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Miekzhemy
Ambassador
 
Posts: 1486
Founded: Sep 24, 2014
Ex-Nation

Postby Miekzhemy » Mon Aug 31, 2020 10:35 am

Nagakawa wrote:-application snip-


Looking good. I'll add everything to the rosters and edit the map shortly
I'm just a guy that likes playing video games, drawing, acting/musical theatre, piano, rp, and impersonating people with a spunky disposition.

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Li Kra
Political Columnist
 
Posts: 4
Founded: Aug 21, 2020
Ex-Nation

Postby Li Kra » Mon Aug 31, 2020 2:24 pm

Name: Navid al-Sadah
Title: Sir
Sex: Male
Age: 53
Nation of Origin: Kehzani Sultanate
Loyalty Pledged To: Himself (nobody as of now)
Physical Description: 5’11” and 150 lbs. Wears flowing blue robes and some armour pieces. Has a mask to cover his facial burns; two eyes are painted on the mask, supposedly Navid’s familial symbol.
Image

Class: Archsage
Skills|Abilities:
Anima Magic – Navid has spent nearly his entire life perfecting his magic. Originally a practitioner of Wind Magic, he eventually learned the other subclasses of Anima Magic. Considered a master in the art of Anima, Navid has a reputation within the magic community. Dark and Light magic never seemed to interest the sage as much as Anima magic did.
Weapons: Anima Magic (Tome)
Bio: Navid was born to a low noble family in the Kehzani Sultanate. His father, wanting the best for Navid, hired a minor mage to tutor his boy. At the age of 13 Navid excelled enough in Anima Magic that he was sent to a Magician School to further pursue his studies. Over the years Navid became known as an excellent student, who diligently studied and perfected his craft. By 24 he graduated the school and looked for someone to hire him. He got a job as a mage bodyguard to a Vassal Lord in the Sultanate. His employer actively rebelled against the Sultan for reasons Navid never bothered to learn. There he continued his studies alone and gained experience in battle through the many fights and skirmishes his Lord had with the other Lords in the realm.
By 46 Navid was invited by his friends to join them and start a magical order. He did, and for a time the group served the Sultan and other kingdoms (think magical mercenary guild). But after only 4 years the group fell apart with the death of many during a particularly bloody battle. Navid himself escaped only barely, he was horrifically burned all over by a rival fire mage. Since then 3 years have gone by, and Navid has all but disappeared from public life. He no longer serves any nation or organization, but instead travels the land doing odd jobs and taking up various tutor positions. At this point in life Navid is trying to find something to dedicate the rest of his life for.
Personality: Calm, Diligent, Honest, Intelligent, Firm, Vindictive, Demanding, Impatient, Irritable, Loquacious
Navid is a calm intelligent man who strives in being as honest as he can, for better or for worst. He has a firm attitude about him and expects others to act serious and professional. Easily irritated and impatient, Navid can be a difficult person to deal with when he wants everything done as soon as possible and without any distractions. If anyone gets out of line, Navid makes sure to put them in their place. However, if someone is interesting enough to talk to Navid will ramble on and on and will tend to like the person.
RP Sample: Taken directly from a post that I did on an old RP. Dulozud used to be one of my nations before I left. This should give a a glimpse into how I rp.
Vasily couldn’t help but smile, as he walked down the gangplank and took in all the sounds and sights to be seen. Well there wasn’t much to look at, Farholme was pretty basic in all aspects of a settlement. Only a couple of simple buildings made up the port, Farholme was really as small as it can get. But there was no doubt in his mind that in a couple of months it will grow rather large as more and more settlers come pouring into the foreign continent. Voices shout above the shrill ringing of pickaxes in the silver mine nearby. From what he could gather aboard the Wind’s Pride, Farholme is situated on top of a silver mine, acting as both a small military fort and a miner’s camp.

One particular voice pulled Vasily away from his thoughts: “Welcome newcomers! I am Ultar, representative of the New World Company here in Farholme…” a sailor holding a large box pushed past Vasily, almost knocking him over.

“Git off da gangplank an’ make yer self useful!” barked the burly sailor.

Vasily stepped down sheepishly and made room for the working sailors, being interrupted from his thoughts once again Vasily could only catch the last bit from Ultar, “...come browse my shop!”

With nowhere else to go presently, Vasily made his way towards Ultar’s cramped shop. Aboard the ship Vasily already made plans of how he would make money and provide for himself, he just hoped these few nobles in his pockets were enough to get him started.
Vasily ducked through the wooden doorway and made his way through, just as Ultar was getting behind the counter. A long paper scroll was pinned to the wall and showcased all the available items and their prices. Letting out a short whistle and exhaling suddenly Vasily made it known to the shopkeeper that he didn’t like these prices.

“Quite it and buy something already lad. I’ve got no time for your lollygagging, if you don’t have business you best be either on your way or finding work.”

Vasily’s cheerful mood slightly soured at Ultar’s tone of voice, but he let it go. It wasn’t his place to judge the man, especially of the representative of the company. Vasily put aside his thoughts and replied quickly and full of renewed energy, “Yes Sir, I will Sir. Please take these 3 copper nobles and 4 copper knaves in exchange for the scythe.” He fished for the coins and placed the due amount on the counter.

Ultar took the coins and shoved it in his pocket without counting them. He then disappeared through a door --perhaps it was the storeroom-- and returned a moment later with a copper scythe and placed it on the counter for Vasily. “Anything else boy?”

“Yes Sir, a basket of fruit.” four copper knaves were smacked onto the counter.

Ultar took the coins and went to get a basket of the goods. “Here ye go.” he said monotonously throughout his sentences, “Lad, I struggle to see your profession. You best find something with more worth than cutting grass all day. Take it or leave it, but you’ll be dead before the sun rises on the morrow.”

“Thanks kindly Sir, I’ll keep careful note of your words.” Vasily fake smiled as he took his basket and started for the door.

“If yer not staying in Farholme then take this extra bushel of fruit.”

Vasily turned around and actually smiled, “You are too kind!” He grabbed the bushel Ultar was holding.

“Company policy.” he stated flatly.

The young man’s countenance visibly fell. Vasily quickly ducked through the doorway without any words and walked away from the shop. The warm morning sun eased him slightly from his receival at Ultar’s. Vasily checked his person and his newly bought items, only a copper noble and two copper knaves were left to his name. He put the bushel in the basket of fruit, adding onto the pile. The woven basket was hung over his left shoulder and the long scythe was lightly grasped with both hands, at the very least it could possibly deter any animals with its long range.

Wanting to finally get his new life started Vasily scarcely said a word to any of the colonists or soldiers milling about. With new vigor putting a spring in his step, Vasily made his way out of Farholme. He had a long journey to the Mouth of the Eras River, he always had a brisk step that allowed him to go faster and farther than anyone in his family. Not looking back at the wooden palisade Vasily made his way into the foreign continent, he would have described himself as fearless in that moment, but it was more or less youthful ignorance of how hard his new life would be.

The two soldiers standing watch began betting on how long he would survive as soon as the young lad was out of earshot.

Optional Information

Alias(es): N/A
Family Relations: N/A
Moral Alignment: Lawful Neutral (idk)
Additional Notes: N/A
APP CODE DO NOT DELETE: #1723
Last edited by Li Kra on Mon Aug 31, 2020 3:19 pm, edited 1 time in total.

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Miekzhemy
Ambassador
 
Posts: 1486
Founded: Sep 24, 2014
Ex-Nation

Postby Miekzhemy » Mon Aug 31, 2020 3:13 pm

Li Kra wrote:-application snip-


Accepted, though there it one tidbit I'd like to add

Anima magic is the overall generalization of the three most common schools that one might encounter: fire, thunder, and wind. The tomes serve as the spellbooks for those schools of magic, and only cover one particular school per tome. As such it's perfectly fine for your character to know how to use all those schools of magic, but he'd need to own & use a separate tome for each one. This is primarily for balancing purposes, since I plan to keep the magic triangle in place for the RP.

Other than that, it's all good! I'll add you to the roster in just a sec
I'm just a guy that likes playing video games, drawing, acting/musical theatre, piano, rp, and impersonating people with a spunky disposition.

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Li Kra
Political Columnist
 
Posts: 4
Founded: Aug 21, 2020
Ex-Nation

Postby Li Kra » Mon Aug 31, 2020 3:19 pm

Alright, thank u

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The Anarcho-Syndicalist Commune
Senator
 
Posts: 3523
Founded: Feb 01, 2017
Inoffensive Centrist Democracy

Postby The Anarcho-Syndicalist Commune » Mon Aug 31, 2020 3:22 pm

Nation Name: The Palarian Remnants
Shortened/Informal Nation Name: New Palar
Capital: No official capital, Kylos serves as the one bastion of civilization on the Isles and is where the Sea and Sky lords convene to choose a new Overlord
Flag/Standard:
Image
Used when the Remnants march together
Head of State: Overlord Horthan Kalayne

Geography: Palar is often called the Shatter Lands, and for good reason. Devastated in the Palarian Calamity nearly a millenia ago, Palar is a land warped and twisted by unchecked magic. The biomes are twisted and deformed versions of their natural states and many creatures roam on the isles that have long gone extinct elsewhere in the world. Meanwhile the Palarian Sea, as the body of water between the isles is referred to, is rife with danger unknown to the other waters of the continent.

The largest isle, Ren, is the most habitable of the four remaining large islands. Dominated by high mountains and Fjords that cut deep into the land scape, Ren is the home of Kylos, the only true city established on the Isles since the Calamity. Kylos was initially a trading post established by the Edryssians on the interior of the Boiling Bay, but has since been mostly taken over by locals and by the Lords as it provides an excellent rest stop on their way into southern waters. While Kylos isn't as large as some of the southern cities, it attracts merchants from across the continent seeking to either recover or profit off the ill-gotten gains that flow through the city like a waterfall of wealth. Outside of Kylos, Ren's people live in the seakeeps that dominate the shore or in small villages high in the mountains, mining metals for the few Skylords that make their home on Ren.

To the far west lies holy Jyne. Jyne was the one island not reduced to near wasteland status by the Calamity, but it also remains the most mysterious. Revered by the Palarians and feared by all sane people, Jyne has not been explored by the eyes of outsiders in nigh on a millennia. A few seakeeps dot it's shores but none have yet been able to pierce the green veil and discover what the island truly hides.

In the south sits Veld. Veld is defined by ever rising rocky spires that seem to stretch to the heavens. Veld was the one island scorched by the manaketes during the fall of the Empire, and was reduced from a somewhat forested area to the nigh arid wasteland it is now. Though Veld was never really prime food growing land, it's ability to support life was even further crippeled by this, guaranteeing that only the strongest of Skylords rise to the tops of it's spires.

Finally, in the center lies the Foundry. A dark land shrouded in the haze of an ashen fog and uncontrolled wild anima magic, the Foundry is uninhabited by humans save for exiled criminals. Instead, it boasts the hardiest and most dangerous animal life on the continent. Basilisks, Wyverns, Gorgons, and Ogres are all among the beasts that call the Foundry home. The Foundry also boasts a large amount of Old Palarian ruins, as most of the island was once dominated by the old Palarian city of Hylisk.

Though not an island, the Palarian Sea is a whole other monster in it's own right. Ranging from too shallow for even a rowboat to cross, to deeper than can be fathomed, in a seemingly random formation, the Sea can only be navigated by the best sailors with good charts. Sea monsters from Serpents to Kraken roam within it's depths. Large spires of rock jut out of the sea at random points, and one is just as likely to strike the ruin of a tower as a rock. Despite these hazards, sailing the sea can be an incredibly profitable venture, as treasure hunting will almost always yield results, the fish reserves within the waters seem nearly endless, and the whaling is the best in the world. With nearly everything to lose and gain by sailing in it, some merchants refer to the body of water as the "Gambler's Sea"

Culture/People: Palarians are often divided into three different tribes. The first, and least common, are the Elder Palarians. Those of the Elder Blood are not truely a tribe of their own, but rather members of the two main tribes in whom the blood of old Palar still runs strong. They can be distinguished most of the time by their jet black hair and deep orange eye color.

The first of the two main tribes is the Sealords. Sealords mostly make their lives in coastal fortifications known as Seaforts, or otherwise in smaller fishing villages. Seaforts are the places where the Sealord warriors rest after long raids and tend to their monsters in safer waters. Sealords are defined by the sea. A warrior or a noble may spend as much as 80% of their lives on the water, sailing around the continent and pillaging as they please for gold and wealth. Though Sealords are fierce combatants on land, and their ships would give any sailor a good fight on the water, the true source of their power lies in their kraken tending. Sealords have long tamed and raised sea monsters to pull their ships at great speeds without need for wind or as weapons to use in combat. This is often accomplished through a series of command signals performed through magical lights. Though the species of sea monster varies from clan to clan, most Sealords raise Kraken, as they are the easiest to command and require the least feeding. The Kalayne clan however is feared and reknowned among sealords for their taming of Leviathans, large dragon like creatures unique to the Palarian Sea. Sealord clans can be found across all 4 of the Palarian Isles.

The second tribe is the Skylords. Skylords live either in isolated mountaintop communities or in the rare mountaintop fortresses that top the pinnacles of Veld. Like their Sealord counterparts, Skylords raid the mainland. However, unlike the Sealords, Skylords raid primarily for food and slaves, for they find plenty of wealth within the mountains they force their thralls to strip mine. Skylords have also tamed great beasts to do their bidding, in this case the mighty Wyvern. Wyverns are not true dragons and little more than animals, but they still form deep bonds with their rider and will carry them from the toughest of battles. Skylords have become rarer in recent years but many on the continent still fear a clan of them raining from the heavens and stealing all that they can find that isn't nailed down.

Government: The remnants are mostly unorganized, every clan for themselves. However, the clans elect among themselves a lifelong Overlord, who maintains a general peace among the isles and leads any defensive effort among the clans in the event an outside empire tries to make a claim on the Isles. The clans also heed the words of any of the 4 Chief Priestesses, who speak for the gods of Palar. Though it is also not a strict rule among the isles, those who still carry the blood of Old Palar are generally given respect and safe harbor across the Remnants.

History:Palar's history begins almost a millenia and a half before the present day. In those days, Palar was one island, mountainous but filled with lush forests and fertile valleys. In those days the Old Palarians convened and formed the Palarian League, a semi-democratic state that ruled over all of Palar. The Old Palarians were powerful in the ways of magic, and wealthy beyond measure, and so they assembled a golden empire, a shining light for the rest of the Continent to follow. In time though, corruption seeped into the foundations of Palar, as it does all empires, and a party of Aristocrats known as the Orderlies was elected. The Orderlies were obessed with increasing Palar's wealth and prestige by ever pushing forward the veil of magic and by bringing the rest of the world to heel. It was they who first began attempting to enslave manaketes, a few centuries before the Edryssians would accomplish the feat. The Palarian attempts were not as successful however, and something went wrong. Though the Palarians discerned how to tame Wyverns before their experiments ultimately failed, none were prepared for what followed.

The nature of the Calamity is often discussed by scholars today. Some say that the manaketes the Palarians attempted to enslave went utterly mad, destroying more than even the Edryssians unleashed. Others say that it was the magic the Palarians were experimenting with that ripped apart the island. Others still argue that the Calamity was intentional, created by the Orderlies in some insane plan to strengthen the Palarian people. Regardless of it's nature, the Calamity ripped away at Palar, sinking all but the island's highest points under the water and warping what reimained, creating the Palarian islands and sea as it is known today. The Palarians were nearly wiped away completely by this event, and the few that remained were forced to adopt hard ways in order to survive their new reality.

Around a century after the calamity, the Seekers arrived in Palar. A seafaring people that had been force out of their homeland by the Edryssians, the Seekers became desperate and eager apostles of the Palarian ways after seeing the desolation rampant in their new homeland. The Palarians taught them much, and the Seekers likewise taught the Palarians. As the two intermingled, the Palarians bred into the Seekers, creating the New Palarians or the Palarian Remnants as they are known today. Combining Seeker knowledge with Palarian magic allowed for the art of kraken tending to be formed, and from this came the two tribes. Skylords took more after the old Palarian civilization that spawned them, while Sealords followed after their Seeker ancestors. The religions of the two peoples were merged, and the Priestesses took their seats on each of the islands. As the islands became more crowded, the Remnants were forced to raid to stay powerful in the world, and thus the modern Remnants were born.

Population: ~500,000
Standing Military Number: No standing military, the Clans watch after themselves.
Location: Dark Red
RP Sample: It's me
Optional Information

Notable Groups: 4 Priesthoods- The 4 Priesthoods are the theocratic orders that worship the patron set of gods on each of the Palarian islands. Each Priesthood is headed by a Chief Priestess. While the Veld and Ren priesthoods have order halls all over their respective islands, the Foundry preisthood maintains one Seakeep on the least volcanic part of the island, and the Jyne priesthood is made up of nomads who are among the few that can enter the verdant forest and leave without harm, though they would never reveal Jyne's secrets. Though the Chief Priestesses are considered a council of equals, the Foundry Priestess traditionally holds more temporal power as she crowns a newly elected Overlord and can reject the vote of the clans if she feels it neccesary, while the Jyne Priestess holds more spiritual power as the closest to the gods and often times a witness to them on Jyne.

Clan Kalayne- The only clan that could be considered a nation in their own right, Clan Kalayne holds sway over most of Ren's eastern shore, including being the direct rulers of Kylos. With various subjugated clans and the power of Leviathans behind their fleet, they are among most respected and feared of all the Palarian clans, with even pirates far to the south with no relation to the Palarians sometimes flying variations of the Kalayne banner.

Clan Jular- While Kalayne is the most powerful clan in terms of wealth and military, Jular is the most respected of the clans. With deep ties to each of the Priesthood, and with the Old Blood coursing through their veins, Clan Jular holds sway over most of the Skylords and controls a great deal of gold because of this. Jular also controls the few settlements on the Foundry, which gives them significant sway as because of this, they control the Wyvern population.

Notable Characters: Horthan Kalayne- Current Overlord and Head of Clan Kalayne. Known as "Darksquall" for his tendency to lead impossibly fast raids at night.
Lirok Jular- Head of Clan Jular
Oran Tylen- Head of Clan Tylen, feared military commander and heir apparent to Horthan. Feared across the continent as "The Butcher of the Northern Seas."
Renii Jular- Chief Priestess of Jyne, currently on a long pilgrimage on the green isle.
Lyrie Hyrfmas- Chief Priestess of the Foundry
Kyla Kalayne- Chief Priestess of Ren
Ora Jular- Chief Priestess of Veld

APP CODE DO NOT DELETE: #1723

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

Postby Nuridia » Mon Aug 31, 2020 4:24 pm

WIP

Nation Name: Kingdom of Xagipia
Shortened/Informal Nation Name: Xagipia
Capital: Xagipia City
Flag/Standard:
Head of State: High King Amaris Tizane
Geography: Xagipia is mostly temperate hill-land and forested areas although it gets more mountainous toward the North. It's cut through by several rivers, but the Azope is the main river, flowing throughout the center of the land toward the coast.
Culture/People: Being a southern country, Xagipians tend to be darker of skin, ranging from deep olive to nearly ebony.
Government: Elective monarchy
History: Xagipia was once a vassal-state of a much larger empire, merely a small goldfish in the ocean of continents that this emperor controlled. Things happened very much like a French Revolution situation, the Xagipians started to grow weary of being ruled by someone so far away and not even having half a say in their own government. During one of the emperor’s wars, the Xagipians refused to send troops and declared their own independence, leading a series of rebellions against the emperor that were at first largely unsuccessful. After their last defeat, they realized they had to turn to allies for help and bolstered their numbers with the promise of lucrative trade if they gained their freedom. This time, the rebellion was actually able to reach the imperial capital. The emperor acknowledged them as their own country, not seeing this troublesome mosquito very much worth keeping anymore.

That was 300 years ago, and the then-governor Xagip Marr was made the first High King of Xagipia, named after him (for he was the general that lead the rebellion). Unlike most monarchies, the High King is elected by a senate and chosen on merit.
Population: 950,000
Standing Military Number: 100,000
Location: Orange
RP Sample:
Optional Information

Notable Groups:
Knights of Cerberus, a group of warriors that answer directly to the High King and are considered Xagipia’s most elite fighting force.
The High Senate: Made up of twelve members chosen from each social class, they are the electors of the High King and deliver the people’s concerns to the throne, there to keep the power of the monarch in check.
Notable Characters: High King Amaris: 22 years old, she (King is a gender neutral term) was elected for her role in helping protect her kingdom from encroaching rivals during their last war.

APP CODE DO NOT DELETE: #1723
Last edited by Nuridia on Thu Sep 10, 2020 2:50 am, edited 1 time in total.
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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Nagakawa
Diplomat
 
Posts: 992
Founded: May 01, 2019
Scandinavian Liberal Paradise

Postby Nagakawa » Mon Aug 31, 2020 10:14 pm

Name
Amano O-kawasemi

Title
none

Sex
Male

Age
23

Nation of Origin
O-torii

Loyalty Pledged To
none

Physical Description
Image

O-kawasemi is, as is typical of Toriian men of his age and background, lean and fairly muscular. Slightly on the shorter side, he stands at 168cm tall, and weighs a total of 64 kilograms. He grows his hair long, and ties it up in a ponytail, as is common among those living in the cold southern regions of O-torii. He speaks with a curious neighbourhood accent.

Class
Wyvern Rider

Skills|Abilities
  • Swordsman: Though not formally trained under any particular military discipline, O-kawasemi is nevertheless fairly adept with the sword, having developed his own unique style based on his observation of his father’s training. Being left-handed, and caring little for the faux-pas of using the left hand to wield a sword, O-kawasemi’s unorthodox style gives him a slight advantage over most other swordsmen of his level of skill.
  • Rider: O-kawasemi can ride horses.
  • Flier: O-kawasemi can ride wyverns.

Weapons(Keep class in mind)
Wo Dao (15/15): “Kaeruyaiba”- a beautiful blade forged 200 years ago by the smith Sano O-garu III, this ten-folded blade with a genuine hamon and blood grooves has been an heirloom in the Amano family since it came into the possession of O-kawasemi’s great-grandfather. Its saya (scabbard), made of bamboo, is adorned with frog motifs embossed in gold, symbolising the wielder’s safe return home.
Javelin (30/30): A basic ranged lance that can be thrown at enemies from a distance. Has to be retrieved after each use.
Yoroidōshi+ (60/60): A dagger with an extra thick spine and a deadly sharp point, created specifically to pierce armour at close range. Used to crack open the spinal plating of sky serpents.

Iron Crossbow (40/40): A standard crossbow made of iron- simple but effective. (dismounted use only)

Bio
Amano O-kawasemi was born in the town of Rushima-cho, located on the island of Rushima south of the Toriian mainland. His family, the Amano family, was originally known for making tofu, but rose to prominence after Amano O-suzume, O-kawasemi’s father, racked up a kill count of 116 sky serpents despite having no military experience.

Driven by a longing for excitement (and also no small amount of insecurity) to break his father’s record and bored out of his mind by his family’s tofu-making business, O-kawasemi picked up a sword at the age of 16 and trained relentlessly, five hours a day, seven days a week, while also learning how to ride horses and wyverns from various former soldiers living in Rushima-cho whom he befriended. Upon his father’s retirement, O-kawasemi inherited his family’s heirloom sword, the Kaeruyaiba, as well as his father’s faithful wyvern; as the aged and world-weary O-suzume retired for good and disappeared incognito to a hot spring resort town, the young, sprightly, and brash O-kawasemi took to the skies as a serpent killer for the first time, taking on his father’s epithet.

Personality
Quick-tempered and sensitive, the sarcastic and unpredictable O-kawasemi has a rather dry and scathing sense of humour, and while not exactly trigger-happy, he is prickly at times and does not suffer those he deems to be fools. He has a particular disdain for hypocrites, and to that end, is more than willing to talk openly about his own faults, of which he is perhaps far too self-aware.

Optional Information

Alias(es)
Nidai-onimusha (“Daredevil II”): O-kawasemi’s orochi-koroshiya name. It is customary for serpent killers not affiliated with the government to take on a separate name to distinguish themselves; in O-kawasemi’s case, he is known as Daredevil II, after his father, who was known as Daredevil (Onimusha) prior to his retirement.

Family Relations
Amano O-suzume: O-kawasemi’s father. A legendary serpent killer known as Onimusha, the 66-year-old O-suzume is currently retired, and lives in the hot spring resort town of Yunomachi-onsen, along the southeastern edge of the Narukami mountains.

Moral Alignment
Chaotic Neutral: O-kawasemi generally does not care for politics or the government, and while he isn’t directly opposed to the laws of the land, he pays little mind to regulations and decrees alike. He doesn’t believe in lofty ideals like the greater good, and his desire to kill sky serpents, rather than being born of a desire to preserve the peace, is driven mostly by a selfish lust for glory.

Additional Notes
nil

APP CODE DO NOT DELETE: #1723




Name
Mumei Takaomi O-karasu
Formerly known as Tohgu Takaomi O-karasu

Title
none
Formerly Lord of Nishi-gobidenka Province

Sex
Male

Age
41

Nation of Origin
O-torii

Loyalty Pledged To
The Empire of O-torii (Imperial Household)
The Empire of O-torii (Shogunate)

Physical Description
Image

Takaomi O-karasu stands at 175cm tall, much higher than the average of 170cm for the typical Toriian male, and has a sinewy and muscular figure, weighing a total of 68kg. He walks with a mild but obvious limp, favouring his left leg over his right.

Class
Hero

Skills|Abilities
  • Swordsman: Prior to his expulsion from the Tohgu Clan, Takaomi O-karasu was one of the most skilled swordsmen in the Shogunate clan, regularly challenging others to duels and easily winning. Even after his removal from the clan, Takaomi is still renowned as a master swordsman with almost superhuman control over his blade.
  • Rider / Flier: As is typical of the military elite, Takaomi is a skilled rider both of horses and wyverns.
  • Ranger: Having spent a year living in the wilderness as a vagrant, only occasionally hopping between settlements, Takaomi is well-verses in the art of survival and living off the land.
  • Politician: Despite his expulsion from the upper circles of the military elite, Takaomi is still knowledgeable on the inner workings of the imperial bureaucracy and on the intricacies of its palace intrigue. He was known to be a skilled orator and negotiator prior to his expulsion, and despite his fall, his prowess has not gone unnoticed by the Imperial Household.

Weapons
Killing Edge+ (25/25): “Mikazuki V” - the fifth and final generation of the Mikazuki series forged by the renowned blacksmith Amagiri O-hayabusa IV for the personal bodyguards of the Imperial Household, the Mikazuki V was folded fourteen times, and is considered to be the sharpest of the five swords. When the Mikazuki series was retired in 1386 and replaced with the presently-used Kurohime series, ownership of the five swords was transferred from the Imperial Household to the Tohgu Clan, and Mikazuki V found itself in the hands of the Tohgu Clan’s O-karasu line. Following the stripping of the O-karasu line’s peerage and privileges, Takaomi O-karasu removed Mikazuki V from its display mountings, mounted it in an ordinary storage mount, and fled Yokoi with the blade.
Killing Edge (20/20): Takaomi’s personal sword. A mid-grade field sabre with a razor-sharp cutting edge.

Bio
Tohgu Takaomi O-karasu was born into one of the collateral families of the Tohgu Clan, the ruling military clan of the Empire of O-torii. Inheriting the peerage of Nishi-gobidenka Province at the age of 26, following the death of his father, Takaomi established himself quickly as one of the most assertive voices in the Tohgu Clan, becoming a fierce challenger of the main O-hisui family, which by now had been weakened greatly after generations of incest. Upon the appointment of the mentally handicapped Tohgu Ienobu O-hisui as shogun, however, Takaomi and the rest of his branch were quickly censured by the new regent, Saiga Hidekazu O-nosuri, who eventually expelled Takaomi from the Tohgu Clan and stripped him of his styles and titles, rendering him a mumei (“nameless”- one who has been removed from the nobility).

Upon his departure from the shogunate capital of Yokoi, Takaomi took with him the prized named sword Mikazuki V, disappearing into the wilderness, whereupon he began plotting his revenge against Hidekazu and the Tohgu Clan. In the months leading up to the present, he has contacted agents working under the Najima Corps and the Imperial Household itself, feeding them information about the state of the Tohgu Clan and biding his time, seeking a return to power in one form or another.

Personality
Though outwardly calm and stoic, Takaomi’s serene and mild demeanour masks a great, almost oversized ambition- his pride was heavily dented by his expulsion from the Tohgu Clan by the Grand Regent, and his desire for revenge has burned greatly ever since. Takaomi values, above all else, loyalty and honour, and sees his expulsion as a grave injustice, hence his desire to “correct” that injustice.

Optional Information

Alias(es)
“The Ranger”- as he is known to the people of the villages in which he occasionally takes refuge
“The Stateless Lord”- by Imperial loyalists
“Mumei” - pejorative used by Hidekazu to refer to the three members of the Tohgu Clan whom he expelled, Takaomi being one of them

Family Relations
Tohgu Ienobu O-hisui: the incumbent shogun, and Takaomi’s cousin. They have only met once.

Moral Alignment
Lawful Neutral: Takaomi believes in the rule of law and operates on a strict honour code. He adheres to a principle of “equal retribution”, believing that all wrongdoing should be punished equal to the damage caused; this extends to wrongdoings against himself, which he is more than willing to take upon himself to rectify.

Additional Notes:
nil

APP CODE DO NOT DELETE: #1723
Last edited by Nagakawa on Mon Aug 31, 2020 10:22 pm, edited 1 time in total.
If you run, you gain one, but if you move forward, you gain two.

User avatar
Miekzhemy
Ambassador
 
Posts: 1486
Founded: Sep 24, 2014
Ex-Nation

Postby Miekzhemy » Tue Sep 01, 2020 1:31 am

The Anarcho-Syndicalist Commune wrote:-nation app snip-


Looking good Anarcho, accepted

Nagakawa wrote:-char apps snip-


I like it! Accepted


I've got some characters to add myself. Will update the rosters momentarily
Name: Alakai-Beki
Title: Priestess
Sex: Female
Age: 19
Nation of Origin: Ajirai Khaganate
Loyalty Pledged To: Xangei Khan, Clan Khangli
Physical Description:
A young woman with sharp features and jet black hair often tied in braids. A peculiar feature is her sky blue eyes - a trait both she and her elder brother inherited from their mother.
Class: Dark Mage
Skills|Abilities:
  • Aspiring Mage - Since a young age, Alakai has shown to have an aptitude for magic. She has since chosen to pursue her calling in the mysterious and ancient art of Dark Magic.
  • Diviner - Like many of the Ajirai tribespeople found to have a gift in the arcane, Alakai currently tutors beneath some of her clan's most capable shamans and mages in their unique art of reading the stars to interpret the future and commune with the spirits.
Weapons:
  • Flux - A basic tome of Dark Magic; Powerful but unruly.
Bio:
Alakai is the second-born child of Xangei Khan and his wife Temulun, who later died in childbirth days later. The first several years of her life were incredibly hard on her both mentally and physically. Being quite a few years younger than the talented Khan-to-be, she was largely neglected by her father, who was more keen on fighting wars and grooming his heir for rulership of the clan. She was prone to illness, and her mentors' ruthless instruction left the child with little time to enjoy herself or make friends. And with the lack of familial or parental guidance, she was forced to overcome most of her struggles on her own.

As she came of age, her tutors were proud to declare her a full-fledged priestess, well-versed in the art of magic and prepared to serve the clan for years to come, both on and off the battlefield. Now, as her ambition only continues to grow and the clan's influence in the steppe increases with each victory over their enemies, the aging Khan grows old...

Personality:
Under pressure, Alakai comes off as incredibly focused and exhibits an almost desperate strive for perfection. She is sarcastic and sometimes downright rude to those she deems not worth her time, but has shown to have a genuine underlying care for those around her. Much of her caustic attitude is the result of her rigorous and often miserable upbringing alongside her more talented elder brother, leading to her feeling overshadowed. This competitiveness and ambition has led to her developing a severe inferiority complex towards her brother, though this has since been balanced by a strong work ethic since her coming of age. She has had an almost childish love for cottage cheese and sweets since she was little, but vehemently denies such a thing whenever her siblings bring it up.
RP Sample:(Only required for first app)
Optional Information

Alias(es):
Family Relations:
  • Xangei Khan, Khan of Khangli [Father]
  • Temulun-Beki, Lady of Khangli [Mother | Deceased]
  • Khasar-Noyan, Prince of Khangli [Elder brother]
  • Jelme-Noyan, Prince of Khangli [Step-brother]
Moral Alignment: Lawful Neutral
Additional Notes:(Anything you feel like I or others should know that isn't listed above)
APP CODE DO NOT DELETE: #1723


Name: Jelme Noyan
Title: Prince
Sex: Male
Age: 18
Nation of Origin: Ajirai Khaganate
Loyalty Pledged To: Xangei Khan, Clan Khangli
Physical Description:
Jelme(age 10, right) & his sister Alakai, just following his adoption into the Khan's household

A teenage boy often clad in furs, rather than the more opulent garb commonly worn by Ajirai nobles.

Class: Archer
Skills|Abilities:
  • Hunter - Though many tribespeople sustain themselves by hunting wild game, Jelme has begun to distinguish himself as both a careful shot with a bow and an avid hunter of dangerous beasts.
  • Cavalier - Like many boys of the steppe, Jelme knows how to ride and wield a bow on horseback.
Weapons:
  • Recurve Bow - A typical Ajirai bow; Easy to draw and powerful.
Bio:
Though many clans keep to themselves, the lawlessness of the steppe inevitably leads to both war and loss. And just as war remains a constant threat to the tribes, many more seek to deter these conflicts through alliances and pacts. It was one such pact that brought Clan Khangli into yet another war in defense of a allied tribe. Xangei Khan mustered thousands of his most capable warriors, and sallied out to reinforce his allies before they were overrun. But this assistance would come far too late as, when the Khan's army arrived, their ally's village had been completely burned to the ground. Families had been slaughtered, and treasures, livestock, and concubines were taken as prisoners of war.

A young Jelme would have been among these prisoners, had it not been for the timely interception by the Khan's soldiers. They found the child hiding beneath the ruins of a tent. Cold and afraid, he could hardly utter a single word as shock and hypothermia overcame the boy. With no family left, the child was taken back to Clan Khangli where, in an act that surprised everyone, the Khan decided to take him on as his own son. Though he claims it was out of obligation for his failure in protecting his allied tribe, rumours have circulated regarding the reasons for the young Jelme's adoption. Following the loss of his wife, the Khan fell into a depression that left him distant, bitter, and quick to anger. Some of his closest advisors and bodyguards have noticed that, upon discovering the child abandoned and left for dead amidst the ruins of his home, something awakened within the man. The boy, ever grateful, has since strove to prove himself - and perhaps leave a lasting legacy for not just his foster clan, but for the one from whence he came.
Personality:
Chatty, easygoing, and sometimes aloof, Jelme sports a gung-ho demeanor that persists through even the heat of battle. He often pokes fun at his siblings and friends, but this is largely non-malicious. Though he may come off as brash, he has shown to be serious and down-to-earth when the situation commands it. Off the battlefield, he is clumsy and often absent-minded. He has also shown a peculiar talent for cooking.
RP Sample:
Optional Information

Alias(es):
Family Relations:
  • Xangei Khan, Khan of Khangli [Adoptive Father]
  • Khasar Noyan, Prince of Khangli [Step-brother]
  • Alakai Beki, Priestess of Khangli [Step-sister]
Moral Alignment: Neutral Good
Additional Notes: Following his adoption by the Khan, he has since tried to tame a fearsome eagle as a companion in battle and the hunt. But even years and numerous talon scars later, the young hunter often finds himself butting heads with the creature.
APP CODE DO NOT DELETE: #1723
Last edited by Miekzhemy on Wed Sep 09, 2020 8:58 pm, edited 1 time in total.
I'm just a guy that likes playing video games, drawing, acting/musical theatre, piano, rp, and impersonating people with a spunky disposition.

User avatar
Nagakawa
Diplomat
 
Posts: 992
Founded: May 01, 2019
Scandinavian Liberal Paradise

Postby Nagakawa » Tue Sep 01, 2020 1:42 am

Miekzhemy wrote:
The Anarcho-Syndicalist Commune wrote:-nation app snip-


Looking good Anarcho, accepted

Nagakawa wrote:-char apps snip-


I like it! Accepted


I've got some characters to add myself. Will update the rosters momentarily
Name: Alakai-Beki
Title: Priestess
Sex: Female
Age: 19
Nation of Origin: Ajirai Khaganate
Loyalty Pledged To: Xangei Khan, Clan Khangli
Physical Description:
A young woman with sharp features and jet black hair often tied in braids. A peculiar feature is her sky blue eyes - a trait both she and her elder brother inherited from their mother.
Class: Dark Mage
Skills|Abilities:
  • Aspiring Mage - Since a young age, Alakai has shown to have an aptitude for magic. She has since chosen to pursue her calling in the mysterious and ancient art of Dark Magic.
  • Diviner - Like many of the Ajirai tribespeople found to have a gift in the arcane, Alakai currently tutors beneath some of her clan's most capable shamans and mages in their unique art of reading the stars to interpret the future and commune with the spirits.
Weapons:
  • Flux - A basic tome of Dark Magic; Powerful but unruly.
Bio:
Alakai is the second-born child of Xangei Khan and his wife Temulun, who later died in childbirth days later. The first several years of her life were incredibly hard on her both mentally and physically. Being quite a few years younger than the talented Khan-to-be, she was largely neglected by her father, who was more keen on fighting wars and grooming his heir for rulership of the clan. She was prone to illness, and her mentors' ruthless instruction left the child with little time to enjoy herself or make friends. And with the lack of familial or parental guidance, she was forced to overcome most of her struggles on her own.

As she came of age, her tutors were proud to declare her a full-fledged priestess, well-versed in the art of magic and prepared to serve the clan for years to come, both on and off the battlefield. Now, as her ambition only continues to grow and the clan's influence in the steppe increases with each victory over their enemies, the aging Khan grows old...

Personality:
Under pressure, Alakai comes off as incredibly focused and exhibits an almost desperate strive for perfection. She is sarcastic and sometimes downright rude to those she deems not worth her time, but has shown to have a genuine underlying care for those around her. Much of her caustic attitude is the result of her rigorous and often miserable upbringing alongside her more talented elder brother, leading to her feeling overshadowed. This competitiveness and ambition has led to her developing a severe inferiority complex towards her brother, though this has since been balanced by a strong work ethic since her coming of age. She has had an almost childish love for cottage cheese and sweets since she was little, but vehemently denies such a thing whenever her siblings bring it up.
RP Sample:(Only required for first app)
Optional Information

Alias(es):
Family Relations:
  • Xangei Khan, Khan of Khangli [Father]
  • Temulun-Beki, Lady of Khangli [Mother | Deceased]
  • Khasar-Noyan, Prince of Khangli [Elder brother]
  • Jelme-Noyan, Prince of Khangli [Step-brother]
Moral Alignment: Lawful Neutral
Additional Notes:(Anything you feel like I or others should know that isn't listed above)
APP CODE DO NOT DELETE: #1723


Name: Jelme Noyan
Title: Prince
Sex: Male
Age: 18
Nation of Origin: Ajirai Khaganate
Loyalty Pledged To: Xangei Khan, Clan Khangli
Physical Description:
Jelme(age 10, right) & his sister Alakai, just following his adoption into the Khan's household

A teenage boy often clad in furs, rather than the more opulent garb commonly worn by Ajirai nobles.

Class: Archer
Skills|Abilities:
  • Hunter - Though many tribespeople sustain themselves by hunting wild game, Jelme has begun to distinguish himself as both a careful shot with a bow and an avid hunter of dangerous beasts.
  • Cavalier - Like many boys of the steppe, Jelme knows how to ride and wield a bow on horseback.
Weapons:
  • Recurve Bow - A typical Ajirai bow; Easy to draw and powerful.
Bio:
Though many clans keep to themselves, the lawlessness of the steppe inevitably leads to both war and loss. And just as war remains a constant threat to the tribes, many more seek to deter these conflicts through alliances and pacts. It was one such pact that brought Clan Khangli into yet another war in defense of a allied tribe. Xangei Khan mustered thousands of his most capable warriors, and sallied out to reinforce his allies before they were overrun. But this assistance would come far too late as, when the Khan's army arrives, their ally's village had been completely burned to the ground. Families had been slaughtered, and treasures, livestock, and concubines were taken as prisoners of war.

A young Jelme would have been among these prisoners, had it not been for the timely interception by the Khan's soldiers. They found the child hiding beneath the ruins of a tent. Cold and afraid, he could hardly utter a single word as shock and hypothermia overcame the boy. With no family left, the child was taken back to Clan Khangli where, in an act that surprised everyone, the Khan decided to take him on as his own son. Though he claims it was out of obligation for his failure in protecting his allied tribe, rumours have circulated regarding the reasons for the young Jelme's adoption. Following the loss of his wife, the Khan fell into a depression that left him distant, bitter, and quick to anger. Some of his closest advisors and bodyguards have noticed that, upon discovering the child abandoned and left for dead amidst the ruins of his home, something awakened within the man. The boy, ever grateful, has since strove to prove himself - and perhaps leave a lasting legacy for not just his foster clan, but for the one from whence he came.
Personality:
Chatty, easygoing, and sometimes aloof, Jelme sports a gung-ho demeanor that persists through even the heat of battle. He often pokes fun at his siblings and friends, but this is largely non-malicious. Though he may come off as brash, he has shown to be serious and down-to-earth when the situation commands it. Off the battlefield, he is clumsy and often absent-minded. He has also shown a peculiar talent for cooking.
RP Sample:
Optional Information

Alias(es):
Family Relations:
  • Xangei Khan, Khan of Khangli [Adoptive Father]
  • Khasar Noyan, Prince of Khangli [Step-brother]
  • Alakai Beki, Priestess of Khangli [Step-sister]
Moral Alignment: Neutral Good
Additional Notes: Following his adoption by the Khan, he has since tried to tame a fearsome eagle as a companion in battle and the hunt. But even years and numerous talon scars later, the young hunter often finds himself butting heads with the creature.
APP CODE DO NOT DELETE: #1723


Thanks homie. We’ve got a pretty interesting looking cast shaping up, it seems.
If you run, you gain one, but if you move forward, you gain two.

User avatar
The Land of Golden Blobfish
Ambassador
 
Posts: 1195
Founded: May 14, 2014
Ex-Nation

Postby The Land of Golden Blobfish » Tue Sep 01, 2020 12:04 pm

Hell yeah, been waiting for something like this. I'll have nation, character, and weapon apps done in a couple days. Is the purple region available?
BOSS NASS : Yousa cannot bees hair. Dis army of mackineeks up dare tis new
weesong!
QUI-GON : That droid army is about to attack the Naboo. We must warn them.
BOSS NASS : Wesa no like da Naboo! Un dey no like uss-ens. Da Naboo tink
day so smarty den us-ens. Day tink day brains so big.
OBI-WAN : After those droids take control of the surface, they will come
here and take control of you.
BOSS NASS : No, mesa no tink so. Mesa scant talkie witda Naboo, and no
nutten talkie it outlaunders. Dos mackineeks no comen here! Dey not know of
uss-en.
OBI-WAN : You and the Naboo form a symbiont circle. What happens to noe of
you will affect the other. You must understand this.
BOSS NASS : Wesa wish no nutten in yousa tings, outlaunder, and wesa no
care-n about da Naboo.

User avatar
Miekzhemy
Ambassador
 
Posts: 1486
Founded: Sep 24, 2014
Ex-Nation

Postby Miekzhemy » Tue Sep 01, 2020 12:12 pm

The Land of Golden Blobfish wrote:Hell yeah, been waiting for something like this. I'll have nation, character, and weapon apps done in a couple days. Is the purple region available?


Ayy welcome back bruv

And yeah, everything not reserved already or marked the map is currently available.
I'm just a guy that likes playing video games, drawing, acting/musical theatre, piano, rp, and impersonating people with a spunky disposition.

User avatar
Britanania
Postmaster of the Fleet
 
Posts: 25583
Founded: Feb 15, 2011
Father Knows Best State

Postby Britanania » Wed Sep 02, 2020 1:51 pm

Nation Name: Edryssian Ecclesiarchy
Shortened/Informal Nation Name: The Ecclesiarchy
Capital: Edryssia
Flag/Standard: [N.B, there's a Dragon in the shield]
Head of State: Primarch Valkyria
Geography: Rolling hills, a few scattered mountains, plains, and scatter woods.
Culture/People: The Edryssians are hardy and proud people. For centuries, their armies ruled much of the continent and they have been used to wars and hardship. Despite their empire's collapse, the Edyrssian homeland is filled with people who remember their great empire.

Since the destruction of their empire at the hands of the dragons, Edryysians no longer live in great cities, but in small rural communities and semi-independent city-states. What unites them together, besides their shared history, is their collective worship of the Divine Dragon, and their adherence to the precepts of the Ecclesiarchy. The Edryssians can therefore be rightly said to have a certain level of religious fervour, which has only amplified since the loss of their empire.

Government:

The Ecclesiarchy is based in the ancient city-state of Edryssia. After the fall of the Empire, as the Ecclesiarchy asserted its dominance, it came to dominate the city and its surrounding area carving out a powerful realm Its head and absolute authority is the Primarch. The Primarch has absolute doctrinal authority in the Ecclesiarchy and appoints all Episcopi.

The Primarch serves for life and is elected by the Concilium Pontifices, the Council of Pontiffs. The Pontiffs are appointed by the Primarch, made up (usually) of the most senior Episcopi, and the Council also serves as an advisory board to the Primarch. Assisting with the day-to-day operations of the Ecclesiarchy in the vast bureaucracy of the Curia composed of several Secretariats, Congregations, and Councils.

The Ecclesiarchy is divided into regional districts known as Sees, which originally corresponded to ancient divisions of the Edryssian Empire. The head of the Sees, the Episcopi, are authorised to teach doctrine and govern in the name of the Ecclesiarchy. Each See has its own Curia modelled on the Edryssian one.

Sees are sub-divided into Chapters, headed by a Sacredos, or regular cleric. Their duties are to serve the general public in the worship of the Divine Dragon

Broadly speaking, the Curia is the administrative institutions of the Ecclesiarchy. With the Concilium, Pontifices serves as an advisory and elective body and the Concilium Episcopi meets occasionally to assist the Primarch, the Cura acts independently of both councils and conducts the Primarch's business on a day-to-day level.

The Curia is composed of two main bodies: The Secretariats and the Congregations.

The Secretariats is further composed of the Secretarius Major, which oversees foreign affairs, the Secretatius Economia, which handles the internal workings of the Ecclesiarchy, in particular, the city of Edryssia and its surrounding area that is directly controlled by the Ecclesiarchy.

The various Congregations, each headed by a Pontiff, serve various functions. While most handle smaller matters, such as education, by far the most important and powerful Congregation is the Ordo Inquisito. Headed by the Generalis Inquisitor, its primary role is to promote and safeguard the doctrine on faith and morals within the Ecclesiarchy. In a stricter sense, its role is to root out heresy by performing inquisitions. In a formal sense, this involves an investigation, a trial, and a verdict by an Inquisitor, but in a looser sense, it can also involve less tangible actions such as reconnaissance gathering. The inquisitors have no strict hierarchy and answer to no one save the Generalis Inquisitor or the Primarch himself. In their service to the Ecclesiarchy, they wield immense authority, respect, and fear.

History: The Ecclesiarchy, strictly speaking, was founded centuries ago during the golden age o the Edryssian Empire as an organ to facilitate the worship of the Divine Dragon Herself. For much of its early history, the Ecclesiarchy functioned as an extension of the Imperial Government and served in the interests of the state. In the years before the collapse of the empire, the reigning Primarch, Valentia II, increasingly came to blows with the Emperor over the treatment of the dragons. He warned that the Divine Dragon would punish the Empire for its sins, and the Primarch was exiled for his insubordination.

The Primarch's warnings came true during the manakete uprising that toppled the Edryssian Empire, yet because of the faith of the Ecclesiarchy, they were largely spared from the dragons' wrath and when the fires ended, were the only body left to put the pieces of civilisation back together.

Over the following century, the Ecclesiarchy has succeeded in uniting the heartland of the Edryssian Empire and sees its mission as uniting the Continent once more under the guidance of the Divine Dragon.

Population: 3 million
Standing Military Number:15,000
Location: Big Blue
RP Sample: Brah
Optional Information

Notable Groups:

The Inquisition: The body the enforces doctrine in the Ecclesiarchy and its branches in other kingdoms


Notable Characters: Primarch Valkyria
APP CODE DO NOT DELETE: #1723
Last edited by Britanania on Wed Sep 02, 2020 2:02 pm, edited 2 times in total.
Christus vincit; Christus regnat; Christus imperat
"All things have their season, and in their times all things pass under heaven"--Ecclesiastes 3:1
"Great Britain is a republic, with a hereditary president, while the United States is a monarchy with an elective king."
"The whole modern world has divided itself into Conservatives and Progressives. The business of Progressives is to go on making mistakes. The business of the Conservatives is to prevent the mistakes from being corrected"--G. K. Chesterton
Pro: British Unionism, Catholicism, Classicism, Conservatism, High Toryism, Monarchism, Traditionalism
Anti: Consumerism, Devolution, Materialism, Modernism, Post-Modernism, Progressivism

User avatar
Miekzhemy
Ambassador
 
Posts: 1486
Founded: Sep 24, 2014
Ex-Nation

Postby Miekzhemy » Wed Sep 02, 2020 4:50 pm

Britanania wrote:-app snip-


Very nice Brit. Accepted
I'm just a guy that likes playing video games, drawing, acting/musical theatre, piano, rp, and impersonating people with a spunky disposition.

User avatar
Britanania
Postmaster of the Fleet
 
Posts: 25583
Founded: Feb 15, 2011
Father Knows Best State

Postby Britanania » Thu Sep 03, 2020 7:44 pm

Name: Sapiena Viridi
Title: Inquisitor, Sister
Sex: F
Age: 23
Nation of Origin: The Ecclesiarchy
Loyalty Pledged To: Ecclesiarchy
Physical Description: Sapiena has a slight and petite build, standing at 5 feet 4 inches and 100 lbs, measurments of 31/21/35.
Class: Cleric/Sister
Skills|Abilities: White Magic and Light
  • Recovery
  • Lightning
Weapons:
  • Restore Staff
  • Tome of Lightning
  • Dagger
Bio:

Sapiena was born and abandoned soon after. It's rumoured that her family, or at least one of her parents, was a noble, as she grew up to be exceptionally beautiful and bright. Regardless, she grew up in an orphanage run by the Ecclesiarchy outside of Edryssia. At a young age, she stood out for her talent for studies and inparticualr to magic, a fact noted by the local clerics and priests who ran the orphanage where she grew up.

Her life likely would have been a short and quick one, or she would have ended up as a dancer, were it not for the fact that she was born in an Ecclesiarchial orphanage where they discovered talents. Because she was given this opportunity her loyal to the Ecclesiarchy is unwavering, and she studied hard to become a cleric. The higher-ups realised that her talents would be wasted on local matters and sent her to train as an Inquisitor. At the age of 18, the local episocpus ordained Sapiena and she was sent on several missions as an Inquisitor. She made a name for her devotion to the Ecclesiarchy and became known as one of its most fanatical clerics.
Personality: On the surface, Sapiena is a serious and stoic young woman, although this hides a slightly shy and clumsy demeanour. She is absolutely loyal to her faith and is able and willing to disregard a superior if she feels that his actions disregard the Ecclesiarchy's benefits or brings danger to the Ecclesiarchy. She has and will take independent action against a direct superior if those actions obstruct the Ecclesiarchy's goals. In general, Sapiena is a calm and logical thinker.
RP Sample: No u
Optional Information

Alias(es): N/A
Family Relations: N/A
Moral Alignment: Lawful Good
Additional Notes:
APP CODE DO NOT DELETE: #1723
Last edited by Britanania on Fri Sep 04, 2020 9:46 pm, edited 1 time in total.
Christus vincit; Christus regnat; Christus imperat
"All things have their season, and in their times all things pass under heaven"--Ecclesiastes 3:1
"Great Britain is a republic, with a hereditary president, while the United States is a monarchy with an elective king."
"The whole modern world has divided itself into Conservatives and Progressives. The business of Progressives is to go on making mistakes. The business of the Conservatives is to prevent the mistakes from being corrected"--G. K. Chesterton
Pro: British Unionism, Catholicism, Classicism, Conservatism, High Toryism, Monarchism, Traditionalism
Anti: Consumerism, Devolution, Materialism, Modernism, Post-Modernism, Progressivism

User avatar
Theyra
Negotiator
 
Posts: 6420
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Thu Sep 03, 2020 8:45 pm

Nation Name: Szigeta Commonwealth
Shortened/Informal Nation Name: Szigeta, the Commonwealth
Capital: Vendijai
Flag/Standard: Flag
Head of State: King Walerian Novikas
Geography: Many forests and hills in the interior and along the coast. To the west lies the Bereslem Mountains that both form a barrier to its neighbor in the east and a good source of minerals. The Melidurn Lake in the north and several swamps in the south.
Culture/People: Szigetans are an scholarly and independent people that despite centuries under the rule of the Edryssian Empire. Their culture survived and they were the first to rebel against Empire when it collapsed. Since then the Szigetans took on a militaristic stance in order to maintain their independence from others. Due to their scholarly nature, the Szigetans have built many libraries and academies in their lands and it is said that the Szigetan library/academy in the Bereslem Mountains is the oldest in the world.

Government: A Elective Monarchy which is more like a federation than a kingdom. Which each house of the Commonwealth sent a representative to a senate called the Sejm. Where the representatives can bring up legislature, problems, and other topics that involve running the nation. While the representatives can vote in new laws, most have to be approved by the king. Also, for some issues requires the approved of both the king and Sejm. Such as, declaring war on another nation. The king is elected by a council of nobles called the five, who represents the most prominent houses in the Commonwealth. To be deemed eligible, candidates have to show great promise of ruling a nation. Though it is possible for a commoner to be eligible and be elected to kingship like the commoner war hero Queen Ilona. Most of the time nobles get the position and rules are in place to ensure that the Commonwealth does not become a hereditary monarchy. Also, if the regining king is proved or becomes tyrannical then the Sejm can vote to replace the king but, it has to be unanimous decision.

History: The history of the Szigeta Commonwealth dates back centuries before the rise of the Edryssian Empire. Back then, the Szigetans were organized into a kingdom called the Teleri Kingdom that ruled over the region. While the kings of Teleri were kind and good rulers at first. Corruption and decadence started to show themselves within the king's court. When it came to the regin of Ryszard Kudzma, there was major resentment towards the crown and a uprising soon erupted by the common people and some nobles. As the usrising turned quickly into a civil war and in the middle of it. The young Edryssian Empire of took the of the chaos advantage and managed to conqured the kingdom. Which a governor was install as a ruler of the region and used his powers to oppress the people. Putting them in their place and to show that the Edryssian Empire is in charge now.

Over the centuries under the Edryssian Empire several rebellions took place. But, none of them proved to be strong enough to liberate their homeland. Which caused the empire crack down more on the Szigetans and incentives given for Szigetans to betray each other and given better threatment for cooperation with the empire. The lastest rebellion led by Anatol Zvybas started just before the manakete rebellion that toppled the empire. This was seen as a blessing and a curse for the Szigetans. For the collapse of the Edryssian Empire ensure that rebellion succussed but, the raging manaketes destroyed most of the region. Leaving Anatol and his remaining rebels to pick up the pieces.

With the region now free, the fledging Szigetan nation at first was going back to be a traditional kingdom. Then Anatol pointed out how the last Szigetan kingdom had ran under a series of bad rulers and thought of someone unworthy of being king was unacceptable. He proposing a system where the ruler was elected not born into it. A elective monarchy and to be more representative better managing of the kingdom. The Szigeta Commonwealth was born and had grown to control the region. Currently, the Commonwealth seeks to maintain its independence from its neighbors. Primarily from the Ecclesiarchy in the north.
Population: 1.8 million
Standing Military Number: 18,000 Thousand
Location: Dark Green
RP Sample: Wild Beasts of the Earth
Optional Information

Notable Groups: Onyx guard - Elite Knights that known for their loyalty, honor and courage on the battlefield and double as bodyguards for the royal family.
Order of the Iron Rose - A elite all female order formed centuries ago by women who were inspired by the war hero turned queen, Ilona Orintiene.
Steel Drakes - A military group that specialize in fighting on wyverns. For both firing from afar with bows or fighting close up with swords and axes.

Notable Characters: King Walerian Novikas
Queen Renata Novikas
General Cecylia Pauryte
Duke Marceli Zvybas

APP CODE DO NOT DELETE: #1723

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Miekzhemy
Ambassador
 
Posts: 1486
Founded: Sep 24, 2014
Ex-Nation

Postby Miekzhemy » Fri Sep 04, 2020 12:22 pm

Theyra wrote:-nation app snip-

Britanania wrote:-char app snip-


Looks good. Both accepted

Also, here's another nation. I'll have rosters and map updated shortly. Once some more characters come in, I'll get to work on an IC

Nation Name: Kingdom of Beornia
Shortened/Informal Nation Name: Beornia, the Beorns
Capital: Waeclingwara
Flag/Standard: Banner/Standard
Head of State: King Æthelric II
Geography:
The kingdom is home to large hilly countrysides and miles of lush forests that have since remained mostly untouched by war and devastation. These wooded areas slowly transition into marshy lowlands as one ventures south.
Culture/People:
The people of Beornia are mostly poor, with the peasant class made up primarily of farmers and other laborers. Depending on their trade, merchants and peasants pay their taxes to their lords in the form of their goods themselves or a portion of the profits made from selling their harvest off at their nearest settlement. Most able-bodied peasants are also required by law to train and serve in the military for a period of roughly two years, their designated equipment, rations, and shelter provided for by the lords above them. This gave rise of a prestigious warrior class, and a people capable of easily defending their home from invaders.
Government:
The kingdom is governed by a collective of feudal lords that report directly to the ruling monarch and convene regularly to discuss matters of importance. Determined by their holdings and wealth, these lords hold varying levels of autonomy and influence. The bureaucracy is surprisingly efficient, and the sheer amount of unadulterated land has led to an abundance in both food and resources for the state. The realm is moderately centralized, with the Earls' holdings easily dwarfed by the King's personal domain. Laws are in place forbidding these lords from openly fighting one another, but this has resulted in the Earls turning to more clandestine means of increasing their power.
History:
With the shattering of the Edryssian Empire, several independent states sprang up from the ashes to forge their own destiny. Beornia was one such nation. Making up much of the late Empire's eastern frontiers since its earliest days, the solitary peoples of Beornia were left mostly to their own devices over the centuries. In contrast to some of the southern and western states, Beornia's time under the rule of the Empire was actually rather peaceful by comparison. Levies were provided in times of war, and the rich forests and mines provided much needed resources for their overlords.

Being far from any semblance of conflict, Beornia was largely spared from the horrors brought upon the continent by the dragons. In fact, with their loyalty having earned the realm a reasonable amount of autonomy from the Empire, life for the local peasantry changed little in the first few years. And following the election of a King, the realm slowly cast off their identity as an imperial vassal, and has since sought to rise up as a powerful nation in its own right.

However, despite their clear desire for independence, the peoples' faith in and worship of the Divine Dragon has led to Beornia forming close ties with their newly rising Edryssian neighbors. This is usually displayed through trade of valuable resources, such as timber, but has recently extended to the levying of soldiers for the Ecclesiarchy's wars against their common enemies.
Population: ~1.7 million
Standing Military Number: Roughly 10,000 professional warriors
Location: Green (East)
RP Sample:
Optional Information

Notable Groups:
  • The King's Thegns - Easily recognizable by their green heraldry and banners, the Thegns are a highly respected order of knights comprised of men and women of all social classes of Beornia. From the lowliest churl seeking a name for themselves to even members of the royal family, each and every member is expected to uphold a strict oath of chivalry and camaraderie. Fighting in the name of justice, its members often serve as local peacekeepers, defending roads and otherwise helpless villages from bandits. Their combat prowess and bravery has also led them to be deployed alongside the armies of their allies. Most members range between more lightly armored foot soldiers to fearsome, steel-clad knights.
Notable Characters:
  • Æthelric - King of Beornia & Lord of the heartland
  • Pontiff Cynewulf - Ecclesiarchal representative to Beornia
  • Earl Eadwine - Lord of the Northwestern plains
  • Earl Osfrid - Lord of the Southern frontier
APP CODE DO NOT DELETE: #1723
I'm just a guy that likes playing video games, drawing, acting/musical theatre, piano, rp, and impersonating people with a spunky disposition.

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Nagakawa
Diplomat
 
Posts: 992
Founded: May 01, 2019
Scandinavian Liberal Paradise

Postby Nagakawa » Sat Sep 05, 2020 12:44 am

Name
Salome of Aduum

Title
"Lady"

Sex
Female

Age
47

Nation of Origin
Kehzan
O-torii

Loyalty Pledged To
Kehzan

Physical Description
Image

Salome is a tall, middle-aged woman of fair complexion but a dark, brooding pair of eyes, standing at 175cm and weighing 52kg. She is often described as having a terrifying, ghostly aura by those who meet her in person, as well as a chilling gaze said to be devoid of joy and hope of any sort. She usually wears ornate fur robes adorned with Toriian patterning.

Class
Mage

Skills|Abilities
  • Merchant: Above all, Salome is a talented and accomplished businesswoman, possessing a wealth of connections, eidetic memory, and a knack for negotiation as well as for intimidation and manipulation. These skills have allowed her to keep her head in an environment of brutal, cutthroat politics and business, and her guile as a merchant have created for her a reputation that far precedes her as well as a sizeable wealth.
  • Anima Magic: Salome is fairly competent in the use of spells for combat purposes. She has a preference for fire spells, themselves a subset of anima magic, and casts fire upon her opponents using her tome, Kasho.

Weapons
  • Kasho (20/20): A tome of fire magic compiled 300 years ago by the disgraced Toriian warlock Mumei Hinano O-hato. The combat spells detailed within this tome are as follows:
    • Agi: Light fire damage to a single adversary. Cost: 8/20
    • Agilao: Moderate fire damage to a single adversary. Cost: 10/20
    • Agidein: Severe fire damage to a single adversary. May result in an instant kill. Cost: 12/20
    Regardless of how many times the tome has been utilised in a single session, recharge time is the same: a single use (i.e. 1/20) requires two hours of recharging. What this means is that should Salome wish to cast two "Agidein" consecutively, she would have to allow the tome to recharge for 8 hours before she can cast a second "Agidein". Frequent overuse of the tome, namely exceeding the 20 uses limit, will result in the tome's self-destruction.

    Another limitation peculiar to Salome's case is the fact that she, hailing from a frigid, icy region, is actually naturally predisposed against the use of fire magic. As such, while she is technically able to wield Kasho as any other person trained in magic may, the use of its spells drains her energy far more than it would someone not predisposed to be vulnerable to fire. As such, while it would be entirely possible to cast two "Agi" (8+8/20) one after another in quick succession with no damage to the tome itself, doing so would actually inflict pain upon Salome.
  • Rapier (40/40): An elegant, thin sword used to exploit the weaknesses of armoured and cavalry soldiers. Salome's sidearm, for when she is unable to use her tome.

Bio
Salome of Aduum was born out of wedlock to a Toriian father and a Kehzani mother barely 6 miles south of the city of Inuma located along the border of the Kehzani Sultanate and the Empire of O-torii. Her father disappeared shortly after her birth, and Salome was raised by her single mother, with both of them facing constant discrimination from the Toriian populace for their "foreignness". When she was 17, Salome's mother died, following which Salome fled north, sneaking across the Narukami Mountains to evade the Toriian airborne wyvern corps patrolling the border. After an arduous two weeks of journeying on foot, a weakened and starved Salome found refuge in the snowy Kehzani mountain town of Aduum on the northern side of the Narukami Mountains, where she was nursed back to health by a medicine woman who took her in.

Soon after, Salome began to work as a broker, buying magic tomes from sorcerers and mages and selling them to other sorcerers and magicians at a price jacked far up from the market value. Over the next two decades, she proved to have a sharp wit and an impressively calculative manner, both of which allowed her to expand beyond Aduum and its vicinity and establish a name for herself as a highly effective and influential broker in the tome market, on occasion even selling brokering the purchase of certain tomes by the Kehzani military. Outwardly, she claims to have little interest in manipulating the political scene, but with increasing instability both in Kehzan to the north, where various lords have begun to rebel against the authority of the Sultan, and in O-torii to the south, where the Emperor and the Shogun continue to tussle for power, whether her claim continues to hold fast remains to be seen.

Personality
Lady Salome is an icy, no-nonsense woman of action, speaking little even to those closest to her and preferring only ever to discuss matters pertaining to her work. Her associates describe her as someone devoid entirely of passion for anything other than business, caring little even for food and alcohol.

Optional Information

Alias(es)
"The Toriian"- her early moniker in the Southern Kehzani market, which she despises.

Family Relations
None known

Moral Alignment
Neutral Evil: Lady Salome adheres only to the philosophy of egoism, holding that such ideals as altruism and sacrifice are meaningless in the real world. She neither worships nor despises laws or governments, believing them to be mere human constructs necessary for the smooth administration of economic matters, and is more than happy to exploit or follow laws where it would benefit her to do so.
Additional Notes
-

APP CODE DO NOT DELETE: #1723
Last edited by Nagakawa on Sat Sep 05, 2020 8:41 pm, edited 1 time in total.
If you run, you gain one, but if you move forward, you gain two.

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

Postby Nuridia » Sat Sep 05, 2020 3:33 pm

I'm sorry I haven't finished my app yet, I'll try to get it done today.
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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Miekzhemy
Ambassador
 
Posts: 1486
Founded: Sep 24, 2014
Ex-Nation

Postby Miekzhemy » Sat Sep 05, 2020 7:11 pm

Nuridia wrote:I'm sorry I haven't finished my app yet, I'll try to get it done today.


No rush. I'll reserve the color on your WIP app just in case.

I'll be working on an IC over the course of the next day or so, so expect that up in the coming days
I'm just a guy that likes playing video games, drawing, acting/musical theatre, piano, rp, and impersonating people with a spunky disposition.

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The Land of Golden Blobfish
Ambassador
 
Posts: 1195
Founded: May 14, 2014
Ex-Nation

Postby The Land of Golden Blobfish » Sun Sep 06, 2020 12:11 am

Nation Name: The Noble Republic of Paradisum
Shortened/Informal Nation Name: Paradisum
Capital: Eden
Flag/Standard: A crown with dragon wings on both sides
Head of State: Lord Tonitrus
Geography: Paradisum has large, stone walls lining its borders. Behind the walls are lush, green forests, followed by flat countrysides full of farmland and wineries. The capital is on the southern border of the country against the lake. Numerous towns border the water as well.

Culture/People: The average peasant in Paradisum, while still poor, enjoys a much more pleasant live than outside. Blessed with fruitful harvest year after year, even the poorest farmers may not worry about starvation (though other concerns still remain). The Lands of Paradisum are split up by and owned by numerous noble houses, each with their own knight order that patrols their part of the country though all nobles live in Eden

Government: Paradisum is controlled by a small group of noble elite who hold councils concerning the welfare of the kingdom. While minor nobles are allowed to enact and enforce more insignificant laws within their own land, they still must remain obedient to any and all of the councils decisions.

History: Over a 100 years ago when the rage of the dragons sent the entire continent into chaos, the Edryssian Empire was shattered. Numerous noble houses were destroyed and those that remained were no more than hollow shells of their previous selfs. That is, except for House Tonitrus. The great Lord Erwin Tonitrus, blessed with the legendary weapon Fulminis, and his loyal armies of mages struck down the drakes that dared to encroach on his lands. Though much was destroyed and numerous lives lost, House Tonitrus and its ruling city of Eden remained unscathed. Many nobles from the collapsing empire fled to Lord Tonitrus' lands for safety. Threatened by the chaos of the outside world, the noble families rushed to secure the prosperity by closing themselves off. Constructing large walls of stone, they hid from the world around them and established themselves as the Noble Republic of Paradisum. It is said when refugees ventured near the great walls of Paradisum, large bolts of lightning pierced through the clouds and obliterated those beneath it.

Decades have passed since. Paradisum has opened its borders slightly for trade with the outside world, specifically the Edryssian Ecclesiarchy. The kingdom known for its preservation of Empire culture and life, of paintings and statues. Many artists make pilgrimages to Eden to paint what is known as heaven on earth: the glistening quartz palace where all noble houses reside in. What Paradisum is best known for however is its wine which is considered an extravagant delicacy.

While Paradisum appears to be a prosperous nation of sunshine and rainbows, there is something sinister hiding in the shadows. While the Elite Council comes across as benevolent to its citizens, it is only because they are obedient and ignorant to the evils laying beneath. The tyrannical council shows no mercy to those who breaks its laws, for those who disrupt the serenity of Paradisum are dealt with silently yet brutally. Entire noble houses have simply disappeared without a trace. Despite this, even most of the nobility are ignorant to the corruption going on with only the head of each house aware yet quiet about it to protect their family.
Those who attempt to flee are often hunted down.

On the outside Paradisum appears to be harmless, peace-loving nation however the few who have dared to invade it have felt its ruthlessness.

Population: 500,000
Standing Military Number: ~5,000
Location: Purple
RP Sample: viewtopic.php?f=31&t=437801
Optional Information

Notable Groups:
The Elite Council composed of 5 noble families led by House Tonitrus: the ruling body whose power is absolute
The Talonflame Legion: House Tonitrus' personal army, composed of wyvern knights and mages.
Notable Characters:
*will be expanded on later
APP CODE DO NOT DELETE: #1723
Last edited by The Land of Golden Blobfish on Sun Sep 06, 2020 10:42 am, edited 4 times in total.
BOSS NASS : Yousa cannot bees hair. Dis army of mackineeks up dare tis new
weesong!
QUI-GON : That droid army is about to attack the Naboo. We must warn them.
BOSS NASS : Wesa no like da Naboo! Un dey no like uss-ens. Da Naboo tink
day so smarty den us-ens. Day tink day brains so big.
OBI-WAN : After those droids take control of the surface, they will come
here and take control of you.
BOSS NASS : No, mesa no tink so. Mesa scant talkie witda Naboo, and no
nutten talkie it outlaunders. Dos mackineeks no comen here! Dey not know of
uss-en.
OBI-WAN : You and the Naboo form a symbiont circle. What happens to noe of
you will affect the other. You must understand this.
BOSS NASS : Wesa wish no nutten in yousa tings, outlaunder, and wesa no
care-n about da Naboo.

User avatar
The Land of Golden Blobfish
Ambassador
 
Posts: 1195
Founded: May 14, 2014
Ex-Nation

Postby The Land of Golden Blobfish » Sun Sep 06, 2020 10:58 am

Name: Walmund Oripheil
Title: Technically Lord but his nobility has been revoked
Sex: Male
Age: 20
Nation of Origin: Paradisum
Loyalty Pledged To: Gold, food, and a good time!
Physical Description:
Image

Class: Mercenary
Skills|Abilities:
Cooking - Living in a traveling restaurant has its perks. Walmund has spent much of his time every day preparing meals for customers. Throughout their travels, he has been able to try and experiment with different ingrediants from all across the continent. Suffice to say, his meals are fit for a king.
Fighter of all Trades - after spending most of his youth traveling with knights, mercenaries, and other fighters, Walmund has been trained extensively. He is most proficient with swords, axes, and maces.

Weapons: 2 longswords, a throwing axe and a mace.

Bio: Born into House Oripheil in Paradisum, Walmund spent his early youth in utter luxury. The Oripheil family was originally part of the 5 elite noble households of the kingdom and his father was a member of the Elite Council However one day when he was 10, his father suddenly took him, their fortune, and a host of loyal knights away from Eden and secretly out of Paradisum. The only things Walmund can remember from that day was scores of guards ransacking their premises and his mother and siblings suddenly absent days before the incident, never to return. While his father has refused to ever explain that fateful day, Walmund has been able to piece together roughly what happened.

That his family disobeyed the government and paid for it. He didnt know what his family did or the governments intentions but that whatever happened, it was severe enough to warrant hunting down a lord and his son for a decade.

There was much pursuit after them at the start and many of their knights were killed in battle. Leonard Oripheil spent much of his fortune to keep them hidden, constantly paying more and more mercenaries to protect them. Eventually he decided upon a suitable disguise, a traveling restaurant. They would still be on the road, traveling from place to place and never staying anywhere too long to avoid being caught but the disguise helped keep the assassins off their backs and their soldiers, acting as chefs, protected them when necessary. Abandoning his life as a privileged noble, Walmund worked as a cook for their caravan business and trained with their soldiers in his spare time.

To this day Walmund still doesnt have a clear picture of what really happened in Paradisum however, he knew somehow that the Elite Council wasn't just simply corrupt. Something sinister was lurking in the shadows.

Personality: Confident in his abilities as a mercenary, Walmund can be a little cocky at times. While hes not some folk hero or grand knight, he does tend to prefer doing the right thing and has stepped in to situations to protect others before. Walmund does not hold loyalty to any single nation nor will bow to authority figures, believing it is akin to groveling. As a mercenary he wont bend the knee to anyone.
He is often a bit of a lighthearted jokester at times and is used to using levity in stressful situations
RP Sample:
Optional Information

Alias(es): Alexander Baratie
Family Relations: Leonard Oripheil - his father
Moral Alignment: Neutral/ Chaotic good
Additional Notes: he's one cool dude
APP CODE DO NOT DELETE: #1723
Last edited by The Land of Golden Blobfish on Sun Sep 06, 2020 9:58 pm, edited 8 times in total.
BOSS NASS : Yousa cannot bees hair. Dis army of mackineeks up dare tis new
weesong!
QUI-GON : That droid army is about to attack the Naboo. We must warn them.
BOSS NASS : Wesa no like da Naboo! Un dey no like uss-ens. Da Naboo tink
day so smarty den us-ens. Day tink day brains so big.
OBI-WAN : After those droids take control of the surface, they will come
here and take control of you.
BOSS NASS : No, mesa no tink so. Mesa scant talkie witda Naboo, and no
nutten talkie it outlaunders. Dos mackineeks no comen here! Dey not know of
uss-en.
OBI-WAN : You and the Naboo form a symbiont circle. What happens to noe of
you will affect the other. You must understand this.
BOSS NASS : Wesa wish no nutten in yousa tings, outlaunder, and wesa no
care-n about da Naboo.

User avatar
Miekzhemy
Ambassador
 
Posts: 1486
Founded: Sep 24, 2014
Ex-Nation

Postby Miekzhemy » Mon Sep 07, 2020 12:52 pm

The Land of Golden Blobfish wrote:-nation app-


The Land of Golden Blobfish wrote:-char app-


Nice. Both accepted, I'll add them on shortly.

Expect an IC going up sometime between tonight or tomorrow.
I'm just a guy that likes playing video games, drawing, acting/musical theatre, piano, rp, and impersonating people with a spunky disposition.

User avatar
Theyra
Negotiator
 
Posts: 6420
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Tue Sep 08, 2020 6:16 pm

Name: Cyryl Zvybas
Title: Lord
Sex: Male
Age: 23
Nation of Origin: Szigeta Commonwealth
Loyalty Pledged To: Szigeta Commonwealth - House Zvybas
Physical Description: Cyryl
Class: Archer
Skills|Abilities: Marksmen, Tracker, and Horseback archer
Weapons: Recurve bow and a Steel knife
Bio: Cyryl was born the third child of prestigious House Zvybas. Due to the House's reputation and how they were eligible again to be candidates for the throne. Cyryl and his siblings were given the best education possible and where his parents had very high standards and expectations for them. While his older siblings adapted well to this, Cyryl did not handle the pressure of what was expected of him. Finding that he often second-guessed himself when near his parents and had a fear of tarnishing his family's reputation because of this. That and his parents wished for one of them to be selected to be the next king which put more pressure on him. While Cyryl was good at combat, mainly archery, and was a good marksman. He did show some leadership qualities but and show promise with managing the family's affairs. In the end, Cyryl simply did not wish to rule, believing that his older siblings were more qualified for that. That and he hated dealing with the politics of the Commonwealth, and he knew his older siblings were better at dealing with that.

Since he was not likely going to be a candidate to the throne and not going to inherit anything important. Cyryl, after spending a few years helping his family run the House affairs, he decided that he wanted to get away from the House politics and the pressure by traveling around the continent. Which he managed to convince his parents of this and after getting their blessing. Cyryl left his home city and embarked on a trek to explore the continent, and he for the first time in a long time, he felt the pressure gone. After a year on the road, Cyryl had seen much of the continent, and still, there was much to see. So far, he had been enjoying his time away from home and hoped to truly see what the continent has in store for him before he heads home.

Personality: Cyryl can be described as a quiet, calm, and bookish individual that had a curiosity to explore. Loving the outdoors as much as being in a library. Who also did not do well under the constant pressure of living up to his family's reputation. Feeling constrained of how to act, and it only got slightly better over the years. Still, he loves and is loyal to his family despite this. Having a good relationship with his siblings, especially his younger sister Eliza. Generally, Cyryl is a friendly person that quickly becomes annoyed when politics is brought up.

RP Sample: Wild Beasts of the Earth
Optional Information

Alias(es): N/A
Family Relations: Marceli Zvybas - Father
Maja Zvybas - Mother
Lucyna Zvybas - Older sister
Rafał Zvybas - Older brother
Eliza Zvybas - Younger sister
Moral Alignment: Lawful Good
Additional Notes: N/A
APP CODE DO NOT DELETE: #1723

Weapon Name: Rebellion
Type of Weapon: Sword
Description of Weapon: Rebellion
Current Wielder or Location: King Walerian Novikas
Special Properties: Storm burst - Is capable of unleashing a barrage of lighting that does major damage and sometimes death to its targets,
Piercing Edge - Is unnatural sharp and can slice through armor if it was paper. Even heavy armor is not match for it and is said to be able to cut a person in two,

History of Weapon: It is written that the first king of the Commonwealth, Anatol Zvybas had in preparing to rebel against the Edryssian Empire. He had gained the friendship of a powerful mage that helped Anatol to craft a sword powerfully enough to crush his foes. Historians are not sure how the sword was made and how much the mage was involved. Only that when it was done, Anatol had been impressed by it and named it Rebellion. The sword itself became the symbol of Anatol's rebellion. Since becoming king and the formation of the Commonwealth. Rather then keep the sword and keep it in his family. Anatol decreed that the sword belongs to the person is skilled enough be choesn to lead the nation. Since then it has been passed down from ruler to ruler of the Commonwealth. Which it has been under heavy guard and was nearly lost during the Commonwealth Civil War. When not needed or being used by a ruler, it stays safely within the palace.
APP CODE DO NOT DELETE: #1723

User avatar
Miekzhemy
Ambassador
 
Posts: 1486
Founded: Sep 24, 2014
Ex-Nation

Postby Miekzhemy » Wed Sep 09, 2020 7:08 am

Nagakawa wrote:-char app snip-


Theyra wrote:-char & weapon app snip-


All accepted, looking good. I'll update everything in a sec

IC is also live
I'm just a guy that likes playing video games, drawing, acting/musical theatre, piano, rp, and impersonating people with a spunky disposition.

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

Postby Nuridia » Thu Sep 10, 2020 2:51 am

Kingdom app is FINALLY done, sorry it took so long!
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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