 ranged infantry (greatbows, firearms when they're invented)
5,000 artillery units (two soldiers assigned to each unit)
4000 combat magi
4000 non combat personnel (cooks, quartermasters, etc)


Strengths:
Great size
Powerful land military
Strong natural armour, which is usually improved upon using suits of stone armour
Buildings are built to be defendable and sturdy

Weaknesses:
Uses more resources than other races
Relatively few mages
Difficult to supply when more than one regions distance outside their own borders
Cavalry is basically an impossibility for them, except in the case of rare, truly massive creatures, most of which cannot be bred.

Navy Size: None, they barely understand the concept, due to the only large bodies of water they regularly encounter being rivers and lakes, which they can cross fairly easily.

Strengths: N/A

Weaknesses: They don't have one, which would probably be considered a weakness.

Notable Commanders:
King Grana del Leidan
Prince Dessai del Leidan
Princess Matra del Leidan
General Leisaal del Malo
General Gan del Arben
General Myugin del Farba
General Orga del Ralanis

Other Military Information: All members of nobility are military leaders, generally also coming from ancient military families. This is especially true for the royal family, of which every member must be a member of the military.
Soldiers also wear armour made of thick slabs of stone rather than metal, which is saved for weapons.

Dominant Species: Atelan Yensa

Minority Species: Small groups of Dwarves and Lupinkins, who are generally respected for the similar values they share with the Atelans.

Claims: (Map is required; no more then 15 provinces)
Ok, so here's where it's kind of difficult. I don't have access to my computer, and have to use my phone. Therefore, I have no idea how to actually put the map in there with my claim on it. However, if you're still willing to let me in despite that, could you give me a small, maybe 9 region chunk of land in the bottom half of Aurinia, preferably completely inland? Thanks if you can, and if you can't, I understand.

The claims part is fine, but the military will have to be toned down. I'll let you decide, but nothing over 100,000.

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CAS Commission Account
Bureaucrat
 
Posts: 63
Founded: Dec 24, 2016
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Postby CAS Commission Account » Tue Jan 10, 2017 5:37 pm

Yottabota wrote:
=Species APP=

Adding another one give me a minute

Accepted

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Granis
Ambassador
 
Posts: 1304
Founded: Apr 17, 2016
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Postby Granis » Tue Jan 10, 2017 6:44 pm

The claims part is fine, but the military will have to be toned down. I'll let you decide, but nothing over 100,000.


Alright, I've edited the army, so hopefully that should be fine.
Also, thanks for letting me in even without the map part.

And finally, I was just curious, but am I right in thinking that this entire RP is based on either crusader kings, europa universalis, or both? Because if it is, I'm totally in, because my computer broke and I can't play my copies of either game anymore.

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

Postby Grand Adruvain » Wed Jan 11, 2017 7:15 am

Granis wrote:
The claims part is fine, but the military will have to be toned down. I'll let you decide, but nothing over 100,000.


Alright, I've edited the army, so hopefully that should be fine.
Also, thanks for letting me in even without the map part.

And finally, I was just curious, but am I right in thinking that this entire RP is based on either crusader kings, europa universalis, or both? Because if it is, I'm totally in, because my computer broke and I can't play my copies of either game anymore.

It's more Victoria II and Europa Univeralis IV
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

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

Postby CAS Commission Account » Wed Jan 11, 2017 8:49 am

Granis wrote:
The claims part is fine, but the military will have to be toned down. I'll let you decide, but nothing over 100,000.


Alright, I've edited the army, so hopefully that should be fine.
Also, thanks for letting me in even without the map part.

And finally, I was just curious, but am I right in thinking that this entire RP is based on either crusader kings, europa universalis, or both? Because if it is, I'm totally in, because my computer broke and I can't play my copies of either game anymore.

Regarding the claims, is this okay? I gave you 15 instead of 9, but it's still down south just like you wanted (if you took any less land then you'd just be weaker than everyone else :P)

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Granis
Ambassador
 
Posts: 1304
Founded: Apr 17, 2016
Ex-Nation

Postby Granis » Wed Jan 11, 2017 3:15 pm

CAS Commission Account wrote:
Granis wrote:
Alright, I've edited the army, so hopefully that should be fine.
Also, thanks for letting me in even without the map part.

And finally, I was just curious, but am I right in thinking that this entire RP is based on either crusader kings, europa universalis, or both? Because if it is, I'm totally in, because my computer broke and I can't play my copies of either game anymore.

Regarding the claims, is this okay? I gave you 15 instead of 9, but it's still down south just like you wanted (if you took any less land then you'd just be weaker than everyone else :P)



Yeah, that's perfect. If you don't mind me asking though, who's that nation just above me?

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Granis
Ambassador
 
Posts: 1304
Founded: Apr 17, 2016
Ex-Nation

Postby Granis » Wed Jan 11, 2017 7:21 pm

Grand Adruvain wrote:
Granis wrote:
Alright, I've edited the army, so hopefully that should be fine.
Also, thanks for letting me in even without the map part.

And finally, I was just curious, but am I right in thinking that this entire RP is based on either crusader kings, europa universalis, or both? Because if it is, I'm totally in, because my computer broke and I can't play my copies of either game anymore.

It's more Victoria II and Europa Univeralis IV


Never played any of the Victoria games, but I just thought crusader kings when I saw the way armies seemed to work, and how they were categorised.

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Vahn
Diplomat
 
Posts: 694
Founded: Nov 13, 2014
Ex-Nation

Postby Vahn » Wed Jan 11, 2017 9:20 pm

Is there anything to know about the climates of this world (where can we assume land to be arable or arid)? It's rather nitpicky of me, but I like to get an idea of what the land is like.
This is not a signature

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Granis
Ambassador
 
Posts: 1304
Founded: Apr 17, 2016
Ex-Nation

Postby Granis » Thu Jan 12, 2017 5:37 am

Vahn wrote:Is there anything to know about the climates of this world (where can we assume land to be arable or arid)? It's rather nitpicky of me, but I like to get an idea of what the land is like.


I would like to second this opinion. I'm pretty sure that my area is meant to be relatively temperate, given how close it is to the polar regions, but I can't be sure.

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Blayk
Envoy
 
Posts: 282
Founded: Jun 11, 2015
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Postby Blayk » Thu Jan 12, 2017 6:05 am

Tagging for Interest.
Generation 31 (The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.)


This Nation does not use NationStates Statisics

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Mechanist Combine
Chargé d'Affaires
 
Posts: 379
Founded: Sep 22, 2016
Ex-Nation

Postby Mechanist Combine » Thu Jan 12, 2017 7:52 am

Tag

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

Postby Grand Adruvain » Thu Jan 12, 2017 3:48 pm

Vahn wrote:Is there anything to know about the climates of this world (where can we assume land to be arable or arid)? It's rather nitpicky of me, but I like to get an idea of what the land is like.

Generally on the continent of Afux, near Osphen's nation. A more tropical one would be south a few provinces of Yottabota's nation.
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

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Yottabota
Minister
 
Posts: 2043
Founded: Sep 12, 2013
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Postby Yottabota » Thu Jan 12, 2017 7:55 pm

Grand Adruvain wrote:
Vahn wrote:Is there anything to know about the climates of this world (where can we assume land to be arable or arid)? It's rather nitpicky of me, but I like to get an idea of what the land is like.

Generally on the continent of Afux, near Osphen's nation. A more tropical one would be south a few provinces of Yottabota's nation.

cracks kneck

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