NATION

PASSWORD

Might and Magic REBORN [EPIC - OPEN - OOC]

For all of your non-NationStates related roleplaying needs!
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Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Might and Magic REBORN [EPIC - OPEN - OOC]

Postby Skaldia » Tue Apr 03, 2018 4:52 pm

Welcome to the Worlds of Might and Magic
And now the page before us blurs.
An age is done. The book must close.
We are abandoned to history.
Raise high one more time the tattered standard
Of the Fallen. See through the drifting smoke
To the dark stains upon the fabric.
This is the blood of our lives, this is the
Payment of our deeds, all soon to be
Forgotten.
We were never what people could be.
We were only what we were.
Remember us

Image
Theme
Discord
MAP
IC
"All keeps hold a Gate, all castles Gates."
Lord Pain of Shigeinama


In ages past the reckoning of man or beast, a mighty Empire of Magic existed. This Imperium spread across to many worlds, not by the might of science, but of the arcane. To fuel their conquest of other worlds and creatures, they built gargantuan Gates that allowed for the instantaneous travel of men and supplies to any world with a Gate. As time passed, the Imperium colonized and subjugated hundreds of worlds and different cultures, their power seeming to have no bounds. Unfortunately, drawing on too much energy from the Winds of Magic caused the Gates to malfunction and cease to work, effectively ending the Imperium's iron grip on the World Tree and sending dozens of worlds into dark ages as some worlds' population had grown far too great for them to rely on their own exports. Billions all over, died.

And so, time has passed the creatures that came after the Imperium look now only at the Gates as a relic of an unknown age, a sign of their deities, or what have you, most having forgotten just exactly what those Gates were made for. Attempts to turn them back on failed. Attempts to destroy them failed as the Gates were made of an unknown silver alloy that could not be harmed by any weapon or magic. Likewise, attempts to move them proved fruitless, for the Gates were embedded deep within the earth and resisted all attempts.

However, as the myriad species of the World Tree go about their lives, they forget the Gates and Magic, once the bounding force for all races, was forgotten by some and replaced by Science. But, there is coming a time when the Gates will once more activate, opening the worlds back up to each other.

And a new Imperium shall rise.


SO! Basically the story is this: You each play as a world or nation that was once ruled by the Imperium in MANY ages past. You decide what will happen when the Gates, for seemingly random reasons, reactivate and reconnect each one of your world's to each other, whether you go a'conquering or if you form a mighty trade cartel.

NEW AND IMPROVED?!: When this was first created I limited people by making them create their own worlds.
No longer. In this latest version, nations may select somewhere on the New World to place their nation. HOWEVER, nations on the receiving end of Gates are limited to playing humans.

RULES:
1) No Godmodding or Meta-Gaming
2) While this is a fantasy rp and I expect some pretty amazing stuff, please keep it based in reality. For instance, if your character starts walking to point A to point B and point B is a thousand miles away, it should take a while.
3) No steamrolling other races or other players just because you can.
4) No massively powerful races like Gods and what not. Dragons are allowed, but please sparingly.
5) While some worlds explored science instead of magic, the technology level is reminiscent of steampunk, around early 20th Century.
6) While there are weapons of mass destruction in real life, I will not allow their use in this RP. They defeat the purpose of this RP.
7 ) This is an alternate world and has no connection whatsoever with our world. So, for that reason, there will be no mention of a Roman Empire, Leonardo Da Vinci, or what have you. They never existed.
8 ) The New World appears as our world for familiarity.
9) ONE GATE FOR EACH WORLD APP UNLESS THAT WORLD HAS MORE THAN ONE PLAYER NATION!!!
10) On the New World, each Gate must be at least fifty miles from another.
11) There are allowed to be more than one nation on your world, and is preferred, but only ONE nation has a Gate in it. That nation with a Gate is the player nation.
12) There are no doomsday weapons laying around on the New World. Only ruins, rubble, and what not. And other nations waiting for you of course =D.
13)If you wish to play as a Nation on another player's world, you are allowed to do so. Just fill out the Nation App and ignore the World App except for the location of where you are.
14) It is possible to have magic and science in your app.



Co-Op Rules
1) Co-Ops are allowed to accept Apps as long as BOTH Co-Ops accept the app. After accepting, they will TG me the APP to be added to the list.
2) There shall be TWO Co-Ops
3) Co-Ops are allowed to make a natural phenomenon occur or a sickness break out.
4) Co-Ops are NOT allowed to be Biased towards a player just because said player is attacking Co-Ops world, nation, or what have you.

HOW GATES WORK AND THEIR SIZE AND PROPORTIONS:

A Gate stands at a mile high and run a mile deep into the ground and a mile wide. They are about fifty feet thick and made of a mysterious silver alloy found nowhere else on your world with millions of strange stylistic glyph covering their entire surface. When activated, lightning will play across their surface and then a light will start to shine in the center until a shape begins to appear. You can see into the other world and the step through is painless and without discomfort, although the environment on the other side might be radically different from the one you just stepped from.

Each GATE leads to the same New World. What your nations will not know is that this world was once the home world of the Imperium. This uninhabited world is inhabited by the ancestors of the once great Imperium. For the reasons of this RP, each native nation shall be only human.

A NOTE ON HEROES:

Heroes are the champions of your world or nation. They have a sizable impact on battles between players and add a level of depth to the RP that would otherwise be missing.

Code: Select all
[b][u]NS Name:[/u][/b]
[b][u]World Name:[/u][/b]
[b][u]Number of Nations:[/u][/b] (Is it ruled by one mighty Empire or split among a hundred states?
[b][u]World Population:[/u][/b] (Be realistic)
[b][u]Location of Gate:[/u][/b] (Which nation, if there is more than one)
[b][u]World Climate:[/u][/b] (Is it a hot, cold, warm, or cool world? Is it covered in a desert or ice, or is it all the above?)
[b][u]Dominant Species:[/u][/b]
[b][u]Other Species:[/u][/b]
[b][u]World History:[/u][/b] (What went down after the Gate on your homeworld fell apart?)

[b][u]Nation Name:[/u][/b]
[b][u]Capital City:[/u][/b]
[b][u]Government Type:[/u][/b]
[b][u]Head of State:[/u][/b]
[b][u]Claimed Territory:[/u][/b]
[b][u]State/National Religion:[/u][/b]
[b][u]Dominant Religion:[/u][/b]
[b][u]Minority Religion(s):[/u][/b]
[b][u]Population:[/u][/b] (Please be realistic...)
[b][u]Military Organization:[/u][/b]
[b][u]Army Size:[/u][/b]
[Blocktext][u][b]Army Units:[/b][/u][/Blocktext]
[b][u]Fleet Size:[/u][/b]
[Blocktext][u][b]Naval Units:[/b][/u][/Blocktext]

[b][u]General Terrain:[/u][/b]
[b][u]Noteworthy Fauna:[/u][/b]
[b][u]Magic or Science?:[/u][/b]
[b][u]Primary Import(s):[/u][/b]
[b][u]Primary Export(s):[/u][/b]
[b][u]Primary Species:[/u][/b] (Primary culture/linguistic group)
[b][u]Accepted Species:[/u][/b]

[b][u]Brief Description of your nation's History:[/u][/b]
[b][u]Brief Description of your nation's economy:[/u][/b]
[b][u]Brief Description of your nation's government:[/u][/b]
[b][u]Brief Description of your nation's populace:[/u][/b]

[b][u]RP Example:[/u][/b]


HERO APP TG APP TO ME AFTER APP IS ACCEPTED BY ME!!!
Code: Select all
Name:
Age:
Gender:
Race:
Appearance:
Personality:
Background:


You get thirty five points:

Code: Select all
Strength: 0/10
Speed: 0/10
Power: 0/10 (Magic)
Stamina: 0/10
Agility: 0/10
Luck: 0/10
Last edited by Skaldia on Tue Oct 02, 2018 4:08 pm, edited 5 times in total.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Tue Apr 03, 2018 4:52 pm

CHARACTERS


Worlds:


Skaldia |-| Eldanar |-| Link
Ormata |-| Skorski |-| Link

Nations:


Skaldia |-| Empire of Doriath
Ormata |-| The Shattered Imperium

Native Nations:


Heroes:


Skaldia |-| Azazel Maelchanar
Last edited by Skaldia on Mon Oct 08, 2018 2:21 pm, edited 3 times in total.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Tue Apr 03, 2018 4:53 pm

IC RULES AND HOW TO POST!!!


When the Gates open, each player will receive one province on the Map. In order to take another province is six turns, each turn regaling us of how you conquered the province or what have you, then consolidating rule of said province. However, just because you move an army into another province does not mean you have control of said province. For instance, if another player moves his army in your path or into a Contested Province, the turns needed to control the province are paused until the matter is resolved. For smaller parties, you can move two Provinces each Turn.

DIPLOMACY and CHARACTER INTERACTIONS:

While there is no limit on how much diplomacy or character interactions you can have going on, be sure to separate them so everyone knows exactly what is going on. However, if the DIP or CI have any wider effect on the world, it would frame it as such in the example below.


"YOUR TITLE HERE" IN PROVINCE "NAME" (TURN ONE)

BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH


DIPLOMATIC CRAP TITLE HERE. OOH, SPIES, KNIVES, AND BLONDES

BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH


CHARACTER INTERACTION TITLE HERE FOR US BORED ENOUGH TO READ IT

BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH


Summary:
Inconclusive OR a nice tidy bow on everything above that happened


Code: Select all
[b]"YOUR TITLE HERE" IN PROVINCE "NAME" (TURN ONE)[/b]

[spoiler]BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH[/spoiler]

[b]DIPLOMATIC CRAP TITLE HERE. OOH, SPIES, KNIVES, AND BLONDES[/b]

[spoiler]BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH[/spoiler]

[b]CHARACTER INTERACTION TITLE HERE FOR US BORED ENOUGH TO READ IT[/b]

[spoiler]BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH[/spoiler]

[b]Summary:[/b]
[Blocktext][i]Inconclusive OR a nice tidy bow on everything above that happened[/i][/Blocktext]
Last edited by Skaldia on Tue Oct 02, 2018 9:41 pm, edited 1 time in total.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Lunas Legion
Post Czar
 
Posts: 31096
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Tue Apr 03, 2018 4:55 pm

Long time no see Skald.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Tue Apr 03, 2018 5:34 pm

Lunas Legion wrote:Long time no see Skald.


Indeed mon amigo. Been busy with RL issues that've kept me away from this sort of a hobby. Time has slowed and granted me the privilege to return to one of my favorite mediums.

Decided to resurrect this and get my feet wet.

Nice to see an old face.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Tue Apr 03, 2018 5:47 pm

"There is no struggle too vast, no odds too overwhelming, for even should we fail — should we fall — we will know that we have lived."
Azazel Maelchanar


NS Name: Skaldia
World Name: Eldanar
Number of Nations: Eight major powers exist on Eldanar: The Empire of Doriath, Empire of Lysenia, Greater Republics of Evaldamon, Cathay, Confederation of Beltayga, Kingdom of Calgard, the Enclave of Tymeria, and the city-states of Narfell. A number of other city-states and minor kingdoms dot the land, vassals to one of the major powers.
World Population: 2,901,291,000
Location of Gate: Doriath
World Climate: Mostly temperate with a noticeable dry landscapes and Savannah in the warmer climes.
Dominant Species: Human
Other Species: Dorians. A sort of proto-human that are taller, stronger, faster, and more intelligent than the standard human. They serve as nobles in Doriath. High King Alaric is also a fullblood Dorian. Wood Elves, High Elves, Barbarians, Dragons, Gnomes, Eladrin, Dragonborn, Dwarves, Aasimar, Orcs, Genasi, Augur, Duergar, Tiefling.

Most High Elves live in Evaldamon but some wood elves have migrated to the Great Forest in Doriath. Barbarians live in the Icewind Tundra of Northern Lysenia, forming a constant irritant to the Lysenians. Dragons are fully sentient creatures and rule the Silver Isles. Gnomes live primarily in the White Hills. Eladrin, a cousin of the Elves, live in the Arm of Doriath and mostly the Golden Plain. Dragonborn are known to live in Cathay and rule the Enclave of Tymeria. The Tieflings rule small city-states between Beltayga and Cathay called Narfell. Dwarves have mountain kingdoms in almost every mountain chain on the face of Eldanar. Aasimar live primarily in Doriath and the West lands of Evaldamon. Orcs, Duergar and the Genasi dominate Beltayga with Duergar being primarily the leaders with the Genasi forming as the warriors, soldiers, and what not. The Augur dominate the military of Calgard and live primarily on the Dagger Peninsula.
World History: Following the Collapse of the Gate at the location of what is now Talkassar, Eldanar suffered little. Having just recently come under the power of the Imperium (just fifty years before the Gate collapsed), Eldanar lead a series of successful rebellions against their Imperial overlords, casting them down and destroying them. Interesting enough, Imperial survivors fled to what would eventually become the Empire of Lysenia, augmenting themselves into the native cultures in the area. After the series of rebellions, life on Eldanar went about as it usually did with the Empire of Lysenia being the first state to rise after the fall of the Imperium. The Empire of Lysenia expanded to rule what is Calgard and Cathay today with control over the White Hills ebbing and flowing with each decade. Unfortunately, their rule over Cathay would prove tenuous. Seven hundred years after the founding of the Empire, the Cathayans lead a successful rebellion against the Lysenians with Calgard following only seventy years later. Fifty years after losing Calgard, Lysenia had withdrawn from the White Hills permanently.

Meanwhile the West, particularly Evaldamon and Beltayga, suffered under their Dragon Overlords who ruled from the Silver Isles. The Dragons, having hid from the might of the Imperium, had come out. Their power created the Dragonborn who were to be the soldiers of the Silver Empire. Their rule existed for near eight hundred years before the Dragonborn rose against their masters and cast them down. However, the Dragons could not be moved from their fortresses in the Silver Isles, and most Dragonborn fled to form the Enclave of Tymeria. A small minority of Dragonborn, however, remained in the Silver Isles. With their main batch of military strength gone, the Elves and Aasimar of Evaldamon rose up and cast the Dragons out while the Duergar did the same in Beltayga.

Evaldamon was at one point split in three factions between the Wood and High Elves and the Aasimar. They would remain separate for near nine decades before the Greater Republics of Evaldamon was formed as a means to end the troubles on the continent. However, it would be another four decades before the position of Lord Protector, in effect a monarch, came to rule Evaldamon. Meanwhile, Beltayga suffered in war between the Genasi, Duergar, and orcs. It was the Duergar who made peace when, accepting a Pact with the Genasi, forced the orcs to make peace.

Narfell, the land of freedom, remained free from all would-be conquerors. First the Lysenians came. Then Calgard and Cathay had attempted to sway them under their control. Beltayga was the last to try to bring the tieflings of Narfell under their control. Instead, their Genasi army was defeated soundly and the Beltaygans didn't try again. Now, the Doriathians are beginning to try their hand. Incidentally, the tieflings have even resisted attempts of other city-states of Narfell to dominate, the closest being the Confederation during the dark times of the power of Lysenia. Now, Narfell remains a hotbed of trade between the great powers.

Nation Name: Empire of Doriath
Capital City: Talkassar. The Gate is located on a small inlet out in the Bay of Dor. The way to the Gate are the Silver Arches. The city of Talkassar is built into the Lonely Mountain of Kassar. On the side of Kassar is the Point, carved out of the very rock to point towards the North and the Gate. Beyond the city and along the Northern Coast of the Bay of Dor are the Dor Sentinels to warn those who would do harm to Doriath.
Government Type: Absolute Monarchy
Head of State: High King Alaric the Great of House Lorian
Claimed Territory: See Map.
State/National Religion: The Three Divines and the Word. It is believed that there are Three Divines; We'a the Sky Divine, La'on the Sun Divine, and Sca'ar the Earth Divine. They are believed to maintain the Balance that is to keep the world alive. The Divines are considered more than mere Gods, believed to be the very children of the Word and thus of creation themselves. However, with interaction with the material plane, they have become something less and more than just the Children of Word. The Word is believed to be the binding force of the Universe, the "magic" that allows the Divines to maintain the Balance. The Word is believed to be the "word" of creation. They stand opposed to the Void, a chaotic force that wishes to consume the Word. Although it is believed to be Anathema to the Void, the Void craves that which would destroy it.

The religion is organized around the Order of the Trinity that maintains and funds the Churches of the Three. At one time the Order of the Trinity held far more power than it does now. However, with the rise of the Schools of Magic and the centralization of government power, the power of the Order of the Trinity faded. Despite the shadow of their power, the Holy Triach (the council of the Order) is still considered an important voice in everyday politics.
Dominant Religion: The Three Divines and the Word. See Above.
Minority Religion(s): The Lysenian and Calgard Pantheon of thirteen Dragon Gods. The Wood Elves of Evaldamon worship Eldanar as a Goddess. Beltayga worships a powerful Sea God named Ay'gar'ya. Cathay engage in Ancestor worship. It is even whispered that there are Acolytes devoted to worship of the Void.
Population: 117,910,182
Military Organization:
Army Size:
Army Units:
The Doriathian Army: 1,133,300
The Doriathian Army is divided into ten armies which are further divided into ten Legions each. Thus there are a total of a hundred Legions in the Empire.
Doriathian Legionnaire: Each Legion is composed of 11,333 Men apiece. However, discounting officers, cavalry, artillerymen, and other staff, this cuts the number down to around nine thousand. Each Doriathian Legionnaire are highly trained citizen soldiers expected to spend 25 years (maximum) in the military. A male citizen is required to spend a minimum of two weeks a year training in the Legions or choose another civic service.
Doriath Light Calvary: Composing about a thousand men in each Legion, Light Calvary is designed to scout and strike quickly while riding away. Highly trained riders, they are more involved in the center of the Empire.
Doriath Knights: The Heavy calvary of the Doriathian Legion and also the most elite forces, there are a thousand of these in the Doriathian Legion and are the magically talented in the Army. Composed of Three Orders devoted to the Three Divines, they are masters of either flame, earth, or wind.
Eternal Guard: Great warriors, they are the eternal protectors of the High King of Doriath. The fiercest soldiers in all of Eldanar, there are only a thousand of them but never have they been defeated in battle.
Knights of the Word: These Holy Knights, while not technically under oath of fealty to the Doriathian Kings, have constantly been called to the aid of Doriath. Their prowess is so great that many an enemy has fled or capitulated instead of meeting the Knights of the Word at battle.

Fleet Size:
Naval Units:
113 War Galleons
58 Schooners
87 Caravels
40 Carracks


General Terrain: Most of the Kingdom is dominated by the Golden Plain in the center, fed by the Ruby Delta and Red River and the smaller Blue River in the South. Around the Ruby Delta is the Great Forest. In the Southeast are the massive Diamondback Mountains separated from the Silverpeak Mountains by the Gray River. The Gray River feeds into the White Hills, a dry landscape mostly inhabited by gnomes. The White Hills give way to the Thundercap Mountains which border the Bay of Dor to the North. To the West are the two Mountain ranges of are the Ravenight Mountains separated to the North by the Green River and bordered by the Black Mountains. The least populated of the Landscape is the Arm of Doriath, a thin strip of land connected to Evaldamon by the Finger.
Noteworthy Fauna: Drakes. A smaller cousin of the Dragon but lack the intelligence and breath weapon, they can be found in most mountain ranges. The Elves of Evaldamon are known to domesticate Drakes and use them as mounts. However this is rare due to their innate aggression.Aurochs live primarily on plains across the planet and are bigger than cows. in the White Hills, the Nacktwolf prowls at night. Famous for it's very soft fur, the Nacktwolf is primarily a scavenger and hunts in small packs.
Magic or Science?: Magic and Science. Cannons exist but are limited somewhat to naval engagements with only a very few artillery pieces worthy of note. Magic, described as Power of the Divines, or the Craft, is a thoroughly studied science, particularly in the Republic of Evaldamon. Magic is prevalent throughout all levels of society, but only the High Craft, such as that of using combat magic, can be studied in the various Colleges that dot the world. Each nation has at least one College devoted to the study of the Craft, with Evaldamon having nearly a dozen alone. Doriath has three; the College of Applied Mechanics, the College of Metaphysical Studies, and the Royal College. The CAM is the most popular, with people learning the arts of a Magister. Magisters in Doriath are responsible for the infrastructure and construction of roads, buildings, and other projects in Doriath. They use their Craft to be able to find the clearest route for roads, clear obstructions for work crews, etc. The CMS, however, are the otherworldly members of the Craft. Called Scholars, these men and women use their Craft to study the less practical side of the world and universe, particularly in the use of focusing crystals. While the focusing crystals were once thought to have no military application, it was discovered early in the reign of High King Alaric that focusing crystals allow the projection of voice over vast distances. Since than, focusing crystals have been distributed all throughout the military. Meanwhile, the Royal College is a school for those destined to become Knights in the Doriathian military go. Meanwhile, the Magisters have been able to create Craftstone. Craftstone comes in multiple forms. There are Craftstones designed to keep something warm, some to keep cold, and some are able to keep things afloat. While the military application of Airstones is well known, the amount of airstone needed to lift something as heavy as a ship is too prohibitive. Instead, the airstones are used in the frames of cannons, thus allowing the ease of moving artillery on the field of battle.
Primary Import(s): Minerals.
Primary Export(s): Agricultural goods, lumber, and a few mining goods. Mostly garners money from a powerful trade base.
Primary Species: Human.
Accepted Species: All.

Brief Description of your nation's History: Doriath was once a collection of multiple states all vying for control of the land of Athia. However, about seven hundred years ago, Athia went under a change. This change was prompted by the rise of the Dorians, mighty warriors living along the coasts of the Bay of Dor. The Dorians, from their city of Talkassar, defeated and acclimated all of Athia under their control, formally creating the Kingdom of Doriath. Doriath would continue to expand until coming into conflict with the southern kingdom of Beltayga over the trade lanes in the Grand Bay and Opal Bay. Eventually, the conflict settled down. Recently, Doriath has been under tense relationships with Lysenia over the Tomald Strait.
Brief Description of your nation's economy: Doriath became the most wealthy nation in the world by sheer dint of location and a preternatural need to explore and make profits. However, all this would not be able to have been accomplished if not for a tendency for the Doriathian Navy to to evolve far more rapidly than most other Eldanaran nations.
Brief Description of your nation's government: The Lorian Dynasty came into power early on the early years of the Dorians, ruling from the city of Talkassar. Eventually, with such a large Empire to rule, the Grand Senate was created to administer to the Provinces of the Empire while creating a House of Commons for the large middle class a voice in government affairs.
Brief Description of your nation's populace: The standard Doriathian is a unique person. Unlike the serf-based power of the Empire of Lysenia, the Clans of Calgard or Cathay, or the Great Houses of Evaldoman or Slaves of Beltayga, the Doriathian are not restricted to such petty titles. While nobles do exist and do have a large portion of the power of the Kingdom of Doriath, a commoner is able to rise to a position of authority and power in the Kingdom or strike it rich if they so desire. They are only limited by themselves.

RP Example: Nooooooo.


My app.
Last edited by Skaldia on Sat Oct 13, 2018 6:28 am, edited 6 times in total.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Ralioskener
Diplomat
 
Posts: 653
Founded: Jan 22, 2016
Ex-Nation

Postby Ralioskener » Wed Apr 04, 2018 12:34 am

Very interesting premise. Tag.
dead nation oof

mainly used as an rp account now

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Wed Apr 04, 2018 6:02 am

Ralioskener wrote:Very interesting premise. Tag.


Glad to have piqued your interest.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Vrijstaat Limburg
Ambassador
 
Posts: 1168
Founded: Jan 07, 2018
Iron Fist Consumerists

Postby Vrijstaat Limburg » Wed Apr 04, 2018 4:43 pm

NS Name: Vrijstaat Limburg
World Name: Fidelus
Number of Nations: There are 17 nations on Fidelus. The three "tall" kingdoms: Zuaba, Robair and Gabu are all positioned around the planet's equator. There are 7 different republics along the coast of the continent "Réodora": the Serene Republic of Valselenz, the Raúz federation, the 3rd Republic of Geuma, the free state of Ransberg, the free state of Tirén, the Tuanese merchant's republic and finally the democratic league of Rowwe. The 2 major tribes in the Northern hemisphere are named "Rú confederacy", and "Zizvha confederacy", Over the coasts and located on the hills of the continent are a set of somewhat underdeveloped monarchies, constantly at war with one another. They are named: Duchy of Ýra, the earldom of Nik, the kingdom of Tuchen, the earldom of Talheim and the kingdom of Reeland.
World Population: 2.164.379.000
Location of Gate: Kingdom of Reeland
World Climate: The temperatures differ. They're comparable to our climates, apart from their extremity. The "Northern Hemisphere" is insufferably cold, with only the tribesmen surviving in small numbers, the tall kingdoms of the south are a play on the supposed African kingdoms. Their climates are far hotter, and the peasants of these lands work themselves to death. The temperatures of Réodora are very moderate, with the western and eastern coasts having moderate sea climates, where more land inwards a mild land climate can be found.
Dominant Species: Human
Other Species: None, although commoners from lands like Reeland see the tribesmen of the north as supernatural beings.
World History: The earth was once devided between two great nations. The Empire of Réodora, named after the daughter of its founder, and the Raas confederacy. The Raas confederacy was a naval power, specializing in trade and ships. The Empire, however, was a militarized nation, with its founder having pressured the small monarchies around him into submission. The two nations often fought eachother, with no clear winner arising. During one of these common wars, a peasant rebellion broke out on the Réodoran side. This rebellion was swiftly put down, but the farmers of both nations were afraid for their lives. This eventually changed when military officers and noblemen took matters into their own hands, and started raising levies for their own interests instead of supporting one emperor or the other. This infighting between the nations, and the wars going on in the background, started what historians labeled "The eclipse". Empires who were expected not to fall fell in a few years. Small territories rapidly declared independence, snapping at an Empire's lands wherever they could. The emperors of both nations were killed, and their last lands destroyed.

The rebellion didn't cause much peace, though. Border disputes were going on and on, and men still died. A religious reformer tried to rally the men to stick to universal peace, which was quite effective. Major wars stalled, and lands crumbled without their war spoils. In an effort not to lose their might, noblemen "gave up" their positions of power, and set up "republics". These "republics" weren't really republics, however, and most people were ruled by an iron fist. This changed after less than twenty years, when most monarchs who had made this decision died, and their heirs were elected. This caused a great influx of seamen and merchants along Réodora's coast, which helped grow the pro-trade republics.

This democratic nonsense didn't happen land inwards, though, for the same reason that it succeeded on the coast: trade. The deep forests of Réodora weren't especially trade hubs, and republics died out by the clashing of swords. Military domination was important to the monarchs there. Not income or money. The noblemen in Réodora are amongst the most feared on the continent, and their existance makes people living in republics thankful for the few rights that they've got.


Nation Name: Reeland
Capital City: Harck's Stead
Government Type: Despotic kingdom
Head of State: King Rudolf III
Claimed Territory:
State/National Religion: His Majesty's church of Reeland/ Reeish church.
Dominant Religion: His Majesty's church of Reeland, Rál's thorn
Minority Religion(s): The followers of the Son God, Abraism, Samirate church
Population: (Please be realistic...)
Military Organization:
Army Size:
Army Units:

Fleet Size: none
Naval Units:
none

General Terrain: woodlands and hills
Noteworthy Fauna: none
Magic or Science?: Science
Primary Import(s): none, Autarky
Primary Export(s): Wood and minerals
Primary Species: (Primary culture/linguistic group)
Accepted Species: Human

Brief Description of your nation's History:
Brief Description of your nation's economy:
Brief Description of your nation's government:
Brief Description of your nation's populace:

RP Example:

Big WIP!!!
Economic Left/Right: 8.25
Social Libertarian/Authoritarian: 5.74

AmericanValues results

My personal voting record:
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EER DIENGE JOUVERNEUR
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Skaldia
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Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Wed Apr 04, 2018 7:53 pm

Vrijstaat Limburg wrote:-snip-


Good so far.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


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Skaldia
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Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Thu Apr 05, 2018 10:16 am

B U M P
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


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Novas Arcanum
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Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Thu Apr 05, 2018 5:04 pm

WIP

NS Name:Novas Arcanum
World Name:Terratus
Number of Nations: Ruled under one empire
World Population: 500,000,000
Location of Gate: The Great Empire of Cadmus,located on Mount Atlas the tallest mountain on Terratus.
World Climate: Diverse,with jungles,plains,deserts and artic wastelands
Dominant Species: Humans
Other Species:None
World History: (What went down after the Gate on your homeworld fell apart?)

Nation Name:The Great Empire of Cadmus
Capital City:Cadmus
Government Type:Imperial Monarchy
Head of State:Emperor Severus
Claimed Territory:The entire world
State/National Religion:Faith of the 12 Divines
Dominant Religion:
Minority Religion(s):
Population: (Please be realistic...)
Military Organization:
Army Size:
Army Units:

Fleet Size:
Naval Units:


General Terrain:
Noteworthy Fauna:
Magic or Science?:
Primary Import(s):
Primary Export(s):
Primary Species: (Primary culture/linguistic group)
Accepted Species:

Brief Description of your nation's History:
Brief Description of your nation's economy:
Brief Description of your nation's government:
Brief Description of your nation's populace:

RP Example:

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Skaldia
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Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Thu Apr 05, 2018 9:27 pm

Novas Arcanum wrote:SNIP


Good so far homie.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

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Republic of the Cristo
Postmaster-General
 
Posts: 12261
Founded: Apr 16, 2015
Ex-Nation

Postby Republic of the Cristo » Thu Apr 05, 2018 11:10 pm

Hey I have a question. Why is there a map if everyone is from numerous worlds? Why not all nations in one world?
Orthodox Christian, Nationalist, Reactionary, Stoic


(2 Kings 2:23-25): you won't be dissappointed

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Skaldia
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Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Thu Apr 05, 2018 11:23 pm

Republic of the Cristo wrote:Hey I have a question. Why is there a map if everyone is from numerous worlds? Why not all nations in one world?


Because some nations (if they choose to play on the New World, the map) will start on the map while others will have Gates open to the New World.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

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Republic of the Cristo
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Founded: Apr 16, 2015
Ex-Nation

Postby Republic of the Cristo » Fri Apr 06, 2018 3:02 am

NS Name: Republic of the Cristo
World Name: Hali ( Hall - EE )
Number of Nations: There is only one left
World Population: 98,000,000
Location of Gate: In the ruins of a decaying city, along the outskirts of Panam ( Pan - Am )
World Climate: Hali is a dark and cold world. Most of Hali's surface is barren and completely inhospitable to life of any kind outside of some extremophiles. A lack of vegetation to hold soil in place causes massive dust storms to roll over areas for miles at a time. Extenuated greenhouse gases have given the air an unhealthy brownish tinge, which in addition to making it largely unfit to breath, also blocks out a fair bit of sunlight - making the desert climate of Hali both toxic and cold.
Dominant Species: Humans ( called Hali )
Other Species: none
World History:
The Hali had been a people of hunting and gathering - not yet learned of true civilization. When they had met with the Imperium, it was always fearfully, and never by their own design. The panic which fell upon the scattered Imperium settlements following the closing of the gates brought their society to a standstill. Without further supply and reinforcement, they did not dare to venture into the wilderness of Hali, for fear that the savage tribals within would overwhelm them. Their fearful self-imposed isolation would carry on for centuries afterward. By the time that the first Hali explorers entered into their ruined cities, the former inhabitants had all disappeared. Religious teachings in the future would ascribe their disapperance as a rapture into Heaven, while some more secular historians attribute it to inbreeding, shifting climates, or lack of innovation.

The Hali bronze age would begin a few centuries after the closing of the gates, and from this discovery the first city states would be born along the western side of the Bairn sea ( the single largest body of fresh water in the world ). The first writing system, called Jungkai, would be developed in the city state of Jungbar. The era of city-states would last for a little over three hundred years. During this era, the assorted city states would develop specialization of labor, centralized government, organized religion, and commerce. The various coastal city states would often fight and feud with one another land and resources. This feuding would eventually brought to an end after the city of Kaligarn, under king Bi, conquered their neighbors in a 15 year long campaign. King Bi's success was attributed to his martial innovations: the introduction of naval combat, and lining his armies into organized formations. According to some legends, King Bi may have been a powerful wizard, who used magic to defeat his enemies and make his own armies more powerful - though few give these stories any credit. The centralization of the other city states under Kaligarn would begin the Trigar era.

Trigar had been the ancient Kaligari word for expansion. Over 110 years, the kings of Kaligarn would expand their kingdom inland to the west, settling lands previously inhabited by remaining hunter gatherer tribes. They would also send commercial missions across the sea of Bairn, were they would discover primitive fishing settlements along the eastern shore. Around this time, a date still in dispute among religious leaders, formalized the Faith of the Children: the most widely practiced and oldest religion in Hali history. The Faith of the Children, was thought to have originated before the era of city-states as a tribal religion, but had not become a fully organized religion until the Trigar era and the expansion of Coastal culture to the inland. The Kaligari kings and their vassals still practiced an assortment of pagan beliefs throughout the era, with the Faith of the Children being more of a spread out and taught by brothers ( faith terminology for teachers ). The Trigar era would begin the iron age, create the first codified set of laws, and legal system. However, nearing the end of the era and at the height of their prosperity a plague, believed to have originated from the fish caught and sold by the villages of the eastern Bairn, swept through the large city states along the coastline, killing hundreds of thousands. The utter devastation caused by the plague would not leave enough people left to man and operate the vast Kaligari holdings - leaving the newly colonized inland territory completely independent and isolated from their coastal overlords. This would begin the 850 years of the Bormans era.

Borman, was a Kaligari word which referred to those people who colonized the inland territories. Quite different from the coastal settings of the Kaligari heartland, the Borman lands were more lush in green vegetation, and with rolling hills to the horizon. The Borman's were largely unaffected by the plague which swept the eastern cities, being a result of their isolation and smaller population. The sudden loss of the order provided by the Kaligari armies and the commerce brought by their traders did have significant affects. Banditry and warlordism would seize much of the land - with various rogue outfits establishing encampments in the foothills near roads and settlements. Travelers along the road ways would often fall pray to muggings and theft, and even some small settlements would pillaged by stronger warbands. In response to the chaos which was being wrecked upon the isolated settlements of the Borman lands, inter-village confederations would be established for the purpose of protecting each other's communities. Varying in size, there might have been as many as 60 confederations at one time or another. Each member village would pledge their town police force to the security to every other member of the confederacy. The confederacies would prove effective in securing the citizens of their communities, for only 200 years after the establishment of the first confederacies, banditry and warlordism would be complete abandoned within the foothills of Borman land ( some rogue elements were forced farther westward to the Kasner mountain range were their banditry continued on for centuries to come ). It was during the beginning stages of the confederacies that the City of Heaven was founded by a commune of Children ( Faith of the Family terminology for their followers ). After 200 years of battling the rogues and bandits of the foothills, numerous confederacies had culminated into a dozen large and powerful states. These states would create the first legislatures and republican form of government. With each Confederacy now being home to dozens, sometimes hundreds of villages, and thousands of people, large legislative bodies would be created from village representatives to manage the affairs of state. Governing systems varied from state to state - some confederacies had elected dictators, while others had only a legislature. These new large and highly organized confederacies would compete and fight with each other for control of the Borman lands for the next 500 years.

It should be noted that, around the time that this fighting began ( 300 years into the Borman era ), that the coastal city states of the western Bairn had somewhat recovered in terms of population. The power of Kaligarn had been crushed by the plague, and the line of Bi replaced with new dynasties throughout the era. Many of the larger and more powerful coastal cities would break off from Kaligarn to form their own kingdoms. Fighting between the cities would begin again - similar to how it had been during the era of city-states. One city state, that of Legun, would be defeated and pillaged by it's rival kingdom about 270 years into the Borman era. The royal family and a fleet of their loyal cohorts would sail across the Bairn sea to the eastern shores and establish the Empire of Legun. Using their superior technology and knowledge of warfare, the Legun exiles would conquer and enslave numerous coastal villages and establish a caste system which would last for centuries to come.

Back in the Borman lands, the confederacies would wage hundreds of wars between each other. Constantly shifting alliances, diplomatic back stabbing, and legislative intrigue would ensure that the balance of power was in constant shift. 700 years into the Borman era and four confederacies remained: Katlruege, Questers, Spaldrich, and Antronchs. The confederacies of Questers and Antronchs would ally themselves in an offensive against Spaldrich around 770s into the Borman Era. The Spaldrich confederacy would suffer a serious of crippling defeats early into the war and were close to losing their capital. Terms of capitulation were actually being discussed by the dictator of Spaldrich and the alliance forces when Pakr Maram, a general in the Spaldrich army, led a breakout victory against alliance forces near the capital city. The legislature of Spaldrich almost unanimously voted to appoint Pakr as the head of the army. Pakr would lead the Spaldrich army in war against the Alliance for the next five years - taking victory after victory against the numerically superior alliance forces. A peace treaty would be signed between the alliance and Spaldrich following a final decisive defeat in the final year of the war. Not even three weeks after the end of the war was the previous dictator removed from office, by the legislature, and Pakr appointed in his place. Pakr Maram would spend hardly any time at all with rebuilding, for only two years the end of the previous war, he would ally Spaldrich with Katlruege and declare war against the alliance. With Pakr now in control of vastly larger army, completely independent in command, and with a powerful ally at his back, he would wage a quick and decimating war against the alliance. Within only two years time, his campaign had taken the capitals of both former states and completely destroyed their armies. With the war ended as a resounding success, Spaldrich and Katlruege began drawing plans on how to divvy up their newly conquered territories. Pakr, however, had no intention of waiting for the inevitable future war with Katlruege. Not even a month after the end of the previous war, Pakr would lead a massive surprise attack against the armies of Katlruege. Caught completely off guard by the betrayal of Pakr and the ferocity of the attack, Katlruege losses were tremendous. After less than two months of fighting, only a fourth of Katlruege forces at the beginning of the war against the alliance would survive to this day. With their battered army retreating back home, and the fearsome Pakr following close behind, the legislature of Katlruege would vote to capitulate to Spaldrich only three months into their war.

For the first time in 800 years, the Borman lands were united under a single state. Though Spaldrich, and in turn Pakr Maram, ruled over all of the Borman lands, it was not truly unified. The former lands of the alliance regarded Pakr as a blood thirsty warmonger, and Katlruege loathed him for his betrayal. These political misgivings were to say nothing of the cultural differences which had risen across the vast country of the Bormans. Stability in the Borman country and security for Spaldrich was only as a result of the fearsome Pakr Maram - and everyone ( including the man himself ) knew it. After his death ( already, he was 48 years old ), Spaldrich would surely fracture into civil war, and the Bormans would be divided once again. Refusing to allow his empire collapse following death, Pakr would attempt to unify the Bormans under the Faith of the Family. Throughout the Borman era the Faith of the Family had grown and spread until it had become the largest and most widely practiced faith within the Borman lands. In the last four years of the Borman era, Pakr would declare the Faith of the Family the official religion of Spaldrich and all Bormans. He would establish the Church of the Family, and the college of brothers to administer the state's new religion. Pakr would only get to rule his empire for four years until dying of old age at 52. His death would usher in Neo-trigar.

The Neo-trigar would last for 400 years, and be considered the golden age of Hali culture and development. The Empire of Spaldrich would usher in the new era by expanding their influence outward - reconnecting with their former overlords along the coast. Commercial routes which had lain dormant and dead for centuries would suddenly be opened up between the inland and the coast, allowing Spaldrich and the coast to prosper. It would also be around this time of commercial reinvestment that Spaldrich would attempt to insert itself into the political affairs of the coast. The constant warring between the cities was seen by many back in Borman country to be a fantastic opportunity to gain control of ports along the Bairn sea. Thus, Spaldrich would ally themselves to which ever city state would agree to give it access to their port. Cities had much to gain from allying themselves with the Spaldrich: goods from the inland, tourism, and weapons for their armies. Of course, this alliance did come with some stipulations. Spaldrich demanded that before any alliance could be had, the city ( and in turn their respective kingdom ) would have to officially convert to the Faith of the Family and allow for the Church of the Family to operate freely within their domain. This demand of conversion was, for many of the more chauvinistic and conservative of the Kaligari, too great a demand. In the far west, near the end of the known world, Spaldrich would push past the Borman lands into the grasslands of under the Kasner mountain range. Shaped like a bowl at the western most edge of the map, surrounded on all sides except the east by the Kasner mountain range, the Panam grasslands offered some of the most superb farming in the world, which made it prime land for colonizing Spaldrich Bormans. Panam and the Kasner mountains however, had already been settled 600 years earlier by exiled Borman bandits and warlords. In the last 600 years, the descendants of the exiled scoundrels had developed traditions and culture of their own - separate from their Borman ancestors. Their lands did not under go the same unifying changes that had occurred in Borman country. Kasnerites ( as Borman explorers would call them - the natives having a variety of different languages and names for themselves ) were divided into dozens of nomadic tribes who would often raid each other in order to steal cattle, treasure, or slaves. Brothers from the Church of the Family who went on missions into Panam and the Kasner mountains would write accounts detailing the Kasnerites as savage pagans, hardly different from their unsavory ancestors and yet some how even more uncivilized. Spaldrich colonists, tempted by the prospects of wealth and property, chose to brave past the savage kasnerite hordes, and claim for themselves a piece of the Panam basin. Mercenary companies and wagon train militias would battle out in the open fields against chariot riding warlords and their screaming bands of warriors.

Into the 300th year of the Neo-trigar, and much of the eastern basin had been colonized by Spaldrich colonists - forcing the Kasnerites back to the far east Panam and into the Kasner mountains. It would be around this time that Ard, a Kasnerite warlord, would unite dozens of the dispersed Kasnerite tribes and would lead a savage war of reclamation against the Spaldrich colonists. With numbers in the thousands, Ard would lead groups of his warriors in organized attacks of colonial settlements, and would set ambushes for mercenary companies. In under a year, he had destroyed over 50 settlements and killed as many as 10,000 people. Ard's warpath could no longer be ignored by leaders of Spaldrich, and with almost universal support, the empire's armies were sent westward. By this time, industrialization had taken the Borman lands and the coastal kingdoms by storm. The Empire's citizens were sure that there massive size and their technological superiority would be so great that the Kasnerites would simply give up before the first shot was fired. Little did they know that they would be engaged in a bloody guerrilla war for the next three years - a war which would distract them from a far greater enemy and brewing conflict.

Along the far eastern shore of the Bairn sea, the Legun Empire had grown until it had seized the entire eastern coastline. The descendants of the original conquerors had long since assimilated into the native population of the eastern Bairn - the caste system no longer being based upon racialism, but wealth. The highest tier of society, the Legun Elite were those descended from the original exiles of Legun, and who did currently rule over the Empire. Below them were the Hastikais, natives who worked as the aides of the Legun elite: generals, accountants, lawyers, doctors, etc. Below them were the Hastahs, natives who worked common labor jobs but were not slaves to the upper two classes. At the lowest level then, were the slaves. Slaves in Legun society, had originally been those people subjugated by the invading Legun exiles. As the centuries progressed though, hereditary slavery became outlawed in favor of debtors slavery. Those persons who could not pay their debts would be forced into slavery themselves, or have to give up one of their own family members as slaves. The Legun Empire, after almost 900 years of history, had developed it's own unique culture - a blend of Kaligari and the native peoples who inhabited the Eastern Bairn. The chauvinism and extravagance of kaligari holidays and parties, was mixed with the native penchant for music and resplendent clothing. The Kaligari gods were still worshiped among the Legun, but the centuries of native influence changing their character and appearance. The ancient faith of Bi now fit for the new Legun society. One thing which did not change was the bitter resentment among the Elite Legun for the exile of their ancestors from the western shores of the Bairn. For centuries the descendants of the Legun pledged that they would return to their lost homeland and bring vengeance upon their ancient enemies. In the 300th year of the Neo-Trigar, with news of Spaldrich's armies marching westward, The Empire of Legun knew that the kingdoms of the coast would be weak without their ally - now they would have their vengeance!

From across the Bairn sea, the Legun would send their massive fleets to the western shores of their ancient homeland. Their huge numbers and sudden arrival took coastal kingdoms by surprise. Though in the midst of the industrial revolution, the coastal kingdoms found themselves too few in number and too divided to drive the legions of Legun back. City after city would fall, and by the time that the armies of Spaldrich had returned from Panam, the Legun had taken half of all the western coast - and the ruins of their lost homeland.

During the invasion of the coast, the Spaldrich Empire had been embroiled in a brutal guerrilla war against the Kasnerite Ard and his savage armies. Spaldrich generals too confident in their technology and numbers failed to take the Kasnerites seriously. In the early days of the war, officers would often establish camp without setting up perimeter defenses, refuse to trust native scouts, and would often march too deep into Kasnerite territory. In a quick and embarrassing set of defeats, the Spaldrich armies would be driven back to their bases in the eastern basin, reeling from sneak attacks by Ard's warband. After the first rounds of defeat, the front command staff began a series of radical reforms intended to prepare the Spaldrich army to better face the threats posed within the Panam Basin. Native troops and scouts were, much to the protest of many Bormans, conscripted into the military; armies would be broken up into smaller and more agile units, better suited for quick combat; and artillery units would be better integrated into small unit combat. The reforms, though hard going, proved effective during engagements in the second invasion of Panam. Ambushes became far less devastating, and in turn less common, and few companies extended passed their supply line. This quick yet slow crawling pace of cautious combat lasted for over three years. The Ard's warband would be driven further and further back eastward into the Panam basin, up until the very edge of were the Panam grasslands meat the Kasner mountains. In
a desperate final attempt to turn the tide of war, Ard led an all out assault against the approaching Spaldrich forces. His attack was brutal and ferocious, but in vain, as the warriors could not break through the Spaldrich lines. Ard would be killed in the fighting, and his forces made to surrender. The battle, though a final end to Kasnerite savagery in the Panam basin, would not be received positively in back in the heartlands of Spaldrich. The final battle had c

Nation Name:
Capital City:
Government Type:
Head of State:
Claimed Territory:
State/National Religion:
Dominant Religion:
Minority Religion(s):
Population: (Please be realistic...)
Military Organization:
Army Size:
Army Units:

Fleet Size:
Naval Units:


General Terrain:
Noteworthy Fauna:
Magic or Science?:
Primary Import(s):
Primary Export(s):
Primary Species: (Primary culture/linguistic group)
Accepted Species:

Brief Description of your nation's History:
Brief Description of your nation's economy:
Brief Description of your nation's government:
Brief Description of your nation's populace:

RP Example:

WIP

I am almost done with the history.
Last edited by Republic of the Cristo on Fri Apr 06, 2018 4:07 pm, edited 1 time in total.
Orthodox Christian, Nationalist, Reactionary, Stoic


(2 Kings 2:23-25): you won't be dissappointed

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Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Ex-Nation

Postby Nuridia » Fri Apr 06, 2018 4:17 am

Dunno if I’ll join but this looks interesting so I’m gonna tag it.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Fri Apr 06, 2018 7:09 am

Republic of the Cristo wrote:-snip-


Whoa. That was some heavy reading on the history, but love how you went in to so much detail.

Nuridia wrote:Dunno if I’ll join but this looks interesting so I’m gonna tag it.


Well, hope you join.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

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Democratic East-Asia
Negotiator
 
Posts: 6068
Founded: Aug 30, 2016
Democratic Socialists

Postby Democratic East-Asia » Fri Apr 06, 2018 7:18 am

Tag this.
Revolutionary Communist State set in Asia. PMT.
NS stats are not used.
Actively funding left-wing "terrorist" organizations since its founding.

Pan Asia Broadcasting Channel: "We will achieve communism in 20 years." - Chairman Wei Yenwu, Central Government | Automation of industries threatens millions of jobs, says economic advisors

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Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Fri Apr 06, 2018 7:21 am

Democratic East-Asia wrote:Tag this.


Woot woot
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

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Democratic East-Asia
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Posts: 6068
Founded: Aug 30, 2016
Democratic Socialists

Postby Democratic East-Asia » Fri Apr 06, 2018 7:24 am

Soon totalist creed and industry shall rise... and the people of the new world shall be liberated from life.
Revolutionary Communist State set in Asia. PMT.
NS stats are not used.
Actively funding left-wing "terrorist" organizations since its founding.

Pan Asia Broadcasting Channel: "We will achieve communism in 20 years." - Chairman Wei Yenwu, Central Government | Automation of industries threatens millions of jobs, says economic advisors

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Skaldia
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Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Fri Apr 06, 2018 7:25 am

Democratic East-Asia wrote:Soon totalist creed and industry shall rise... and the people of the new world shall be liberated from life.


Well, at least they'll have something to look forward to!
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

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Democratic East-Asia
Negotiator
 
Posts: 6068
Founded: Aug 30, 2016
Democratic Socialists

Postby Democratic East-Asia » Fri Apr 06, 2018 2:51 pm

Skaldia wrote:
Democratic East-Asia wrote:Soon totalist creed and industry shall rise... and the people of the new world shall be liberated from life.


Well, at least they'll have something to look forward to!

Freed from the shackles of feudalism and backwardsness and subsequently basically enslaved into a hellish totalitarian industrial system
Revolutionary Communist State set in Asia. PMT.
NS stats are not used.
Actively funding left-wing "terrorist" organizations since its founding.

Pan Asia Broadcasting Channel: "We will achieve communism in 20 years." - Chairman Wei Yenwu, Central Government | Automation of industries threatens millions of jobs, says economic advisors

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Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Fri Apr 06, 2018 11:34 pm

Democratic East-Asia wrote:
Skaldia wrote:
Well, at least they'll have something to look forward to!

Freed from the shackles of feudalism and backwardsness and subsequently basically enslaved into a hellish totalitarian industrial system


See, that written out part..man..
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

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Democratic East-Asia
Negotiator
 
Posts: 6068
Founded: Aug 30, 2016
Democratic Socialists

Postby Democratic East-Asia » Wed Apr 11, 2018 3:14 pm

Bump?
Revolutionary Communist State set in Asia. PMT.
NS stats are not used.
Actively funding left-wing "terrorist" organizations since its founding.

Pan Asia Broadcasting Channel: "We will achieve communism in 20 years." - Chairman Wei Yenwu, Central Government | Automation of industries threatens millions of jobs, says economic advisors

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