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

Postby Novas Arcanum » Fri Aug 31, 2018 5:25 pm

Sounds awesome

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Strala
Minister
 
Posts: 2497
Founded: Oct 25, 2017
Psychotic Dictatorship

Postby Strala » Fri Aug 31, 2018 5:33 pm

Amazing I was planning a communist nation but I didn't do it in the end

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The Empire of Tau
Minister
 
Posts: 3431
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Fri Aug 31, 2018 7:49 pm

Nation Name: The Collective Unions of the Universal Republic (C.U.U.R)
Systems Controlled: 12
Sceon I1 Sector
Jeskoe - Capital System - Extreme Population Density
Dospauphus - Hive System - Severe Population Density
Jaskapus - Agriculture/Mixed System - Medium-to-High Population Density

Skao FFJ5 Sector
Groyurus - Agriculture System - Medium Population Density
Scaruzuno - Agriculture System - Medium Population Density
Publuivis - Industrial System - High Population Density

Grilles AV Sector
Ulara - Mixed System - Medium-to-High-Population Density
Soskerth - Agriculture System - Medium Population Density
Eypra - Hive System - Severe Population Density

Grilles Crides 0EBZ Sector
Struwotis - Armory Storage System - Very Low Population Density
Yuglyke - Fortress World - High Population Density
Haopra - Industrial System - High Population Density

Senatorial Status: No
Description: The Collective Unions of the Universal Republic (C.U.U.R) is a nation born from the flames of socialist-aligned revolution. Once a slave revolt on Jeskoe, now a fledgling nation, the C.U.U.R is in a unique position within the Outer-Rim due to being the few stable and lawful nations in the lawless outer reaches of space. Seeking to expand the revolution even more, the C.U.U.R shall crush all that stands in its way.
Demographics: The C.U.U.R hosts a vast and diverse demographic of alien races. Officially, all races have been recorded by the Xeno-Administry, albeit a 567,405 page report of said alien races, with multiple follow up status Census papers that are longer than the main one.
Culture: Cultural genocide is the right term that properly describes the C.U.U.R treatment of foreign culture. Socialist Realism (not to be confused with the art style) is the official cultural accepted truth within C.U.U.R society. Without getting into deep philosophical nonsense, Socialist Realism is the ideological and cultural commitment to achieving Communist/Socialist-aligned goals that includes the development of the C.U.U.R, Socialism in One State, combating the likes of Imperialist and Capitalist entities on all fronts, promoting the C.U.U.R agenda, while coexisting with said entities.
Government: The government of the Collective Unions of the Universal Republic is a complex web of organisations and bureaucratic departments/offices that helps keep the C.U.U.R afloat. One thing to keep note is the need to protect itself (the state) from the harmful influences of reactionary ideals, thus, the state is full-on 1984 Orwellian Nightmare with everyone being watched and controlled.
Economy: Riggan Spice and Pitharan Dust are two unique resources that is found naturally grown on some C.U.U.R planet. Riggan Spice is a crop that is often farmed and used as ingredient either in foods or drugs of many kinds. Pitharan Dust is farmed in large dustbeds that are set out to dry in the heat. The dust is often used as a potent fertilizer, reducing growing time, adding more strength to crops, etc, etc. The dust is also a food preservative, keeping foods from rotting for years on end without issue.
Region: Outer-Rim
Stats: Diplomacy: -1
Military: 0
Economic: 0
Espionage: +2
Research: 0
History: Will reveal IC
Last edited by The Empire of Tau on Fri Aug 31, 2018 9:45 pm, edited 4 times in total.

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Dentali
Postmaster of the Fleet
 
Posts: 22392
Founded: Dec 28, 2016
Ex-Nation

Postby Dentali » Fri Aug 31, 2018 11:24 pm

The Empire of Tau wrote:
Nation Name: The Collective Unions of the Universal Republic (C.U.U.R)
Systems Controlled: 12
Sceon I1 Sector
Jeskoe - Capital System - Extreme Population Density
Dospauphus - Hive System - Severe Population Density
Jaskapus - Agriculture/Mixed System - Medium-to-High Population Density

Skao FFJ5 Sector
Groyurus - Agriculture System - Medium Population Density
Scaruzuno - Agriculture System - Medium Population Density
Publuivis - Industrial System - High Population Density

Grilles AV Sector
Ulara - Mixed System - Medium-to-High-Population Density
Soskerth - Agriculture System - Medium Population Density
Eypra - Hive System - Severe Population Density

Grilles Crides 0EBZ Sector
Struwotis - Armory Storage System - Very Low Population Density
Yuglyke - Fortress World - High Population Density
Haopra - Industrial System - High Population Density

Senatorial Status: No
Description: The Collective Unions of the Universal Republic (C.U.U.R) is a nation born from the flames of socialist-aligned revolution. Once a slave revolt on Jeskoe, now a fledgling nation, the C.U.U.R is in a unique position within the Outer-Rim due to being the few stable and lawful nations in the lawless outer reaches of space. Seeking to expand the revolution even more, the C.U.U.R shall crush all that stands in its way.
Demographics: The C.U.U.R hosts a vast and diverse demographic of alien races. Officially, all races have been recorded by the Xeno-Administry, albeit a 567,405 page report of said alien races, with multiple follow up status Census papers that are longer than the main one.
Culture: Cultural genocide is the right term that properly describes the C.U.U.R treatment of foreign culture. Socialist Realism (not to be confused with the art style) is the official cultural accepted truth within C.U.U.R society. Without getting into deep philosophical nonsense, Socialist Realism is the ideological and cultural commitment to achieving Communist/Socialist-aligned goals that includes the development of the C.U.U.R, Socialism in One State, combating the likes of Imperialist and Capitalist entities on all fronts, promoting the C.U.U.R agenda, while coexisting with said entities.
Government: The government of the Collective Unions of the Universal Republic is a complex web of organisations and bureaucratic departments/offices that helps keep the C.U.U.R afloat. One thing to keep note is the need to protect itself (the state) from the harmful influences of reactionary ideals, thus, the state is full-on 1984 Orwellian Nightmare with everyone being watched and controlled.
Economy: Riggan Spice and Pitharan Dust are two unique resources that is found naturally grown on some C.U.U.R planet. Riggan Spice is a crop that is often farmed and used as ingredient either in foods or drugs of many kinds. Pitharan Dust is farmed in large dustbeds that are set out to dry in the heat. The dust is often used as a potent fertilizer, reducing growing time, adding more strength to crops, etc, etc. The dust is also a food preservative, keeping foods from rotting for years on end without issue.
Region: Outer-Rim
Stats: Diplomacy: -1
Military: 0
Economic: 0
Espionage: +2
Research: 0
History: Will reveal IC



good start
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Dentali
Postmaster of the Fleet
 
Posts: 22392
Founded: Dec 28, 2016
Ex-Nation

Postby Dentali » Fri Aug 31, 2018 11:42 pm

Okay rolls are posted, you can look here to check rolls if you wish

https://app.roll20.net/join/2037755/Gi-aHQ


General rule of thumb.... I roll 2d6 and then add relevant modifiers, if you get a 6 or less your efforts fail, 7-9 you get what you want but their is a catch, and a 10+ is a resounding success
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Jedi Council
Senator
 
Posts: 4270
Founded: Jan 01, 2018
Ex-Nation

Postby Jedi Council » Sat Sep 01, 2018 1:19 am

Seeing as though the Daal are primarily concerned with technological advancement, I wonder which other civilizations would be interested in buying Daal tech?

Similarly, I am imagining the Daal Intelligence Service having a file on almost every inhabitant in the Galaxy, so perhaps other information could be traded too.

If anyone is interested let me know.
New Liberal | Humanist
Surfing NS Since 2013
The Huskar Social Union wrote:Jedi Council is in fact, the big gay... The lord of all gays.

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Dentali
Postmaster of the Fleet
 
Posts: 22392
Founded: Dec 28, 2016
Ex-Nation

Postby Dentali » Sat Sep 01, 2018 2:24 am

Jedi Council wrote:Seeing as though the Daal are primarily concerned with technological advancement, I wonder which other civilizations would be interested in buying Daal tech?

Similarly, I am imagining the Daal Intelligence Service having a file on almost every inhabitant in the Galaxy, so perhaps other information could be traded too.

If anyone is interested let me know.



youd need a much larger bonus to espionage for that
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Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Sat Sep 01, 2018 6:30 am

Awesome if you need any help with rolls just let me know

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

Postby Novas Arcanum » Sat Sep 01, 2018 7:45 am

Jedi Council wrote:Seeing as though the Daal are primarily concerned with technological advancement, I wonder which other civilizations would be interested in buying Daal tech?

Similarly, I am imagining the Daal Intelligence Service having a file on almost every inhabitant in the Galaxy, so perhaps other information could be traded too.

If anyone is interested let me know.


No offense but Andorra doesn't trust the Daal they'd probably think you're putting spying chips on the technology. Of course, Andorra is also great at technological advancement so it's not like we need the tech anyways :p .

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Jedi Council
Senator
 
Posts: 4270
Founded: Jan 01, 2018
Ex-Nation

Postby Jedi Council » Sat Sep 01, 2018 9:01 am

Dentali wrote:
Jedi Council wrote:Seeing as though the Daal are primarily concerned with technological advancement, I wonder which other civilizations would be interested in buying Daal tech?

Similarly, I am imagining the Daal Intelligence Service having a file on almost every inhabitant in the Galaxy, so perhaps other information could be traded too.

If anyone is interested let me know.



youd need a much larger bonus to espionage for that

I was exaggerating.
New Liberal | Humanist
Surfing NS Since 2013
The Huskar Social Union wrote:Jedi Council is in fact, the big gay... The lord of all gays.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Sun Sep 02, 2018 6:57 pm

Species Name:Dunkuildour, by Galactic Common they are known as murderers, pillagers, savages, Hunters of the Duxius II, Raiders of the Krilous Region, but many know them as... Ducks. For a layman's term.
Homeworld:Sitihiem
Species Physiology: Around 3'5-5'2, weighing around 120-160lbs normally, the Dunkuildour are considered fairly small or average despite their reputation. Like all waterfowl, they lay eggs and their children are known to be among some of the cutest in the galaxy till they mature and to become the killers their known for. Females are known to lay around 8-15 eggs and has numerous mates with both males and females being polygamous and polyandrous. The Ducks are also naturally bisexuals, each not caring about who are their mates and this goes into how their culture doesn't care for gender roles as both females and males usually look the same expect for patters and tone of voice.

They also are known to very adaptive as long as theirs water around, due to their diverse marshy planet. Many of them have been able to resist dry environments but they still need to by more hydrated than most races or their be susceptible to diseases and fatigue faster till eventual death of dehydration.

One of the reasons for the violent tendencies is because of their biological compensation to fight. Their planet was fairly harsh, between the predators, diseases, and themselves. This allowed them to biologically design themselves to be aggressive and to bear strong children for their Flocks. However, not all strength is physical, as many clans have developed cunning children and each one formed the first nation-states that allowed for their species to grow.

Depending on the subspecies of Dunkuildor, they may live up to 20-160 years naturally. Their feathers come in the form of brown, white, and gray. Bills are different between environment and the colors can be from red, peach, blue, and black. Their diet consist of fish, insects, reptiles, grain, fruits and berries, and... their own corpses. They are actually capable of cannibalism and have enzymes that can get rid of any viruses or diseases that gather around corpses. About 3 species of Dunkuildor have teeth, or teeth-like filters that can tear and hook meat.

Description:Dunkuildor have strong familial ties, those that run deep with instinct as the mother and father share a co-rulership of the family thanks to their survival instincts. Their need to fight and grow makes them a very ambitious race, as seen in the galaxy when they first waddled their way into the scene. They are known to constantly vie for merit among one another no matter what they do and many see them as very successful in how they.

However, many see their instinct to fight and drive forward as both a blessing and a curse. They are known to have been seen fighting in the Cybernetic Wars, stories of heroism and zealot brutality match what the Ducks can do as they took total war tactics and cunning strategy hand-in-hand. However, many do known them for the Thrunntuu Crusade, where the entire species united and conquered their way around the Northern Outer Rim, pillaging and destroying many worlds till they were defeated by a coalition of Outer Rim worlds, rebel Dunkuildor, and some privateers that had scattered the clans.

The race, despite being scattered, are still communal and are rarely seen in the Mid Rim and are nearly non-existed in the Core Worlds. They rarely are seen alone as they work better in groups and only keep their individualism in check for their family comes before them in most cases. Mostly a biological matter tied to their family and the need to keep the flock alive more than the individual.

Other Information:



Nation Name:Dunkildor Clans
Systems Controlled: Settled Systems:5, Actually recognized: 1, United Star Nations:0
Senatorial Status: Y/NN
Description: The Dunkildor are mostly nomadic and scattered across the Outer Rim as Clans. They are mostly known as the most dangerous raiders in the entire galaxy but also known as some of the most fiercest warriors ever since the Cybernetic Wars. They come from the world of Sitihiem, a marshworld where they still have scars from when they use desperate moves against the nigh-invincible Cyborgs. Those who have settled in other worlds were once worlds that were harbored alien life and those clans maintain the alien cities as an act of grievance and remembrance to the heroes that had fallen and their species had gone extinct despite the Ducks best efforts.

The Dunkildor as a whole are fractured, they don't have a united Star Nation to call their own as many of gone their own way after the Wars. They also refused to join the Republic, on the basis of their brutality and culture that also involves in slavery and crime. But also because they have no unifying interstellar government to their name.
Demographics:100% Duck
Culture: A mixture of Celtic and Viking culture. There is common law that is held by mostly ever Clan and each Clan worships the same gods but have a patron one that they hold in higher respect. Each Dunkildor marks themselves in tribal markings to show their family, clan, and individual history. All clans have their own history banners which are sacred and constantly maintained outside of conventional methods. It is something they always carry with them as a symbol of clans old and new among the Dunkildor.
Government: Each Clan holds a oligarchical meritocratic democracy where each important and skilled member of each important family votes for a Clan head and the rest serve as a Clan Ring for their perspective planets or systems. They all are independent from one another and war against each other as every system is a rivalry in of themselves outside of the Republic's interference, they also have raiders and outside roaming traders who profit from the rivalry but one is soon to unite all the systems and to set their sights to conquer the stars.
Economy(Pick two resources for trade): Olmsdola: A rare, high-quality metal that is good for military purposes. They make ship and troops more capable of taking more hits than normal ships. This is the key component for making the Duck's mighty Alliya Barges that fought the Cyborg Navy. There haven't been any mighty Barges have been made since the Wars as the infrastructure hasn't been rebuilt to carry it out.

The Second is Kyrobian Gas, the standardized fuel source for the galaxy's ships. The Dunkildor sit on the strategic resource in a similar way that Saudi Arabia or Venezuela sit on oil.
Region:Outer Rim
Stats:
+2 Military: They are a warrior society with a long history of conflict, even with the Cybernetic Wars when they helped the other races. Even fractured they are a force to be reckoned with.
- 1 Diplomacy: Their culture, various atrocities, and dislike of other people make them not very good at diplomacy.
History (Optional):[/b]
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Sun Sep 02, 2018 10:43 pm

Tag

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Dentali
Postmaster of the Fleet
 
Posts: 22392
Founded: Dec 28, 2016
Ex-Nation

Postby Dentali » Sun Sep 02, 2018 10:44 pm

Ralnis wrote:
Species Name:Dunkuildour, by Galactic Common they are known as murderers, pillagers, savages, Hunters of the Duxius II, Raiders of the Krilous Region, but many know them as... Ducks. For a layman's term.
Homeworld:Sitihiem
Species Physiology: Around 3'5-5'2, weighing around 120-160lbs normally, the Dunkuildour are considered fairly small or average despite their reputation. Like all waterfowl, they lay eggs and their children are known to be among some of the cutest in the galaxy till they mature and to become the killers their known for. Females are known to lay around 8-15 eggs and has numerous mates with both males and females being polygamous and polyandrous. The Ducks are also naturally bisexuals, each not caring about who are their mates and this goes into how their culture doesn't care for gender roles as both females and males usually look the same expect for patters and tone of voice.

They also are known to very adaptive as long as theirs water around, due to their diverse marshy planet. Many of them have been able to resist dry environments but they still need to by more hydrated than most races or their be susceptible to diseases and fatigue faster till eventual death of dehydration.

One of the reasons for the violent tendencies is because of their biological compensation to fight. Their planet was fairly harsh, between the predators, diseases, and themselves. This allowed them to biologically design themselves to be aggressive and to bear strong children for their Flocks. However, not all strength is physical, as many clans have developed cunning children and each one formed the first nation-states that allowed for their species to grow.

Depending on the subspecies of Dunkuildor, they may live up to 20-160 years naturally. Their feathers come in the form of brown, white, and gray. Bills are different between environment and the colors can be from red, peach, blue, and black. Their diet consist of fish, insects, reptiles, grain, fruits and berries, and... their own corpses. They are actually capable of cannibalism and have enzymes that can get rid of any viruses or diseases that gather around corpses. About 3 species of Dunkuildor have teeth, or teeth-like filters that can tear and hook meat.

Description:Dunkuildor have strong familial ties, those that run deep with instinct as the mother and father share a co-rulership of the family thanks to their survival instincts. Their need to fight and grow makes them a very ambitious race, as seen in the galaxy when they first waddled their way into the scene. They are known to constantly vie for merit among one another no matter what they do and many see them as very successful in how they.

However, many see their instinct to fight and drive forward as both a blessing and a curse. They are known to have been seen fighting in the Cybernetic Wars, stories of heroism and zealot brutality match what the Ducks can do as they took total war tactics and cunning strategy hand-in-hand. However, many do known them for the Thrunntuu Crusade, where the entire species united and conquered their way around the Northern Outer Rim, pillaging and destroying many worlds till they were defeated by a coalition of Outer Rim worlds, rebel Dunkuildor, and some privateers that had scattered the clans.

The race, despite being scattered, are still communal and are rarely seen in the Mid Rim and are nearly non-existed in the Core Worlds. They rarely are seen alone as they work better in groups and only keep their individualism in check for their family comes before them in most cases. Mostly a biological matter tied to their family and the need to keep the flock alive more than the individual.

Other Information:



Nation Name:Dunkildor Clans
Systems Controlled: Settled Systems:5, Actually recognized: 1, United Star Nations:0
Senatorial Status: Y/NN
Description: The Dunkildor are mostly nomadic and scattered across the Outer Rim as Clans. They are mostly known as the most dangerous raiders in the entire galaxy but also known as some of the most fiercest warriors ever since the Cybernetic Wars. They come from the world of Sitihiem, a marshworld where they still have scars from when they use desperate moves against the nigh-invincible Cyborgs. Those who have settled in other worlds were once worlds that were harbored alien life and those clans maintain the alien cities as an act of grievance and remembrance to the heroes that had fallen and their species had gone extinct despite the Ducks best efforts.

The Dunkildor as a whole are fractured, they don't have a united Star Nation to call their own as many of gone their own way after the Wars. They also refused to join the Republic, on the basis of their brutality and culture that also involves in slavery and crime. But also because they have no unifying interstellar government to their name.
Demographics:100% Duck
Culture: A mixture of Celtic and Viking culture. There is common law that is held by mostly ever Clan and each Clan worships the same gods but have a patron one that they hold in higher respect. Each Dunkildor marks themselves in tribal markings to show their family, clan, and individual history. All clans have their own history banners which are sacred and constantly maintained outside of conventional methods. It is something they always carry with them as a symbol of clans old and new among the Dunkildor.
Government: Each Clan holds a oligarchical meritocratic democracy where each important and skilled member of each important family votes for a Clan head and the rest serve as a Clan Ring for their perspective planets or systems. They all are independent from one another and war against each other as every system is a rivalry in of themselves outside of the Republic's interference, they also have raiders and outside roaming traders who profit from the rivalry but one is soon to unite all the systems and to set their sights to conquer the stars.
Economy(Pick two resources for trade): Olmsdola: A rare, high-quality metal that is good for military purposes. They make ship and troops more capable of taking more hits than normal ships. This is the key component for making the Duck's mighty Alliya Barges that fought the Cyborg Navy. There haven't been any mighty Barges have been made since the Wars as the infrastructure hasn't been rebuilt to carry it out.

The Second is Kyrobian Gas, the standardized fuel source for the galaxy's ships. The Dunkildor sit on the strategic resource in a similar way that Saudi Arabia or Venezuela sit on oil.
Region:Outer Rim
Stats:
+2 Military: They are a warrior society with a long history of conflict, even with the Cybernetic Wars when they helped the other races. Even fractured they are a force to be reckoned with.
- 1 Diplomacy: Their culture, various atrocities, and dislike of other people make them not very good at diplomacy.
History (Optional):[/b]



ACCEPTED
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Rhinocera
Minister
 
Posts: 2098
Founded: Apr 15, 2013
Father Knows Best State

Postby Rhinocera » Mon Sep 03, 2018 2:05 am

Species Name: Mammothok (known by a multitude of other species as elephonormax)
Homeworld: Makora
Species Physiology: Mammathok can grow to be anywhere between 10 feet tall, which is remarkably small for the species and only achievable by some subspecies within the species, to 20 feet, which is remarkably large for the species and only achieved by a certain subspecies within the broader Mammothok species. All Mammothok are elephant/mammoth-esque bipedal creatures that have evolved into intelligent beings, similar to the theorized evolution of monkey to man. However, Mammothok have retained more of the physical attributes that their evolutionary predecessors possessed than humans did, with the greatest difference between the elephants and mammoths opposed to mammothok being that mammothok developed fingures and became bipedal creatures. Their height lends to their immense weight, as they are not slender creatures. The smallest grown mammothok weigh in at 3 tons, while the largest can reach up to 10. There are three common subspecies within the mammothok species. There are the Mathok, the Elethok, and the Pathok. Mathok are typically the largest of the three, and visually resemble woolly mammoths. Elethok are typically smaller than their immense cousins, but are considerably larger than Pathok. Elethok visually resemble todays elephants, and are the most numerous of the Mammothok. Typically an Elethok will grow between 12 and 16 feet in height, though they have been known to reach 18. Pathok are the smallest of the three, as well as the least numerous. They typically grow to be about 10 feet in height and are notably swifter of foot than either of their lumbering cousins. Visually, they resemble the larger Elethok. Mammothok are almost exclusively herbivores.
Description: Mammothok originated on the planet Makora, a massive world located within the mid rim. Makora consists of 4 major continents while a significant portion of the surface is covered by water, with approximately 60% of the planet being submerged. Relative to other intelligent races, they are considered physically strong and large. The lifespan of a Mammothok average a lifespan of 50 years, though some have managed to reach up to 80. The oldest known Mammothok is 84.
Other Information:


Nation Name: Malethora
Systems Controlled: (12 max) 9
Senatorial Status: Y/N Y
Description: Malethora is the nation that the Mammothok came to form. Officially titled the Malethoran Collective, Malethora is less of a single unified nation than it is a collection of the cooperating clans that make up Mammothokian society. The collection of clans that make up Malethora have all signed onto the Malethok Accords, which brings them under the scope of Malethora. Malethora was formed shortly before interstellar travel became a reality for the Mammothok, and as they realized that soon they would be venturing out into the unknown, the clans agreed that the only sustainable way to do so would be to undertake the next chapter in Mammothokian history as a unified entity. The clans within Malethora (which happens to be all of them) agree to abide by Malethoran law as well as meeting financial obligations and providing the necessary manpower to ensure the continued existence of Malethora. Makora serves as the capital planet of Malethora, while each of the 8 clans has occupied a system for themselves.
Demographics: 45% Elethok, 40% Mathok, 15% Pathok / 60% male, 40% female
Culture: Mammothok culture is typically peaceful, with Mammothok having had little reason to fight each other within the vast expanses of Makora's surface. However, conflict did break out, especially in the more desolate areas along the surface, with the cold dwelling Mathok often having to compete for valuable resources with each other and the Elethok. The Mammothok are a spiritual people, following a polytheistic belief system in which a number of different gods and deities are worshipped, not entirely unlike the greek gods. While preferential towards peace, the Mammothok do have a penchant for violent action as they are relatively territorial beings and a strict code of honor can lead to conflict amongst each other.
Government: The government of Malethora consists of a 200 member senate, where each of the 8 clans possesses 20 guaranteed seats, while the remaining 40 are left to election by the other 160 senators. Each clan selects their 20 guaranteed senators through election within the confines of its own people. As a result, the first 160 senators are selected by the public based off of public opinion and demand, while the other 40 are often distributed based on political maneuvers within the senate. These 200 senators then elect a senator to represent Malethora within the United Galactic Republic.
Economy(Pick two resources for trade): Makora is a massive industrialized world that has not been depleted by industry, unlike so many homeworlds throughout the galaxy. This is in part due to the immense size of Makora (it is larger than a 400 earths and has been classified a super planet by Mammothokian scholars) and also partly due to the religious reverence that Mammothokians hold towards the planet itself. The two largest exports from Malethora are Titanian steel (a composite metal product that is of extremely high quality and is an excellent metal for military purposes, though it is expensive and therefore not utilized as a mainstay for most of its buyers, rather as a complimentary material for high value projects. The other is Kyrobian gas.
Region: Mid Rim
Stats: (+'s and -'s Econ, Military etc...)
+1 in military (they are a force to be reckoned with on the ground, and are capable in space, though are reliant upon foreign shipbuilding for the most part, with indigenous naval technology being inefficient and costly)
+1 in economy (a tremendous pool of natural resources drives the economy)
-1 in espionage
-1 in research
-1 in diplomacy
History (Optional):[/b]
I'll add it later, might expand on the other categories as well.


Senator Name: Marik Elikor
Senator Species: Mammothok (Pathok)
Senator Gender: Male
Senator Age: 62
Senator Appearance: An old wrinkled Pathok, Marik stands at 10 feet tall and weighs roughly 4 tons. Both of his tusks are short, but unbroken (a rare combination amongst Mammothok), and his trunk is wrinkled but not scarred. His skin is a light grey.
Senator Personality: Calculating, intelligent, wary of his legacy, addictive
Senator Bio: I'll add it later, its super late right now.
Senator Main Strength: Marik is amongst the most experienced and connected Mammothok politicians alive, and has become a familiar face amongst the political fields of the Republic.
Senator Main Weakness: Marik has a highly addictive personality, and as such is a functioning alcoholic. He also faces the issue of losing support from the general populace, especially those who don't wish to see the Mammothokian people represented by a minority Pathok (Mammothokian representation within the senate has been exclusively Pathok, though that is in part a practical choice due to their diminished stature and more diplomatic demeanor).
Political Party: Liberty Party


Not completely finished, but close enough that I think it has a chance at being accepted.
RED STAR HEAVY INDUSTRIES

http://forum.nationstates.net/viewtopic.php?f=6&t=243572

Signatory of The Amistad Declaration on Slavery and the Rights of Man

https://forum.nationstates.net/viewtopic.php?f=5&t=98436#p4901606

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Dentali
Postmaster of the Fleet
 
Posts: 22392
Founded: Dec 28, 2016
Ex-Nation

Postby Dentali » Mon Sep 03, 2018 9:03 am

Rhinocera wrote:
Species Name: Mammothok (known by a multitude of other species as elephonormax)
Homeworld: Makora
Species Physiology: Mammathok can grow to be anywhere between 10 feet tall, which is remarkably small for the species and only achievable by some subspecies within the species, to 20 feet, which is remarkably large for the species and only achieved by a certain subspecies within the broader Mammothok species. All Mammothok are elephant/mammoth-esque bipedal creatures that have evolved into intelligent beings, similar to the theorized evolution of monkey to man. However, Mammothok have retained more of the physical attributes that their evolutionary predecessors possessed than humans did, with the greatest difference between the elephants and mammoths opposed to mammothok being that mammothok developed fingures and became bipedal creatures. Their height lends to their immense weight, as they are not slender creatures. The smallest grown mammothok weigh in at 3 tons, while the largest can reach up to 10. There are three common subspecies within the mammothok species. There are the Mathok, the Elethok, and the Pathok. Mathok are typically the largest of the three, and visually resemble woolly mammoths. Elethok are typically smaller than their immense cousins, but are considerably larger than Pathok. Elethok visually resemble todays elephants, and are the most numerous of the Mammothok. Typically an Elethok will grow between 12 and 16 feet in height, though they have been known to reach 18. Pathok are the smallest of the three, as well as the least numerous. They typically grow to be about 10 feet in height and are notably swifter of foot than either of their lumbering cousins. Visually, they resemble the larger Elethok. Mammothok are almost exclusively herbivores.
Description: Mammothok originated on the planet Makora, a massive world located within the mid rim. Makora consists of 4 major continents while a significant portion of the surface is covered by water, with approximately 60% of the planet being submerged. Relative to other intelligent races, they are considered physically strong and large. The lifespan of a Mammothok average a lifespan of 50 years, though some have managed to reach up to 80. The oldest known Mammothok is 84.
Other Information:


Nation Name: Malethora
Systems Controlled: (12 max) 9
Senatorial Status: Y/N Y
Description: Malethora is the nation that the Mammothok came to form. Officially titled the Malethoran Collective, Malethora is less of a single unified nation than it is a collection of the cooperating clans that make up Mammothokian society. The collection of clans that make up Malethora have all signed onto the Malethok Accords, which brings them under the scope of Malethora. Malethora was formed shortly before interstellar travel became a reality for the Mammothok, and as they realized that soon they would be venturing out into the unknown, the clans agreed that the only sustainable way to do so would be to undertake the next chapter in Mammothokian history as a unified entity. The clans within Malethora (which happens to be all of them) agree to abide by Malethoran law as well as meeting financial obligations and providing the necessary manpower to ensure the continued existence of Malethora. Makora serves as the capital planet of Malethora, while each of the 8 clans has occupied a system for themselves.
Demographics: 45% Elethok, 40% Mathok, 15% Pathok / 60% male, 40% female
Culture: Mammothok culture is typically peaceful, with Mammothok having had little reason to fight each other within the vast expanses of Makora's surface. However, conflict did break out, especially in the more desolate areas along the surface, with the cold dwelling Mathok often having to compete for valuable resources with each other and the Elethok. The Mammothok are a spiritual people, following a polytheistic belief system in which a number of different gods and deities are worshipped, not entirely unlike the greek gods. While preferential towards peace, the Mammothok do have a penchant for violent action as they are relatively territorial beings and a strict code of honor can lead to conflict amongst each other.
Government: The government of Malethora consists of a 200 member senate, where each of the 8 clans possesses 20 guaranteed seats, while the remaining 40 are left to election by the other 160 senators. Each clan selects their 20 guaranteed senators through election within the confines of its own people. As a result, the first 160 senators are selected by the public based off of public opinion and demand, while the other 40 are often distributed based on political maneuvers within the senate. These 200 senators then elect a senator to represent Malethora within the United Galactic Republic.
Economy(Pick two resources for trade): Makora is a massive industrialized world that has not been depleted by industry, unlike so many homeworlds throughout the galaxy. This is in part due to the immense size of Makora (it is larger than a 400 earths and has been classified a super planet by Mammothokian scholars) and also partly due to the religious reverence that Mammothokians hold towards the planet itself. The two largest exports from Malethora are Titanian steel (a composite metal product that is of extremely high quality and is an excellent metal for military purposes, though it is expensive and therefore not utilized as a mainstay for most of its buyers, rather as a complimentary material for high value projects. The other is Kyrobian gas.
Region: Mid Rim
Stats: (+'s and -'s Econ, Military etc...)
+1 in military (they are a force to be reckoned with on the ground, and are capable in space, though are reliant upon foreign shipbuilding for the most part, with indigenous naval technology being inefficient and costly)
+1 in economy (a tremendous pool of natural resources drives the economy)
-1 in espionage
-1 in research
-1 in diplomacy
History (Optional):[/b]
I'll add it later, might expand on the other categories as well.


Senator Name: Marik Elikor
Senator Species: Mammothok (Pathok)
Senator Gender: Male
Senator Age: 62
Senator Appearance: An old wrinkled Pathok, Marik stands at 10 feet tall and weighs roughly 4 tons. Both of his tusks are short, but unbroken (a rare combination amongst Mammothok), and his trunk is wrinkled but not scarred. His skin is a light grey.
Senator Personality: Calculating, intelligent, wary of his legacy, addictive
Senator Bio: I'll add it later, its super late right now.
Senator Main Strength: Marik is amongst the most experienced and connected Mammothok politicians alive, and has become a familiar face amongst the political fields of the Republic.
Senator Main Weakness: Marik has a highly addictive personality, and as such is a functioning alcoholic. He also faces the issue of losing support from the general populace, especially those who don't wish to see the Mammothokian people represented by a minority Pathok (Mammothokian representation within the senate has been exclusively Pathok, though that is in part a practical choice due to their diminished stature and more diplomatic demeanor).
Political Party: Liberty Party


Not completely finished, but close enough that I think it has a chance at being accepted.



ACCEPTED
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Dentali
Postmaster of the Fleet
 
Posts: 22392
Founded: Dec 28, 2016
Ex-Nation

Postby Dentali » Mon Sep 03, 2018 9:05 am

Alright everybody lets get some posts
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Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Tue Sep 04, 2018 4:31 am

So Dentali Ima send a trade agreement.

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Belarus and Belorussia
Lobbyist
 
Posts: 15
Founded: Nov 03, 2017
Ex-Nation

Postby Belarus and Belorussia » Tue Sep 04, 2018 11:13 am

I am really busy rn but i will post soon maybe later today
Currently searching for a new home after the destruction of The New Kasselian Union.

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Dentali
Postmaster of the Fleet
 
Posts: 22392
Founded: Dec 28, 2016
Ex-Nation

Postby Dentali » Tue Sep 04, 2018 12:16 pm

Sorry guys busy few days, i plan on doing more in this RP no worries. My rule for posting Universe turns is waiting for 3 actions and then waiting 24 hours for more posts. Then I do the rolls

PS Senate up after this round of actions


The Universe Turns

Andorra
2d6-1=6 Your people proceed to build escorts but they are at built at an incredibly slow rate and will be difficult to repair. You make little to no progress on the escort fleet.

Collective Universal Republic
2d6+2= 10 Your infiltration of the kingdom and contact with the cells in question is very successful, you are now coordinating with them

Dentali
2d6+1=7 Shipyard Construction finishes

Daal
2d6+1=9 The spy network in the capital grows at a good pace but your enemies are now aware you are beefing up your intelligence network
Last edited by Dentali on Tue Sep 04, 2018 12:17 pm, edited 1 time in total.
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Zjaum
Senator
 
Posts: 3919
Founded: Oct 15, 2016
Ex-Nation

Postby Zjaum » Tue Sep 04, 2018 12:17 pm

Yeah, roughly the same for me. I'm preparing for a number of things, including another long-anticipated RP and a host of my own. I will likely not post today, but I can and will later this week, in all likelihood.
I use my NationStates stats, because a population of billions/trillions and an economy of hundreds of trillions is totally viable, trust me.
But seriously, aside from the population and GDP, just assume that my NS stats are roughly accurate.

Support: Paleo-imperialism, conservatism, libertarianism, Christianity.
Against: Stupid people, resistance to industrial progress, alt-right, any form of government at or beyond socialism.

I hail from The League of Conservative Nations. Hearts unthawed, hearts unshaken!

Takaka Tar' Turayi,
The stars will be ours someday.

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

Postby Novas Arcanum » Wed Sep 05, 2018 5:21 am

So what should we vote on? I still belive we need a Galactic Navy to deal with the pirates and raiders

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Wed Sep 05, 2018 9:00 am

Novas Arcanum wrote:So what should we vote on? I still belive we need a Galactic Navy to deal with the pirates and raiders

Quacks angrily at the navy
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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

Postby Novas Arcanum » Wed Sep 05, 2018 10:31 am

Ralnis wrote:
Novas Arcanum wrote:So what should we vote on? I still belive we need a Galactic Navy to deal with the pirates and raiders

Quacks angrily at the navy


Mmm,roasted duck

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Wed Sep 05, 2018 11:07 am

Novas Arcanum wrote:
Ralnis wrote:Quacks angrily at the navy


Mmm,roasted duck

So... This RPs own Mandorian Wars?
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Dentali
Postmaster of the Fleet
 
Posts: 22392
Founded: Dec 28, 2016
Ex-Nation

Postby Dentali » Wed Sep 05, 2018 1:29 pm

new universe turns up tonight, get your posts in



https://app.roll20.net/join/2037755/Gi-aHQ

Some of you rolled poorly, check here if you dont believe me

PS

Im going to incorporate "events" which affect the entire universe and will provide a catalyst for roleplay and action. These events can be good or bad and require player actions to exploit or thwart.
Last edited by Dentali on Wed Sep 05, 2018 3:14 pm, edited 2 times in total.
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