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Vermania (Enlightenment Fantasy Rp; OoC)

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Vahn
Diplomat
 
Posts: 694
Founded: Nov 13, 2014
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Postby Vahn » Thu Jan 12, 2017 10:07 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.

That doesn't answer my question but nevermind. AP incoming in a little bit.
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Blayk
Envoy
 
Posts: 282
Founded: Jun 11, 2015
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Postby Blayk » Fri Jan 13, 2017 12:18 am

=Species APP=
Species name: Aurineian Giants, Commonly referred to as simply "Giants"
General appearance: Giants are large humanoid creatures with thick pale skin often heavily tattooed with black or dark blue designs, they boast long powerful limbs with large hands and feet. The average Giant stands about 5 meters tall or 16.5 feet, however some males can reach upto 20 feet/6 meters. Nearly all male giants have facial hair which is normally worn braided with beads much the same as their normal hair.
General Lifespan: Despite rumours of immortality amongst the other races giants tend to live to 500 - 700 years reaching maturity at 60
History: Giants originated in the far north, on the Pole however changing climate conditions forced them to migrate south with their vast herds of Mammoth, for much of their existence the Giants were nomadic moving their herds across northern Aurineia in small tribes however a few hundred years ago a Giant by the name of Handræn manged to unite a portion of the tribes now ruling over them as High Chieftain and created the first Giant stronghold 'Dol Wuhrum' although many other strongholds have risen up within his Chiefdom.
Culture: Giants tend to live simple lives most are farmers herding Mammoth around their stronghold for their milk, wool and occasionally meat or growing wheat to make into bread and other high calorie foods to sustain themselves. Giants also happen to be great builders and masons as their strength and stature allow them to work with larger building materials that would have to be lifted by ten men if humans tried to use them. Despite what most other races think due to their longevity Giants tend to be very intelligent as you would expect when you live for half a millennium.
Strengths: Very strong, Intimidating, Great masons/builders, one Giant can do the work of ten men.
Weaknesses: Despite appearances extremely docile, due to size they cannot operate boats nor can they enter most buildings that other races live in. Cannot use firearms or cannons, slow to reproduce/mature.
Magical Affinity(How common is magic within the species?): Magic is non-existent in Giants bar from a few wise women.
Other Information: Giants are extremely docile and will not attack other sentient species unless first attacked upon, they also rather like dwarves and other smaller species who they view as unnaturally small.


NationStates Name:
=Nation within Roleplay=
Nation Name: The High Chiefdom of Wurheim
Government Type: Tribal Monarchy
Leader and other notable people: High Chief Handræn, Gavac heir to the Chiefdom, Hewisli Chieftess and wise woman
Capital City: Dol Wuhrum
flag: This.
Cultural Policy: Co-existence, development, rights to land.
National Policies: "Colonists Nightmare" +2 Attrition for Enemies, "Giant men, Giant buildings" development and building projects take less time to complete.
Population: 960,000
Resources: Timber, Stone, Mammoth produce, Wheat, Iron

Army Size: 1920, serving as Guards in the main Strongholds, armed with spears and shields, wearing iron helmets and shinguard decorated with Mammoth bones/tusks.
500 Archers, armed with longbow, assortment of mammoth bone arrows, wearing leather helmets also decorated in mammoth bone.
19,000 Infantry, lightly armoured in iron, leather and bone depending on wealth, armed with axes or spears plus shields.
100 Beast masters, Giants who have spent many hundreds of years learning to tame bears, only armed with a dagger of knife, no armour to speak of.
Strengths: Intimidation, well trained, extremely large weapons compared to normal armies.
Weaknesses: No cannon nor firearms due to size and primitiveness, No strong shock cavalry force.
Navy Size: N/A
Strengths: N/A
Weaknesses: N/A
Notable Commanders: Nodæth, Head Guardsman
Other Military Information:


Dominant Species: Giants
Minority Species: Lupinkin (More so in the countryside hunting then in Strongholds.)
Claims: https://i.imgur.com/LnruW2A.png

Name of Religion: Wanderers of Dol
Founding History: No one knows quite when the religion was born as Dol has been around since the Giants first came about, according to them it was Dol who told them to march south, it was Dol who blessed High Chief Handræn in his quest to unite the tribes and it in Dol's name that the first stronghold of Giants was named.
Holy City(If applicable): Dol Wuhrum
Pantheon(Important figures of the religion, or the solitary figure if monotheism): Dol, the great Giant of the sky, he who keeps the blue abyss above from consuming the World as he stands at the top of the tallest mountain holding back the world's destruction.
Beliefs: To save the world from destruction Dol must receive sacrifices, so that he may one day become strong enough to throw the blue abyss back to where it came from, and then take his place as rightful ruler of Giants.
Approximate number of followers: 960,000
Last edited by Blayk on Fri Jan 13, 2017 3:42 am, edited 3 times in total.
Generation 31 (The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.)


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

Postby Granis » Fri Jan 13, 2017 3:14 am

Blayk wrote:=Species APP=
Species name: Aurineian Giants, Commonly referred to as simply "Giants"
General appearance: Giants are large humanoid creatures with thick pale skin often heavily tattooed with black or dark blue designs, they boast long powerful limbs with large hands and feet. The average Giant stands about 5 meters tall or 16.5 feet, however some males can reach upto 20 feet/6 meters. Nearly all male giants have facial hair which is normally worn braided with beads much the same as their normal hair.
General Lifespan: Despite rumours of immortality amongst the other races giants tend to live to 500 - 700 years reaching maturity at 60
History: Giants originated in the far north, on the Pole however changing climate conditions forced them to migrate south with their vast herds of Mammoth, for much of their existence the Giants were nomadic moving their herds across northern Aurineia in small tribes however a few hundred years ago a Giant by the name of Handræn manged to unite a portion of the tribes now ruling over them as High Chieftain and created the first Giant stronghold 'Dol Wuhrum' although many other strongholds have risen up within his Chiefdom.
Culture: Giants tend to live simple lives most are farmers herding Mammoth around their stronghold for their milk, wool and occasionally meat or growing wheat to make into bread and other high calorie foods to sustain themselves. Giants also happen to be great builders and masons as their strength and stature allow them to work with larger building materials that would have to be lifted by ten men if humans tried to use them. Despite what most other races think due to their longevity Giants tend to be very intelligent as you would expect when you live for half a millennium.
Strengths: Very strong, Intimidating, Great masons/builders, one Giant can do the work of ten men.
Weaknesses: Despite appearances extremely docile, due to size they cannot operate boats nor can they enter most buildings that other races live in. Cannot use firearms or cannons, slow to reproduce/mature.
Magical Affinity(How common is magic within the species?): Magic is non-existent in Giants bar from a few wise women.
Other Information: Giants are extremely docile and will not attack other sentient species unless first attacked upon, they also rather like dwarves and other smaller species who they view as unnaturally small.


NationStates Name:
=Nation within Roleplay=
Nation Name: The High Chiefdom of Wurheim
Government Type: Tribal Monarchy
Leader and other notable people: High Chief Handræn, Gavac heir to the Chiefdom, Hewisli Chieftess and wise woman
Capital City: Dol Wuhrum
flag: This.
Cultural Policy: Co-existence, development, rights to land.
National Policies: "Colonists Nightmare" +2 Attrition for Enemies, "Giant men, Giant buildings" development and building projects take less time to complete.
Population: 214,000
Resources: Timber, Stone, Mammoth produce, Wheat, Iron

Army Size: 384 infantry men, serving as Guards in the main Strongholds, armed with spears and shields, wearing iron helmets and shinguard decorated with Mammoth bones/tusks. 100 Archers, armed with longbow, assortment of mammoth bone arrows, wearing leather helmets also decorated in mammoth bone.
Strengths: Intimidation, well trained, extremely large weapons compared to normal armies.
Weaknesses: No cavalry due to size of Giants, no cannon nor firearms due to size and primitiveness.
Navy Size: N/A
Strengths: N/A
Weaknesses: N/A
Notable Commanders: Nodæth, Head Guardsman
Other Military Information:


Dominant Species: Giants
Minority Species: Lupinkin (More so in the countryside hunting then in Strongholds.)
Claims: https://i.imgur.com/cjqO9p8.png

Name of Religion: Wanderers of Dol
Founding History: No one knows quite when the religion was born as Dol has been around since the Giants first came about, according to them it was Dol who told them to march south, it was Dol who blessed High Chief Handræn in his quest to unite the tribes and it in Dol's name that the first stronghold of Giants was named.
Holy City(If applicable): Dol Wuhrum
Pantheon(Important figures of the religion, or the solitary figure if monotheism): Dol, the great Giant of the sky, he who keeps the blue abyss above from consuming the World as he stands at the top of the tallest mountain holding back the world's destruction.
Beliefs: To save the world from destruction Dol must receive sacrifices, so that he may one day become strong enough to throw the blue abyss back to where it came from, and then take his place as rightful ruler of Giants.
Approximate number of followers: 214,000



While I see what you're trying to do, do yourself a favour and give yourself some more people, a larger area, and a bigger military in general, otherwise you're gonna get swamped by all the other nations around you. I tried to do the same, and give my giant race a smaller number of regions too, but the OP essentially gave me the regions I needed to reach fifteen anyway.

Also, on a separate note, if you were a but further down, like say somewhere in the middle or top of Aurineia's lower half, we could probably have a pretty decent, by which I mean damn near unstoppable alliance... If you look through some of the recent posts, find the post where the OP gives me a claim, and if you can put your guys closer to there, I can only see good things happening.

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Blayk
Envoy
 
Posts: 282
Founded: Jun 11, 2015
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Postby Blayk » Fri Jan 13, 2017 3:26 am

Granis wrote:

While I see what you're trying to do, do yourself a favour and give yourself some more people, a larger area, and a bigger military in general, otherwise you're gonna get swamped by all the other nations around you. I tried to do the same, and give my giant race a smaller number of regions too, but the OP essentially gave me the regions I needed to reach fifteen anyway.

Also, on a separate note, if you were a but further down, like say somewhere in the middle or top of Aurineia's lower half, we could probably have a pretty decent, by which I mean damn near unstoppable alliance... If you look through some of the recent posts, find the post where the OP gives me a claim, and if you can put your guys closer to there, I can only see good things happening.


Ah, I was slightly worried that something like that would happen eventually in the IC, I'll boost my population and military as you advised along with moving my claim further south. An alliance or confederacy between our two nations could be very fun to role-play, especially if we end up with pesky Colonists trying to steal our land.
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Granis
Ambassador
 
Posts: 1304
Founded: Apr 17, 2016
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Postby Granis » Fri Jan 13, 2017 5:38 am

Blayk wrote:
Granis wrote:

While I see what you're trying to do, do yourself a favour and give yourself some more people, a larger area, and a bigger military in general, otherwise you're gonna get swamped by all the other nations around you. I tried to do the same, and give my giant race a smaller number of regions too, but the OP essentially gave me the regions I needed to reach fifteen anyway.

Also, on a separate note, if you were a but further down, like say somewhere in the middle or top of Aurineia's lower half, we could probably have a pretty decent, by which I mean damn near unstoppable alliance... If you look through some of the recent posts, find the post where the OP gives me a claim, and if you can put your guys closer to there, I can only see good things happening.


Ah, I was slightly worried that something like that would happen eventually in the IC, I'll boost my population and military as you advised along with moving my claim further south. An alliance or confederacy between our two nations could be very fun to role-play, especially if we end up with pesky Colonists trying to steal our land.



Agreed. Since both of our races are around 6 metres tall, I think it would be wise to stick together. And trade would be easier, seeing as we'll both be using more resources compared to others due to our size, so we'll have a better idea of what the other side will need, without having to adjust the numbers for smaller races. That, and every aspect of my culture is focused around combat and military, so some additional help on the agricultural side should be good.

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Blayk
Envoy
 
Posts: 282
Founded: Jun 11, 2015
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Postby Blayk » Fri Jan 13, 2017 5:50 am

Granis wrote:
Blayk wrote:
Ah, I was slightly worried that something like that would happen eventually in the IC, I'll boost my population and military as you advised along with moving my claim further south. An alliance or confederacy between our two nations could be very fun to role-play, especially if we end up with pesky Colonists trying to steal our land.



Agreed. Since both of our races are around 6 metres tall, I think it would be wise to stick together. And trade would be easier, seeing as we'll both be using more resources compared to others due to our size, so we'll have a better idea of what the other side will need, without having to adjust the numbers for smaller races. That, and every aspect of my culture is focused around combat and military, so some additional help on the agricultural side should be good.


Indeed, my nation is largely focused on building and farming so pairing up with a nation who's culture is entirely combat and militarism seems like one hell of a good idea. Also I noticed that your people don't have a religion currently, should it be accept would you been interested in having your nation join the Wanderers of Dol? or are your people a secular group?
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Granis
Ambassador
 
Posts: 1304
Founded: Apr 17, 2016
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Postby Granis » Fri Jan 13, 2017 6:00 am

Blayk wrote:
Granis wrote:

Agreed. Since both of our races are around 6 metres tall, I think it would be wise to stick together. And trade would be easier, seeing as we'll both be using more resources compared to others due to our size, so we'll have a better idea of what the other side will need, without having to adjust the numbers for smaller races. That, and every aspect of my culture is focused around combat and military, so some additional help on the agricultural side should be good.


Indeed, my nation is largely focused on building and farming so pairing up with a nation who's culture is entirely combat and militarism seems like one hell of a good idea. Also I noticed that your people don't have a religion currently, should it be accept would you been interested in having your nation join the Wanderers of Dol? or are your people a secular group?


Well, I can't say they're particularly religious, and they probably wouldn't be to thrilled about the whole sacrifice part, but they're really the kind of race who wouldn't particularly mind, as long as it doesn't interfere too much with their normal way of life. At best, is say they'd be largely unconcerned about the whole thing, at least until some zealot starts sacrificing Atelans. Then things could get bad.

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Ulls
Minister
 
Posts: 3020
Founded: Jan 02, 2017
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Postby Ulls » Fri Jan 13, 2017 6:30 am

Ok, I manage to lower my military.

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Natuna aka Riau
Spokesperson
 
Posts: 196
Founded: Aug 23, 2016
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Postby Natuna aka Riau » Fri Jan 13, 2017 9:28 am

Hey I also want to say to everyone to consider joining CAS. We are a lovely region that tends to have at least 1 strong RP with many smaller RPs. We have a great staff that works to produce theses RPs, @Grand Adruvain, so do consider joining our region! https://www.nationstates.net/region=con ... ied_states

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Vahn
Diplomat
 
Posts: 694
Founded: Nov 13, 2014
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Postby Vahn » Fri Jan 13, 2017 1:11 pm

NationStates Name: Vahn
=Nation within Roleplay=
Nation Name: The Most Serene Republic of Thae
Government Type: Venetian Republic (Aristocrats and magi elect a head executive who serves for life)
Leader and other notable people: Master Thades, the Elect.
Capital City: Thae
Flag: Flag
Cultural Policy: Trade traditions (dominated trade in region in antiquity), Building traditions (Thae is known for its massive fortificiations and masterful stonework)
National Policies: Meritocracy (of a sort), Exploration
Population: 15 Million (everyone's populations seem bonkers to me, but whatever)
Resources: Mediterranean produce (Olives, Wheat, Grapes), Clay, Stone, Cattle, Salt, Capital ($$$)

Magic: The principle arcane study of Thae and its' magi is the animation of clay. Because the secretive rites used to prepare inanimate clay for life are (accurately) presumed to be akin to necromancy, this practice is rarely accepted outside of Thae. These clay golems (usually known as clay men) posses savage strength and the endurance of stone itself, but lack intellect in a manner also unique to stones: In short, they can only simple orders. Clay men with higher levels of comprehension are achievable, but extremely difficult to produce: One risks the clay taking on a mind (as sad and tortured as a mind can be) of its own. Such beasts are called Unfinished.

For OOC purposes, know that the method of producing clay men in Thae permanently stunts the natural magical 'batteries' of the creator. One can use the mana of another to grant the clay life, but this runs the risk of consuming enough mana from the surrogate host to render them unable to cast magic, permanently. Destroying clay men will not restore this to the creator. Similarly, the death of the creator will not affect the golem. Thae's methods of producing golems are a closely guarded secret: A sect of spies and assassins exist solely to preserve this secret.

People with magical ability are adopted into one of Thae's houses of magi, each dedicated to honing the magical batteries of its students. When the acolytes reach sufficient maturity, they become Makers and are permitted to create clay men. Once they exhaust their magical batteries, they are referred to as Magi. The Magi serve as the elders of Thae as teachers, religious figures, and leaders.

Military Structure: Mercenary forces, supplemented by clay soldiers
Army Size: 75,000 mercenaries; 20,000 clay men; 3,000 captains/magi (mostly serve to command the clay men); 400 canons.
Strengths: Clay Vanguard (clay feels no pain), Endurance in the field (mercenaries are trained and experienced, while the clay men require almost nothing for sustenance: Attrition is an ally to Thae)
Weaknesses: The clay men need careful and persistent commands to be directed during battle, firearms are hard to produce for the clay men and thus rarely get them (no guns for clay soldiers).
Navy Size: 50 Galleons, 360 Galleys
Strengths: Operate efficiently without wind (clay oarsmen), boarding excursions.
Weaknesses: Ranged ship-to-ship combat, slower than many similar vessels.
Notable Commanders: Mistress Venrae the Magi


Dominant Species: Humans (the people of Thae and its' hinterlands)
Minority Species: Dwarves (many come to witness the stone and brick wonders of Thae)
Claims: Map
Last edited by Vahn on Fri Jan 13, 2017 6:03 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 » Fri Jan 13, 2017 5:55 pm

Vahn wrote:NationStates Name: Vahn
=Nation within Roleplay=
Nation Name: The Most Serene Republic of Thae
Government Type: Venetian Republic (Aristocrats and magi elect a head executive who serves for life)
Leader and other notable people: Master Thades, the Elect.
Capital City: Thae
Flag: Flag
Cultural Policy: Trade traditions (dominated trade in region in antiquity), Building traditions (Thae is known for its massive fortificiations and masterful stonework)
National Policies: Meritocracy (of a sort), Exploration
Population: 15 Million (everyone's populations seem bonkers to me, but whatever)
Resources: Mediterranean produce (Olives, Wheat, Grapes), Clay, Stone, Cattle, Salt, Capital ($$$)

Magic: The principle arcane study of Thae and its' magi is the animation of clay. Because the secretive rites used to prepare inanimate clay for life are (accurately) presumed to be akin to necromancy, this practice is rarely accepted outside of Thae. These clay golems (usually known as clay men) posses savage strength and the endurance of stone itself, but lack intellect in a manner also unique to stones: In short, they can only simple orders. Clay men with higher levels of comprehension are achievable, but extremely difficult to produce: One risks the clay taking on a mind (as sad and tortured as a mind can be) of its own. Such beasts are called Unfinished.

For OOC purposes, know that the method of producing clay men in Thae permanently stunts the natural magical 'batteries' of the creator. One can use the mana of another to grant the clay life, but this runs the risk of consuming enough mana from the surrogate host to render them unable to cast magic, permanently. Destroying clay men will not restore this to the creator. Similarly, the death of the creator will not affect the golem. Thae's methods of producing golems are a closely guarded secret: A sect of spies and assassins exist solely to preserve this secret.

People with magical ability are adopted into one of Thae's houses of magi, each dedicated to honing the magical batteries of its students. When the acolytes reach sufficient maturity, they become Makers and are permitted to create clay men. Once they exhaust their magical batteries, they are referred to as Magi. The Magi serve as the elders of Thae as teachers, religious figures, and leaders.

Military Structure: Mercenary forces, supplemented by clay soldiers
Army Size: 375,000 mercenaries; 200,000 clay men; 3,000 captains/magi (mostly serve to command the clay men); 2,000 canons.
Strengths: Clay Vanguard (clay feels no pain), Endurance in the field (mercenaries are trained and experienced, while the clay men require almost nothing for sustenance: Attrition is an ally to Thae)
Weaknesses: The clay men need careful and persistent commands to be directed during battle, firearms are hard to produce for the clay men and thus rarely get them (no guns for clay soldiers).
Navy Size: 50 Galleons, 560 Galleys
Strengths: Operate efficiently without wind (clay oarsmen), boarding excursions.
Weaknesses: Ranged ship-to-ship combat, slower than many similar vessels.
Notable Commanders: Mistress Venrae the Magi


Dominant Species: Humans (the people of Thae and its' hinterlands)
Minority Species: Dwarves (many come to witness the stone and brick wonders of Thae)
Claims: Map

Jesus, scale down that army. Like, the Mercenaries, cannons and Golem. DENIED
Blayk wrote:=Species APP=
Species name: Aurineian Giants, Commonly referred to as simply "Giants"
General appearance: Giants are large humanoid creatures with thick pale skin often heavily tattooed with black or dark blue designs, they boast long powerful limbs with large hands and feet. The average Giant stands about 5 meters tall or 16.5 feet, however some males can reach upto 20 feet/6 meters. Nearly all male giants have facial hair which is normally worn braided with beads much the same as their normal hair.
General Lifespan: Despite rumours of immortality amongst the other races giants tend to live to 500 - 700 years reaching maturity at 60
History: Giants originated in the far north, on the Pole however changing climate conditions forced them to migrate south with their vast herds of Mammoth, for much of their existence the Giants were nomadic moving their herds across northern Aurineia in small tribes however a few hundred years ago a Giant by the name of Handræn manged to unite a portion of the tribes now ruling over them as High Chieftain and created the first Giant stronghold 'Dol Wuhrum' although many other strongholds have risen up within his Chiefdom.
Culture: Giants tend to live simple lives most are farmers herding Mammoth around their stronghold for their milk, wool and occasionally meat or growing wheat to make into bread and other high calorie foods to sustain themselves. Giants also happen to be great builders and masons as their strength and stature allow them to work with larger building materials that would have to be lifted by ten men if humans tried to use them. Despite what most other races think due to their longevity Giants tend to be very intelligent as you would expect when you live for half a millennium.
Strengths: Very strong, Intimidating, Great masons/builders, one Giant can do the work of ten men.
Weaknesses: Despite appearances extremely docile, due to size they cannot operate boats nor can they enter most buildings that other races live in. Cannot use firearms or cannons, slow to reproduce/mature.
Magical Affinity(How common is magic within the species?): Magic is non-existent in Giants bar from a few wise women.
Other Information: Giants are extremely docile and will not attack other sentient species unless first attacked upon, they also rather like dwarves and other smaller species who they view as unnaturally small.


NationStates Name:
=Nation within Roleplay=
Nation Name: The High Chiefdom of Wurheim
Government Type: Tribal Monarchy
Leader and other notable people: High Chief Handræn, Gavac heir to the Chiefdom, Hewisli Chieftess and wise woman
Capital City: Dol Wuhrum
flag: This.
Cultural Policy: Co-existence, development, rights to land.
National Policies: "Colonists Nightmare" +2 Attrition for Enemies, "Giant men, Giant buildings" development and building projects take less time to complete.
Population: 960,000
Resources: Timber, Stone, Mammoth produce, Wheat, Iron

Army Size: 1920, serving as Guards in the main Strongholds, armed with spears and shields, wearing iron helmets and shinguard decorated with Mammoth bones/tusks.
500 Archers, armed with longbow, assortment of mammoth bone arrows, wearing leather helmets also decorated in mammoth bone.
19,000 Infantry, lightly armoured in iron, leather and bone depending on wealth, armed with axes or spears plus shields.
100 Beast masters, Giants who have spent many hundreds of years learning to tame bears, only armed with a dagger of knife, no armour to speak of.
Strengths: Intimidation, well trained, extremely large weapons compared to normal armies.
Weaknesses: No cannon nor firearms due to size and primitiveness, No strong shock cavalry force.
Navy Size: N/A
Strengths: N/A
Weaknesses: N/A
Notable Commanders: Nodæth, Head Guardsman
Other Military Information:


Dominant Species: Giants
Minority Species: Lupinkin (More so in the countryside hunting then in Strongholds.)
Claims: https://i.imgur.com/LnruW2A.png

Name of Religion: Wanderers of Dol
Founding History: No one knows quite when the religion was born as Dol has been around since the Giants first came about, according to them it was Dol who told them to march south, it was Dol who blessed High Chief Handræn in his quest to unite the tribes and it in Dol's name that the first stronghold of Giants was named.
Holy City(If applicable): Dol Wuhrum
Pantheon(Important figures of the religion, or the solitary figure if monotheism): Dol, the great Giant of the sky, he who keeps the blue abyss above from consuming the World as he stands at the top of the tallest mountain holding back the world's destruction.
Beliefs: To save the world from destruction Dol must receive sacrifices, so that he may one day become strong enough to throw the blue abyss back to where it came from, and then take his place as rightful ruler of Giants.
Approximate number of followers: 960,000

Looks great.
Accepted
Last edited by CAS Commission Account on Fri Jan 13, 2017 5:56 pm, edited 1 time in total.

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Vahn
Diplomat
 
Posts: 694
Founded: Nov 13, 2014
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Postby Vahn » Fri Jan 13, 2017 6:11 pm

CAS Commission Account wrote:
Vahn wrote:Military Structure: Mercenary forces, supplemented by clay soldiers
Army Size: 75,000 mercenaries; 20,000 clay men; 3,000 captains/magi (mostly serve to command the clay men); 400 canons.
Strengths: Clay Vanguard (clay feels no pain), Endurance in the field (mercenaries are trained and experienced, while the clay men require almost nothing for sustenance: Attrition is an ally to Thae)
Weaknesses: The clay men need careful and persistent commands to be directed during battle, firearms are hard to produce for the clay men and thus rarely get them (no guns for clay soldiers).
Navy Size: 50 Galleons, 360 Galleys
Strengths: Operate efficiently without wind (clay oarsmen), boarding excursions.
Weaknesses: Ranged ship-to-ship combat, slower than many similar vessels.
Notable Commanders: Mistress Venrae the Magi[/spoiler]

Jesus, scale down that army. Like, the Mercenaries, cannons and Golem. DENIED



Scaled down as directed.
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CAS Commission Account
Bureaucrat
 
Posts: 63
Founded: Dec 24, 2016
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Postby CAS Commission Account » Fri Jan 13, 2017 6:40 pm

Vahn wrote:
CAS Commission Account wrote:Jesus, scale down that army. Like, the Mercenaries, cannons and Golem. DENIED



Scaled down as directed.

Accepted

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Ulls
Minister
 
Posts: 3020
Founded: Jan 02, 2017
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Postby Ulls » Fri Jan 13, 2017 7:47 pm

Deleted.
Last edited by Ulls on Fri Jan 13, 2017 10:10 pm, edited 2 times in total.

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Mondrova
Minister
 
Posts: 2166
Founded: Jan 04, 2012
Ex-Nation

Postby Mondrova » Fri Jan 13, 2017 9:16 pm

Here is my application as it stands, I have a religion application also on the way. Before I put anything in the claims section though, I was wondering if it might be possible to have more than the 15 granted. I understands that a can of worms for anyone to open, but I am sort of looking to RP a nation that is more powerful than the norm at the start just because I enjoy the way it tends to play it RP wise. I am okay with being the sort of aggressive imperialist nation with not a lot of allies that ends up with a lot of enemies, and all the negative qualities that might be associated with the Empire like nation I hope to get. I have played such nations before and I think I handled it fairly well.

Obviously if that's not something you interested in I will adjust as needed, but the app below is sort of tailored with that in mind. So just let me know what you think.

Nation Name: The United Kingdoms of Estiele and Lannduane (est-eel-E-a and (Lonng-don) - Often called the Two Kingdoms

Government Type: Constitutional Monarchy

Leader and other notable people:
  • His Imperial Highness, Emperor Alexandre Louis Bastielle Drastis Palantiette -- Regnal name: Alexandre IV
  • Duke Andrew Allane: The Duke is a powerful member of the landed aristocracy, owning some of the largest tracks of land in the nation, most notable of which is his families ownership of the majority of the fine dyes within the Two Kingdoms
  • Guiffeire Saint Bapiste: A member of the Cuvia within the Paths, Saint Bapiste is one of the most powerful members of the faith and holds the ear of the Divine closely, making him - in somes eyes - the true will within the Covenant at the moment
  • Ser Millieu de Bergaq: A wealthy businessman and entrepreneur, he is easily one of the wealthiest people within the nation despite his lack of noble upbringing. He is truly an example of the policies of the Empire at work, having a controlling interest in the nations textile production, as well as ownership of a Banking and Investment Firm with branches throughout the Two Kingdoms and beyond

Capital City: Estacele (est-A-cell)

Flag: Here

Cultural Policy (National ideas):
  • Maritime Excellence: An exceptional history of seafaring and maritime adventures has secured power through at sea; whether it be in naval combat, navigation, trading, or development in the water, the people of the Two Kingdoms excel
  • Order and Propriety: A nation formed through diplomacy and honored families has become one in which its people expect a degree of civility and respect for governance; all things and people have a place, and there is a proper way to do everything
  • Humanity: A truly civilized nation is one ruled by a civilized and prosperous race, and only humanity achieves such a status
  • Anti-Magical: Magic is strictly prohibited within the Empire for almost everyone, except for a very select few granted pardons by the Crown; practicing magic illegally is severely punished, and repeat offenders are often jailed or executed

National Policies (National Focuses):
  • Imperial Dominion: The Empire thirsts for new land and resources to develop, exploit, and trade in, promoting a fervor for imperialism and a government backed boon for explorers, conquerors, and settlers (+1 to claimable territory)
  • A Nation of Gold: Power is sought through wealth in all its forms; to this end trade, entrepreneurship, investment, development, and overall economic growth are widely supported by the State

Population: 93 million

Resources: The Empire is generally a temperate and arable land, very few places cannot grow some type of food, and there is also the bounty of the sea, which provides more foods, as well as luxuries like whale oil, ambergris, and pearls. Inland, coal, iron, copper, silver, gemstones, marble, granite, tin, aluminium, and zinc are all fairly abundant. The few gold mines are held by the Royal family and levied a special tax by parliament, while the high quality dyes famed in the nation are kept under strict government regulation

Military information: Professional
  • Army Size: 678,950
    • Infantry Corps: 509,000
    • Cavalry Corps: 105,000
    • Engineers Corps: 44,000
    • Artillery Corps:
      • 650 pieces
      • 1,800 Artillery Crew
    • Recon Corps: 18,000
    • Intelligence Division: 500
  • Strengths: The Two Kingdoms military power lies in both its size and quality, as well as the drive given by the sense of Imperial right permeating the nation. As a professional army, men have standardized training's, requirements, skills, tactics, and discipline, which has gone far to ensuring a more effective military machine. The key strengths are thus experience, discipline, and organization
  • Weaknesses: Due to the cost of the army and the heavy emphasis on naval power, the nation finds it difficult to field protracted wars, and so generally prefers gunboat diplomacy or rapid slash-and-burn campaigns.
  • Navy Size:
    • 23,000 sailors
    • 1 Imperial Flag Ship four deck ship-of-the-line
    • 6 First rate ship-of-the-line
    • 10 Second rate ship-of-the-line
    • 16 Third rate ship-of-the-line
    • 32 Fourth rate ship-of-the-line
    • 21 Frigates
    • 27 Convoy Frigates (sixth rate ship-of-the-line)
    • 21 Brigs of war
    • 19 Sloops-of-war
  • Strengths: An extremely proud maritime tradition and an expertise at sea built up through many generations and academic institutions has given the Royal Navy exceptional commanders and a certain instilled pride in the sailors when at sea; this in turn has also given the edge to the Royal Navy in funding over the army, and thus a technological boost
  • Weaknesses: With a storied history comes those who are unwilling to deviate from the narrative; many nobles and avant garde commanders fill the upper echelons of the Navy, both depriving the leadership of any meritocracy as far as the lower classes are concerned, and also ensuring that overarching changes to technology and strategy would be a slow process
  • Notable Commanders:
    • Rear Admiral Dechon: An upcoming member of the Naval hierarchy from a lesser noble house, despite his youth he has already reached the position of Rear Admiral through innovative battle tactics and an emphasis on developing new sailing techniques; while he is expected to rise in coming years, he is also already making enemies amongst the traditionalists
    • Master at Sea Valdun: The presiding leader of the Royal Navy, Valdun is from one of the grandest houses in the Two Kingdoms, and cousin to Emperor Alexandre; he is perhaps one of the most famous Master's as Sea in the history of the nation, praised fro expanding the Navy and the Empire's trading presence, and stands for many as the manifestation of tradition and order that the Navy is meant to embody
    • Corporal Bois: Something of a folk hero, he is a member of the Recon Corps, in particular a Corporal for the expeditionary 3rd Recon team, who are tasked with surveying and mapping territory for colonial expansion and settling; for his bravery in the face of the non-human scourge, and his splendid character - never abandoning anyone no matter the danger - he is well-loved by settlers and has even earned himself a medal of Silver Stars
  • Other Military Information: The ground forces (the Royal Army) are a generally meritocratic organization, not bound by the heavy traditions of the admiralty. It is known as an organization wherein even the common man can rise to the upper levels of the administration. As a professional force, the army is also quite well paid, so its size is kept controlled, which in turn keeps demand for positions high.
Dominant Species: Humanity

Minority Species: 34% of the population is Tarkani, an effective slave race within the Two Kingdoms. They are heavily oppressed and largely held in the hands of supremely large trading companies and lordly aristocratic families. While some small communities do exist out in the outskirts of the nation which are independent, they are highly insular. The rest of the nations non-humans are Elves, Dwarves, and various other small immigrant populations totaling between 1-2% of the population. While not formally enslaved, they are legally second-class and endure special taxes

Claims:


Species name: Tarkani
General appearance: Here
General Lifespan: 45-50 years for both males and females
History: The Tarkani are a naturally peevish race, not for any inherent weakness, but because of a highly insular and structured society. Nomadic they once roamed vast tracts of land around Kolen Peninsula, stretching down to the main land mass. Since they traveled in small bands, acting independently of each other, they tended to avoid conflict because of the costs associated with losing even a few members. Instead they kept ahead of danger by moving quickly and by learning to survive on bare rations and hard marches. Prosperous in their own right, they trekked across the continent to trade in furs and raw resources. Their typical strategy was to gather certain resource and then sell after a years worth of travelling, taking them far from where they would be common to make a profit. This nomadic economy was largely used to supplement the tribe with finished goods they found difficult to produce or acquire themselves. For centuries this was the way of the Tarkani, and so they learned of many of the peoples of Kolen and hidden nooks and crannies other might miss.

As humanity grew though, the Kingdoms of Estiele and Lannduane were among those aggressive invaders into the Tarkani's territory, preying on individual bands and using them to fuel a growing slave economy. Their kindness and dispersion was thought to indicate their weakness. For their hardiness and meager lifestyles, they were prized as slaves, able to work long and on little in all sorts of fields. Rapidly they found their numbers being stolen away to develop the infrastructure and industrial base of the emergent Kingdoms. When these two nations became one, they began a more aggressive campaign, bribing and torturing the Tarkani into revealing the nomadic routes of their brethren. While much of the Tarkani remain independent, untold amounts were forcefully brought into the Two Kingdoms, and perhaps even more tragically were bread into larger numbers to support the economy and high mortality rate. For this reason not many Tarkani are taken from the "wild" anymore within the Two Kingdoms, though a powerful breeding trade has emerged, along with a variety of laws and regulations controlling Tarkani in numerous aspects of life.
Culture: Nomadic and heavily influenced by Turkic and Bedouin tribes, though without the military tradition
Strengths: They are a strong people that are also culturally proud. Despite the terrible conditions of the enslaved part of their population, the mortality rate isn't as bad as it might be for that strength, and they have retained their customs and history in secret. They are also an amicable race, and so generally are perceived quite well once they are gotten to be known, with extensive knowledge of Kolen.
Weaknesses: They are not a violent people, and so despite generations of enslavement, fairly few rebellions have occurred; certainly this is not helped by the oppressive systems in place by the Two Kingdoms to keep them docile and convinced of their lesserness. For this reason we might also say they are too insular. While friendly enough, they keep to themselves generally, and so find few allies for themselves.
Magical Affinity: They are not overly magical, though many of their kind have minor magical abilities, typically very useful for day-to-day tasks, of course for the slaves they must keep this secret, as magic is strictly prohibited within the Two Kingdoms.
Other Information: The Tarkani aren't incapable of fighting for themselves, they are most likely capable of putting up a good fight if their few rebellions give any indication. They are, however, not likely to bring themselves to war, and may need the support and impetus of another nation to take such drastic like actions. That said they are also profiteers, and so expect compensation for their action in some way.
Last edited by Mondrova on Sat Jan 14, 2017 4:09 pm, edited 3 times in total.
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Blayk
Envoy
 
Posts: 282
Founded: Jun 11, 2015
Ex-Nation

Postby Blayk » Fri Jan 13, 2017 9:41 pm

Granis wrote:
Blayk wrote:
Indeed, my nation is largely focused on building and farming so pairing up with a nation who's culture is entirely combat and militarism seems like one hell of a good idea. Also I noticed that your people don't have a religion currently, should it be accept would you been interested in having your nation join the Wanderers of Dol? or are your people a secular group?


Well, I can't say they're particularly religious, and they probably wouldn't be to thrilled about the whole sacrifice part, but they're really the kind of race who wouldn't particularly mind, as long as it doesn't interfere too much with their normal way of life. At best, is say they'd be largely unconcerned about the whole thing, at least until some zealot starts sacrificing Atelans. Then things could get bad.


Fair enough, I the religion wouldn't effect normal life to much as really followers of it just pray and sacrifice the odd one or two of their livestock to show their support for Dol. They'd probably be some zealots who sacrifice fellow Giants and possibly other sentient races although they'd most likely still be up north rather then around where our two nations are. Also have you been accepted yet? If not I'll wait for you to be so my first post can be about creating the alliance/confederacy between our two nations.
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CAS Commission Account
Bureaucrat
 
Posts: 63
Founded: Dec 24, 2016
Ex-Nation

Postby CAS Commission Account » Fri Jan 13, 2017 9:44 pm

Mondrova wrote:Here is my application as it stands, I have a religion application also on the way. Before I put anything in the claims section though, I was wondering if it might be possible to have more than the 15 granted. I understands that a can of worms for anyone to open, but I am sort of looking to RP a nation that is more powerful than the norm at the start just because I enjoy the way it tends to play it RP wise. I am okay with being the sort of aggressive imperialist nation with not a lot of allies that ends up with a lot of enemies, and all the negative qualities that might be associated with the Empire like nation I hope to get. I have played such nations before and I think I handled it fairly well.

Obviously if that's not something you interested in I will adjust as needed, but the app below is sort of tailored with that in mind. So just let me know what you think.

Nation Name: The United Kingdoms of Estiele and Lannduane (est-eel-E-a and (Lonng-don) - Often called the Two Kingdoms

Government Type: Constitutional Monarchy

Leader and other notable people:
  • His Imperial Highness, Emperor Alexandre Louis Bastielle Drastis Palantiette -- Regnal name: Alexandre IV
  • Duke Andrew Allane: The Duke is a powerful member of the landed aristocracy, owning some of the largest tracks of land in the nation, most notable of which is his families ownership of the majority of the fine dyes within the Two Kingdoms
  • Guiffeire Saint Bapiste: A member of the Cuvia within the Paths, Saint Bapiste is one of the most powerful members of the faith and holds the ear of the Divine closely, making him - in somes eyes - the true will within the Covenant at the moment
  • Ser Millieu de Bergaq: A wealthy businessman and entrepreneur, he is easily one of the wealthiest people within the nation despite his lack of noble upbringing. He is truly an example of the policies of the Empire at work, having a controlling interest in the nations textile production, as well as ownership of a Banking and Investment Firm with branches throughout the Two Kingdoms and beyond

Capital City: Estacele (est-A-cell)

Flag: Here

Cultural Policy (National ideas):
  • Maritime Excellence: An exceptional history of seafaring and maritime adventures has secured power through at sea; whether it be in naval combat, navigation, trading, or development in the water, the people of the Two Kingdoms excel
  • Order and Propriety: A nation formed through diplomacy and honored families has become one in which its people expect a degree of civility and respect for governance; all things and people have a place, and there is a proper way to do everything
  • Humanity: A truly civilized nation is one ruled by a civilized and prosperous race, and only humanity achieves such a status
  • Anti-Magical: Magic is strictly prohibited within the Empire for almost everyone, except for a very select few granted pardons by the Crown; practicing magic illegally is severely punished, and repeat offenders are often jailed or executed

National Policies (National Focuses):
  • Imperial Dominion: The Empire thirsts for new land and resources to develop, exploit, and trade in, promoting a fervor for imperialism and a government backed boon for explorers, conquerors, and settlers
  • A Nation of Gold: Power is sought through wealth in all its forms; to this end trade, entrepreneurship, investment, development, and overall economic growth are widely supported by the State

Population: 93 million

Resources: The Empire is generally a temperate and arable land, very few places cannot grow some type of food, and there is also the bounty of the sea, which provides more foods, as well as luxuries like whale oil, ambergris, and pearls. Inland, coal, iron, copper, silver, gemstones, marble, granite, tin, aluminium, and zinc are all fairly abundant. The few gold mines are held by the Royal family and levied a special tax by parliament, while the high quality dyes famed in the nation are kept under strict government regulation

Military information: Professional
  • Army Size: 600,700
    • Infantry Corps: 458,000
    • Cavalry Corps: 87,000
    • Engineers Corps: 40,000
    • Artillery Corps:
      • 600 pieces
      • 1,800 Artillery Crew
    • Recon Corps: 13,000
    • Intelligence Division: 300
  • Strengths: The Two Kingdoms military power lies in both its size and quality, as well as the drive given by the sense of Imperial right permeating the nation. As a professional army, men have standardized training's, requirements, skills, tactics, and discipline, which has gone far to ensuring a more effective military machine. The key strengths are thus experience, discipline, and organization
  • Weaknesses: Due to the cost of the army and the heavy emphasis on naval power, the nation finds it difficult to field protracted wars, and so generally prefers gunboat diplomacy or rapid slash-and-burn campaigns.
  • Navy Size:
    • 32,000 sailors
    • 1 Imperial Flag Ship four deck ship-of-the-line
    • 6 First rate ship-of-the-line
    • 10 Second rate ship-of-the-line
    • 18 Third rate ship-of-the-line
    • 40 Fourth rate ship-of-the-line
    • 44 Frigates
    • 60 Convoy Frigates (sixth rate ship-of-the-line)
    • 31 Brigs of war
    • 43 Sloops-of-war
  • Strengths: An extremely proud maritime tradition and an expertise at sea built up through many generations and academic institutions has given the Royal Navy exceptional commanders and a certain instilled pride in the sailors when at sea; this in turn has also given the edge to the Royal Navy in funding over the army, and thus a technological boost
  • Weaknesses: With a storied history comes those who are unwilling to deviate from the narrative; many nobles and avant garde commanders fill the upper echelons of the Navy, both depriving the leadership of any meritocracy as far as the lower classes are concerned, and also ensuring that overarching changes to technology and strategy would be a slow process
  • Notable Commanders:
    • Rear Admiral Dechon: An upcoming member of the Naval hierarchy from a lesser noble house, despite his youth he has already reached the position of Rear Admiral through innovative battle tactics and an emphasis on developing new sailing techniques; while he is expected to rise in coming years, he is also already making enemies amongst the traditionalists
    • Master at Sea Valdun: The presiding leader of the Royal Navy, Valdun is from one of the grandest houses in the Two Kingdoms, and cousin to Emperor Alexandre; he is perhaps one of the most famous Master's as Sea in the history of the nation, praised fro expanding the Navy and the Empire's trading presence, and stands for many as the manifestation of tradition and order that the Navy is meant to embody
    • Corporal Bois: Something of a folk hero, he is a member of the Recon Corps, in particular a Corporal for the expeditionary 3rd Recon team, who are tasked with surveying and mapping territory for colonial expansion and settling; for his bravery in the face of the non-human scourge, and his splendid character - never abandoning anyone no matter the danger - he is well-loved by settlers and has even earned himself a medal of Silver Stars
  • Other Military Information: The ground forces (the Royal Army) are a generally meritocratic organization, not bound by the heavy traditions of the admiralty. It is known as an organization wherein even the common man can rise to the upper levels of the administration. As a professional force, the army is also quite well paid, so its size is kept controlled, which in turn keeps demand for positions high.
Dominant Species: Humanity

Minority Species: 34% of the population is Tarkani, an effective slave race within the Two Kingdoms. They are heavily oppressed and largely held in the hands of supremely large trading companies and lordly aristocratic families. While some small communities do exist out in the outskirts of the nation which are independent, they are highly insular. The rest of the nations non-humans are Elves, Dwarves, and various other small immigrant populations totaling between 1-2% of the population. While not formally enslaved, they are legally second-class and endure special taxes

[url]Claims:[/url]


Species name: Tarkani
General appearance: Here
General Lifespan: 45-50 years for both males and females
History: The Tarkani are a naturally peevish race, not for any inherent weakness, but because of a highly insular and structured society. Nomadic they once roamed vast tracts of land around Kolen Peninsula, stretching down to the main land mass. Since they traveled in small bands, acting independently of each other, they tended to avoid conflict because of the costs associated with losing even a few members. Instead they kept ahead of danger by moving quickly and by learning to survive on bare rations and hard marches. Prosperous in their own right, they trekked across the continent to trade in furs and raw resources. Their typical strategy was to gather certain resource and then sell after a years worth of travelling, taking them far from where they would be common to make a profit. This nomadic economy was largely used to supplement the tribe with finished goods they found difficult to produce or acquire themselves. For centuries this was the way of the Tarkani, and so they learned of many of the peoples of Kolen and hidden nooks and crannies other might miss.

As humanity grew though, the Kingdoms of Estiele and Lannduane were among those aggressive invaders into the Tarkani's territory, preying on individual bands and using them to fuel a growing slave economy. Their kindness and dispersion was thought to indicate their weakness. For their hardiness and meager lifestyles, they were prized as slaves, able to work long and on little in all sorts of fields. Rapidly they found their numbers being stolen away to develop the infrastructure and industrial base of the emergent Kingdoms. When these two nations became one, they began a more aggressive campaign, bribing and torturing the Tarkani into revealing the nomadic routes of their brethren. While much of the Tarkani remain independent, untold amounts were forcefully brought into the Two Kingdoms, and perhaps even more tragically were bread into larger numbers to support the economy and high mortality rate. For this reason not many Tarkani are taken from the "wild" anymore within the Two Kingdoms, though a powerful breeding trade has emerged, along with a variety of laws and regulations controlling Tarkani in numerous aspects of life.
Culture: Nomadic and heavily influenced by Turkic and Bedouin tribes, though without the military tradition
Strengths: They are a strong people that are also culturally proud. Despite the terrible conditions of the enslaved part of their population, the mortality rate isn't as bad as it might be for that strength, and they have retained their customs and history in secret. They are also an amicable race, and so generally are perceived quite well once they are gotten to be known, with extensive knowledge of Kolen.
Weaknesses: They are not a violent people, and so despite generations of enslavement, fairly few rebellions have occurred; certainly this is not helped by the oppressive systems in place by the Two Kingdoms to keep them docile and convinced of their lesserness. For this reason we might also say they are too insular. While friendly enough, they keep to themselves generally, and so find few allies for themselves.
Magical Affinity: They are not overly magical, though many of their kind have minor magical abilities, typically very useful for day-to-day tasks, of course for the slaves they must keep this secret, as magic is strictly prohibited within the Two Kingdoms.
Other Information: The Tarkani aren't incapable of fighting for themselves, they are most likely capable of putting up a good fight if their few rebellions give any indication. They are, however, not likely to bring themselves to war, and may need the support and impetus of another nation to take such drastic like actions. That said they are also profiteers, and so expect compensation for their action in some way.

Two things. One: You'll have to tone down your navy, around 130-150 is good. Two: We will only allow you 3 additional provinces, no more.

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

Postby Granis » Fri Jan 13, 2017 10:07 pm

Blayk wrote:
Granis wrote:
Well, I can't say they're particularly religious, and they probably wouldn't be to thrilled about the whole sacrifice part, but they're really the kind of race who wouldn't particularly mind, as long as it doesn't interfere too much with their normal way of life. At best, is say they'd be largely unconcerned about the whole thing, at least until some zealot starts sacrificing Atelans. Then things could get bad.


Fair enough, I the religion wouldn't effect normal life to much as really followers of it just pray and sacrifice the odd one or two of their livestock to show their support for Dol. They'd probably be some zealots who sacrifice fellow Giants and possibly other sentient races although they'd most likely still be up north rather then around where our two nations are. Also have you been accepted yet? If not I'll wait for you to be so my first post can be about creating the alliance/confederacy between our two nations.


Yeah, I've been accepted. Have you seen where my borders are yet?

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Blayk
Envoy
 
Posts: 282
Founded: Jun 11, 2015
Ex-Nation

Postby Blayk » Fri Jan 13, 2017 10:10 pm

Granis wrote:
Blayk wrote:
Fair enough, I the religion wouldn't effect normal life to much as really followers of it just pray and sacrifice the odd one or two of their livestock to show their support for Dol. They'd probably be some zealots who sacrifice fellow Giants and possibly other sentient races although they'd most likely still be up north rather then around where our two nations are. Also have you been accepted yet? If not I'll wait for you to be so my first post can be about creating the alliance/confederacy between our two nations.


Yeah, I've been accepted. Have you seen where my borders are yet?


I have indeed, if you look at my application I changed the claim before I was accepted so the we share a border on your north/my south.
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Ulls
Minister
 
Posts: 3020
Founded: Jan 02, 2017
Ex-Nation

Postby Ulls » Fri Jan 13, 2017 10:12 pm

CAS Commission Account wrote:
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

Scaled the army down to 125K and have around 110 ships. This works?

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

Postby Granis » Fri Jan 13, 2017 10:15 pm

Blayk wrote:
Granis wrote:
Yeah, I've been accepted. Have you seen where my borders are yet?


I have indeed, if you look at my application I changed the claim before I was accepted so the we share a border on your north/my south.


I can't see it. Could you please put the picture in your reply?
Also, I just noticed that I'm not actually sure whether I've officially been accepted or not, because I'm not in the species and nations list at the start.

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

Postby CAS Commission Account » Fri Jan 13, 2017 10:16 pm

Scaled the army down to 125K and have around 110 ships. This works?

Accepted

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Blayk
Envoy
 
Posts: 282
Founded: Jun 11, 2015
Ex-Nation

Postby Blayk » Fri Jan 13, 2017 10:19 pm

Granis wrote:
Blayk wrote:
I have indeed, if you look at my application I changed the claim before I was accepted so the we share a border on your north/my south.


I can't see it. Could you please put the picture in your reply?
Also, I just noticed that I'm not actually sure whether I've officially been accepted or not, because I'm not in the species and nations list at the start.


That was why I was confused as to whether or not you had been accepted, also my claim for your ease of access.

Image
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

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

Postby Granis » Fri Jan 13, 2017 10:22 pm

Blayk wrote:
Granis wrote:
I can't see it. Could you please put the picture in your reply?
Also, I just noticed that I'm not actually sure whether I've officially been accepted or not, because I'm not in the species and nations list at the start.


That was why I was confused as to whether or not you had been accepted, also my claim for your ease of access.

Image


Alright, cool.

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

Postby Mechanist Combine » Sat Jan 14, 2017 12:28 am

This is a WIP

NationStates Name: Mechanist Combine
=Nation within Roleplay=
Nation Name: Ursus Imperii Romani
Government Type: Aristocratic Republic
Leader and other notable people: Emperor Alastor, Queen Hertha, Advisor Findal, Supreme General Makarov
Capital City: Civitatem Magnam Arctos
Flag: Flag
Cultural Policy:
National Policies: Defence of the Empire (Military fortifications are a common sight in there lands), Position of Neutrality (Wishes against wartime)
Population: 63 million
Resources: Coal, Iron, Steel, One gem mine, Lumber, Rock,

Army Size: 2,646,000
Strengths: Very well trained and equipped
Weaknesses: Long training time and
Navy Size: 1,764,000
Strengths: Warships are sturdy and powerful.
Weaknesses: Warships are hard to conceal and
Notable Commanders:
Other Military Information:

Dominant Species: Ursa
Minority Species: Human (Polish)
Claims: Greeny color to the north.


=Species APP=
Species name: Ursa Roma (Ursa)
General appearance: Image
General Lifespan: 70~80 Years
History:
Culture: The Ursa are a very territorial race, seeing owning property as something everyone should have the right to. They also maintain a warrior tradition by conscripting all ages 16-20 for those years of their life. They also tend to build their homes into hills and mountains, with many cities made this way.
Strengths: Great in cold environments, very strong, sturdy.
Weaknesses: Breeds slowly, does poorly in hot climates.
Magical Affinity: Very rare.
Other Information:


Name of Religion:
Founding History:
Holy City(If applicable):
Pantheon:
Beliefs:
Approximate number of followers: 58 Million
Last edited by Mechanist Combine on Sat Jan 14, 2017 1:36 pm, edited 1 time in total.

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