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Vermania (Enlightenment Fantasy Rp; OoC)

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

Postby CAS Commission Account » Wed Feb 01, 2017 1:34 pm

Equalsun Empire wrote:-snep-


The Mighty Datlofian Empire wrote:-snep



Both Approved

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

Postby Verenigde Oost-Indische Compaigne » Fri Feb 03, 2017 3:48 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
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 » Fri Feb 03, 2017 3:48 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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Axle
Bureaucrat
 
Posts: 41
Founded: Aug 18, 2015
Ex-Nation

Postby Axle » Sat Feb 04, 2017 3:17 am

Nationstates name: Axle
=Nation within Roleplay=
Nation Name: Queendom of Brup
Government Type: Monarchy
Leader and other notable people: Queen Drukris (Current Queen), Queen Inzuti (Founder of the Queendom), Triexaenza (Notable Queen), Trirdrun (only King), Cizhos, Engexesh (Notable PMs)
Capital City: Erimead
flag: http://orig12.deviantart.net/d720/f/201 ... 33kxzc.jpg
Cultural Policy: Sea and Unity
National Policies: Unifying the island, establishing dragonkin dominance
Population: 6,423,156(ish)
Resources: Lumber, iron, coal (unknown for another few centuries), grain, wine, cattle, sheep, pigs, fish

Military info:
Army Size: 50k standing professionals (40k infantry, 6k cavalry, 4k artillerymen with 500 pieces), but can mobilise up to 100k extra infantry in times of crisis
Strengths: Very well disciplined, and with a do or die mentality. The army never surrenders. Heavily armed and armoured. Large artillery pieces
Weaknesses: Dependent on poorly trained men in times of crisis and when the professional army suffers heavy casualties.
Navy Size: 104 carracks, each with 82 guns, 123 Caravels, for trade and supply, 164 galleons, each with 58 guns and 182 cogs, for trade and supply.
Strengths: Large with many guns, formidable when grouped and with trade ships that have the capability to defend themselves.
Weaknesses: Corrupt, those at the top are always the richest women in the country and, if a few of the most powerful unite, able to dictate who the monarch is.
Notable Commanders: Terphe, Oxianshei, Queen Drukris (army), Phreshi, Iasandhi, Queen Drukris (navy)
Other Military Information: The navy is important because island.

Dominant species: Dragonborn
Minority species: Elves, a few humans


=Species APP=
Species name: Dragonborn
General appearance: Short (average of 3"6' for females and 2"11' for males), stocky, about one and a half times as strong as the average human, come in a multitude of colours: from red to blue to black to green to gold (but only the royals).
General Lifespan: Life expectancy at birth at time of the app: 58 years
History: Previously more widespread on Afux and Kolen, the Dragonborn were pushed back by humans and off, to their islands with only a few remaining on the main continents now. However, they remain a proud warrior race. Having built a large, if somewhat outdated, navy to defend themselves and almost untied as a species. The few elves on the island have been subjugated as slaves to work in the iron mines, the Dragonborn now look outward once more, to strengthen trade links over the seas. Especially in wine.
Culture: Warrior culture, violence towards the outside but order within (for the nation and the self), disciplined.
Strengths: Strong and loyal. Has interesting magic. Easily angered by 'outsiders'. Fire resistant.
Weaknesses: Short and unimposing, easily angered, Don't know when to stop in a fight or attack. Find it hard to act in the cold.
Magical Affinity(How common is magic within the species?): Very common. Almost all can either: breathe fire (red ones), freeze with breath (blue ones), spit a large volume of acid (green ones), poison in the form of chlorine gas (black ones), or electricity (the royals). However, this leaves them completely drained and vulnerable, and requires at least a fortnight of rest to recover from. All except fire can hit other dragonborn nearby (black has the highest risk, because gas) and blue dragonborn almost kill themselves with the attacks
Other Information:


I think it's kinda balanced, tell me if the dragonborn need more nerfs. I'll be making the religion later.

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

Postby Osphen » Sat Feb 04, 2017 9:27 am

Verenigde Oost-Indische Compaigne wrote:-snep-


Please provide a map of those five claims.
hand hook man

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

Postby Camelone » Mon Feb 06, 2017 10:00 am

Guys in IC it's Order of the Flaming Sword or Forger Knights.
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
Results

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

Postby Osphen » Mon Feb 06, 2017 3:16 pm

=Species APP=
Species name: Roving Scarabs, Rakh a' Julani
General appearance: Giant scarabs with hollow shell capable of fitting a city of 5,000 people
General Lifespan: 800 Years
History: These Scarabs have roamed the deserts of Afux for millennia, and it is unknown when the Roving clans domesticated then or how. The story was that Bekan Bezck a' Meyas, the first Rakhshah of the clans, tamed the largest and most powerful scarab, named Julani, although modern scholars dispute the validity of the myth.
Culture: Beatles
Strengths: Very large, can cover large distances relatively quickly, can provide shelter for humans, adolescents (after 20 years) can hold 80-100 people
Weaknesses: Does not produce water (so water stores must be replenished), babies take 100+ years to grow full size, eggs take 80 years to hatch, fairly docile, isn't used in war, scarabs usually like staying in packs
Magical Affinity(How common is magic within the species?): none
Other Information:

There are roughly 1,500 Adults and 2,000 children of various sizes. Roughly 200 Scarabs are too old to bear populations, and only follow the pack around until they die.
Last edited by Osphen on Wed Feb 08, 2017 7:37 pm, edited 1 time in total.
hand hook man

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

Postby CAS Commission Account » Wed Feb 08, 2017 4:01 pm

Axle wrote:-snep



Both Accepted

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

Postby Equalsun Empire » Thu Feb 09, 2017 9:33 pm

So, question, which nation would be most likely to have a history that includes fighting a necromancy army? Just looking for potential victi- I mean, ah volunteers :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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Second Helghan Empire
Minister
 
Posts: 3077
Founded: Jul 17, 2015
Ex-Nation

Postby Second Helghan Empire » Thu Feb 16, 2017 1:17 pm

tag
Well now, that hibernation has gotten boring, daddy is back again.

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