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Vermania (Enlightenment Fantasy Rp; OoC)

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

Postby Mondrova » Sat Jan 14, 2017 2:59 am

I have made the edits. Also here is my religion.

Name of Religion: The Heavenly Paths - Often called the Paths
Founding History: The most holy and righteous faith was founded after the first adherents of the Holy Mother made themselves known to humanity in Kolen. Spreading the Holy paths of the mother, they used compassion, understanding, and moral expectation to win the support of the local peasantry and farmers, before gaining audience to the nobility and administrators of the human settlements in Kolen. While initially hesitant to accept the faith, the Holy Paths began to garner following under a particular women: Talia. She claimed to have been the first to have spoken with the Holy Mother when she fell to earth, and had gathered a strong following of loyal adherents. Burning heretical and heathenous symbols as they went, the mighty march towards the then single kingdom of Estiele would later become known as the first Pilgrimage of Grace. Talia, how was said to have survived what no women could have in battle, and to have never faltered even in the dark, arrived at the capital of Estacele and demanded an audience with the King. Given that she had brought an army she was granted this.

Through what is said to be a week of miracles and piety, Talia was able to win the king of Estiele, and in doing so win the Paths legitimacy amongst many human kingdoms, most notably Lannduane, who adopted the faith in the wake of increasing religious pressure. Once the local kingdoms began to fall to the faith, other religions found themselves being forcefully evicted or eradicated, to ensure only the Mother's message would be spread. The need for greater conversion and the expediting of this process gave rise to the institutions that govern the Paths today. Out of respect to the King of Estiele, Estacele would become the Holy City of the Faith.

Leadership: The leader of the Paths is both the key political and religious figure within the faith. Revered as a demi-god fated to the position by the Holy Mother, they have mastered all twelve of the Heavenly Paths. Traditionally they were referred to as the Great Wanderer, in honor of the first master of the Paths who walked the world with the Holy Mother to attain enlightenment. Though with the rise in prominence and competition of other faiths around Invera, the Covenant has taken to referring to their leader as the Divine to establish the Path’s as mankind’s most spiritually righteous faith. While politics has worryingly become wormed its way into the Conclaves leadership, the Divine is still expected to be the pinnacle of humanity by their followers, and to act as the direct mouthpiece of the Holy Mother: Ellilas (E-yell-ass).

To choose the Divine, a ritual known as The Hallowing must be undertaken; it is an election ran by the Conclave, in which the one-hundred Serene Chanters and the Quaria vote on a candidate. While technically any person – even those not within the Covenant – may become the Divine, in practice the figure has always been a Serene Chanter save once. Upon the elections completion, the figure is coroneted and celebrated before moving to the holy city of Sola and assuming their duties and powers. Chief among which is the administration of the faiths higher functions, the selection of the upper echelon of the Covenant, the spiritual advisement (in theory) of all devout rulers, the interpretation of new scriptures, omens, and signs, representation of the Covenant at official matters, and, should it be needed, the call for a Pilgrimage of Grace against heretics or heathens.

Hierarchy: The Heavenly Paths is a very structured faith, developed to match the ego’s and ambitions of its leadership throughout the ages. With a proud level of bureaucracy and organizational devolution of powers, the best way to understand it as a whole is to move from top to bottom:

The Serene Chanters (The Serene): Ignoring the Divine, these men and women are the power and, in many ways, the hands of the Covenant. They are the selected one-hundred individuals deemed devout enough to act as the advisory body to the Divine, crafting advocatory edicts for the Divine to consider. They are also the executive hub of the faith, tasked with carrying out the edicts and policies of the Paths.

While each is technically equal, they divide themselves amongst varying ranks, some largely titular, others with more weight, but are for most practical purposes organized between 3 systems.
First among them, and generally the top contenders for the position of Divine, are the Cuvia (Su-via). There is a dozen of these pious agents, each of whom serves the Divine directly from Sola. They are permanently housed within the Palace of Redemption, the grand temple of Sola and residence of the Divine. Given this close relationship, the Divine has always placed a great deal of trust in the Cuvia. Typically, they are in charged with delegating tasks to the other Serene Chanters in order to pursue the Covenants agenda and achieve the Divine’s goals. A less discussed function is the carrying out private requests from Divine, which for whatever reason, are best done with secrecy. Each of the Cuvia also has a varied number of other Chanters under their jurisdiction, typically distributed by bloodline’s, property, and political allegiances

Below them is the small, but vital Treria. These are the three men who administer the Holy courts. It is important to note that while hierarchically they are below the Cuvia, in reality they are in their own separate branch from the rest of the Covenant. These men are put into place by the Divine and can be either enormously powerful or largely ceremonial depending on the members. Charged with interpreting the finer points of scripture, below what is deemed worthy of the Divine’s time, charging Covenant officials, launching suits against offenders of the church, and issuing, at their discretion, edicts of enforcement of Holy Law.

In some way the true power of the Treria is their power to appoint lower religious judges. These are members of the Chanters who have typically studied theological doctrine extensively, and so are deemed qualified to pass judgement on lesser crimes, unworthy of the Treria’s consideration. Since every nation that officially follows the Paths must allow for the holy courts in some form, the Treria has influence in the judicial systems of a large portion of Invera, often helping set legal codes and practices.

Lastly, comes the largest segment of the Serene Chanters, simply called the Chanters. As stated, these men are delegated varying amounts of authority dependent upon what their Cuvia gives them. The Chanters are not powerless though; as it stands the Chanters are the only among the Serene who may own land and titles. Each owns large bishoprics and are tasked with supplying, appointing, controlling, and representing the Allatorii (Al-i-tore-e-i), their lower subordinates. They are also the primary means of communication to the masses of the faith from the administration, with the rest of the Serene typically maintaining distance from the lower echelons of the Paths.

Quaria:The Quaria is a purely regulatory role, having little religious duty. Appointed by the Divine, its most visible function is acting as the tie breaker of the Divine’s election. However, they are also granted control of the Department of Interior Affairs, which is the lion’s share of their work. This is a body of investigators, enforcers, and bureaucrats who root out corruption, handle allocation of funds, allotments of land, and the hiring and deployment of the Covenants Protectors – the official guardians of the Covenant composed of donated vanguard from pious nations – and, if they should be present, hired hands. As such the Quaria, while still acting as a religious figure, is largely devoid of religious responsibility, instead ensuring the efficiency and coordination of the Paths various branches.

Diseni Priorita (Di-sen-e Pre-ore-e-tae): A body directly working under the Divine, they are an investigatory body separate from the Quaria. Handling matters separate from regulation and organization, the Diseni Priorita are deployed to leaders of follower nations. They are hard line zealots for investigating nobles and leaders suspected of heresy or heathenous practices, disobedience to Covenant mandates, dishonoring of the Covenant, treachery against the faith, and religious disputes either external or internal within nations. They are also the responders to requests from significant population centers to carry them into the faith. This last point pertains primarily to nations who do not follow the Covenant, but possess followers of its message who may be oppressed or simply dissatisfied with their nation’s ruler, and wish to come into the fold, at which time, a number of decisions will be made.

A subset of the Diseni Priorita is the Inquistorium: These are inquisitors who move throughout pious nations, investigating claims of heresy, reports of heathens or cults, and so on, working with the Erelivavius to find and persecute such offenders. They also act as a correctional body, often forcibly righting or purging negative elements, and act on a variety of social levels, save for top nobles, for whom their parent organization handles for delicacies sake.

The Inquistorium has been fairly described as the most ardent followers of the faith, often carving scripture passages and symbols of the Paths onto their body. They each must know the Song of the Twelve, the primary religious text of the Paths, by heart before they can even be considered for the position. In reward for their extreme devotion, they are given the “Inquisitions Right”. This grants the inquisition the right to launch investigations on any member of the faith, as well as judge and execute their own verdicts. Unsurprisingly, the Treria conflict with their jurisdictions as times. What truly gives the Inquistorium its infamy though is the Chambers of Truth. These are effectively torture chambers, either to punish offenders or to reeducate them. Marked by the weeping eye of the Holy Mother, few enter the Inquistorium’s clutches that ever leave again.

Allatorii: This particular class of the Covenant is, to put it mildly, quite large. For the sake of simplicity, when discussing power in the faith, the Allatorii comes to represent everyone not given their own specific classification or position. While of course, there a number of different ranks within this class, for practical purposes they needn’t be differentiated. The Allatorii are the local means of enforcement of the Chanters, and thus the Cuvia, and through them, the Divine. From the Callagar who manage parcels of their Chanters land and administer their own local Sephe (church), to the special Ruinii (Rue-ee-knee) who serve only on specific holidays or celebrations, to the Malavivae who release Covenant news and work with the Erelivavius, who themselves are tasked with investigating local town claims of heresy and the like. The Allatorii is the backbone of the faith, even including the followers with no duties other than belief. No other branch of the faith is so indicative of the current status of the Paths as they are.

Holy City: Estacele
Pantheon: The Holy Mother Ellilas

Beliefs: The Covenant is an entirely monotheistic faith, worshiping the Holy Mother Ellilas. To the followers of the Heavenly Paths, the Holy Mother is the very essence of creation; she is derived from nothing, instead being mother to all. She existed before time and space, before concepts of anything, and carved them into being. The tale has it that, as the Mother knows all things, she knew of life before it existed. She desired to see it and watch its splendor, and so breathed life into the universe, her gentle breath forming into animated flesh. However, as there was no space, life could not flourish, and so the mother cut a piece from her gown. Its thread was pure white and shimmering gossamer, creating pure twinkles of light. So that all life could see these lights more clearly, she changed the snow white silk to deep night, so all would know and love the light. Then, seeing life flounder with nothing to stand on, she took her pearl necklace up in her hand and cast the perfect glowing orbs into the dark, each looking for a star of their own. Thus, the planets and moons were created. Lastly, so that all life would know its value, she plucked a hair from her shining golden locks, and let it swirl in the heart of all beings, and so time was born.

Thus, the universe and all within it was made. As she watched her creations though, she saw that life was lonely spread amongst the planets. So she gathered all her creations and put them on a special place in her heart, the greatest of her pearls: Carelia (the name for the planet traditionally). From then on, the Mother would always watch over her children, guiding them and protecting them.

From the tears in her gown though, a literal slash in perfection, was born a malevolence. Not a Deity, but rather the force of chaos and imperfection. To those who follow the Paths, this force is the constant nagging feeling to betray the mothers influence. This is called Icceti (I-che-tea) and the foulest of men and heretics are its followers. As their intelligence grew though, the Mother feared their path, and so fell to earth as a shooting star.

When she landed, she saw a woman crying on a great stone, lamenting the sins of all life. The Mother saw her purity, and so rewarded her with a shard of herself as the form of the falling white star, and told her to hope and believe in the star’s light.

This woman would go onto to be the first Divine. Her name was Talia, the origin of the old Inverian word Talum, or justice. She would carry the shard with her to all places, showing people its light and what it had taught her. For the Holy Mothers essence was enlightenment, and so the shard, now known as The Mothers Heart, revealed the practices of morality and peace to all those who would listen to it. It showed what would come to be called the Heavenly Paths; there were twelve in total, each teaching a different aspect of life needed for fulfillment and salvation of all life.

As the Covenant lists them, these are: Piety, Hope, Courage, Honesty, Peace, Love, Power, Honor, Suffering, Knowledge, Temperance, and Purity. Each is widely open to interpretation, though the Covenant attempts to give guidance on the matter.

The definitions as the Covenant sees them are as follows: (1) Piety is the practice of belief in the Holy Mother, understanding her will and essence is present always and within us all, even if we cannot comprehend this physically, we must know spiritually. Thus, as the Divine is an extension of the Holy Mother, piety is also derived through obedience to the Covenant. (2) Hope is a special strength that stands in the face of the darkness that is the Icceti, surviving the suffering and tribulations of life. (3) Courage is the power to stand against the Icceti’s perils and its followers, acknowledging the risks but knowing that the Holy Mother stands beside you in the face of evil. (4) Honesty is the great struggle to embrace the teachings of the Holy Mother, and demands we always speak with purity. (5) Peace is a state of being, both of the body and of the mind, where we are free of the Icceti’s desire to harm, and also find serenity in ourselves when alone. (6) Love is not with the body but with the spirit; we ignore physical desire and know our relationship to the Holy Mother and rejoice in it for it gives us our humanity. (7) Power is a means of acting whereby we are not idle and act as we should when we can for the Holy Mother. (8) Honor is a state of being in which we cannot ignore the guiding principles of our soul, for when these principles are the Holy Mother enlightening you to righteousness. (9) Suffering is a demand upon the soul and body, where we must endure the Icceti’s tricks and attacks with grace, for with each act we endure we are closer to the Holy Mother. (10) Knowledge is the trickiest of Paths, for we must learn all we can to improve ourselves and others, yet we must also be mindful of the potential for knowledge to corrupt the purity of the Holy Mother’s message. (11) Temperance is of the soul, and demands that we always act in moderation and remain calm in the face of adversity and temptation. (12) Purity is essential to all of the Paths, and demands that we remain one with the truth of the Paths and the Holy Mother; the most difficult to achieve, it also demands that we are without the ways of Icceti.

Listed as they are, each is supposed to lead into the next, however, with time, many divisions have arisen concerning the ordering of the branches, and which holds the greatest significance. Regardless of this though, in the faiths most pure form, in successfully practicing these twelve paths, as the chosen divine does, will lead to all men’s salvation and reunion with the Holy Mother.

In a similar adherence to the faith, union with the Holy Mother may be also be forced or forcefully protected through a Pilgrimage of Grace. Only able to be called by the Divine, the Pilgrimage is understood as a call to arms by those able and willing to defend the Paths. Though a march like this has certain requirements about it, vagueness and ambiguity shroud some of the true intentions of the Pilgrimage, first called in the wave of Holiness that spread the Paths so aggressively centuries ago.

There must be a perceived aggressor to the faith from some heretic or heathen; such a threat should take the form of attempting to subvert the faith, the Covenant, or nations of the faith by a polity or some large organization. The Pilgrimage must declare the option for conversion of any it is targeted against, and must result in the destruction and eradication of the threat entirely. There must also be some after effort to rebuild and spread the true word by the Pilgrims following the success of the action.

Approximate number of followers: All citizens of the Two Kingdoms follow, whether they believe or not, it would be social death not too. The faith also has many missionaries and zealots that travel Kolen and across the waters to spread the word of the Holy Mother and has gained many followers, totaling in the millions. Other nations are free to add if they choose.
Last edited by Mondrova on Sat Jan 14, 2017 2:59 am, edited 1 time in total.
We all ride the struggle bus sometimes

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

Postby Granis » Sat Jan 14, 2017 4:50 am

Umm, so could you tell me if my race has been officially accepted or not? I kind of want to start posting... Also, if I have, could you add me to the race and nation list, and the map?

I just don't want to start posting if I'm not meant to yet. Sorry if I sound rude.

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

Postby Mechanist Combine » Sat Jan 14, 2017 4:08 pm

NationStates Name: Mechanist Combine
=Nation within Roleplay=
Nation Name: Ursus Imperii Romani
Government Type: Aristocratic Republic
Leader and other notable people: Elected State Governor Alastor, Military Coordinator Makarov, Governor
Capital City: Civitatem Magnam Arctos
Flag: Flag
Cultural Policy: Maritime Trade, Military Tradition, Melting pot policies, Gender equality, Sexuality rights, Freedom of religion.
National Policies: Defence of the Empire (Military fortifications are a common sight in the Ursus Imperii), National Conscription program.
Population: 63 million
Resources: Coal, Iron, Copper, Lead, Lumber, Steel, Lead, Fish, Gold

Army Size: 882,000
400,000 Heavy Infantry
202,000 Missile Infantry
280,000 Artillery Troops
Strengths: Very well trained and equipped
Weaknesses: Long training time, Slow deployment.

Navy Size: 378,000 Mariners
150 Ships (1 Flagship, 5 Heavy Quad Decker Frigates, 45 Frigates, 100
Strengths: Warships are sturdy and powerful.
Weaknesses: Warships are hard to conceal, Warships are extremely slow.

Notable Commanders: Military Coordinator Makarov, Grand Admiral Vanthof, General
Other Military Information: Specialises in heavy armor deployments of Land troops .

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


=Species APP=
Species name: Ursa Roma (Ursa)
General appearance: Image
General Lifespan: 70~80 Years
History: Originating in the Pole they found themselves isolated from most other races, without access to great magical abilities they found their homes, in the beginning they fought over land for their tribes but few moved from the pole, it was their home, their land. Later the Ursus Imperii Romani conquered the tribes.
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 Ursa age 16 and keeping them in the military till they are 20 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 few of the Ursa ever turn out to be Magically sensitive, even fewer become even an adept, only two in Ursan history have become fully fledged wizards.
Other Information: Normally stand 3~4 feet tall.

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

Postby CAS Commission Account » Sat Jan 14, 2017 6:53 pm

Granis wrote:Umm, so could you tell me if my race has been officially accepted or not? I kind of want to start posting... Also, if I have, could you add me to the race and nation list, and the map?

I just don't want to start posting if I'm not meant to yet. Sorry if I sound rude.

Yep, you're good to go! You will be listed momentarily.

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

Postby CAS Commission Account » Sat Jan 14, 2017 7:00 pm

Mondrova wrote:I have made the edits. Also here is my religion.

Name of Religion: The Heavenly Paths - Often called the Paths

Nation: approved. Thanks for the edits.

Religion: approved.

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

Postby Mondrova » Sat Jan 14, 2017 7:02 pm

CAS Commission Account wrote:
Mondrova wrote:I have made the edits. Also here is my religion.

Name of Religion: The Heavenly Paths - Often called the Paths

Nation: approved. Thanks for the edits.

Religion: approved.


Thanks for the acceptance :), I'll post later today.
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CAS Commission Account
Bureaucrat
 
Posts: 63
Founded: Dec 24, 2016
Ex-Nation

Postby CAS Commission Account » Sat Jan 14, 2017 7:22 pm

Mechanist Combine wrote:
NationStates Name: Mechanist Combine
=Nation within Roleplay=
Nation Name: Ursus Imperii Romani
Government Type: Aristocratic Republic
Leader and other notable people: Elected State Governor Alastor, Military Coordinator Makarov, Governor
Capital City: Civitatem Magnam Arctos
Flag: Flag
Cultural Policy: Maritime Trade, Military Tradition, Melting pot policies, Gender equality, Sexuality rights, Freedom of religion.
National Policies: Defence of the Empire (Military fortifications are a common sight in the Ursus Imperii), National Conscription program.
Population: 63 million
Resources: Coal, Iron, Copper, Lead, Lumber, Steel, Lead, Fish, Gold

Army Size: 882,000
400,000 Heavy Infantry
202,000 Missile Infantry
280,000 Artillery Troops
Strengths: Very well trained and equipped
Weaknesses: Long training time, Slow deployment.

Navy Size: 378,000 Mariners
150 Ships (1 Flagship, 5 Heavy Quad Decker Frigates, 45 Frigates, 100
Strengths: Warships are sturdy and powerful.
Weaknesses: Warships are hard to conceal, Warships are extremely slow.

Notable Commanders: Military Coordinator Makarov, Grand Admiral Vanthof, General
Other Military Information: Specialises in heavy armor deployments of Land troops .

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

Under Leaders, the name of the third person is not there. Please fix this. Also, is the state governor the head of the nation? If so, please indicate this.

There are a lot of Cultural Policies, and none of them are explained. Please reduce your Cultural Policies and add a few words to each, explaining what they mean.

Your Army section is unexplained. What are Missile Infantry? And half the army is Heavy Infantry Please add a few words explaining them. Also, National Conscription does not produce standing armies of this size in peacetime; reduce your army numbers.

Under the Navy section, you forgot to finish. You have 100 what? In any case, add a description of each class of ship in use. Also, that is a lot of sailors. Is that including shore personnel or just ship's crews? Because that's over 1,000 crew per ship.

Generally, you need to clean up and expand on the information in this app. Remember, it's hard to go overboard with the descriptions in an app, and the more information we have to make a decision, the better. Until these issues are fixed, app denied.

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

Postby Vahn » Mon Jan 16, 2017 11:34 am

Alright, I updated the map with all of the currently accepted nations and their most recent expansions (also, I'd be grateful if someone would add me to the list of nations on the cover post.) Not every nation was rendered in the colors they used for their initial claims (everyone chooses red). I'm not one of the map makers, I just wanted people to have something more up-to-date than the current map and I had the time.

Important: There is a conflict with the claims of Clan Drunkenfist and the Forger Knights: Blue indicates Clan Drunkenfist, yellow the Forger Knights, and green indicates the territory that both seem to have claimed.
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Grand Adruvain
Spokesperson
 
Posts: 180
Founded: Jan 20, 2016
Ex-Nation

Postby Grand Adruvain » Mon Jan 16, 2017 11:57 am

Vahn wrote:Alright, I updated the map with all of the currently accepted nations and their most recent expansions (also, I'd be grateful if someone would add me to the list of nations on the cover post.) Not every nation was rendered in the colors they used for their initial claims (everyone chooses red). I'm not one of the map makers, I just wanted people to have something more up-to-date than the current map and I had the time.

Important: There is a conflict with the claims of Clan Drunkenfist and the Forger Knights: Blue indicates Clan Drunkenfist, yellow the Forger Knights, and green indicates the territory that both seem to have claimed.

Thank you Vahn.
The former New American commonwealth
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♔The sun has yet to set on Adruvain♔
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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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Verenigde Oost-Indische Compaigne
Civil Servant
 
Posts: 10
Founded: Jan 13, 2017
Ex-Nation

Postby Verenigde Oost-Indische Compaigne » Wed Jan 18, 2017 1:48 am

NationStates Name:Verenigde Oost-Indische Compaigne

=Nation within Roleplay=

Nation Name:Vocarium

Government Type:Colony

Leader and other notable people:Jan Pieterszoon Coen(Governor-General), Herman William Daendels(Supreme Lord General), Pieter Both(Prime Minister)

Capital City:Indischuis

flag: Image(sorry if the flag doesnt works, i dont know how to post)

Cultural Policy (National ideas):Insitution of the Colony States

National Policies (National Focuses):Making a Great Trading Empire

Population:96 Million

Resources:Gold, Silver, Exotic fruits, spices, tobacco, rum, all colonial trading goods

Military information

Army Size:4 Million personnels

Strengths:200 tanks, 350 helicopters, catapults, army carriers, artilleries.

Weaknesses:We dont have enough generals to lead our massive forces!! they're just scattered.

Navy Size:1 million personnels

Strengths:1500 battleships, 200 destroyers, 150 ironshield destroyers, 500 submarines

Weaknesses:Just same as the Army

Notable Commanders:Heman William Daendels(Army), Cornelis de Houtman(Army), Jan van Riebeck(Army), Antony van Diemen(Navy), Jan Williem Janssens(Navy), Hubert Johann van Mook(Navy

Other Military Information:none

Dominant Species:Humans

Minority Species:Dwarfes
HERMANN WILLEM DAENDELS
GOVERNOR-GENERAL OF VERENIGDE OOST-INDISCHE COMPAIGNE
ALL NON COLONIAL AND NON IMPERIAL, GET OUT OF VOC!!

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Verenigde Oost-Indische Compaigne
Civil Servant
 
Posts: 10
Founded: Jan 13, 2017
Ex-Nation

Postby Verenigde Oost-Indische Compaigne » Wed Jan 18, 2017 1:50 am

I'd like to claim 5 provinces, wherever.
HERMANN WILLEM DAENDELS
GOVERNOR-GENERAL OF VERENIGDE OOST-INDISCHE COMPAIGNE
ALL NON COLONIAL AND NON IMPERIAL, GET OUT OF VOC!!

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

Postby CAS Commission Account » Wed Jan 18, 2017 2:17 pm

Verenigde Oost-Indische Compaigne wrote:I'd like to claim 5 provinces, wherever.

DENIED
With five provinces you couldn't have 96 million people and a 4 million personnel military also, tech is currently in the Enlightenment, like Cavalry, Flintlocks Muskets and Man-of-Wars and Gentlement Wars.

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Camelone
Senator
 
Posts: 3908
Founded: Feb 20, 2015
Inoffensive Centrist Democracy

Postby Camelone » Thu Jan 19, 2017 9:44 pm

How come some of my claims are disputed with another nation?
In the spirit of John Tombes, American Jacobite with a Byzantine flair for extra spice
I am... the lurker!
Ave Rex Christus!

Pro: The Social Kingship of Christ, Corporatism, Distributism, Yeomanrism, Tradition based Christianity, High Tory, Hierarchy, vanguard republicanism, Blue Laws, House of Wittelsbach, House of Iturbide, House of Kalākaua
Neutral: Constitutions, Guild Socialism, Libertarianism, Constitution Party, monarchism
Against: Communism, socialism, SJWs, materialism, the Democratic Republican Uniparty, material Egalitarianism
Family, Fatherland, Work
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Grand Adruvain
Spokesperson
 
Posts: 180
Founded: Jan 20, 2016
Ex-Nation

Postby Grand Adruvain » Fri Jan 20, 2017 8:24 am

Camelone wrote:How come some of my claims are disputed with another nation?

I guess you and Datlof just claimed the same province, no fret, you could rp diplomatically solving this or make it interesting and start the first war of the rp.
The former New American commonwealth
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♔The sun has yet to set on Adruvain♔
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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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Verenigde Oost-Indische Compaigne
Civil Servant
 
Posts: 10
Founded: Jan 13, 2017
Ex-Nation

NATION APP

Postby Verenigde Oost-Indische Compaigne » Sat Jan 21, 2017 2:35 am

NationStates Name:Verenigde Oost-Indische Compaigne

=Nation within Roleplay=

Nation Name:Compagnia

Government Type:Trade Colony Company

Leader and other notable people:Jan Pieterszoon Coen(Governor-General), Herman William Daendels(Supreme Lord General), Pieter Both(Prime Minister)

Capital City:Indischuis

flag: See my Nation's flag up there

Cultural Policy (National ideas):Insitution of the Colony States

National Policies (National Focuses):Making a Great Trading Empire

Population: (nothing over 100 million):14 Million

Resources:Gold, Silver, Exotic fruits, spices, tobacco, rum, all colonial trading goods

Military information
Army Size:400.000 personnels
VOC Soldier 1 Soldier
1x Shotgun
2x Pistols
1x Jungle Knife
1x Medic Kit
1x Long Sword
Total Soldiers: 25 Batallons, Each 1500 Soldiers

Colonial Expedition Soldier 1 Soldier
2x Longpistol
1x Shotgun
2x Jungle Knife
2x Medic Kit
1x Cutlass
Total Soldiers: 10 Baatallions, Each 400 Soldiers

Cavalry 1 Soldier
1x Longsword
1x Shotgun
1x Pistol
1x Medic Kit
Total Soldiers: 10 Batallions, Each 500 Soldiers

Artillery 1 Unit
1x Small Cannon
1x Giant Cannon
2x Rear Cannon
Total Soldiers: 5 Batallions, Each 40 Units

Navy 1 Unit
2x Man-o-wars, equipped with 2 Cannons, 2 Heavy Artilleries, 1 Siege Artillery, and Cannons in each sides
2x Frigates, a Man-o-war, but smaller, equipped with half the Battleship's weaponry
2x Brigs, equipped with 2 cannons
6x Schooners, only contain a pack of 15 soldiers
Total Soldiers: 8 Batallions, Each 40 Units (VOC is a sea-based nation)

Strengths:150 Artillery, 200 Catapult

Weaknesses:If there are no generals, troops would confused and scaterred.

Navy Size:20.000 Personnels

Strengths:20 man-o-wars,150 brigs, 40 frigates, 150 gunboats

Weaknesses:Just same as the Army

Notable Commanders:Heman William Daendels(Army), Cornelis de Houtman(Army), Jan van Riebeck(Army), Antony van Diemen(Navy), Jan Williem Janssens(Navy), Hubert Johann van Mook(Navy



Dominant Species:Humans
Minority Species:Spell-Casters(Evolved Humans, Magic controllers)
Claims: 5 provinces
Last edited by Verenigde Oost-Indische Compaigne on Tue Jan 24, 2017 1:03 am, edited 2 times in total.
HERMANN WILLEM DAENDELS
GOVERNOR-GENERAL OF VERENIGDE OOST-INDISCHE COMPAIGNE
ALL NON COLONIAL AND NON IMPERIAL, GET OUT OF VOC!!

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Verenigde Oost-Indische Compaigne
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Postby Verenigde Oost-Indische Compaigne » Sat Jan 21, 2017 2:37 am

PLEASE NOTE THAT GUNBOATS IS A SMALL SHIP WITH A CREW OF ONLY 2 MENS. DO NOT COMPARE IT WITH SHIPS LIKE FRIGATES OR BRIGS
HERMANN WILLEM DAENDELS
GOVERNOR-GENERAL OF VERENIGDE OOST-INDISCHE COMPAIGNE
ALL NON COLONIAL AND NON IMPERIAL, GET OUT OF VOC!!

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Verenigde Oost-Indische Compaigne
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Founded: Jan 13, 2017
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Postby Verenigde Oost-Indische Compaigne » Sat Jan 21, 2017 3:13 am

=Species APP=
Species name:Spell-Casters

General appearance:Like, an old man with long beards, usually wear hood and robes, have blue sparkling eyes, carries staff

General Lifespan:800+ Very Long, they are natives to our nattion's lands

History:
Unknown and Mysterious, Spell-Casters are Magic Sentinent beings with powerful abilities.(if you ever watch game of thrones they're just like childrens of the forest), first known to mankind when VOC explorers starting an expeditition to the lands that is now known as the City of Indischuis. They are droven out by Humans. Some historians think that they're some kind of human tribe that has been evoluted because of magic. Now there is expeditions led by Cornelis de Houtman, Expeditionary Army Leader, to find all of the Spell-Casters civilization, and make diplomacy.

Culture:Little is known about the Spell-Casters, but we do know that they often make some kinds of "Ritual sacrifices" to their gods. They seemed to value arts importantly, for their stone walls , gates and castles is fulled by "kind of dark paintings". They are also known as crafters, creating magical swords, shields, chariots, staffs and wands, and they also performed a great ritual every full moon, known as "T'Kai M'kai", where they tend to became man-eating monsters, when all captured humans accused of "violating the law of the ancients" are boiled alive in a bluish magical potion in an enormous boiling pan.

Strengths: They can perform magic in every way, thus became very powerful

Weaknesses:They are very vulnerable to open war/battles, and they are weak to artilleries.

Magical Affinity(How common is magic within the species?:Very Common, they used magic as their way of life. The most common form of magic is their ability to make instant buildings.

Other Information: None(They are Very mysterious, little are known about them)
HERMANN WILLEM DAENDELS
GOVERNOR-GENERAL OF VERENIGDE OOST-INDISCHE COMPAIGNE
ALL NON COLONIAL AND NON IMPERIAL, GET OUT OF VOC!!

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

Postby CAS Commission Account » Sat Jan 21, 2017 4:23 pm

Verenigde Oost-Indische Compaigne wrote:NationStates Name:Verenigde Oost-Indische Compaigne

=Nation within Roleplay=

Nation Name:Verenigde Oost-Indische Compaigne

Government Type:Trade Colony Company

Leader and other notable people:Jan Pieterszoon Coen(Governor-General), Herman William Daendels(Supreme Lord General), Pieter Both(Prime Minister)

Capital City:Indischuis

flag: See my Nation's flag up there

Cultural Policy (National ideas):Insitution of the Colony States

National Policies (National Focuses):Making a Great Trading Empire

Population: (nothing over 100 million):14 Million

Resources:Gold, Silver, Exotic fruits, spices, tobacco, rum, all colonial trading goods

Military information
Army Size:100.000 personnels

Strengths:150 Artillery, 200 Catapult

Weaknesses:We dont have enough generals to lead our massive forces!! they're just scattered.

Navy Size:20.000 Personnels

Strengths:20 man-o-wars,150 brigs, 40 frigates, 150 gunboats

Weaknesses:Just same as the Army

Notable Commanders:Heman William Daendels(Army), Cornelis de Houtman(Army), Jan van Riebeck(Army), Antony van Diemen(Navy), Jan Williem Janssens(Navy), Hubert Johann van Mook(Navy



Dominant Species:Humans
Minority Species:Spell-Casters(Evolved Humans, Magic controllers)
Claims: 5 provinces

Okay, so what about your army? Just 100,000 personnel doesn't tell me much. Also, your app is just in general low-detail and the name is the same as your nation, which is lame and should be fixed, especially considering that the Dutch East India Company was a real thing.
Last edited by CAS Commission Account on Sat Jan 21, 2017 4:26 pm, edited 2 times in total.

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Granis
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Founded: Apr 17, 2016
Ex-Nation

Postby Granis » Mon Jan 23, 2017 1:32 am

Verenigde Oost-Indische Compaigne wrote:NationStates Name:Verenigde Oost-Indische Compaigne

=Nation within Roleplay=

Nation Name:Compagnia

Government Type:Trade Colony Company

Leader and other notable people:Jan Pieterszoon Coen(Governor-General), Herman William Daendels(Supreme Lord General), Pieter Both(Prime Minister)

Capital City:Indischuis

flag: See my Nation's flag up there

Cultural Policy (National ideas):Insitution of the Colony States

National Policies (National Focuses):Making a Great Trading Empire

Population: (nothing over 100 million):14 Million

Resources:Gold, Silver, Exotic fruits, spices, tobacco, rum, all colonial trading goods

Military information
Army Size:400.000 personnels
VOC Soldier 1 Soldier
1x Shotgun
2x Pistols
1x Jungle Knife
1x Medic Kit
1x Long Sword
Total Soldiers: 25 Batallons, Each 1500 Soldiers

Colonial Expedition Soldier 1 Soldier
2x Longpistol
1x Shotgun
2x Jungle Knife
2x Medic Kit
1x Cutlass
Total Soldiers: 10 Baatallions, Each 400 Soldiers

Cavalry 1 Soldier
1x Longsword
1x Shotgun
1x Pistol
1x Medic Kit
Total Soldiers: 10 Batallions, Each 500 Soldiers

Artillery 1 Unit
1x Small Cannon
1x Giant Cannon
2x Rear Cannon
Total Soldiers: 5 Batallions, Each 40 Units

Air Force 1 Unit
4x Gas Baloons, equipped with 6 Machineguns
4x Fighter Planes, equipped with 2 Mini Cannons and 4 Machineguns
3x Freighters (Troop carriers), each carrying up to 200 Soldiers
Total Soldiers: 5 Batallions, each 15 Units

Navy 1 Unit
2x Battleships, equipped with 2 Cannons, 2 Rocketlaunchers(WARNING UNSTABLE OILS IN EACH ROCKET), and Machineguns
2x Frigates, a Battleship, but smaller, equipped with half the Battleship's weaponry
2x Brigs, equipped with 2 cannons
6x Schooners, only contain a pack of 15 soldiers
Total Soldiers: 8 Batallions, Each 40 Units (VOC is a sea-based nation)

Strengths:150 Artillery, 200 Catapult

Weaknesses:We dont have enough generals to lead our massive forces!! they're just scattered.

Navy Size:20.000 Personnels

Strengths:20 man-o-wars,150 brigs, 40 frigates, 150 gunboats

Weaknesses:Just same as the Army

Notable Commanders:Heman William Daendels(Army), Cornelis de Houtman(Army), Jan van Riebeck(Army), Antony van Diemen(Navy), Jan Williem Janssens(Navy), Hubert Johann van Mook(Navy



Dominant Species:Humans
Minority Species:Spell-Casters(Evolved Humans, Magic controllers)
Claims: 5 provinces


Hate to break it to you man, but I think we might have just reached the age of flintlock firearms, if that. Machine guns won't be a thing for a long time, and I think even shotguns are a decent way off. He might accept blunderbusses, but I'm not super sure about that, either.

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Equalsun Empire
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Posts: 5403
Founded: Feb 18, 2013
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Postby Equalsun Empire » Tue Jan 24, 2017 12:02 pm

Okay, reading over the applications and current posts for this has me interested. Any chance there could be group applications? I'm in a few other major RPs at the moment, so I kind of want to roleplay some immortal adventurers rather than deal with the complexities of a nation :p
Spirit Animal of Castle Crashers

Quick link to my horrifically messy factbook.
Awarded the Honourable Epicness Award for Persuasive Nuclear Weapon Placement 2015

Dogs of War wrote:While the motto of the British SAS is "Who dares wins" the motto of Equalsun's SAS is "Who cares who wins?"

The Great and Kawaii™ Ella wrote:As much as I love Stellaris, video games are a magnet for powerwankers, and when the AI beats them too hard, they come over to II and P2TM and take their anger out on us.

So I got into am currently in a name-calling contest in a flag rating thread...

Student, Canadian, ENFP

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

Postby CAS Commission Account » Tue Jan 24, 2017 7:17 pm

You are now able to create groups of adventurers and RP as them. The App for it has been added.

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Verenigde Oost-Indische Compaigne
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NATION APP

Postby Verenigde Oost-Indische Compaigne » Wed Jan 25, 2017 1:02 am

NationStates Name:Verenigde Oost-Indische Compaigne

=Nation within Roleplay=

Nation Name:Compagnia

Government Type:Trade Colony Company

Leader and other notable people:Jan Pieterszoon Coen(Governor-General), Herman William Daendels(Supreme Lord General), Pieter Both(Prime Minister)

Capital City:Indischuis

flag: See my Nation's flag up there

Cultural Policy (National ideas):Insitution of the Colony States

National Policies (National Focuses):Making a Great Trading Empire

Population: (nothing over 100 million):14 Million

Resources:Gold, Silver, Exotic fruits, spices, tobacco, rum, all colonial trading goods

Military information
Army Size:400.000 personnels
VOC Soldier 1 Soldier
1x Blunderbuss
2x Pistols
1x Jungle Knife
1x Medic Kit
1x Long Sword
Total Soldiers: 25 Batallons, Each 1500 Soldiers

Colonial Expedition Soldier 1 Soldier
2x Longpistol
1x Blunderbuss
2x Jungle Knife
2x Medic Kit
1x Cutlass
Total Soldiers: 10 Baatallions, Each 400 Soldiers

Cavalry 1 Soldier
1x Longsword
1x Blunderbuss
1x Pistol
1x Medic Kit
Total Soldiers: 10 Batallions, Each 500 Soldiers

Artillery 1 Unit
1x Small Cannon
1x Giant Cannon
2x Rear Cannon
Total Soldiers: 5 Batallions, Each 40 Units

Navy 1 Unit
2x Man-o-wars, equipped with 2 Cannons, 2 Heavy Artilleries, 1 Siege Artillery, and Cannons in each sides
2x Frigates, a Man-o-war, but smaller, equipped with half the Battleship's weaponry
2x Brigs, equipped with 2 cannons
6x Schooners, only contain a pack of 15 soldiers
Total Soldiers: 8 Batallions, Each 40 Units (VOC is a sea-based nation)

Strengths:150 Artillery, 200 Catapult

Weaknesses:If there are no generals, troops would confused and scaterred.

Navy Size:20.000 Personnels

Strengths:20 man-o-wars,150 brigs, 40 frigates, 150 gunboats

Weaknesses:Just same as the Army

Notable Commanders:Heman William Daendels(Army), Cornelis de Houtman(Army), Jan van Riebeck(Army), Antony van Diemen(Navy), Jan Williem Janssens(Navy), Hubert Johann van Mook(Navy



Dominant Species:Humans
Minority Species:Spell-Casters(Evolved Humans, Magic controllers)
Claims: 5 provinces
HERMANN WILLEM DAENDELS
GOVERNOR-GENERAL OF VERENIGDE OOST-INDISCHE COMPAIGNE
ALL NON COLONIAL AND NON IMPERIAL, GET OUT OF VOC!!

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Equalsun Empire
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Posts: 5403
Founded: Feb 18, 2013
Democratic Socialists

Postby Equalsun Empire » Wed Jan 25, 2017 8:14 am

=Species APP=
Species name: The Fallen
General appearance: Fallen avatars stand at around two meters tall, and maintain forms of light in the shape of a humanoid. Fallen Cores are generally around the size of a fist, completely a single colour and inconsistently pulsating with light. They appear crystalline, and as such are seen as gemstones of great worth.
General Lifespan: Undefined.
History:The Thirteen Fallen of Vermania fell from the heavens in the year 0, and as such are seen as a sign of misfortune by many races. The great streaks of fire across the skies are in both the histories and legends of many cultures, the final toll of the great Cronelia. Upon landing the Fallen knew nothing of where they came from, who they were, or where they came from. All were on the brink of madness. While separated, unprepared, and mentally unstable, ten of the thirteen were destroyed and their Cores captured, fashioned into jewelry and built into altars and shrines across Vermania. The three that escaped are now the Wanderers, having escaped their companion's fate and vanished into obscurity. They now scour the lands for the other Fallen, having freed and nurtured two others, one in the year 670 and the other in the year 727. The Wanderers are even now on the move, helping those in need they come across, defeating threats to the lands of Kolen, and looking for signs of the other Fallen.
Culture: The Fallen do not necessarily have a culture, though their beliefs align with doing good for others. For the most part they portray themselves as Aurineia travelers looking to buy precious materials, and as such follow their general customs and traditions.
Strengths: Incredibly powerful individuals, can combine with each other to form more powerful beings, incredibly strong Cores
Weaknesses: Few in number, no Luminary to guide them
Magical Affinity: All Fallen possess magical abilities
Other Information: Magical abilities include force projection and shapeshifting- they are able to channel force through their bodies and shift their bodies of light in any way they please. More common applications of this include flight upon wings of light, creation of weapons seemingly from thin air, and shifting to animals to avoid detection.

=Group App=
Group Name: The Wanderers
Leader(s): Eldenor
Symbols: The stars, a continually-searching eye
Members: They refer to themselves as simply Eldenor, Veris, Eliana, Tairiat, and Zeliat, with the aliases of John Smith, Samuel Raynor, Anne Lane, Sebastian Farfield, and James Summerfeld
Starting Location and Bases: Autemnia, Aurenian Capital
Goals: The Wanderers are even now on the move, helping those in need they come across, defeating threats to the lands of Kolen, and looking for signs of the other Fallen.
Strengths: Unrivaled magicians, Extensive knowledge of the peoples of Vermania
Weaknesses: Bound by moral code, no way to detect fellow Fallen nearby, non-conventional magic
Supporters: None
Spirit Animal of Castle Crashers

Quick link to my horrifically messy factbook.
Awarded the Honourable Epicness Award for Persuasive Nuclear Weapon Placement 2015

Dogs of War wrote:While the motto of the British SAS is "Who dares wins" the motto of Equalsun's SAS is "Who cares who wins?"

The Great and Kawaii™ Ella wrote:As much as I love Stellaris, video games are a magnet for powerwankers, and when the AI beats them too hard, they come over to II and P2TM and take their anger out on us.

So I got into am currently in a name-calling contest in a flag rating thread...

Student, Canadian, ENFP

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

Postby The Mighty Datlofian Empire » Wed Feb 01, 2017 7:33 am

Is steam power a thing? I am planning to make a post about modernizing some of my industry but IDK what is allowed necessarily when it comes to industrial technology. Also why am I not on the list of nations?
Last edited by The Mighty Datlofian Empire on Wed Feb 01, 2017 7:35 am, edited 1 time in total.

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Equalsun Empire
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Posts: 5403
Founded: Feb 18, 2013
Democratic Socialists

Postby Equalsun Empire » Wed Feb 01, 2017 1:29 pm

The Mighty Datlofian Empire wrote:Is steam power a thing? I am planning to make a post about modernizing some of my industry but IDK what is allowed necessarily when it comes to industrial technology. Also why am I not on the list of nations?

Oooooh, that would be cool. I think that'll be a bit later, though- seems like we're still in feudal era right now. As for not being added to the list of nations, the OP's been inactive for some reason...
Spirit Animal of Castle Crashers

Quick link to my horrifically messy factbook.
Awarded the Honourable Epicness Award for Persuasive Nuclear Weapon Placement 2015

Dogs of War wrote:While the motto of the British SAS is "Who dares wins" the motto of Equalsun's SAS is "Who cares who wins?"

The Great and Kawaii™ Ella wrote:As much as I love Stellaris, video games are a magnet for powerwankers, and when the AI beats them too hard, they come over to II and P2TM and take their anger out on us.

So I got into am currently in a name-calling contest in a flag rating thread...

Student, Canadian, ENFP

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