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Empire of Steam (OOC) Always Open

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Imperialisium
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Democratic Socialists

Empire of Steam (OOC) Always Open

Postby Imperialisium » Sat Jan 14, 2023 1:29 pm

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Empire of Steam

It is 1882 of the Common Era and the era of Imperialism, Colonialism, Mass Industrialization, Mechanization, and Progress is spreading across the globe. The Human Empires, Kingdoms, and Republics of the Continent of Boreana are spreading their influence and power across the lands. Human traders ply far off oceans with the notion of exploration, empire, and 'The Burden of Mankind' to civilize the world. It is an age of wonder and advancement but also of social upheaval, great conflict between rival powers, and the concepts of social and cultural revolutions!

The roleplay itself is centered around player control of a nation or political party/enterprise in a nation. Due to the setting much of the planet has been carved up into competing colonial empires (yes there are various small politics and regional powers) but ultimately the Great Powers are the primary competing agencies. As such players are more or less involved in a Great Game, if you will, between each other. Now, war is not the only way this can be conducted as proxy conflicts, influence over smaller polities, economic control, and social concerns all will play a part. Players are encouraged to treat their nation as it were an actual 19th century nation and all the boons and problems that entails.

Players will be set with a variety of choices as well. Social choices will periodically come up and players will be expected to make a choice which could have variable short- and long-term outcomes. Technology will similarly follow a general pre-set track and players will be expected to make choices that will occasionally pop up. Such as the location of an invention, the adoption of a particular product or patent, and investments into certain industries or fields of science. In this way the RP avoids 'tech-creep' and will simulate the development of a nation.

There will be some pre-set parameter as well outlined in the history section of the Roleplay. This will give guidance for players in developing their applications. If you are thousands of kilometers away from an invention or industrialized nations, then odds are you won't be the economic powerhouse. This posits the conflict of industrialization versus pre-industrial societies and the balance players will have to choose. Rapid industrialization can yield significant social upheaval for example and also lead to quickly altering socio-economic and sanitary conditions for your populace. While those that industrialize at a more moderate pace may lack the economic yield of some other players but face less of their attendant issues. The choices are all yours.

Time will pass based on the posts of the Operator and any appointed CO-OP and will typically go through one-to-three week framing posts. More personal narratives will not be bothered by this but expected to not contradict the larger 'timeframe' of events. So do not worry about your personal character conversation pieces.

The World

The World, the Globe, the Planet, Terra, however you wish to call it in this setting is somewhat analogous to real-life Earth. I say somewhat because aside from the altered landmasses there is host to sentient non-human races and creatures which influence the development of the setting. The World is approximately 13,756 kilometers in diameter and slightly flattened much like real-life Earth when measuring pole to pole. It is host to a variety of continents and regions which are listed in rough summary below to allow for maximum player customization.

Boreana
Boreana is the widely believed birthplace of Humanity though some posit they migrated from a sunken land in the middle of the Pandomeic Ocean just off the Gulf of Atalantys. It is host to the majority of the Human population and many of their nation-states. The exact origin of where on Boreana is hotly contested by contemporary archaeologists but the general consensus is somewhere in the South-East.

Ummhara
Named after the 'Um'Harra' which in the Al-Zoroaste faith means 'Domain of the People/Man' is the smaller continent just South of Boreana and was settled by Humanity some six thousand years ago.

Polairya and Hyperpolairya
The 'Lands of the Stars' is the homeland of the Elves or 'Eldairani' in their tongue which roughly translates to 'Star-Born.' Polairya was apocryphal to humans with some explorers like Reid Leifensson having supposedly visited the mysterious land over a thousand years prior, but no human habitation survived.

Novoboreana
Discovered by Boreans in the 1490s of the Common Era and quickly host to Human settlements and trading outposts. Most shocking was the finding of Dwarven settlement in some of the mountain ranges separating the land of Novoboreana from the wild sparsely populated forests and mountains of Osia.

Great Sahal
A vast equatorial hot desert and supposed birthplace of the Greenskins.

Pandyssia
Tropical jungles and sparsely populated with the rare siting of abandoned, overgrown, cities and pyramids. A 'dark' region of the planet.

Al-Khair
A region settled by people from Ummhara during the 14th century.

Australor
First sighted by Boreans in the early 18th century the lands of Australor are the 'most recent' landmass discovery by Boreans. Ruins similar to the current Khmori have been found and it is postulated that this was their original homeland.

Khmor
The lands of Khmor are humid, prone to monsoons, but diverse with various kingdoms and polities and rich wealth and often a region of interest for the expansionist empires of Boreana. The Khmori state they arrived from 'the South' and settled Khmor as a 'promised land' from the Gods of their Henotheistic religion.

Qhin and Asakara
Settled by humans over ten thousand years ago who arrived 'from the North-East' across a 'land-bridge' which may have stretched from Boreana to Osia during the last Ice Age. The Khmor may have also traveled across this bridge and managed to reach Australor before then abandoning it for their current namesake region.

Osia
A remote and land of endless wilderness. Only small, distant, primarily neolithic fishing villages and nomads have been seen along the Eastern coasts near Qhin.

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The Races

While fantasy creatures like sea-drakes and the Pandomeic Devilfish (giant octopus) exist in the seas, Dragons in Polairya, and dog-sized spiders in Australor. The sentient races of the world are myriad.

Humanity
The inventors of Steam power and the most expansionist species of the World. Humanity can now be found in every continent and in most regions of the world to some degree or another. Ranging in fair skinned Boreans from the continental and northern latitudes to swarthy olive from the South and Ummhara to dark-skinned of the Western Borean Desert or even the peoples of Qhin, Asakara, and Khmor. Humanity is considered one of the most populous of the races at least 1.2 to 1.3 billion persons by 1882.

The Greenskins
A large and strong race of tribal, clan, and confederately nomads that ply the dunes of the Great Sahal and the jungles of Pandyssia. The Greenskins are notorious raiders, slavers, and warlords but also clever and rather intuitive pathfinders, explorers, and appreciators of nature. The exact population of Greenskins is not known but they are expected to be around twenty-five to fifty million.

The Dwarves

The Dwarves originated, according to them, in the mountains and hills surrounding the Gulf of Atalantys and then some 'clans' migrated to other mountainous regions, except Polairya, over the centuries in the last three thousand years. The Dwarves typically live as long as humans though with their hardiness and apparently robust immune system their populations were historically higher than humans till the advent of the Human Renaissance in Boreana. Dwarves also have a penchant for remaining healthy and hearty into their eighth, ninth, or even tenth decade but no recorded Dwarf is recorded to have lived past one-hundred and fifty years of age except for legends. Outstripping the very rare Human centarian. The global Dwarf population has entered somewhat of a boom especially for those migrating to Borean and Ummharan nations with the total dwarf population around two hundred and fifty to three hundred million.

The Elves

The Eldairani are naturally long lived and show a remarkable immunity to various diseases which plague humanity like Bloody Flux, White Pox, The Rat Plague, and Water Sickness (Cholera). Able to live three to five hundred years of age but are notoriously traditional and despite being masters of the 'Voltaic Arts' around electricity they are hesitant to adopt many foreign inventions. As such their aesthetic is very much a mix of old and new. The total Elven population is around one hundred million and shows no boom even from Elf migrants to Boreana. The Elves are however considerably unified as a people under a singular dominion and quite isolationist.

The Satyrs
Natives of Pandyssia and the coastal regions from Al-Khair to Novoboreana. The Satyrs were a people who had their own kingdoms and cultures before colonization by humans. Typically warring or trading with the Dwarves and Orcs. The Satyrs quickly also became a cohort of the growing labor pool for Human empires due to their strength and intelligence. More docile and easier to 'civilize' than Orcs but just as strong. They also at least from the waist up appeared like humans with ram's horns and have their own varied complexions and colorations which allowed them to be more relatable to the various Human cultures. Satyrs live a typical human-length lifespan and their population is estimated around twenty million but growing.

The Faerie
The Faerie or in their tongue the 'Tirnanocii' are a race identical to humans except their dragonfly like set of four wings which allow them to fly for short durations. Natives of the mountains of Novoboreana the Faerie find themselves often working as one of the emerging 'underclasses' in Human empires. Faerie will live a span of typical human-length and a population of around ten million but growing.

The Kobolds
The Kobolds are native to Polairya alongside the Elves and used to have enmity between the two until in the last few hundred years an accord was struck. The Kobolds would be granted equal citizenship and office appointee potential along with jurisdiction over Kobold matters. The trade off being that the Kobolds are often staunchly loyal to their Elven allies and often work as border patrol, customs, and in military capacity as befitting their martial nature. While, also often working with Elven smiths and artisans in metallurgy and jewelry. It is the Kobolds that patrol for Human vessels off the coasts of Polairya. Kobolds typically live to around eighty to one hundred years of age and capable of surviving grievous injury due to their biological differences and hardened skin. While being higher in resistance to many toxic or polluted environments. As such the few Kobolds that do leave Polairya often work in mines, chimney sweeps, or other jobs deemed 'hazardous' for other races. The Kobold population is estimated to be around thirty million.

Technology

The Technology of the setting mirrors that of the 1870s and 1880s except for some outliers such as lack of electrification. Dreadnaughts and other fully armored battleships have existed since 1871 but Diesel engines are not even in experimental stages for military or commercial use. Instead, Steam is the primary energy source for Humans and other 'civilized' nations. Land armies still fight with rifles, breach loading artillery, and so forth. Medicine in regard to surgery is a bit more advanced then the real-life era but still rudimentary compared to the 21st century. Disease outbreaks still occur such as 'Consumption' but are more treatable just not totally curable like real-life.

The other facet of the RP to a lesser extent is the technology of the 'Voltaic Arts' which is the Elven mastery of electricity. Essentially, the Elves has mastered electrical and light weaponry in the vein of Nikola Tesla. In the civil realm Elven cities are noticeably 'electrified' without 'wiring' and are secretive in their arts of such mastery.

Unique Materials & Substances

While much of the world is largely following real life materials and technical progressions. There are some unique materials to this world listed below:

Aetheric Oil & Gas
Essentially, the in universe oil and gas used in many modern or able to afford homes of the Borneanic empires and some other states. The Oil is distilled primarily from Whale Oil from the Great White Whales that are common sites in the Pandomeic and Sunrise Oceans. Infused with 'Aethyric Gases' siphoned from the Atmosphere for a more combustible material has also some experimental applications.

Dwaron
A heavy, dense, element found in the mountains near the Gulf of Atalantys and long known to the Dwarves. Its properties as an alloy allow for extremely hardened and pressure resistant traits. By itself it is however quite heavy and thus 'lightened' with lesser metals.

Sun Steel
An Elven export it is a steel with a mild golden hue as if glowing. Strong, ductile, and does not seem to dull even when ground against diamonds. It is possibly derived from the unique ores said to be found in Polairya and possibly Hyperpolairya and Osia.

Startear
A glowing diamond like mineral found in certain deposits or meteorological sites mainly near the poles. It is a material that seems to be able to store energy, but the exact means is not known and rumored to be part of Elven Voltaic technology. Something the Elves seem to jealously guard.

Fulgarix
A crystalline, charged, mineral substance able to be smelted down and used in Elven voltaic technology. Namely Arc and Light technology. Jealously guarded by the Elves and deposits of the substance seem to only be in Polairya and possibly Hyperpolairya and Osia. Dubbed "The Lightning Iron' or 'The Lightning Stone.' When combined with other materials in its metallic form it is able to give off a significant electro-magnetic field capable of working on even non-ferrous material.

Sahel Spice
An addicting but extraordinary immune stimulant and muscle relaxing compound found in the dunes of the Great Sahel from the excretions of the meter long Duneworm.

Faerie Wing
A rare plant found in vales and woodland in Atalantys and Pandyssia. Seems to provide treatment for certain tropical illnesses like Malaric Fever and halt progression of Consumption in high doses (may cause delirium as a side effect). Often crossed with Umm'haran Cocoa Extract for a soothing salve.

Satyrwood
Apparently, a natural fertilizing substance secreted from certain rare trees in Pandyssia, namely the Pandyssian Black Oak and Azure Eucalyptus. Can be refined with Sahel Spice to create...giga weed.

White Leaf Tabac
Tobacco but kills you less. High quality. Only found on tropical and sub-tropical climates.
Last edited by Imperialisium on Wed Jan 18, 2023 5:43 pm, edited 8 times in total.
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Imperialisium
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Democratic Socialists

Links and Roster

Postby Imperialisium » Sat Jan 14, 2023 2:31 pm

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IC

Polity Name:
Secondary/Informal Names:
Flag(s):
Population:
Territory Claim:
Government Structure:
Religious Information:
Social Information:
Military Information:
History:
RP Reference/Links/Sample:


Presence in Nation(S):
Offices Held:
Seats held:
Constituent Population:
Party Membership Numbers:
Ideology:
Platform Breakdown:
Key Political/Leadership Figures:
History:


Polity Name: The Most Serene United Realms of the Eldeirnari Dominion
Secondary/Informal Names: The Eldeirnari Dominion
Flag(s): Most Serene House Banner
The Dominion Flag
Population: ~128 million
Territory Claim: Polairya and Hyperpolairya in its entirety alongside some islands off the South-Eastern mainland of Polairya. Consult Cartographic Maps in the Discord.
Government Structure: The Dominion is in the basic structure a Federative Empire under an Autocrat with a Council of Lords and Ladies. The Government is decentralized with each constituent Kingdom and Realm governing their own internal affairs except on the matter of foreign, monetary, and commercial policies.
Religious Information: The Dominion's population is host to a few larger religious groups and a couple smaller racial ones.

The Eltheirya
The Polytheistic and oldest religion of the Elves and originated in central Polairya sometime seven and a half thousand years ago. Likely, through the absorption of various pre-historic ancient traditions. The Eltheirya is a polytheistic religion worshipping a Pantheon of Elven Gods and Goddesses with the actual number of deities in dispute. Ancestor Worship is also a core component and shrines in Elven homes and in public places to important figures or just their own deceased family members are common. Spirits also play a part and as such many Temples of the Eltheirya sport animal art and statues.

The Kammoreiya
The Kammoreiya originated as a Cult in the Northern lattitudes of Poleirya and is the dominant faith in the Hyperpoleirya region. It is a religion devoted to a Trinity of Deities and a sacrificial figure known as the 'Night-Clad King' who represents savior of the soul through worldly delights, prodoctivity, honor, and purity. The Kammoreiya tend to favor highly ornate 'church style' structures as described by Humans rather than the more purposeful and pragmatic Temples of the Eltheirya.

The Scales
The Scales is the Kobold's racial religion surrounding Dragon worship and their own origin story of supposedly being created by the ancient Dragons of Old from their fire and blood. It is primarly only seen in the Kobold's chief ancestral territories of the Western coasts and South-West of Poleirya.

The Poleiric Temple
A radical Elven and Kobold puritan faith that preaches total isolation from the world and banning of foreigners.

Social Information: The Dominion is socially a quasi-feudal society in that there is feudal ranks and hierarchy, but the actual populace is not held to land in any servile way. Instead, within the framework of Elven society the nobles act more like territorial supervisors and only 'own' a portion of the production or profit from a region while the peasantry is allotted plots of land in which to farm. The middle class is artisan based and are granted either monopolies from their territorial governments or from the central governments to extract resources.
Military Information: The Military of the Dominion is divided between the United Dominion & Imperial Army (Dominion Army), The Kingdom & Realm Armies, the Dominion Rangers, The Dominion & Imperial Navy, and the Kobold Combined Army.

The United Dominion & Imperial Army is in essence the centralized army that draws recruits from all over Poleirya and Hyperpoleirya. The Dominion Army gets its funding directly from the Dominion's budget and its regiments and formations are streamlined and standardized. But it is relatively small at a fixed figure of eighty-six thousand troops and officers. Its primary function rather to be an emergency force and foreign campaigning army rather than a dedicated home-defense. Its uniforms take on the appearance of where a Regiment is from. It is also the only force that has a stockpile of Borneanic firearms and artillery which is primarily to be able to function alongside Human forces.

The Kingdom and Realm armies are in respect to the Dominion Army rather lavishly equipped. Often donning traditional elven armor and Voltaic weaponry and with fiery banners and parade dress. The Kingdom and Realm armies operate with their own unique structures but will integrate upon agreed upon principles in the event of foreign invasion. When the monarch will assume control and levy them for service.

The Dominion Rangers operate as lightly armed and armored but elite scouts and cavalry. Patrolling hostile Northern wastes, safeguarding mountain passes, and even going abroad as agents of the government. Their symbolic dress article is a green and gold leaf brooch and their green or white capes and hoods.

The Dominion & Imperial Navy is wholly centralized and like the UDA it is directly sourced from the State Budget. While the Kingdoms and Realms of the Dominion may have their own coastal defense cutters and patrol boats. Only the DIN is allowed to operate true warships and unlike the UDA it is heavily funded to safeguard and enforce the Isolationist Laws of the government. The ships of the DIN are mostly Voltaic from government owned shipyards or Steamers purchased from Borneanic shipyards which are less expensive to operate and build while easier to supply and build. The DIN possesses:
7 Pre-Dreadnaught Boreanic Steamers of the Bellerya-Class
5 Pre-Dreadnaught Voltaic Coil-Turbine ships of the Crown-Class
11 Voltaic Coil-Turbine Battlecruisers
8 Borneanic Steamer Battlecruisers
6 Voltaic Armored Cruisers
13 Borneanic Steamer Heavy Cruisers
2 Borneanic Steamer Light Cruisers
14 Voltaic Light Cruisers
34 Protected Cruisers of either Voltaic or Borneanic Steamer propulsion
6 Voltaic Scout Cruisers
29 Frigates (Sail/Steamer or Sail/Voltaic Coil-Turbine)

The Kobold Combined Army is the dedicated armed service for the Kobolds which in theory is a campaigning force but in reality, the vast majority of its units are coastal policing, customs, border guard, and Scarlet Port guards. It is maintained with a limited conscription system placed upon the Kobold Cantons and Holds who must each provide at least a battalion of forces each. The KCA has matching uniforms of Fire Red and Orange with crossed blades under a single Crown flanked by dragonheads as their formation sigil. The KCA is allowed to use a mixture of domestic arms or Borneanic weaponry.

History: The Dominion finds itself in the evolving history of Poleirya and Hyperpoleirya. The Kingdoms and Realms of the Elves forming over the course of the past eleven thousand years. Evolving into a Bronze Age series of petty realms until roughly -3500 when the Elves began experimenting with Iron and entered a period of social consolidation. City-states and small realms giving way to centralized and structured kingdoms using Iron Age technology. Eventually coalescing into a series of High Kingships by -1200 and it was during this time the first conflicts with the Kobolds occurred. This was followed by the Arctic Night which was a cataclysmic event which destroyed much of the Elven race's early societies circa -1187-1167 and led to the emergence of three distinct subsets.

The Leitharya or Moon Elves who would emerge in the northern latitudes. The Veitharya or High Elves of the central and eastern Poleirya which claim the continued culture of the previous epoch. And the Dreitharya or Dark Elves who would migrate to Hyperpoleirya. This divergence would lead to three distinct dialects of the Elven tongue and certain physical characteristics. The Moon Elves being mostly silver and stark white haired with frosty gray or blue eyes. The High Elves often blonde or red haired with sea-blue or green eyes while the Dark Elves would oft have stark black with matching coal black irises or hazel.

By the last millennium before the start of the Common Era these societies would develop into a series of kingdoms that came and went with the centuries until gradually forming into larger realms. Eventually, in -362 to 445CA the Fifteen Realms and Four Kingdoms Era would occur. A period of consolidation and Elven civil wars that eventually in 476 CA led to the formation of the El-Altheirya Dominion. The precursor to the current Dominion and its constituent states. The El-Altheirya period would go on till 785 of the Common Era with the formal beginning of integrating separate Kobold polities and the establishment of the current government framework of a High Ruler and Council. Formalized in the Convent of Suraeliya, named after the Elven Sun God, and thus marking the year of the Eldeirnari Dominion. Which would go to incorporate all the Elven states by 1529 of the Common Era and eventually, by 1681, all the Kobold states in Polairya.

Constituent Polities of the Dominion
Kingdoms
Valataine
The Kingdom of the Isles with the capital of Alqualonde is a Kingdom to the South-East of Polairya across from the straits that separate Novoboreana from the former region. Valataine is also host to all but a few of the Scarlet Ports which are the only locations in the Dominion for non-Elves and Kobolds to come for commerce. As such the Kingdom also has the second highest concentration of Kobolds after the Kobold Coast in the West. Its population is approximately 4.3 Million Elves and 6.7 million Kobolds that is one of the most urban areas of the Dominion. Its flag is the Swan ship on a deep blue background under silver stars. Its soldiers wear blue and purple armor with white feathers.

Eylrionnys
The Plains and fertile pastures of Eylrionnys stretch along the Eastern seaboard of Polairya till the Gulf of Helkarondar. Its capital is the city of Tor Celdyraon though most of its population is spread out. Its population is 11.9 million Elves and its banner is a tree behind crossed halberds surrounded by a wreath under a red heart. Its soldiers wear green with bronze trim for their colors.

Saerondor
To the West of Valataine lies the forested, hilly, Kingdom of Saerondor and its many rivers. The Snowmane Mountaints rise in its western areas where the mighty Snow Lion prowls the lower latitudes. Its capital is Tor Syr and its flag is a pair of roaring white lions on a red background flanking a fiery spear. The warriors of Saerondor wear red and white and its population of 9.6 million Elves with 4.2 million Kobolds.

Kaladan
Situated in the middle-east of Polairya to the North of Eylrionnys the Elves of Kaladan are known as shipwrights and fishermen among their kind. It is they who ply the waters as far as the Eastern edges of Osia and on occasion when given special permission are allowed to journey abroad for purposes of commerce or news gathering. The warriors of Kaladan wear light blue with sea-green and brillient blue-white plumes. Its capital is Tor El-Cyr and its population is 11.6 million Elves. Its banner a blue heart flanked by unicorns rampant on a pale blue background.

Namarien
To the North of Kaladan and bordering Arctorea is the Kingdom of Namarien. Its capital is Meithrandir and its warriors wear stark white with blue trim and silver plumes. Their banner is a Polar Bear bearing a crown and sceptre. Its population is 9.5 million Elves and a tens of thousands of Kobold.

Ophiria
Across from Namarien by land amid the Cold mountains and frosty harbors is the Kingdom of Ophiria. Its banner is a black griffon rampant under red stars. Its warriors wear black plumes and gray with red trim with gold. Its capital is Tor Ophir and its population is 6.2 million Elves and half a million Kobolds.

Avaneilorn
To the South-East of Ophiria and West of Kaladan and Namarien lay the great vale and forested Kingdom of Avaneilorn. Its symbol is a glyph for nature on a background of stars and flame. Its warriors wear green and red with silver and gold trim. Its capital is Everspring and its population is 14.3 million Elves and a hundred thousand Kobolds.

Baelphyra
The Volcanic Kingdom, whose capital is Firesong and south of Avaeilorn. Its banner is a fiery red dragon on a white background. Its warriors wear red, and orange trimmed in gold. Its population is 22.8 million Elves and 2.5 million Kobolds.

Khratheira
To the South-west of Baelphyra with the Pandomeic Ocean as a coast, north of the Kobold Coast, and West of Kaladan. The Kingdom's capital is Mystmere and its colors are gray-blue. Its banner is gray with an iron crown and crossed blades. Its population is 16.6 million Elves and 3.1 million Kobolds.

Valytheir
The central Kingdom of Elves and its capital is Tor Aeldarnari. Its banner is a flaming pyramid under a rising phoenix. Its colors are red and white trimmed in gold. Its population is 35.8 million Elves and 1.5 million Kobolds.

Realms
The Kobold Coast
The territory of the Kobold Coast is to the South-West and makes up the furthest corner of Polairya in that direction. Bound by the coast till meeting the Forest of Romeira in the East and thence to the Elven kingdoms. Its Elven population is 1.9 million and the rest of the Kobold population save a few hundred thousand dwell there. Its capital is Gildedfyre.

Romeira
The realm of Romeira is entirely forested and boasts a small population of 2.2 million Elves and situated between the Kobold Coast and the Elven Kingdoms to the North and East. Its capital is Tor Adrachil and its warriors wear drab green and brown.

The Frozen Realm of Nythreirdrond
Making up most of Hyperpolairya it is a realm of 27.4 million Elves and a few hundred thousand Kobolds. Its banner is a black dragon rampant clutching a sceptre under a crown of black stars. Its capital is Tor Zartheirgrond. Its warriors wear black and purple.

RP Reference/Links/Sample:
Last edited by Imperialisium on Fri Feb 03, 2023 12:27 pm, edited 8 times in total.
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Imperialisium
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Democratic Socialists

Postby Imperialisium » Sat Jan 14, 2023 2:33 pm

Last edited by Imperialisium on Fri Feb 03, 2023 1:28 pm, edited 1 time in total.
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Regnum Alea Spaceflee
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Founded: Dec 02, 2022
Psychotic Dictatorship

Postby Regnum Alea Spaceflee » Sat Jan 14, 2023 2:35 pm

This looks cool, hope you finish it!
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Imperialisium
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Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Sat Jan 14, 2023 2:49 pm

Thanks,


Worskhop Discord added.
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Parcia
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Democratic Socialists

Postby Parcia » Sat Jan 14, 2023 3:57 pm

Tag.

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Sao Nova Europa
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Inoffensive Centrist Democracy

Postby Sao Nova Europa » Sat Jan 14, 2023 4:11 pm

Tag for interest. Hoping to join as a not-China country.
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Novas Arcanum
Negotiator
 
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Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Sat Jan 14, 2023 4:25 pm

Tag. Looking to be a not-Britain country.

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Union Princes
Senator
 
Posts: 3985
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Sat Jan 14, 2023 4:30 pm

Was also thinking of a British themed nation, combining elements from thw British Raj.
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Regnum Alea Spaceflee
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Psychotic Dictatorship

Postby Regnum Alea Spaceflee » Sat Jan 14, 2023 4:36 pm

Oh wait this is an RP thing?

I am going to be a non-evil 2nd reich then.
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Ovstylap
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Iron Fist Consumerists

Postby Ovstylap » Sat Jan 14, 2023 5:21 pm

It could be interesting to see how this one turns out, definitely a setting I'd be up for in terms of the era. How you manage so many RPs OP is a wonder

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Imperialisium
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Posts: 13569
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Sat Jan 14, 2023 5:33 pm

Ovstylap wrote:It could be interesting to see how this one turns out, definitely a setting I'd be up for in terms of the era. How you manage so many RPs OP is a wonder


Through the powers of sugar, spice, and everything nice. (writing addiction please send help)
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Regnum Alea Spaceflee
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Posts: 1384
Founded: Dec 02, 2022
Psychotic Dictatorship

Postby Regnum Alea Spaceflee » Sat Jan 14, 2023 5:41 pm

Imperialisium wrote:
Ovstylap wrote:It could be interesting to see how this one turns out, definitely a setting I'd be up for in terms of the era. How you manage so many RPs OP is a wonder


Through the powers of sugar, spice, and everything nice. (writing addiction please send help)

Just burn yourself out. Write 30 at a time that should work.
Why is Emperor Nero in a red dress?
Must be
Fate./Extra Last Encore
Sometimes I'm glad Adam and Eve ate the apple.

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Ovstylap
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Posts: 1133
Founded: Jun 26, 2018
Iron Fist Consumerists

Postby Ovstylap » Sat Jan 14, 2023 5:57 pm

Imperialisium wrote:
Ovstylap wrote:It could be interesting to see how this one turns out, definitely a setting I'd be up for in terms of the era. How you manage so many RPs OP is a wonder


Through the powers of sugar, spice, and everything nice. (writing addiction please send help)


So you survive on the products of colonialism, then create an RP about it, very nice haha

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Mauser aka Intermaria or Aituia
Secretary
 
Posts: 31
Founded: Nov 01, 2022
Inoffensive Centrist Democracy

Postby Mauser aka Intermaria or Aituia » Sat Jan 14, 2023 5:59 pm

-app. later here-
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Imperialisium
Postmaster-General
 
Posts: 13569
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Sat Jan 14, 2023 6:02 pm

Ovstylap wrote:
Imperialisium wrote:
Through the powers of sugar, spice, and everything nice. (writing addiction please send help)


So you survive on the products of colonialism, then create an RP about it, very nice haha


Ahem...I believe the socially acceptable term nowadays is Globalism.
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Regnum Alea Spaceflee
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Founded: Dec 02, 2022
Psychotic Dictatorship

Postby Regnum Alea Spaceflee » Sat Jan 14, 2023 6:03 pm

Imperialisium wrote:
Ovstylap wrote:
So you survive on the products of colonialism, then create an RP about it, very nice haha


Ahem...I believe the socially acceptable term nowadays is Globalism.

No its Britain
Why is Emperor Nero in a red dress?
Must be
Fate./Extra Last Encore
Sometimes I'm glad Adam and Eve ate the apple.

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Estebere
Bureaucrat
 
Posts: 59
Founded: Sep 22, 2022
Liberal Democratic Socialists

Postby Estebere » Sat Jan 14, 2023 6:51 pm

Is it required to have participated in other roleplays in the past to participate in this one? The part of the application that says "RP Reference/Links/Sample" makes me believe so.
Don't trust my NS Stats. They're all wrong.

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Imperialisium
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Posts: 13569
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Sat Jan 14, 2023 7:16 pm

Estebere wrote:Is it required to have participated in other roleplays in the past to participate in this one? The part of the application that says "RP Reference/Links/Sample" makes me believe so.


You may write a sample if you do not have past RP participation. Essentially, to see that you aren't going to give us one-liners or extremely poor composition.
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Regnum Alea Spaceflee
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Posts: 1384
Founded: Dec 02, 2022
Psychotic Dictatorship

Postby Regnum Alea Spaceflee » Sat Jan 14, 2023 7:18 pm

Imperialisium wrote:
Estebere wrote:Is it required to have participated in other roleplays in the past to participate in this one? The part of the application that says "RP Reference/Links/Sample" makes me believe so.


You may write a sample if you do not have past RP participation. Essentially, to see that you aren't going to give us one-liners or extremely poor composition.

I wont but i am kinda new to the RP scene
Why is Emperor Nero in a red dress?
Must be
Fate./Extra Last Encore
Sometimes I'm glad Adam and Eve ate the apple.

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Regnum Alea Spaceflee
Ambassador
 
Posts: 1384
Founded: Dec 02, 2022
Psychotic Dictatorship

Postby Regnum Alea Spaceflee » Sat Jan 14, 2023 7:22 pm

I just saw that you added fairies
I am not going to be a totally good second reich because I want to be rasist towards fairies.
Why is Emperor Nero in a red dress?
Must be
Fate./Extra Last Encore
Sometimes I'm glad Adam and Eve ate the apple.

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Estebere
Bureaucrat
 
Posts: 59
Founded: Sep 22, 2022
Liberal Democratic Socialists

Postby Estebere » Sat Jan 14, 2023 7:57 pm

Imperialisium wrote:
Estebere wrote:Is it required to have participated in other roleplays in the past to participate in this one? The part of the application that says "RP Reference/Links/Sample" makes me believe so.


You may write a sample if you do not have past RP participation. Essentially, to see that you aren't going to give us one-liners or extremely poor composition.

Ah, thanks for clearing it up. Edit: actually, I'll just make a new post to put my app.
Last edited by Estebere on Sun Jan 15, 2023 1:41 pm, edited 4 times in total.
Don't trust my NS Stats. They're all wrong.

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Regnum Alea Spaceflee
Ambassador
 
Posts: 1384
Founded: Dec 02, 2022
Psychotic Dictatorship

Postby Regnum Alea Spaceflee » Sat Jan 14, 2023 8:30 pm

Estebere wrote:
Imperialisium wrote:
You may write a sample if you do not have past RP participation. Essentially, to see that you aren't going to give us one-liners or extremely poor composition.

Ah, thanks for clearing it up. In that case, I'll be reserving this for if- no, when, I decide to get around to writing the app.

Draft of sample:
"Thank you for placing your order. I'll be sure to get your cake ready for you as soon as I can!"[Random Name] smiled, writing the last parts of the order on a small piece of paper, reciting the parts of the request as they walked into the back, "Vanilla... Strawberries... Sprinkles..."

OOOOOOO C A K E
Why is Emperor Nero in a red dress?
Must be
Fate./Extra Last Encore
Sometimes I'm glad Adam and Eve ate the apple.

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Intermountain States
Minister
 
Posts: 2338
Founded: Oct 12, 2014
Capitalist Paradise

Postby Intermountain States » Sat Jan 14, 2023 8:40 pm

Idea sounds pretty nice, have some interest in perhaps something East Asia related.
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Parcia
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Posts: 7827
Founded: Feb 11, 2016
Democratic Socialists

Wip

Postby Parcia » Sat Jan 14, 2023 11:17 pm

Polity Name: The Republic of Mercian States
Secondary/Informal Names: Republic of Mercia, the Republic.
Flag(s): See my National Flag
Population: 86.2 million
Territory Claim: State on the map
Government Structure: Representative Democracy with a codified bill of rights and Constitution
Religious Information: primarily followers of the Mercian Church.
Social Information:
The Republic is founded on the principles of personal liberties and individual freedoms for all, regardless of sex or race. As a result the nation can be found to host people from the world over, the three largest examples of diversity being the Orkish Mc'Dun clan to the north and the dwarves of the Karak'thung clan in its southern mountains. While equality of race is one of its principles, equality of income is not, with a stark divide between the lower class workers and elite, semi aristocratic upper class businessmen.

A blossoming middle class has formed in the last century however as more and more people have moved to the booming industrial towns and urban centers along the coast.

Economic Information: Mercia is a wide nation of varying climates. From the Harsh tundra and ice fields of the far northern provinces of Anchorage, Skirden, and Virmont, to the middle lands of New Port, Haven, and Bruhl, to the southern provinces of Mersi, The Reach, the Dwarven D'awi and the far south of the Dune Sea and Estfalia. In the north, whale, fish, timber and gold flow south and meet the vast cattle ranches and fields of wheat and Corn and barley, to the vast Iron, Copper, silver and Coal mines of the Ardei mountains. In the Dune sea, state sponsored dune worm ranches produces a growing crop of spice, in Estfalia vast plantations grow Mercian Brown and white leaf tobacco along side Mercian "Green Leaf" Cannabis. All of these of course feed in to the rapidly expanding and booming industrial, trade, and port towns along the Mercian coast and island chains.

On an individual basis the quality of life for the average Mercian citizen is improving at a rate not scene since the First Age of Heroes, with the rapid growth of the private market and various industries tempered by the systematic growth of the first trade and craftsmen unions, an evolution of the old guilds, have allowed this growth to happen at as low a cost to the lower class as possible. In the Sectors of Ship building and arms manufacture something the like of a renaissance is beginning, with the recent permission of civilians to own fire arms across the board (bar certain criminals) the expansion of trade across the world, the many dockyards of the old Naval Arsenal at are filled with Merchant steamers and fast cargo haulers, troop transports and passenger steamers, and even a few new battleships.

Military Information:
Separated into several branches:

The Grand Army of the Republic - its largest force of professional soldiers and men at arms. Numbering some 120 regiments, their main mission as of late is to maintain several provincial garrisons and man the border along the frontier. Wearing the traditional Mercian Army "Union Blue" uniform and armed with the older 1868 Mansfield Trapdoor rifle in the 11mm army ordnance round and welding The P.D Packinbuch 1873 .45 Army revolver.

Typically around 115,000 men are kept mustered at all times, with each province of the Republic generally having at least three regiments of Mercian rifle infantry, one mounted regiment of the Mercian Dragoons, and 1 ½ mustered regiment of field artillery. This system, anchored along the various garrison forts and old masonry fortresses that dot the Mercian countryside. The rather well armed and numerous population of the Republic means the Army could, in a total war scenario, muster half a million men.


The Mercian Navy of the modern era is small, largely based around the concept of "Cruiser Pack" Tactics and some what a generation behind the curb in that regard. How ever, the election of President Theodore Matheus Clayton has seen a massive funding increase for the Navy for the first time since the Continental war.

x3 Dreadnought battleships - MNS Orion (Under Construction - nearing its fitting out cruise) MNS Tripathia (Under Construction - Roughly 1 year remaining) MNS Dauntless (Under Construction - Keel laid)
X8 12.3 inch Guns - 8 5 inch guns - 16 3 inch guns - 6 12.7mm Naval Ordinance “Howlfield” Crank guns

X2 Pre-dreadnought Battleships of the "River" class - MNS Mersi | MNS Ashfield
X 4 13 inch guns - 14 6 inch guns - 16 57mm guns - 6 37mm guns - 4 18 inch Torpedo tubes

X4 Pre-dreadnought Battleships of the "Resolute" class -. MNS Resolute | MNS Independence | MNS Republic | MNS Bayfield
X4 10 inch guns - 10 5 inch guns - 16 57mm deck guns - 6 37mm guns - 4 Gatling style deck guns in the 12.7mm Naval Ordinance cartridge

x8 Modern Armored Cruisers of the Independence Class
x4 9.5 inch guns - x8 6 inch guns - x10 5 inch guns - 4 18in torpedo tubes

x14 older protected cruisers of the Emerald Class
x8 6inch guns - x6 5 inch guns - x12 3 inch guns - 6 18 inch torpedo tubes

x22 Unprotected "Light" cruisers of the "Devilfish" Class
x4 5 inch guns - 6 3 inch guns - 8 57mm guns - 4 37mm guns - 6 18 inch torpedo tubes

X8 Coastal Pocket Battleships (Formerly classed as light battleships) of the "Defense" class
X2 12 inch guns in single turrets - x4 single 6 inch guns - x2 single 8 inch guns - x12 47mm guns - x4 single 37mm guns - x6 25mm guns - 2 18 inch torpedo collars

X4 Coastal Monitors - Various armament, standard is two 12 inch guns on a semi fixed turret mount facing at a 90 degree angle

X12 Third Class Commerce Raiders of the “Confederate” Class
(Primarily of the Alabama type commerce cruiser) x1 110mm Breech loading rifle - x1 84mm breech loading rifle - x8 80mm breech loading rifles along the flanks - Mounted Machines guns of varying types.


The Mercian Revenue Cutter service is a branch of the Federal Government responsible for coastal waters protection, anti-piracy, port security, and anti smuggling operations as well as Customs control. They have at their command a small force of armed cutters, armed merchantmen and gunboats.

The Mercian Marine Corps, formerly the Naval Infantry corps, forms the backbone of Mercian expeditionary forces, naval landing parties and diplomatic guard forces. Rather small with around 30,000 men, they uphold a time honored tradition of the utmost professionalism and sheer battlefield tenacity as befitting a force that will almost always be outnumbered. Armed with the bolt action, tubular magazine fed Volta Model of 1880 in the 11mm Naval Ordinance, the P.D Packinbuch .38 Naval Revolver and the vaunted Mercian Boarding Cutlass. Principally mustered and formed into regiments, they are often deployed to the far flung trade enclaves and holdings of the Republic.

The Mercian Merchant Mariner service - A rather young formation, the Merchant Mariner service governs any and all ships and sailors under government contract for non war making needs and missions. This does extend to the power of the Federal government to forcible commissions civilian owned vessels that meet certain requirements in to contracted ships during a war time. It's staff during peace time hovers around 9,000 officers and crews and keeps on retainer a stock of fast coiler ships, troop transports, mine clearing and laying vessels (A recent innovation kept under wraps) and a pair of overtly marked Hospital ships. In wartime, this command, much like the Revenue cutter service, is folded in to the Department of the Navy and fall under it's flag.

Regiments of Renown - Being an older nation, various Mercian Regiments have Risen to the level of renown and for some, legend.

1st Infantry Regiment - Also known as the “Old Guard” this unit can trace its lineage back to the original founding of the 1st Republican guard in the early 1400s in the City of Starfall, their pikes and sword forged from the steel rendered from the Meteoric iron from a fallen star. Being literally it’s oldest standing force of men at arms, the 1st Infantry Regiment has time and time again, at home and abroad, proven itself to be a reliable unit. Their motto is “Hold the Line.”

69th Infantry Regiment - Known as the “Fighting Islanders” the 69th is primarily recruited from Mercia’s northern wind swept rural islands and territories and have similarly shown themselves to be a ragged fighting force of men.

5th Marines - Known as the “Furious 5th” or “The Fleet’s own” This regiment of Mercian Marines have stood as its best and brightest formation of men at arms in the fleet, having served in every Mercian conflict since their formation in 1811. They lack an official motto, though many who have served against them have attested to the phrase “Marines, affix bayonets!” to be their warcry.

1st Orkish shock Corps - Founded from the remnants of the 1st Orkish warband of the Mc’Dunn clan after their settlement in Mercia’s cold north, in its modern form it stand as Mercia’s mainstay heavy assault and siege breaking force, comprised entirely, from enlisted to commanding officer, of Orkish citizens of the republic, they are known for still wearing heavy iron and steel plate armor and their brutal attacks and valiant last stands, often out right refusing to retreat or not be the rear guard of disengaging Mercian forces. They notably carry the “Thunder Lance” rifle, a 6 round break action rifle chambered in 12.7mm Naval ordnance cartridge. Their motto can be said to be “Farrah, Farrah!”

The Mercian Foreign Legion - Technically three Regiments under a brigade level command, this unit recruits almost entirely from abroad and is a mix of peoples and cultures the world over, from Novoborania, the various far flung elven territories and a large amounts of men from Sedna, they are mustered and equipped as light infantrymen and calvary and commanded by Mercian officers. Service in the Foreign Legion requires one to pass a series of basic education courses and become semi-fluent in Mercian Common. After 8 years service, they are discharged and granted a Mercian Citizenship and a full military pension. Their motto or war cry is “Legio Aeterna, Legio Victrix” an ancient saying going back to the founding days of the Mercian Confederation in the late 5th Century.

The Iron Guard - Or, the “Black 18th” Infantry Regiment. Recruited from Mercia’s lower class criminals and debtors as a chance at redemption in service to the republic. They undergo a training cycle nearly twice as long as the rest of the Army in order to iron out any remaining criminal intentions. This has the effect of weaning out any unworthy and forming an incredibly strong resolve and commitment to service. Their motto is reportedly “We die Standing.” Popular understanding is that the Black 18th have never been forced to retreat.


History: The Modern Mercian Republic, or the 2nd Republic, owes it's existence to the predecessor entity, the 1st Republic or Grand Coalition of the late 16th and 17th centuries. It's modern form can best be owned to the 2nd Reorganization that saw a further expansion and fortifying of the Mercian Codex of Law set forth by Saint Marisa during the last Age of heroes during the late medieval period. The provinces of the Reach, the Dune Sea and Esfalia were able to gain full recognition in Congress and this spurs an open wave of further immigration and colonization.


RP Reference/Links/Sample: when was the last time I needed to provide one?
Last edited by Parcia on Thu Jan 19, 2023 12:56 am, edited 4 times in total.
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