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Marching Forward RP - OOC [OPEN]

For all of your non-NationStates related roleplaying needs!
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Breyburg
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Posts: 104
Founded: Mar 18, 2017
Ex-Nation

Marching Forward RP - OOC [OPEN]

Postby Breyburg » Mon Feb 27, 2023 6:16 pm

Marching Forward RP - OOC



Image


V.02 - Skertvalta added, nation index added.
V.03 - United Provinces of the Reik added.
V.04 - Tripartite Kingdoms of Aztlán added.
V.041 - Tripartite Kingdom of Aztlán regions added.
V.042 - Added Reik regions, may be altered by request.
V.043 - Amended Reik regions.
V.05 - Veyanithian Empire added.
V.06 - Domain of Olem-Ma added, Citystates of Wardia (NPC) added, year indicator added, Veyanithian Strait updated, Reik territory reduced.
V.061 - Wardian regions updated.
V.07 - Imperial State of Reik added.
V.08 - Bearia Imperium added, Imperial Reich of Königreich-Wüste added, Al-Maliks added, Aclusian Empire added, Skanet Warlord States (NPC) added, Veyanithian regions updated, Wardian regions updated.
V.09 - The 6 Forts of Min’azurai added, Veyanithian regions amended.
V.1 - D'Arrosian Kingdom added, Republic of Hovrelio added, Republic of Evergreen added, Chūkoku added, Tlacotli Raider States (NPC) added, Bearia regions updated, Aclusian regions updated, Al-Maliks regions updated.



RP Description

A time and earth parallel to ours, similar in many ways and different in just as many. Geologic action differs, climates altered, continents different to our own. Who should populate this world? The nations of this planet have entered an equivalent year of 1560, and as such we will call it so. Much is different from our Earth’s 1560 and theirs, the only constants are the reality of geopolitics and eventuality of war, death and the continuance of time. It is our task to inhabit this world.
Make it your own, either by cooperation with others, or by force. Create a society, a culture, ethnicities, raise armies, build nations.
As we conjure this world, we may skip forward in time, deciding the events and realities of this world’s futures, its pasts, and its present.



This rp will have low-fantasy aspects, essentially cosmetic magic. It will marginally effect gameplay and will be moreso for the purposes of lorebuilding and accentuation of storylines. Built into this rp is the idea of time-jumps; if after a period of time decide that we have done what we can with a certain time period, we may jump ahead, or behind, any amount of time, so as to keep the gameplay fresh and to create the sense of a fully built up and populated world with a rich history. The admin are quite passionate about NS rp and wish to create a deep and rich world full of lore.
We are quite active on Discord, so please join if you apply!



Application Format

Nation Application - Marching Forward RP

Nation Name:
Name Shorthand:
Leader:
Government Type:
Ideology:
Capital City:
---
Language(s):
Faith(s):
IRL Culture and Ethnic Equivalent:
Population:
Political Issues:
---
Brief/Initial History:



Links
IC
Discord
Last edited by Breyburg on Tue Mar 21, 2023 3:02 pm, edited 7 times in total.
SODA!!!
- Joe Biden

Proud member of the Federation of Allies.

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Breyburg
Spokesperson
 
Posts: 104
Founded: Mar 18, 2017
Ex-Nation

Postby Breyburg » Mon Feb 27, 2023 7:08 pm

Nation Application - Marching Forward RP

Nation Name: Kingdom of Skertvalta
Name Shorthand: Skertvalta, Skert
Leader: King Vernik Lundström
Government Type: Kingdom
Ideology: Monarchy
Capital City: Lilleske
---
Language(s): Skersk, Mekvask
Faith(s): Skersk Paganism
IRL Culture and Ethnic Equivalent: Swedish, Danish
Population: 257,270
Political Issues: Legitimising the throne, suppressing dissidents in the north, establishing trade with regional states.
---
Brief/Initial History: After hundreds of years of being ruled sporadically by warlord states a self proclaimed King from the citystate of Lilleske conquered the Skerska and Mekvaska lands in 1555, uniting them under one state, the Kingdom of Skertvalta. This king, Vernik Lundström, hailing from a wealthy merchant family, influenced local Lilleske politics by way of bribery and open public campaign garned enough support to be enstated as the leader of Lilleske in 1540. For a decade and a half, Vernik oversaw the raising of a modestly sized but expertly trained army, paying foreign mercenaries to train his military leaders. The warlords in the north had size and strength over the Lilleske Army but Vernik's men and military leaders had a better understanding of strategy and steadily fought back the lawless, raiding warlords until they were virtually powerless. Skertvalta has a moderate market at the port of Lilleske but not enough to be a major regional trading hub.
SODA!!!
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The Manticoran Empire
Postmaster-General
 
Posts: 10506
Founded: Aug 21, 2015
Anarchy

Postby The Manticoran Empire » Tue Feb 28, 2023 8:53 am

Nation Application - Marching Forward RP

Nation Name: The United Provinces of the Reik
Name Shorthand: The Reik or the United Provinces
Leader: Chancellor Robert Catesby
Government Type: Federal Parliamentary Republic, led by a Chancellor and major decisions are made by the Senate, made up almost exclusively by prominent landowners.
Ideology: Republicanism, Federalism, Parliamentarism, Mercantilism
Capital City: Altdorf
---
Language(s): Reikish
Faith(s):
IRL Culture and Ethnic Equivalent: A combination of 16th Century England, the Dutch Republic, and the Holy Roman Empire
Population: 22 million, mostly human, though there is a sizeable Dwarven minority in the mountainous border regions of the north and Aelves inhabit the southwestern desert.
Political Issues: Taxation, provincial vs. federal rights, religious liberties, the franchise.
---
Brief/Initial History: 600 years ago, the Empire of the Reik was formed after the conquests of Karl Franz I. Before then, the provinces had been their own kingdoms. The centuries of Imperial rule that followed were a mixed bag, as such things often are, with times of great prosperity and times of great destitution. A century ago, a lengthy period of destitution gave rise to the Revolution, when prominent members of provincial society banded together and rose in rebellion.

The war lasted nearly thirty years and left much of the Empire in ruins but the rebels were victorious. The Emperor, Karl XIV, was killed in the fighting and his family fled into exile. To replace the monarchy, a republic was founded. However, the Republic is not an equal one. Only men are allowed to vote and, even then, not all of them could. For the first half century, only landowners could vote. However, the need for common soldiers forced a compromise, which expanded the franchise to others, though these were mostly concentrated in the cities and left nearly ninety percent of the population still disenfranchised.

For most of the peasantry, little of their life has changed. They work the land, many as serfs, as their fathers and grandfathers did, giving much of their crops to people who are not them, though that amount has been reduced and they are allowed to sell the excess. As in the time of the Empire, there is still a requirement for a militia, with freemen required to possess arms and armor, most commonly a pike or crossbow and quilted armor. In total, the Militia rolls include some 440,000 men.

Under the Republic, a professional standing army has been formed. This force is organized around regiments of roughly 4,000 men, organized into companies of 400 men and platoons of 10 men. In each regiment, a quarter of the soldiers are Double Pay Men, who stand in the front rank. Roughly half of these, some 500 men, are equipped with two-handed greatswords while the other 500 carry powerful muskets, heavy handguns capable of piercing even the thickest of plate. Of the remaining 3,000 men in the regiment, around 2,000 of them carry pikes, 14 feet long with steel heads, while 1,000 carry arquebuses, light handguns broadly capable of piercing armor at closer range. Double Pay Men are clad in 3/4ths armor, covering their head, arms, torso, and thighs while the rest of the regiment wears 1/2 armor, covering only the head, torso, shoulders, and pelvic region. The munition grade armor is strong enough to stop arquebus fire at 200 yards or more and completely invulnerable to crossbow bolts or arrows.
Cuirassiers and harquebusiers form the core of the cavalry, organized in a similar regimental style. In the case of the cavalry, the Double Pay Men are the Cuirassiers and the Harquebusiers make up the majority of the regiment. Cuirassiers, clad in 3/4ths armor, engage enemy formations in a caracole, using long barreled wheellock pistols to inflict casualties before eventually charging home with heavy sabers. Harquebusiers, on the other hand, wear 1/2 armor and use harquebuses, shortened forms of the arquebuses of the infantry, from the saddle to support the caracoles.
Finally, the army is supported by a small, elite corps of artillerymen, trained in the operation of the powerful field and siege artillery guns. These range from full cannon, firing 42-pound stone or iron round shot, down to the falconet, firing a 1-pound round shot. Full and demi-cannon, being quite heavy, are relegated to siege works and can often be found on the walls of Reikish forts. Culverins and demi-culverins, firing 20-pound and 10-pound shot, respectively, are the most common fortress weapons while sakers and minions, firing 5.25-pound and 5-pound shot, respectively, are the most common field pieces.

The Republic, like the Empire it replaced, relies heavily on the thick walls of its fortified cities and fortresses for its defense. The walls, low, thick, and angled, are ideal for defending against cannon and a well supplied fortress can hold out for years.
Last edited by The Manticoran Empire on Fri Mar 03, 2023 1:48 am, edited 3 times in total.
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Against: Communism, Socialism, Fascism, Liberalism, Theocracy, Corporatocracy.


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Breyburg
Spokesperson
 
Posts: 104
Founded: Mar 18, 2017
Ex-Nation

Postby Breyburg » Tue Feb 28, 2023 2:31 pm

The Manticoran Empire wrote:Nation Application - Marching Forward RP

Nation Name: The United Provinces of the Reik
Name Shorthand: The Reik or the United Provinces
Leader: Chancellor Robert Catesby
Government Type: Federal Parliamentary Republic, led by a Chancellor and major decisions are made by the Senate, made up almost exclusively by prominent landowners.
Ideology: Republicanism, Federalism, Parliamentarism, Mercantilism
Capital City: Altdorf
---
Language(s): Reikish
Faith(s):
IRL Culture and Ethnic Equivalent: A combination of 16th Century England, the Dutch Republic, and the Holy Roman Empire
Population: 22 million
Political Issues: Taxation, provincial vs. federal rights, religious liberties, the franchise.
---
Brief/Initial History: 600 years ago, the Empire of the Reik was formed after the conquests of Karl Franz I. Before then, the provinces had been their own kingdoms. The centuries of Imperial rule that followed were a mixed bag, as such things often are, with times of great prosperity and times of great destitution. A century ago, a lengthy period of destitution gave rise to the Revolution, when prominent members of provincial society banded together and rose in rebellion.

The war lasted nearly thirty years and left much of the Empire in ruins but the rebels were victorious. The Emperor, Karl XIV, was killed in the fighting and his family fled into exile. To replace the monarchy, a republic was founded. However, the Republic is not an equal one. Only men are allowed to vote and, even then, not all of them could. For the first half century, only landowners could vote. However, the need for common soldiers forced a compromise, which expanded the franchise to others, though these were mostly concentrated in the cities and left nearly ninety percent of the population still disenfranchised.

For most of the peasantry, little of their life has changed. They work the land, many as serfs, as their fathers and grandfathers did, giving much of their crops to people who are not them, though that amount has been reduced and they are allowed to sell the excess. As in the time of the Empire, there is still a requirement for a militia, with freemen required to possess arms and armor, most commonly a pike or crossbow and quilted armor. In total, the Militia rolls include some 440,000 men.

In recent years, however, a professional army, 110,000 strong, has been authorized by the Senate, though it rarely finds itself at full strength. The professional army is organized into 35 brigades of 3,000 men, which themselves are subdivided into three Colonelcies. Each Colonelcy has 4 companies, which total 150 pikemen, 100 arquebusiers, and 40 musketeers. In battle, the musketeers are placed ahead of the formation while the pikemen form a solid mass, with the arquebusiers positioned at the corners. The Colonelcies then stagger themselves, with two of them forward and one back, providing maximum firepower forward. If charged by cavalry, the pikes are lowered, protecting the gunners. If faced with infantry, the gunners trade fire until the pikes close the distance for the brutal and decisive “push of pike”. Finally, the army has roughly 5,000 horse, heavily armored cuirassiers.



Approved.
SODA!!!
- Joe Biden

Proud member of the Federation of Allies.

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The Hoosier Alliance
Diplomat
 
Posts: 956
Founded: Mar 17, 2016
Ex-Nation

Postby The Hoosier Alliance » Tue Feb 28, 2023 8:59 pm

Nation Name: The Tripartite Kindom of Aztlán
Name Shorthand: Aztlán
Leaders: Mezma Huepa (of Tenochtitlan), Tonalton Coatl (of Xochicalco), and Itozoh Naxi (of Iztapam)
Government Type: Monarchy
Ideology: Monarchism, feudalism
Capital Cities: Tenochtitlan, Xochicalco, Iztapam
---
Language(s): Nahuatl
Faith(s): Ometilis
IRL Culture and Ethnic Equivalent: Aztec
Population: 19,236,368
Political Issues: Centralization, Rivalries between monarchs and Lesser Lords
---
Brief/Initial History:
The Tripartite Kindom of Aztlán formed nearly two centuries ago. Three city-states formed what was known as the Triple Alliance, a military and economic pact. Together, the three cities carved out a small kingdom in about fifty years. They ruled their petty Kingdom jointly, working together to forge an army capable of subduing those around them and crafting an economy that combined the prowess of each of their small nations. Aztlán is ruled by its three Kings, who rule over their private lands separately and over their whole Kingdom jointly. They discuss matters of state in a neutral city containing the Lords' Congress. The Kings have free will to pass many laws without oversight, but only Congress can vote them the money to carry out those laws. Each King possesses a small army and can call upon the levy or raise additional forces from within their lands or the lands of their direct vassals. When the need arises, two or all three Kings can work together to raise larger forces to combat particular threats. The Kingdom is also very decentralized, with many vassals ruling in the Kings' names'. Over the years, different monarchs have held more power over the others, sometimes causing conflict within. However, with the waxing and waning strengths of each of the mini-states, none have yet managed to dominate the others for more than a lifetime or two of their respective monarchs. Recent bids to centralize the state have caused minor uproars among the landed nobility, who see it threatening their way of life.

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Breyburg
Spokesperson
 
Posts: 104
Founded: Mar 18, 2017
Ex-Nation

Postby Breyburg » Tue Feb 28, 2023 11:32 pm

The Hoosier Alliance wrote:Nation Name: The Tripartite Kindom of Aztlán
Name Shorthand: Aztlán
Leaders: Mezma Huepa (of Tenochtitlan), Tonalton Coatl (of Xochicalco), and Itozoh Naxi (of Iztapam)
Government Type: Monarchy
Ideology: Monarchism, feudalism
Capital Cities: Tenochtitlan, Xochicalco, Iztapam
---
Language(s): Nahuatl
Faith(s): Ometilis
IRL Culture and Ethnic Equivalent: Aztec
Population: 19,236,368
Political Issues: Centralization, Rivalries between monarchs and Lesser Lords
---
Brief/Initial History:
The Tripartite Kindom of Aztlán formed nearly two centuries ago. Three city-states formed what was known as the Triple Alliance, a military and economic pact. Together, the three cities carved out a small kingdom in about fifty years. They ruled their petty Kingdom jointly, working together to forge an army capable of subduing those around them and crafting an economy that combined the prowess of each of their small nations. Aztlán is ruled by its three Kings, who rule over their private lands separately and over their whole Kingdom jointly. They discuss matters of state in a neutral city containing the Lords' Congress. The Kings have free will to pass many laws without oversight, but only Congress can vote them the money to carry out those laws. Each King possesses a small army and can call upon the levy or raise additional forces from within their lands or the lands of their direct vassals. When the need arises, two or all three Kings can work together to raise larger forces to combat particular threats. The Kingdom is also very decentralized, with many vassals ruling in the Kings' names'. Over the years, different monarchs have held more power over the others, sometimes causing conflict within. However, with the waxing and waning strengths of each of the mini-states, none have yet managed to dominate the others for more than a lifetime or two of their respective monarchs. Recent bids to centralize the state have caused minor uproars among the landed nobility, who see it threatening their way of life.



Approved.
SODA!!!
- Joe Biden

Proud member of the Federation of Allies.

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Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21988
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Wed Mar 01, 2023 2:28 pm

Hmmm yes, interesting! I entered the discord as well.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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Shahinay
Spokesperson
 
Posts: 105
Founded: Mar 02, 2016
Father Knows Best State

Postby Shahinay » Thu Mar 02, 2023 5:41 pm

Nation Application - Marching Forward RP

Image
Imperial banner of the Veyanithian Dynasty


Nation Name: Veyanithian Empire
Name Shorthand: Aydinir
Leader: Shah Keansūdris VII
Government Type: Absolute Hereditary Monarchy (nominally)

In reality, since the last over 50 years monarchs of the Veyanithian Dynasty (or "shahs" as they are customary titled) have been reduced to the representative role of mere figureheads, controlled by the seven Great Aydinirian Houses. Among them the most powerful and influential is the House Ḱivarāxaren, a family which in many ways can be considered the true power behind the imperial throne. As such, behind the ailing monarchy lies an oligarchical system.
Ideology: Monarchism, Feudalism
Capital City: Veyānbān

---

Language(s): Aydinirian (ayd. Aydīnôhirya), Wardian (wrd. Sepàrhya Wardăs), others
Faith(s): Keanism, Jarism, others
IRL Culture and Ethnic Equivalent: No direct real life equivalent.

Inspirations for the character and aesthetics of Aydinirian Civilization have been mainly taken from Iran, especially pre-Islamic Iran of the Parthian and Sassanian periods, as well as from India, Bizantine Empire, Ottoman Empire and Venice. In terms of apperance, Aydinirians are based on an odd mix of Celtic, Iranian and North Indian features with a bit of fantasy added on top, although Aydinirians are not the only inhabitants of the Empire. Aydinirian religions meanwhile are inspired by elements of Mithraism, Zoroastrianism, Manichaeism, Hinduism and Buddhism.
Population: 35 million
Political Issues: Internal strife: Monarchy vs Great Houses, Great Houses between themselves, emerging merchants/bankers/middle class vs Great Houses, possibility of increased religious tensions

---

Brief History: Lands of Aydinir are one of the original cradles of civilization. Great cities and great empires rose and fell here numerous times in the last millennia, all tracing their legacy back to the semi-legendary Empire of the Dawn. Despite their rich and tempestuous history, all political entities ruling over this region present staunch continuity of linguistic, cultural and religious traditions, forming the core of Aydinirian Civiliziation. As such, it exerted and continous to exert tremendous influence over neighbouring regions and lands all around the great sea.

Example of this influence is visible clearly especially in the family ruling over current iteration of the Aydinirian Empire. For as it turns out the Veyanithian Dynasty is not of native origin and arrived here from the north over 400 years ago. Its founder, Veyān, led from the deserts of Wardia a powerful barbarian army, composed both of nomads and city-dwellers, which swept through Aydinir and toppled the previous royal house. Thus Shah Veyān I became the first monarch of a new dynasty. Within the next 3 generations descendants of Veyān and his Wardian followers became fully Aydinirianized, embracing language, clothes and customs of the land and marrying into the ancient Aydinirian aristocratic families.

Rule of the Veyanithians has been by large a success story. The Dynasty presided over an era of immense economic prosperity brought by long distance trade, as well as a period of great cultural, architectonic and scientific flourishing and innovation, which can without any doubt be called one of Aydinir's golden eras. Early Shahs, devotees of a minor god Kean, promoted his previously little known cult and through their generous patronage transformed Keanism into one of the major global religions.

Alas, nothing lasts forever. In the last 100 years the Veyanithian Empire entered a slow yet terminal decline. Despite still looking venerable and strong from the outside, military defeats and internal conflicts led to the loss of faraway provinces. Power of the Shahs, once absolute and limited only to the sacred traditions and code of conduct, has been eroded so much that the monarchy became fully dependent on the Great Houses, especially the cunning viziers of House Ḱivarāxaren. Class tensions between the peasantry, emerging middle classes and powerful nobility simmer under the surface, as well as religious tensions between the Keanist Church, long favoured by the monarchy and disgruntled Jarist schools. Many of the more nationalist, or perhaps better say nativist, inhabitants of the Empire dream of placing a purer bloodline on the throne, this time of proper Aydinirian stock. Whatever the ever-turning Wheel of Time will bring, one thing is certain. Something ends, something new begins.
Last edited by Shahinay on Fri Mar 03, 2023 5:37 am, edited 1 time in total.

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Breyburg
Spokesperson
 
Posts: 104
Founded: Mar 18, 2017
Ex-Nation

Postby Breyburg » Thu Mar 02, 2023 5:45 pm

Shahinay wrote:
Nation Application - Marching Forward RP

(Image)
Imperial banner of the Veyanithian Dynasty


Nation Name: Veyanithian Empire
Name Shorthand: Aydinir
Leader: Shah Keansūdris VII
Government Type: Absolute Hereditary Monarchy (nominally)

In reality, since the last over 50 years monarchs of the Veyanithian Dynasty (or "shahs" as they are customary titled) have been reduced to the representative role of mere figureheads, controlled by the seven Great Aydinirian Houses. Among them the most powerful and influential is the House Ḱivarāxaren, a family which in many ways can be considered the true power behind the imperial throne. As such, behind the ailing monarchy lies an oligarchical system.
Ideology: Monarchism, Feudalism
Capital City: Veyānbān

---

Language(s): Aydinirian (ayd. Aydīnôhirya), Wardian (wrd. Sepàrhya Wardăs), others
Faith(s): Keanism, Jarism, others
IRL Culture and Ethnic Equivalent: No direct real life equivalent.

Inspirations for the character and aesthetics of Aydinirian Civilization have been mainly taken from Iran, especially pre-Islamic Iran of the Parthian and Sassanian periods, as well as from India, Bizantine Empire, Ottoman Empire and Venice. In terms of apperance, Aydinirians are based on an odd mix of Celtic, Iranian and North Indian features with a bit of fantasy added on top, although Aydinirians are not the only inhabitants of the Empire. Aydinirian religions meanwhile are inspired by elements of Mithraism, Zoroastrianism, Manichaeism, Hinduism and Buddhism.
Population: 35 million
Political Issues: Internal strife: Monarchy vs Great Houses, Great Houses between themselves, emerging merchants/bankers/middle class vs Great Houses, possibility of increased religious tensions

---

Brief History: Lands of Aydinir are one of the original cradles of civilization. Great cities and great empires rose and fell here numerous times in the last millennia, all tracing their legacy back to the semi-legendary Empire of the Dawn. Despite their rich and tempestuous history, all political entities ruling over this region present staunch continuity of linguistic, cultural and religious traditions, forming the core of Aydinirian Civiliziation. As such, it exerted and continous to exert tremendous influence over neighbouring regions and lands all around the inland sea.

Example of this influence is visible clearly especially in the family ruling over current iteration of the Aydinirian Empire. For as it turns out the Veyanithian Dynasty is not of native origin and arrived here from the north over 400 years ago. Its founder, Veyān, led from the deserts of Wardia a powerful barbarian army, composed both of nomads and city-dwellers, which swept through Aydinir and toppled the previous royal house. Thus Shah Veyān I became the first monarch of a new dynasty. Within the next 3 generations descendants of Veyān and his Wardian followers became fully Aydinirianized, embracing language, clothes and customs of the land and marrying into the ancient Aydinirian aristocratic families.

Rule of the Veyanithians has been by large a success story. The Dynasty presided over an era of immense economic prosperity brought by long distance trade, as well as a period of great cultural, architectonic and scientific flourishing and innovation, which can without any doubt be called one of Aydinir's golden eras. Early Shahs, devotees of a minor god Kean, promoted his previously little known cult and through their generous patronage transformed Keanism into one of the major global religions.

Alas, nothing lasts forever. In the last 100 years the Veyanithian Empire entered a slow yet terminal decline. Despite still looking venerable and strong from the outside, military defeats and internal conflicts led to the loss of faraway provinces. Power of the Shahs, once absolute and limited only to the sacred traditions and code of conduct, has been eroded so much that the monarchy became fully dependent on the Great Houses, especially the cunning viziers of House Ḱivarāxaren. Class tensions between the peasantry, emerging middle classes and powerful nobility simmer under the surface, as well as religious tensions between the Keanist Church, long favoured by the monarchy and disgruntled Jarist schools. Many of the more nationalist, or perhaps better say nativist, inhabitants of the Empire dream of placing a purer bloodline on the throne, this time of proper Aydinirian stock. Whatever the ever-turning Wheel of Time will bring, one thing is certain. Something ends, something new begins.



Approved.
SODA!!!
- Joe Biden

Proud member of the Federation of Allies.

User avatar
Shahinay
Spokesperson
 
Posts: 105
Founded: Mar 02, 2016
Father Knows Best State

Postby Shahinay » Fri Mar 03, 2023 7:42 am

Nation Application - Marching Forward RP

Nation Name: City-States of Wardia
Name Shorthand: Wardia
Leader: none. Each city-state, as well as numerous nomadic and semi-nomadic tribes, have their own leaders, which act independently from each other. City-states are generally ruled by hereditary petty kings, which are considered to be "first among equals" with the rest of city's elites. Likewise, the tribes are ruled by hereditary chieftans, which have to respect the opinions of the council of other tribe elders.
Government Type: none. Wardia is not unified by any single political entity. Often nomadic and semi-nomadic tribes are theoretically dependent and subservent to a city-state, but the level of control a city-state exerts over a tribe can differ massively, from a tribe being completely loyal to the city's ruler to a tribe being de facto completely independent from a city or even hostile to it.
Capital City: none. There are many dozens Wardian City-States, with at least 15 major ones. Among them 3 are considered to be the wealthiest and most powerful of them all: Zarubaȝal, Hyamùlkar and Rùragim.
---
Language(s): Wardian (wrd. Sepàrhya Wardăs), Aydinirian (ayd. Aydīnôhirya), others
Faith(s): Keanism, Wardian Pantheon, others.
IRL Culture and Ethnic Equivalent: No direct real life equivalent. Major inspirations from Ancient and Medieval Central Asia (Sogdia, Khwarazm and Khorasan), as well as Iranian, Turkic and Bedouin Arab nomads.
Population: 2 million
Political Issues: Decentralization, rivarlies between different city-states and tribes, issues of trade and competition over trade routes
---
Brief History: Wardia as a land possesses two very different faces. On one hand it is largely a huge desert, a harsh and brutal land which breeds harsh and brutal people. Sun scorched sands are traversed by Bedouin tribes and their herds of goats, horses and camels. One might disregard them as simple barbarians, but many an army has found death among the endless sands at the hand of the Wardian nomads defending their lands. Those tribesmen who leave their tents, either by free will or necessity, often find job as mercenaries and are regarded as one of the best mercenaries this part of the world has to offer.

The other side of Wardia can be found in oasis, on river floodplains and shores of the region. There, mighty city states lie, protected by thick walls and tall towers. This is a land of flourishing trade and commerce. Wardian city-states are fabled as increadibly wealthy middlemen, indispensable intermediaries transporting all types of goods between the southern empire and the peoples of the north, as well as expert artisans, producing beautiful textiles and carpets. High Wardian culture has emerged from their tribal roots under the heavy influence of Aydinirian Civilization.

Wardians are fiercely independent and hard to govern people. Many times they united, forming coalitions and leagues to fight a foreign invasion only to fall back into constant squabbles and infighting as soon as the foe was vanquished. Several times the region was also united by particulary strong and charismatic leaders which led the Wardians to external conquests. Last time that happened was 400 years ago, when Veyān (or Wìȝan, as he is called by the Wardians) managed to unite this people and conquered the south. Wardia remained a part of the Veyanithian Empire for three centuries before the imperial authority over the region shattered completely 100 years ago. City-states became effectively independent, despite the fact Veyanithian Shahs still formally claim to be the masters of the sands and oases of Wardia. While imperial officials are gone, many aspects of the past imperial presence remain. One of them is the position of the Keanist faith, which is the majority religion of the city-dwellers, while the tribesmen still largely adhere to the ancient Wardian gods.
Last edited by Shahinay on Wed Mar 08, 2023 4:37 pm, edited 3 times in total.

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Great Confederacy of Commonwealth States
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Democratic Socialists

Postby Great Confederacy of Commonwealth States » Fri Mar 03, 2023 12:48 pm

WiP; is this use of magic justified? It only makes the monks longer-lived, which is both a blessing and a curse: their experience helps guide the nation but their conservatism makes them opposed to many societal changes, making the country fiercly conservative (and some would say, backward)

Nation Application - Marching Forward RP

Nation Name: Domain of Olem-Ma
Name Shorthand: Olem-Ma (Land of the Peacock), Olemma (exonym)
Leader: De iure: King Metassa; de facto: none. Metassa is a mythic king of 1143 years ago, who according to legend was a powerful mage, who mastered both the martial and the spiritual arts. What is taken to be his mummified remains form the most central holydom of Was-e-Haru-Pra, and the high priests still commune with his corpse, taking him to be a deathless king capable not only of great wisdom, but even foresight. This power, it is believed, was gained by him becoming so knowledgeable of the past that he could foresee all future events. In reality, however, it is unknown whether the mummy installed in the Great Shrine is even the Old King. Also, due to his age, communication with the mummy is incredibly difficult, and interpreting its 'signals' is the task of the eldest of High Priests, who are themselves often prone to speak in riddles. In the stately practice, the Old King Metassa is both leader of the bureaucrats and the martial elite, and thus the true leader of Olem-Ma.
Government Type: Feudal monarchy, bureaucratic theocracy. Power in Olem-Ma is split between the clergy, who form a class of literate bureaucrats, and the martial elite. Both engage in extensive study and ritual meditation to achieve prowess. The martial elite gains heightened senses and skills with their weapons, while the bureaucratic elite expand their mind and, importantly, gain the ability to cheat death for some time, depending on how attuned with the world they are and how skilled their are at meditation. The bureaucratic monks form the memory of the nation, gaining extensive experience throughout the generations, and sometimes even throughout the ages. Together, these two classes govern the nation in relative harmony, though only the monastic order has a central leadership.
Ideology: Conservatism
Capital City: Was-e-Haru-Pra (Garden along the River Valley)
---
Language(s): Ma-Huve (Ancient Song), Re-Huve (New/Candidate Song)
Faith(s): Ma-Huve, Veneration of the Ancient Song
IRL Culture and Ethnic Equivalent: A mixture of early medieval British monastic culture, Japanese martial culture
Population:
Political Issues:

A land divided
The kingdom is divided. Varying lords of varying levels are scattered throughout the land, each governing their own little demesne. In peaceful days, there are only border skirmishes and the lands cooperate together in peace. In the worst of times, the land is plunged into all-out war for dominance. And everything inbetween is a possibility.

Revolution
The world is changing. Advances in shipping and navigation have made long-range trade possible. In turn, as single voyages become more dangerous but returning ships become more lucrative, it is becomming more and more profitable to own not a ship, but a stake in a shipping company. And as more money is to be made, not off land, but off other property, a new class of wealth is developing: the class of capital. This change in the power dynamics of the world are at least going to leave a lasting mark, and at most change the world entirely.

---
Brief/Initial History: The central institution about which the whole of Olem-Ma society turns is the Order of the Ancient Song, a semi-magical priesthood that acts as the state bureaucracy for the whole of society. The monks of the Ancient Song are able to read and write, a skill that is otherwise reserved for the feudal and martial elite of Olem-Ma. Their magical abilities are limited to the single ability to prolong their natural lifespan through focus, concentration and meditation, halting their ageing and allowing them to live far beyond a normal human lifespan. This ability comes at the cost of any worldly connection and human pleasure, which must first be purged before one can speak the All-Song and be liberated from death. Age is an important signifier of hierarchy in the Order, with the Grand Masters, the highest 'walking' members of the Order, all having lived some centuries, limiting their communications to specially-trained attendants who themselves have forsaken all worldly connections. However, these Grand Masters are said to be able to commune with the mummified remains of the 'unwalking masters', who in their concentration mummified without dying and thus achieved functional immortality. These remains are central figures of worship and are seen by their Order as their true leaders.

The Order uses its many combined centuries of experience to teach others, especially the martial nobles that form the political elite of Olem-Ma. In practice, these 'knights' (varying in social rank) are dependent on the council and guidance of the Order. In return, the knightly classes protect the social status and economic interests of the Order, who run various plantations and high-quality manufactories. The Order, meanwhile, does not interfere in the squabbles and skirmishes of the knightly classes, who are prone to fight among themselves for control of the island. Centralised military power over the island is rare, however, partially (or even mostly) because it is secretly opposed by the Order. Their oldest walking members can still remember a time when the island was controlled by a Great Unifier, who managed to subdue the Order and make it subservient to him. It is a time the Order does not wish to see return. Thus, they strategically support and guide the nation such that no single person can gain the force necessary to oppose them. A theory that is put to the test by continued Aztlán expansion.
Last edited by Great Confederacy of Commonwealth States on Tue Mar 07, 2023 1:05 pm, edited 1 time in total.
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Guuj Xaat Kil
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Posts: 711
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Ex-Nation

Postby Guuj Xaat Kil » Fri Mar 03, 2023 1:51 pm

Nation Application - Marching Forward RP


Image



Nation Name: The Imperial State of the Reik
Name Shorthand: The Reikstaat | Angelon
Leader: Emperor Magnar ze Gryrfi
Government Type: Republican Monarchy
Ideology: (Religious) Fundamentalism, Isolationism, Ethnocentrism, Feudalism (FIEF)
Capital City: Ryeleta


Language(s): Reikish (ruling), Venjek (majority), others
Faith(s): The Church of Celestial Worship
IRL Culture and Ethnic Equivalent: A combination of New England, Poland-Lithuania, the Sorbs, Slavs in general, and with the craziness that an Occultist Vlad the Impaler implies. There's also Inuit up north.
Population: 7 million
Political Issues: Conflicts between the Fifteen Families, the Church, the raiders up north, the growing fur-eared population, etc.


Brief/Initial History:
The island of Angelon- across the Strait of Martyrs- was first settled by the race of men from the mainland. It is not known as to how exactly they achieved this, but multiple theories abound, ranging from a land bridge to a mystifying parting of the waters. Either way, this resulted in the warmer south of the isle being occupied by the race of men. From that point on, there is little to be said about the land due to the lack of written records over a very long time period, but it is known from sources coming from nearby civilizations that the area was dominated by warring chieftains, and as time progressed, warring kings. But as time wore on, the number of kings on the island grew smaller and smaller, until there were naught but five kings left.

This period is known as the Pentarchy, and due to influences from lands across the Strait, a written script for Old Venjek and thus a written record of this period was made possible. The five kings warred and allied with each other constantly, and this remained the state of affairs until the coming of Karl Franz I some 600 years ago. By the time of his arrival for the conquest of Angelon, the land had been shaken up by the arrival of the tailed men from across the strait, and the conquests of the House of Rusk, rulers of the Kingdom of the Preubeni. By the time Karl Franz I was done, he brought to heel four kingdoms: Norilsk, Rosland, Suesani, and Angliya.

The Preubeni on the other hand, proved stubborn, successfully resisting the legions of the Reik and managing to secure their independence by playing the tailed men and the Reikish legions against one another and moving in to mop up the leftovers. But as the tailed men slowly but surely settled down and their numbers coming from the strait dwindled, the Reik could finally focus on crushing the stubborn kingdom, and a century and a half ago, this was successfully achieved after a gruelling war of ten years. The Province of Angelon (its southern part that is) was finally united under the flag of the Reik, but as history would soon show, this would not last for long.

Fifty years after the completion of conquest against Angelon, a period of destitution struck the Reik like a grave malady, and the Revolution consequently occurred. Queerly enough however, Angelon was one of the few provinces unaffected by the troubles of those times due to the competent stewardship of the province by its governor, who stayed loyal to the end despite the revolts for independence occuring in his own backyard, which he crushed after a series of close battles.

Unfortunately for him, the rest of the Reik fell after thirty years of gruelling conflict, and he received graciously the remnants of the Imperial Family of Gryrfi. But then the greatest troubles came as the biggest revolt in Angelon erupted, which resulted in a peace of compromise between the remnants of the Reik and the rebels. Their representation would be a given, but the Imperial Family would be first among equals. Fifteen families, the Gryrfi among them, arose from this arrangement and became the ruling class of the new Imperial State.

Fast forward to today, and this is still the case.
Last edited by Guuj Xaat Kil on Wed Mar 08, 2023 8:57 pm, edited 3 times in total.
Former Foreign Minister of the Federation of Allies.
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Breyburg
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Posts: 104
Founded: Mar 18, 2017
Ex-Nation

Postby Breyburg » Fri Mar 03, 2023 2:14 pm

Shahinay wrote:Nation Application - Marching Forward RP

Nation Name: City-States of Wardia
Name Shorthand: Wardia
Leader: none. Each city-state, as well as numerous nomadic and semi-nomadic tribes, have their own leaders, which act independently from each other. City-states are generally ruled by hereditary petty kings, which are considered to be "first among equals" with the rest of city's elites. Likewise, the tribes are ruled by hereditary chieftans, which have to respect the opinions of the council of other tribe elders.
Government Type: none. Wardia is not unified by any single political entity. Often nomadic and semi-nomadic tribes are theoretically dependent and subservent to a city-state, but the level of control a city-state exerts over a tribe can differ massively, from a tribe being completely loyal to the city's ruler to a tribe being de facto completely independent from a city or even hostile to it.
Capital City: none. There are many dozens Wardian City-States, with at least 15 major ones. Among them 3 are considered to be the wealthiest and most powerful of them all: Zarubaȝal, Hyamùlkar and Rùragim.
---
Language(s): Wardian (wrd. Sepàrhya Wardăs), Aydinirian (ayd. Aydīnôhirya), others
Faith(s): Keanism, Wardian Pantheon, others.
IRL Culture and Ethnic Equivalent: No direct real life equivalent. Major inspirations from Ancient and Medieval Central Asia (Sogdia, Khwarazm and Khorasan), as well as Iranian, Turkic and Bedouin Arab nomads.
Population: 2 million
Political Issues: Decentralization, rivarlies between different city-states and tribes, issues of trade and competition over trade routes
---
Brief History: Wardia is a land of two possesses two very different faces. On one hand it is largely a huge desert, a harsh and brutal land which breeds harsh and brutal people. Sun scorched sands are traversed by Bedouin tribes and their herds of goats, horses and camels. One might disregard them as simple barbarians, but many an army has found death among the endless sands at the hand of the Wardian nomads defending their lands. Those tribesmen who leave their tents, either by free will or necessity, often find job as mercenaries and are often regarded as one of the best mercenaries this part of the world has to offer.

The other side of Wardia can be found in oasis, on river floodplains and shores of the region. There, mighty city states lie, protected by thick walls and tall towers. This is a land of flourishing trade and commerce. Wardian city-states are fabled as increadibly wealthy middlemen, indispensable intermediaries transporting all types of goods between the southern empire and the peoples of the north, as well as expert artisans, producing beautiful textiles and carpets. High Wardian culture has emerged from their tribal roots under the heavy influence of Aydinirian Civilization.

Wardians are fiercely independent and hard to govern people. Many times they united, forming coalitions and leagues to fight a foreign invasion only to fall back into constant squabbles and infighting as soon as the foe was vanquished. Several times the region was also united by particulary strong and charismatic leaders which led the Wardians to external conquests. Last time that happened was 400 years ago, when Veyān (or Wìȝan, as he is called by the Wardians) managed to unite this people and conquered the south. Wardia remained a part of the Veyanithian Empire for three centuries before the imperial authority over the region shattered completely 100 years ago. City-states became effectively independent, despite the fact Veyanithian Shahs still formally claim to be the masters of the sands and oases of Wardia. While imperial officials are gone, many aspects of the past imperial presence remain. One of them is the position of the Keanist faith, which is the majority religion of the city-dwellers, while the tribesmen still largely adhere to the ancient Wardian gods.



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Breyburg
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Posts: 104
Founded: Mar 18, 2017
Ex-Nation

Postby Breyburg » Fri Mar 03, 2023 2:16 pm

Great Confederacy of Commonwealth States wrote:WiP; is this use of magic justified? It only makes the monks longer-lived, which is both a blessing and a curse: their experience helps guide the nation but their conservatism makes them opposed to many societal changes, making the country fiercly conservative (and some would say, backward)

Nation Application - Marching Forward RP

Nation Name: Domain of Olem-Ma
Name Shorthand: Olem-Ma (Land of the Peacock), Olemma (exonym)
Leader:
Government Type: Feudal monarchy
Ideology: Conservatism
Capital City: Was-e-Haru-Pra (Garden along the River Valley)
---
Language(s): Ma-Huve (Ancient Song), Re-Huve (New/Candidate Song)
Faith(s): Ma-Huve, Veneration of the Ancient Song
IRL Culture and Ethnic Equivalent: A mixture of early medieval British monastic culture, Japanese martial culture
Population:
Political Issues:
---
Brief/Initial History: The central institution about which the whole of Olem-Ma society turns is the Order of the Ancient Song, a semi-magical priesthood that acts as the state bureaucracy for the whole of society. The monks of the Ancient Song are able to read and write, a skill that is otherwise reserved for the feudal and martial elite of Olem-Ma. Their magical abilities are limited to the single ability to prolong their natural lifespan through focus, concentration and meditation, halting their ageing and allowing them to live far beyond a normal human lifespan. This ability comes at the cost of any worldly connection and human pleasure, which must first be purged before one can speak the All-Song and be liberated from death. Age is an important signifier of hierarchy in the Order, with the Grand Masters, the highest 'walking' members of the Order, all having lived some centuries, limiting their communications to specially-trained attendants who themselves have forsaken all worldly connections. However, these Grand Masters are said to be able to commune with the mummified remains of the 'unwalking masters', who in their concentration mummified without dying and thus achieved functional immortality. These remains are central figures of worship and are seen by their Order as their true leaders.

The Order uses its many combined centuries of experience to teach others, especially the martial nobles that form the political elite of Olem-Ma. In practice, these 'knights' (varying in social rank) are dependent on the council and guidance of the Order. In return, the knightly classes protect the social status and economic interests of the Order, who run various plantations and high-quality manufactories. The Order, meanwhile, does not interfere in the squabbles and skirmishes of the knightly classes, who are prone to fight among themselves for control of the island. Centralised military power over the island is rare, however, partially (or even mostly) because it is secretly opposed by the Order. Their oldest walking members can still remember a time when the island was controlled by a Great Unifier, who managed to subdue the Order and make it subservient to him. It is a time the Order does not wish to see return. Thus, they strategically support and guide the nation such that no single person can gain the force necessary to oppose them. A theory that is put to the test by continued Aztlán expansion.



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SODA!!!
- Joe Biden

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Breyburg
Spokesperson
 
Posts: 104
Founded: Mar 18, 2017
Ex-Nation

Postby Breyburg » Sun Mar 05, 2023 4:52 pm

Guuj Xaat Kil wrote:
Nation Application - Marching Forward RP


Nation Name: The Imperial State of the Reik
Name Shorthand: The Reikstaat
Leader: Emperor Magnar ze Gryrfi
Government Type: Republican Monarchy
Ideology: (Religious) Fundamentalism, Isolationism, Ethnocentrism, Feudalism (FIEF)
Capital City: Ryeleta


Language(s): Reikish (ruling), Venjek (majority), others
Faith(s): The Church of Celestial Worship
IRL Culture and Ethnic Equivalent: A combination of New England, Poland-Lithuania, the Sorbs, Slavs in general, and with the craziness that an Occultist Vlad the Impaler implies.
Population: 7 million
Political Issues: Loyalists to the deposed Imperial House, conflicts between the Fifteen Families, WIP


Brief/Initial History: WIP


Welp, should get on with finishing this soon.

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SODA!!!
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Bearstin
Envoy
 
Posts: 344
Founded: Aug 29, 2014
Mother Knows Best State

Postby Bearstin » Wed Mar 08, 2023 2:50 pm

Nation Application - Marching Forward RP

Nation Name: The Bearia Imperium
Name Shorthand: Bearia
Leader: Emperor Derrick II of House Black
Government Type: Absolute Monarchy
Ideology: Ethnocentrism, Monarchism, Feudalism
Capital City: Bearstin
---
Language(s): Bero
Faith(s): Bero Code
IRL Culture and Ethnic Equivalent:
Similar to Spartans, Vikings, and Mandalorians based on culture. The Beros have a fierce warrior code driven by honor and duty to the crown. Ethnically similar to the Greeks except for the mountain people who could more easily be compared to Scandinavians.
Population: 25 million
Political Issues: The province of Cardinalo has a reputation for rebellion, and tensions are always boiling. A separate province of Coytey has a proud and distant relationship with the crown. They are religious zealots of the Honor Code and hold little respect for the current Emperor. For their loyalty, they acted as wards to the crown Prince Robb who has developed into Bearia's fiercest general and most skilled fighter. Robb is the greatest warrior in a generation and possibly across the globe. The fear of the Crown Prince's armies keep the crown together, but the age of the Emperor and the greed of the other houses can very well threaten peace as per usual. Robb is unmarried and many in the court wish to see him married soon as whispers from the palace allude to the Emperor being sick.
---
Brief/Initial History: Bearia has been united and disunited for years. After a long civil war, the Empire united under Derrick I who was succeeded by his weak son, Derrick II, a third son whose two older brothers died in the war. When Derrick II ascended, Coytey threatened to break away and take their skilled warriors with them. In order to appease them, Derrick II sent his son Robb to be their ward and Robb was raised under Coytian views, turning him into a remarkable warrior. He fought his first battle at age fourteen, killing three men as part of a cavalry charge. By eighteen, Robb was in the vanguard, killing men in ways that could only be described as a graceful dance. Robb became the General of the realms armies and has since led brutal campaign after campaign to conquer new territory. On the outside, Bearia is a strong empire, but as with most great Empire's, their biggest enemy is often themselves.
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Breyburg
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Posts: 104
Founded: Mar 18, 2017
Ex-Nation

Postby Breyburg » Wed Mar 08, 2023 2:54 pm

Bearstin wrote:Nation Application - Marching Forward RP

Nation Name: The Bearia Imperium
Name Shorthand: Bearia
Leader: Emperor Derrick II of House Black
Government Type: Absolute Monarchy
Ideology: Ethnocentrism, Monarchism, Feudalism
Capital City: Bearstin
---
Language(s): Bero
Faith(s): Bero Code
IRL Culture and Ethnic Equivalent:
Similar to Spartans, Vikings, and Mandalorians based on culture. The Beros have a fierce warrior code driven by honor and duty to the crown. Ethnically similar to the Greeks except for the mountain people who could more easily be compared to Scandinavians.
Population: 25 million
Political Issues: The province of Cardinalo has a reputation for rebellion, and tensions are always boiling. A separate province of Coytey has a proud and distant relationship with the crown. They are religious zealots of the Honor Code and hold little respect for the current Emperor. For their loyalty, they acted as wards to the crown Prince Robb who has developed into Bearia's fiercest general and most skilled fighter. Robb is the greatest warrior in a generation and possibly across the globe. The fear of the Crown Prince's armies keep the crown together, but the age of the Emperor and the greed of the other houses can very well threaten peace as per usual. Robb is unmarried and many in the court wish to see him married soon as whispers from the palace allude to the Emperor being sick.
---
Brief/Initial History: Bearia has been united and disunited for years. After a long civil war, the Empire united under Derrick I who was succeeded by his weak son, Derrick II, a third son whose two older brothers died in the war. When Derrick II ascended, Coytey threatened to break away and take their skilled warriors with them. In order to appease them, Derrick II sent his son Robb to be their ward and Robb was raised under Coytian views, turning him into a remarkable warrior. He fought his first battle at age fourteen, killing three men as part of a cavalry charge. By eighteen, Robb was in the vanguard, killing men in ways that could only be described as a graceful dance. Robb became the General of the realms armies and has since led brutal campaign after campaign to conquer new territory. On the outside, Bearia is a strong empire, but as with most great Empire's, their biggest enemy is often themselves.



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SODA!!!
- Joe Biden

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Kleindeutchsland
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Posts: 93
Founded: Jan 10, 2023
Ex-Nation

Postby Kleindeutchsland » Wed Mar 08, 2023 3:32 pm

Image
Flag of Königreich-Wüste


Nation Name: The Imperial Reich of Königreich-Wüste
Name Shorthand: Königreich-Wüste
Leader: Heinrich Müller
Government Type: Dual Monarchy
Ideology: Absolute Monarchy
Capital City: Hafenstadt
---
Language(s): Nördlich and Ostlich
Faith(s): Christentum (Christianity)
IRL Culture and Ethnic Equivalent: Prussia
Population: 32 Million
Political Issues: Current Instability in Southern Provinces who want Independence.
---
Brief/Initial History:

Königreich-Wüste was once two separate kingdoms, Königreich and Wüste.

Königreich

Königreich was a small kingdom founded in 1198 AD, after a small union of 3 city states joined together to form the Kingdom of Königland, Königland’s capital was the modern day Capital City of Hafenstadt, a city who’s name literally translates to “Port City”, Königland slowly grew from 1201 to 1278, as Hafenstadt slowly grew into a Economic Trade hub and center of Technologies and Learning across the known world, the beginnings of the 13th Century would be considered a Golden Time for Königland, but all golden ages end with Dark Times, in 1342 King Ansgar Schäfer IV took power in the country after his father had died, Ansgar got rid of the court and established a total dictatorship with him at top of everything, he used the strong profit from Hafenstadt to build a large army, which would be the largest army in the world for a short time, he launched a massive war against neighboring nations from 1342 to 1368, practically Quadrupling the nations size in the process, eventually though the nation fell from internally and soon a violent civil war that would last from 1369 to 1373 would result in a new Monarchy Taking over, the Günther house took over control of the now renamed Königreich, with Hermann Günther taking over as King of the nation. The 14th century would be a time of rebuilding for Königreich, who still kept up with a modest economy and military, they continued to build bigger and larger cities and soon the economy started growing larger again by 1501, the 15th century would result in the Schuster house taking control of Königreich after the fall of the previous dynasty, the Schuster would start a second Golden age in the nations history, which would end in 1534, the following year Königreich United with the Kingdom of Wüste which would create The Imperial Reich of Königreich-Wüste.

Wüste

The Kingdom of Wüste had a less exciting, to say the least, history then it’s Western Neighbor, Wüste Is named after the City-State it was founded from, Wüsterstad, Wüste was a landlocked away tucked by a river side, nothing exiting would happen to the city for centuries until 1231, when a new king took over, Manfred Fabel, he quickly built a strong army and expanded west down the Wüste River Valley, the Nation gradually became a Agricultural-Based Empire along the aforementioned River Valley, Wüste would not get to expand too the coast though, Due to Ansgars growing empire expanding east upstream the river, the two titans clashed as the modern city of Ziegler, where frequent small border fights would happen, eventually by around 1364 Wüste decided to just expand outside the river valley and they quickly expanded into the empty northern and south plains outsides the river valley, soon by the 15th century they were a large empire almost the size of Königreich, holding much the same power as they did. With both nations sharing similiayres like Religion, Culture, Language, and both having control of the greater Königreich-Wüste River Valley, they United in 1534 into The Imperial Reich of Königreich-Wüste.

The Imperial Reich of Königreich-Wüste

The Reich has only existed for a short 20 year long era, from 1534 to the modern day, Königreich-Wüste is a pretty young nation, in 1535 in order to better govern the Empire, it was divided into two main Provinces, Königreich and Wüste, where every week representatives from each province would go and meet and discuss current internal and international affairs. The Müller House took control of the Empire with Heinrich Müller taking the thrown as official Leader of Königreich-Wüste, which he continues to serve to this day. Today Königreich-Wüste is a economically and militarily strong nation that is seen as a not to be messed with military power in the world, like in the past Hafenstadt is a center of Trade, Technology, Infrastructure, and Education, remaining the glimmering heart of Königreich-Wüste.
Last edited by Kleindeutchsland on Wed Mar 08, 2023 6:01 pm, edited 2 times in total.
NS stats will be canon when the Kaiser dies. Wait what do you mean the Kaiser is dead? Well get me a new metaphor quick Jeremy!

The Imperial Reich of Kleindeutchsland is the last remaining Colonial Empire on the planet, yet still remaining the strongest country in Europe both Economically and Militarily, the Reich is ruled with a Iron Fist by Kaiser Ansgar Schäfer, who rules over the population of 167.6 Million people. the city of Berlin is the capital of the Imperial Reich, also housing as the largest city in Europe.

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

Postby Ovstylap » Wed Mar 08, 2023 5:49 pm

WIP Nation Application - Marching Forward RP

Nation Name: Momelka al-Maharibin al-Sharfa/Embratoria al Malek (The Realm of Honourable Warriors, or the Empire of the Al-Maliks)
Name Shorthand: Al-Maliks, the Southlands, The Land of the Ka'Rahib.
Leader: Sultan Mussadiq Hakeem Al-Malik
Government Type: Semi-Centralised Elective Monarchy.
Ideology: Stratocratic bureaucracy, militarism, expansionist, mercantilism, caste-system
Capital City: Al-Artakah
---
Language(s): Ka-Rahib, Lyrenacian, Murd (Arabic, Berber, Carthaginian Dialect, Bambara)
Faith(s): Kahari, Lyrene Pantheon, various local/folk religions/shamanism/spiritualism (Strict Sunni Islam, Punic religion, various Sub-Saharan minor religions)
IRL Culture and Ethnic Equivalent: A blend of Arabic, Berber, Punic, and Malian
Population: 14 million (a further 10 million exist in a blend of tributary and vassal states which drift in and out of rule)
Political Issues: Religious intolerance, ethnic divisions, competition between the cities, host to corsairs, unwilling tributaries

Religious Intolerance
Although the Al-Malik dynasty officially practices a doctrine of religious tolerance, that does not mean the population at large do. There is often a divide between the often Kahari adherent Ka-Rahib and Ashteribs, as well as the various peoples raised by them, and those of the cities who follow the Lyrene Pantheon. Even worse is the antagonism towards the various Murd faiths, which are looked upon often with contempt or as not fully formed religions by the Kahari. The use of faith to reinforce the subjugation of the Murd adds yet another point of contention to these peoples who are kept in line by threat of steel.

Ethnic Divisions
The Ka-Rahib, and Ashteribs dominate the military, and are often the most trusted by the Sultan and those he appoints. Whilst the Lyrenes and other natives inhabit many of the cities, a whole mixture of minor ethnic groups inhabit various rural areas. But it is the Murd tributaries who are most brutally treated. The various divisions, which cross cultural, linguistic, and religious lines, undermine bureaucracy, taxation, and internal stability.

Competition between the Cities
For a millenium have the Lyrene cities spread all along the coasts of the Southern lands, and throughout history have they rivalled one another. They may have a Sultan, a language, a ruling class, and a currency in common, but trade policies, tariffs, and friendship in common? Oh no, no they do not. Each of the Lyrene port cities competes to have more visitors, and to be more lucrative, and the rivalries can be very intense, to the point that the Ka-Rahib and their Ashterib secondaries often fail to understand. In the push to make more wealth, slave labour is increasingly used, putting yet more pressure upon the Murd tributaries.

Host to Corsairs
From inlets and natural harbours, from caves, from small islands, come the Corsairs of the South. Though some might think their fast galleys are effective trade vessels, and indeed they may well be, many come to raid, enslave, and pillage. Even, have vessels from the United Provinces been beset (though increasingly rarely) in the past. Of course, whilst the language and ethnicity of these corsairs is often known, the ability to deal with them is fiercely contested by the realm, which requests evidence from foreign dignitaries, and is completely opposed to foreign intervention. Indeed, the corsairs can be useful indeed, but of course some are destroyed as they end up deterring honest trade, or to show off to foreign dignitaries, or because they brake the unspoken agreement and raid their own realm.

Unwilling Tributaries
Mind you, since when was a tributary ever willing? Well along the peripheries of the realm lie a myriad of realms, towns, provinces, tribes and the like of varying sizes, histories, loyalties, and treaties. At large however the Murd ethno-cultural group is oppressed relentlessly; with tributes and slaves exacted regularly and occasionally pitilessly. Though revolts do break out, they are then suppressed harshly, occasionally leading to demographic issues.

---

Military Information: Sultan Mussadiq Hakeem Al-Malik can call upon a military which is renowned for its skill and courage at arms, but not for its technology. Gunpowder and artillery is infrequently used, and fortifications are often very impressive, but not designed for use against cannon. Still, what adversary could even bring cannon to bare against the Sultan's loyal cities?

Even since the 12th century, not a great amount has changed in some ways. Excellent composite bows remain a weapon of choice, though Lyrene city garrisons often use crossbows. Skill with scimitar, mace, lance, and bow are what are prized. The trebuchet and ballistae tend to be the siege weapons of choice, whilst wagon-mounted scorpions grace the battlefield.

The Sultan himself can call upon his own forces, numbering some 12000, whilst his directly appointed governors and the Ka-Rahib hosts can bring a further 36000 to bare. But when one includes the great many garrisons, the fact that a great many of the nomadic peoples are a warrior class in themselves, and of course the large numbers of slave-soldiers, or rather, honourable warriors, there are, well then a much, much larger force can be raised.

Though the technology they use is not that impressive, generations of raising child-soldiers, of crushing rebellions, fighting civil wars, raiding petty kingdoms, oppressing the Murds, and refining the crafting of armour and weapons, as well as fighting in often rough, hot, or arid terrain, does mean a few things. The Al-Maliks can call upon excellent horses and camels, fiercesome war-elephants, a built up logistic system, and hardened warriors.

There exists a code of honour amongst the military. If a settlement fails to surrender after three separate negotiations, or once a substantial breach is made in a wall, if it does not surrender, it forfeits its rights to mercy. Prisoner exchanges, and the allowance of garrison passes, are seen as almost sacred. An enemy, or even a friendly general or leader who brakes these, loses all credibility, and often receives no mercy. The Sultan had his own third son exiled for ordering the execution of a stubborn rebel garrison after they had finally surrendered, which his own commander had refused to carry out- resulting in a duel between him and the prince, which although the prince won, could find no other officer willing to give the order. Further, trickery during a parley is seen as an absolute disgrace. If promises are made where blood could be spilled, or has been saved, then they are worth exactly that, life.

---
Brief/Initial History: For many millenia have the Southern lands been inhabited by a great range of peoples. The area has seen a great amount of migration, conquest, and settlement, with a great mixture of ethnic groups having scatterings of their people here. Many settled along the coasts, or the rivers, or the oases, and in time, the populaces would grow.

Undoubtedly however, due to traders, travelers, and even a few colonial expeditions, much of the region would be influenced by the spread of various currencies, technologies, and iron, from an empire across the sea, which the city of Lyrene particularly capitalised on- giving tribute to this empire and receiving a technological edge over the native populations.

In 558 BC, the city of Lyrene sent out its first expedition, and by 423 BC, the cities of Tarkla, Bourze, Kassayid, and Umm Beyid had been founded. The Lyrenacians would settle many prominent towns along the coasts, with these often gaining their own independence, and forming their own relations with the other peoples living in the region. The most dominant of all of these was the cultural group of the Ash'ari, a nomadic group who could be found throughout the lands.

Over the following centuries, Lyrenacian city states would form, spread their own colonies, trade overseas, and collapse for various reasons, whilst other peoples loyalties swayed between them. The Ash'ari would splinter as some began to settle, and others merged with the newly migrating Terib people in the late 5th century AD.

The Ashterib peoples would gradually come to dominate the river-kingdoms and often peaceful peoples of the Murd cultural group, many of whom lived further away from the coasts. Some independent kingdoms remained, and the tensions between these existed for many a century. In the 900s a series of brutal wars between the Lyrenacian cities occurred, and in the 1040s, and 1070s, new migrations destabilised the region. It was in 1189 however that the history of the region truly changed.

A great host came from the North-East. Hardened, brutal, warmongering, but honourable. Their mastery of horse archery, their tenacity, and their skilful tactics would soon come to be feared. These men had come from deserts north even of the sea, and had conquered their way through other kingdoms, looking for new lands.

Their first act in 1190 was the complete destruction of Khazaouet, followed by Akhycheira in 1193. These cities had failed to pay tribute. One after another, these newcomers forced the various Lyrenacian cities into submission, playing them off against one another, and benefitting from the support of one until its turn also came. They stretched rapidly along the coast, not fearing to topple governments and appoint their own peoples, but returned with brutality if their tributes were left unpaid or their representatives harmed.

The Ashterib people were still very much nomadic, and had many similar customs, and even a faith of some compatibility in terms of its laws and spiritual theology. As such, though their roles as the mercenaries and enforcers of the Lyrenacian cities over the other local populace was reduced, they began to integrate with the newcomers. These newcomers, the Ka-Rahib, were here to stay. In theory, they owed allegiance to recently established Veyanithian Empire, but appeared to be conquering a realm for themselves. Still, these nominal ties remain to this day, even if often only on the highest levels.

By 1236, the Kusaif dynasty was established, the centre of a series of tributaries. For the Ka-Rahib, the issue was always the replenishment of their numbers, and overtime, they gradually gathered a larger host from taking the children of the vanquished as wards of their own, as well as practicing slavery on a great scale, with many child slaves brought up to be warriors.

Over the following centuries, the Ka-Rahib would spread their dominance, gradually subjugating the entirety of the Southlands, though centralisation never occurred. Many dynasties, rebellions, civil wars, and realm breakups occurred, until 1523, from which time the Al-Malik dynasty, itself arose from Warriors of Honour (Maharbo Charf- often termed Machar in common parlance), has ruled. With an expansion of the state bureaucracy, and the introduction of state monopolies on alcohol, salt, iron, gold, and paper, they have been filling their coffers. The cities are tied to the Sultan, enforced by his moving court and armies, and from their established strongholds along the coasts and rivers, the Murd peoples are kept under a particularly repressive rule, with many of their number taken as slaves, and forcible relocations often occurring.

The Al-Malik Dynasty seeks to safeguard its own dominant position, whilst economically expanding, increasing stability, and ensuring that the Murd tributaries continue to pay. Still, there are many fractures which could be exploited by cunning opponents.

User avatar
Breyburg
Spokesperson
 
Posts: 104
Founded: Mar 18, 2017
Ex-Nation

Postby Breyburg » Wed Mar 08, 2023 7:48 pm

Ovstylap wrote:WIP Nation Application - Marching Forward RP

Nation Name: Momelka al-Maharibin al-Sharfa/Embratoria al Malek (The Realm of Honourable Warriors, or the Empire of the Al-Maliks)
Name Shorthand: Al-Maliks, the Southlands, The Land of the Ka'Rahib.
Leader: Sultan Mussadiq Hakeem Al-Malik
Government Type: Semi-Centralised Elective Monarchy.
Ideology: Stratocratic bureaucracy, militarism, expansionist, mercantilism, caste-system
Capital City: Al-Artakah
---
Language(s): Ka-Rahib, Lyrenacian, Murd (Arabic, Berber, Carthaginian Dialect, Bambara)
Faith(s): Kahari, Lyrene Pantheon, various local/folk religions/shamanism/spiritualism (Strict Sunni Islam, Punic religion, various Sub-Saharan minor religions)
IRL Culture and Ethnic Equivalent: A blend of Arabic, Berber, Punic, and Malian
Population: 14 million (a further 10 million exist in a blend of tributary and vassal states which drift in and out of rule)
Political Issues: Religious intolerance, ethnic divisions, competition between the cities, host to corsairs, unwilling tributaries

Religious Intolerance
Although the Al-Malik dynasty officially practices a doctrine of religious tolerance, that does not mean the population at large do. There is often a divide between the often Kahari adherent Ka-Rahib and Ashteribs, as well as the various peoples raised by them, and those of the cities who follow the Lyrene Pantheon. Even worse is the antagonism towards the various Murd faiths, which are looked upon often with contempt or as not fully formed religions by the Kahari. The use of faith to reinforce the subjugation of the Murd adds yet another point of contention to these peoples who are kept in line by threat of steel.

Ethnic Divisions
The Ka-Rahib, and Ashteribs dominate the military, and are often the most trusted by the Sultan and those he appoints. Whilst the Lyrenes and other natives inhabit many of the cities, a whole mixture of minor ethnic groups inhabit various rural areas. But it is the Murd tributaries who are most brutally treated. The various divisions, which cross cultural, linguistic, and religious lines, undermine bureaucracy, taxation, and internal stability.

Competition between the Cities
For a millenium have the Lyrene cities spread all along the coasts of the Southern lands, and throughout history have they rivalled one another. They may have a Sultan, a language, a ruling class, and a currency in common, but trade policies, tariffs, and friendship in common? Oh no, no they do not. Each of the Lyrene port cities competes to have more visitors, and to be more lucrative, and the rivalries can be very intense, to the point that the Ka-Rahib and their Ashterib secondaries often fail to understand. In the push to make more wealth, slave labour is increasingly used, putting yet more pressure upon the Murd tributaries.

Host to Corsairs
From inlets and natural harbours, from caves, from small islands, come the Corsairs of the South. Though some might think their fast galleys are effective trade vessels, and indeed they may well be, many come to raid, enslave, and pillage. Even, have vessels from the United Provinces been beset (though increasingly rarely) in the past. Of course, whilst the language and ethnicity of these corsairs is often known, the ability to deal with them is fiercely contested by the realm, which requests evidence from foreign dignitaries, and is completely opposed to foreign intervention. Indeed, the corsairs can be useful indeed, but of course some are destroyed as they end up deterring honest trade, or to show off to foreign dignitaries, or because they brake the unspoken agreement and raid their own realm.

Unwilling Tributaries
Mind you, since when was a tributary ever willing? Well along the peripheries of the realm lie a myriad of realms, towns, provinces, tribes and the like of varying sizes, histories, loyalties, and treaties. At large however the Murd ethno-cultural group is oppressed relentlessly; with tributes and slaves exacted regularly and occasionally pitilessly. Though revolts do break out, they are then suppressed harshly, occasionally leading to demographic issues.

---

Military Information: Sultan Mussadiq Hakeem Al-Malik can call upon a military which is renowned for its skill and courage at arms, but not for its technology. Gunpowder and artillery is infrequently used, and fortifications are often very impressive, but not designed for use against cannon. Still, what adversary could even bring cannon to bare against the Sultan's loyal cities?

Even since the 12th century, not a great amount has changed in some ways. Excellent composite bows remain a weapon of choice, though Lyrene city garrisons often use crossbows. Skill with scimitar, mace, lance, and bow are what are prized. The trebuchet and ballistae tend to be the siege weapons of choice, whilst wagon-mounted scorpions grace the battlefield.

The Sultan himself can call upon his own forces, numbering some 12000, whilst his directly appointed governors and the Ka-Rahib hosts can bring a further 36000 to bare. But when one includes the great many garrisons, the fact that a great many of the nomadic peoples are a warrior class in themselves, and of course the large numbers of slave-soldiers, or rather, honourable warriors, there are, well then a much, much larger force can be raised.

Though the technology they use is not that impressive, generations of raising child-soldiers, of crushing rebellions, fighting civil wars, raiding petty kingdoms, oppressing the Murds, and refining the crafting of armour and weapons, as well as fighting in often rough, hot, or arid terrain, does mean a few things. The Al-Maliks can call upon excellent horses and camels, fiercesome war-elephants, a built up logistic system, and hardened warriors.

There exists a code of honour amongst the military. If a settlement fails to surrender after three separate negotiations, or once a substantial breach is made in a wall, if it does not surrender, it forfeits its rights to mercy. Prisoner exchanges, and the allowance of garrison passes, are seen as almost sacred. An enemy, or even a friendly general or leader who brakes these, loses all credibility, and often receives no mercy. The Sultan had his own third son exiled for ordering the execution of a stubborn rebel garrison after they had finally surrendered, which his own commander had refused to carry out- resulting in a duel between him and the prince, which although the prince won, could find no other officer willing to give the order. Further, trickery during a parley is seen as an absolute disgrace. If promises are made where blood could be spilled, or has been saved, then they are worth exactly that, life.

---
Brief/Initial History: For many millenia have the Southern lands been inhabited by a great range of peoples. The area has seen a great amount of migration, conquest, and settlement, with a great mixture of ethnic groups having scatterings of their people here. Many settled along the coasts, or the rivers, or the oases, and in time, the populaces would grow.

Undoubtedly however, due to traders, travelers, and even a few colonial expeditions, much of the region would be influenced by the spread of various currencies, technologies, and iron, from an empire across the sea, which the city of Lyrene particularly capitalised on- giving tribute to this empire and receiving a technological edge over the native populations.

In 558 BC, the city of Lyrene sent out its first expedition, and by 423 BC, the cities of Tarkla, Bourze, Kassayid, and Umm Beyid had been founded. The Lyrenacians would settle many prominent towns along the coasts, with these often gaining their own independence, and forming their own relations with the other peoples living in the region. The most dominant of all of these was the cultural group of the Ash'ari, a nomadic group who could be found throughout the lands.

Over the following centuries, Lyrenacian city states would form, spread their own colonies, trade overseas, and collapse for various reasons, whilst other peoples loyalties swayed between them. The Ash'ari would splinter as some began to settle, and others merged with the newly migrating Terib people in the late 5th century AD.

The Ashterib peoples would gradually come to dominate the river-kingdoms and often peaceful peoples of the Murd cultural group, many of whom lived further away from the coasts. Some independent kingdoms remained, and the tensions between these existed for many a century. In the 900s a series of brutal wars between the Lyrenacian cities occurred, and in the 1040s, and 1070s, new migrations destabilised the region. It was in 1189 however that the history of the region truly changed.

A great host came from the North-East. Hardened, brutal, warmongering, but honourable. Their mastery of horse archery, their tenacity, and their skilful tactics would soon come to be feared. These men had come from deserts north even of the sea, and had conquered their way through other kingdoms, looking for new lands.

Their first act in 1190 was the complete destruction of Khazaouet, followed by Akhycheira in 1193. These cities had failed to pay tribute. One after another, these newcomers forced the various Lyrenacian cities into submission, playing them off against one another, and benefitting from the support of one until its turn also came. They stretched rapidly along the coast, not fearing to topple governments and appoint their own peoples, but returned with brutality if their tributes were left unpaid or their representatives harmed.

The Ashterib people were still very much nomadic, and had many similar customs, and even a faith of some compatibility in terms of its laws and spiritual theology. As such, though their roles as the mercenaries and enforcers of the Lyrenacian cities over the other local populace was reduced, they began to integrate with the newcomers. These newcomers, the Ka-Rahib, were here to stay. In theory, they owed allegiance to recently established Veyanithian Empire, but appeared to be conquering a realm for themselves. Still, these nominal ties remain to this day, even if often only on the highest levels.

By 1236, the Kusaif dynasty was established, the centre of a series of tributaries. For the Ka-Rahib, the issue was always the replenishment of their numbers, and overtime, they gradually gathered a larger host from taking the children of the vanquished as wards of their own, as well as practicing slavery on a great scale, with many child slaves brought up to be warriors.

Over the following centuries, the Ka-Rahib would spread their dominance, gradually subjugating the entirety of the Southlands, though centralisation never occurred. Many dynasties, rebellions, civil wars, and realm breakups occurred, until 1523, from which time the Al-Malik dynasty, itself arose from Warriors of Honour (Maharbo Charf- often termed Machar in common parlance), has ruled. With an expansion of the state bureaucracy, and the introduction of state monopolies on alcohol, salt, iron, gold, and paper, they have been filling their coffers. The cities are tied to the Sultan, enforced by his moving court and armies, and from their established strongholds along the coasts and rivers, the Murd peoples are kept under a particularly repressive rule, with many of their number taken as slaves, and forcible relocations often occurring.

The Al-Malik Dynasty seeks to safeguard its own dominant position, whilst economically expanding, increasing stability, and ensuring that the Murd tributaries continue to pay. Still, there are many fractures which could be exploited by cunning opponents.



Approved.
SODA!!!
- Joe Biden

Proud member of the Federation of Allies.

User avatar
Breyburg
Spokesperson
 
Posts: 104
Founded: Mar 18, 2017
Ex-Nation

Postby Breyburg » Wed Mar 08, 2023 7:50 pm

Kleindeutchsland wrote:(Image)
Flag of Königreich-Wüste


Nation Name: The Imperial Reich of Königreich-Wüste
Name Shorthand: Königreich-Wüste
Leader: Heinrich Müller
Government Type: Dual Monarchy
Ideology: Absolute Monarchy
Capital City: Hafenstadt
---
Language(s): Nördlich and Ostlich
Faith(s): Christentum (Christianity)
IRL Culture and Ethnic Equivalent: Prussia
Population: 32 Million
Political Issues: Current Instability in Southern Provinces who want Independence.
---
Brief/Initial History:

Königreich-Wüste was once two separate kingdoms, Königreich and Wüste.

Königreich

Königreich was a small kingdom founded in 1198 AD, after a small union of 3 city states joined together to form the Kingdom of Königland, Königland’s capital was the modern day Capital City of Hafenstadt, a city who’s name literally translates to “Port City”, Königland slowly grew from 1201 to 1278, as Hafenstadt slowly grew into a Economic Trade hub and center of Technologies and Learning across the known world, the beginnings of the 13th Century would be considered a Golden Time for Königland, but all golden ages end with Dark Times, in 1342 King Ansgar Schäfer IV took power in the country after his father had died, Ansgar got rid of the court and established a total dictatorship with him at top of everything, he used the strong profit from Hafenstadt to build a large army, which would be the largest army in the world for a short time, he launched a massive war against neighboring nations from 1342 to 1368, practically Quadrupling the nations size in the process, eventually though the nation fell from internally and soon a violent civil war that would last from 1369 to 1373 would result in a new Monarchy Taking over, the Günther house took over control of the now renamed Königreich, with Hermann Günther taking over as King of the nation. The 14th century would be a time of rebuilding for Königreich, who still kept up with a modest economy and military, they continued to build bigger and larger cities and soon the economy started growing larger again by 1501, the 15th century would result in the Schuster house taking control of Königreich after the fall of the previous dynasty, the Schuster would start a second Golden age in the nations history, which would end in 1534, the following year Königreich United with the Kingdom of Wüste which would create The Imperial Reich of Königreich-Wüste.

Wüste

The Kingdom of Wüste had a less exciting, to say the least, history then it’s Western Neighbor, Wüste Is named after the City-State it was founded from, Wüsterstad, Wüste was a landlocked away tucked by a river side, nothing exiting would happen to the city for centuries until 1231, when a new king took over, Manfred Fabel, he quickly built a strong army and expanded west down the Wüste River Valley, the Nation gradually became a Agricultural-Based Empire along the aforementioned River Valley, Wüste would not get to expand too the coast though, Due to Ansgars growing empire expanding east upstream the river, the two titans clashed as the modern city of Ziegler, where frequent small border fights would happen, eventually by around 1364 Wüste decided to just expand outside the river valley and they quickly expanded into the empty northern and south plains outsides the river valley, soon by the 15th century they were a large empire almost the size of Königreich, holding much the same power as they did. With both nations sharing similiayres like Religion, Culture, Language, and both having control of the greater Königreich-Wüste River Valley, they United in 1534 into The Imperial Reich of Königreich-Wüste.

The Imperial Reich of Königreich-Wüste

The Reich has only existed for a short 20 year long era, from 1534 to the modern day, Königreich-Wüste is a pretty young nation, in 1535 in order to better govern the Empire, it was divided into two main Provinces, Königreich and Wüste, where every week representatives from each province would go and meet and discuss current internal and international affairs. The Müller House took control of the Empire with Heinrich Müller taking the thrown as official Leader of Königreich-Wüste, which he continues to serve to this day. Today Königreich-Wüste is a economically and militarily strong nation that is seen as a not to be messed with military power in the world, like in the past Hafenstadt is a center of Trade, Technology, Infrastructure, and Education, remaining the glimmering heart of Königreich-Wüste.



Approved, though there may be some conflicts with your history. I extremely reccomend joining the Discord.
SODA!!!
- Joe Biden

Proud member of the Federation of Allies.

User avatar
Kleindeutchsland
Attaché
 
Posts: 93
Founded: Jan 10, 2023
Ex-Nation

Postby Kleindeutchsland » Thu Mar 09, 2023 1:08 pm

1. So am I able to post on the IC thread now since my app was accepted?

2. When do you think is the next time the map will be updated?

3. Sorry I don’t have discord. :(
NS stats will be canon when the Kaiser dies. Wait what do you mean the Kaiser is dead? Well get me a new metaphor quick Jeremy!

The Imperial Reich of Kleindeutchsland is the last remaining Colonial Empire on the planet, yet still remaining the strongest country in Europe both Economically and Militarily, the Reich is ruled with a Iron Fist by Kaiser Ansgar Schäfer, who rules over the population of 167.6 Million people. the city of Berlin is the capital of the Imperial Reich, also housing as the largest city in Europe.

User avatar
Breyburg
Spokesperson
 
Posts: 104
Founded: Mar 18, 2017
Ex-Nation

Postby Breyburg » Thu Mar 09, 2023 3:16 pm

Kleindeutchsland wrote:1. So am I able to post on the IC thread now since my app was accepted?

2. When do you think is the next time the map will be updated?

3. Sorry I don’t have discord. :(



I highly reccomend getting discord, it's where we do 90% of our discussion on the rp. The map will be updated soon, could you tell me where you would like to be located? You may post once it's known where you are located.
SODA!!!
- Joe Biden

Proud member of the Federation of Allies.

User avatar
Kleindeutchsland
Attaché
 
Posts: 93
Founded: Jan 10, 2023
Ex-Nation

Postby Kleindeutchsland » Thu Mar 09, 2023 3:37 pm

Breyburg wrote:
Kleindeutchsland wrote:1. So am I able to post on the IC thread now since my app was accepted?

2. When do you think is the next time the map will be updated?

3. Sorry I don’t have discord. :(



I highly reccomend getting discord, it's where we do 90% of our discussion on the rp. The map will be updated soon, could you tell me where you would like to be located? You may post once it's known where you are located.

I would like to be in the peninsula south of the United Provinces of Reik.

Also unfortunately I can not get discord because my computer practically explodes when I turn on NS alone, I’m trying to save up for a new one but that will definitely be a while.
Last edited by Kleindeutchsland on Thu Mar 09, 2023 3:45 pm, edited 1 time in total.
NS stats will be canon when the Kaiser dies. Wait what do you mean the Kaiser is dead? Well get me a new metaphor quick Jeremy!

The Imperial Reich of Kleindeutchsland is the last remaining Colonial Empire on the planet, yet still remaining the strongest country in Europe both Economically and Militarily, the Reich is ruled with a Iron Fist by Kaiser Ansgar Schäfer, who rules over the population of 167.6 Million people. the city of Berlin is the capital of the Imperial Reich, also housing as the largest city in Europe.

User avatar
Breyburg
Spokesperson
 
Posts: 104
Founded: Mar 18, 2017
Ex-Nation

Postby Breyburg » Thu Mar 09, 2023 3:46 pm

Kleindeutchsland wrote:
Breyburg wrote:

I highly reccomend getting discord, it's where we do 90% of our discussion on the rp. The map will be updated soon, could you tell me where you would like to be located? You may post once it's known where you are located.

I would like to be in the peninsula south of the Kingdom of Reik.

Also unfortunately I can not get discord because my computer practically explodes when I turn on NS alone, I’m trying to save up for a new one but that will definitely be a while.



Okay, Discord is available on mobile if you have a phone but I understand any sort of restrictions you may have. For future correspondence how about we communicate in telegrams? About your claim, someone has already made it known to me that they would like that peninsula, perhaps somewhere closer to me, Skertvalta, since we are both Germanic nations, it would make some sense.
SODA!!!
- Joe Biden

Proud member of the Federation of Allies.

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