NATION

PASSWORD

The Universe Project Hub [FT/Applications/OOC]

A staging-point for declarations of war and other major diplomatic events. [In character]

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FarHalon
Spokesperson
 
Posts: 150
Founded: Feb 08, 2012
Ex-Nation

Postby FarHalon » Fri Jul 18, 2014 3:57 am

Here's my Application. If anyone has any questions, needs any clarification, or has any concerns, please feel free to ask!

Some of this stuff might feel a bit work-in-progress-like(especially cultural and society), and in truth, that's because it is. I look forward to developing it a bit more as time goes on, should I be accepted.

Nation Name:
Numatic Prime

Government Type:
Collective

Government Description:
Wisps run under the rule of a single collective as a direct result of the side-effect of their method of communication. When two Wisps communicate with one another, their emotion is transferred as well. These emotions, given a high enough volume, will compound upon each other. This means that decisions are made very quickly, with little disagreement. Once a change is made, however, it is very hard to change it unless some obvious circumstance arises. Despite this, Wisps are capable of disagreeing. If a Wisp feels strongly enough about a message being passed, then its own emotions can overpower that of the collective. Sometimes, it will convince the others around it, whereupon the emotions become irrelevant and the topic must be settled with concepts.

National Leader(s):
There is no single leader of the collective.

Nation Capital:
While Numatic Prime is their homeworld, their ambassadorial hub is, for most intents and purposes, their capital. The Wisps are extremely secretive about the location of their homeworld; The fluid is extremely delicate, and even more rare, so the loss of it would be catastrophic for their civilization. It is placed far away from the homeworld, and communication is relayed through a complex series of extremely-small and ever-moving nodes in order to mask the origin of the messages.
This Ambassadorial hub is the place that Aliens are welcome to come to communicate to the Wisps.

Nation Age:
All "deviant" collectives were destroyed about 100,000 years ago.

Nation History:
Since the Wisps eliminated all other collectives, their history has been rather boring and uneventful. They mostly drifted throughout the fluid, stagnant, communicating with one another and sharing the stories of the past, while exploring and perfecting their ability to manipulate the chemicals within the fluid. They loved to create shapes, and patterns; Fractality was their largest obsession, creating numerous patterns down to the atomic level, demolishing them then starting again. For years, this was all they had known. This was their world for seventy-thousand years.Then an event happened that changed everything. An object landed within the fluid. Things had come from above before; They knew this from the tales of the past, of their long-lost ancestors whose emotions they still felt to this day. In the past, all things that had come from above had presumed to be given to them from some unknown force; Specifically designed to sustain the the fluid and, by extension, themselves. But this was different.
It was composed of differing materials, yes, but patterned in a way far from than any other object they had seen. It was segmented; Some parts were made of what the Wisps recognized as steel and titanium, interwoven but at a level of purity that only the Wisps themselves have ever created, while others were made of a silicon compound that their waves could pass through. Through the motions of the fluid, and perhaps most importantly, the Wisps could see that it was putting off tremendous amounts of energy.
This object’s appearance made a transition that the Wisps had not had for seventy millennia; They stopped speaking tales of the past, and stopped manipulating the fluid into perfect fractal shape. Years after the thing had been corroded, its energy extinguished and its materials made a part of the fluid, they debated its meaning. A few, early on, thought that it was mere sustenance, but the sheer power of the emotions of the rest quickly extinguished that line of thought. “Was it a message, a cry from more collectives existing outside of the fluid?”, one would ask, the same question resonating in others. Some would say, “Yes”, others would say “No”; Yet more would say “There is no outside.” For years they debated, until a single voice, so powerful that it overrode all of the rest, spoke out.
“We must find out.”
And so they toiled, for thousands of years, to discover what may lie beyond Eventually, they found a means to look outside of the fluid, and in the strange beauty of it all they found purpose. Using their memory from the object that fell in, they found a way to take themselves to the outside, encased in the fluid behind a protective layer of metal and energy. There are still some who debate that the fluid is all that there is, that any outside is merely a manifestation of their own thought.
Whether this is true or not, though, does not matter. The only thing that matters is the discovery of all that this new universe has to offer, and for the past two-thousand years, they have strived to achieve that goal.



Population:
The total number of Wisps is estimated to be around ten-billion.

Major Species:
Numatic Wisps

Minor Species:
No other species are capable of existing within the fluid.

Cultural Information:
The Wisp’s ancient tradition lies in fractality, and the telling of tales of the past to the others. In more recent times, though, it has all taken on a flavor of insatiable curiosity and great discovery. With these two things, a fine balance between tradition and progress has been struck; In regards to themselves, and their own soceity within the fluid, the Wisps are utterly xenophobic, thinking that nothing else can work. But they view the outside universe as something almost entirely different than that of their own world. They look at such things openly, with curiosity; But the xenophobia leaves its traces in the form of caution and distance.

Society Information:
Due to the sheer speed that information travels through the collective, Wisp society is capable of very rapid change, but the compounding of strong emotions can lead to long periods of societal stagnation. Their opinions on most things is very fluid, and can shift from one side to the other and back again in a matter of days; Things of greater importance will stick for longer and be much harder to turn away from.

Language(s):
The Wisps do not speak a language; They communicate by transferring concepts and the emotions tied to it. This can only work within the fluid, to other Wisps.
They have, in the past, preferred to use pictures to represent concepts, and have the same done in return; However, in an effort to facilitate communication with the wider universe, they have developed a way to convert spoken language into concepts. They have a great deal of difficulty understanding metaphor, however, and will almost always take things literally if spoken to.

Notable Locations:
Numatic Prime is their little-known homeworld. Only the Wisps know of its location, and they intend to keep it that way.
The ambassadorial hub is the main pathway of communication, trade, and diplomacy with the Wisps; People are free to come and go, given that they make their presence known. This place, truly a large conglomerate of asymmetrical vessels, has three segments. The first is a massive, empty room, with an atmosphere made up of a dense, totally inert gas used solely for for the propagation of sound. Compared to some life-bearing planets, it is quite cold, sitting at 4 degrees centigrade. It is supposed to be used to allow diplomats a place to rest away from their ship, but there are some squatters who use it as a front to peddle goods.
The second is many magnitudes larger than the first, and notably more well-protected. It houses the fluid, and also all of the Wisps who are responsible for finding out about the side of the universe they were sent to. The third is truly composed of many smaller subsections. These sections are often uncomfortably small rooms, divided by a glass barrier to tubes that extend to the second segment of the hub. Each section houses a very rough, uncomfortable bench for ambassadors to sit upon as they meet the Wisps. When a meeting is set to take place, a number of Wisps will drift through the tube, where it will be sealed behind them. This blocks the communication of other Wisps and allows the ones sealed within to become more individualized with their thought.




Military Information:

Military Doctrine:
The Wisps have a defensive outlook on most conflicts; If they can protect the fluid, they can live on. Even so, they do have a capable arsenal of weapons at their disposal. The Wisps, due to their nature, have no concept of inflicting direct damage to an opponent. In a Wisps point of view, if they destroy an enemy’s environment, they will destroy the enemy. All of their weaponry reflects this viewpoint. They will do everything in their power to strip a ship of its temperature and its oxygen.
Wisps have barely anything in terms of a ground force; The closest thing they have to anything that actually walks on the ground are their lopsided “ambassadors”, which are rather ugly and bulbous constructs used to house the fluid in the atmospheres of planets. These constructs have only two militaristic capabilities. One revolves around destroying large amounts of land with singularities in order to carve a path for their escape, and the other is a self-destruct sequence that will be used to totally destroy the fluid if absolutely necessary. Due to the low number of these that exists at a time, however, they would be near-useless in the grand scheme of things.
In order to take care of anything on the Ground, a Wisp is much more likely to disrupt a planet's ecosystem through subtle, hidden manipulation; For instance, small probes that would introduce radiation into the soil.

Military Strengths:
The Wisps ability to understand and manipulate chemical compositions have given them powerful offensive and defensive capabilities that revolve around the control of energy. Because they have specialized almost entirely in ship life-support disruption, they have become quite good at that, and have a wide variety of tools that they can use to achieve this goal.
Due to their need to defend the fluid, they have also developed excellent defensive capabilities around their ships. Although their energy shields are quite strong, their main defensive strength lies in their power of misdirection; They have developed tools able to confuse sensors, and manipulate light in the hopes of fooling another ship long enough to allow them to escape, if necessary.

Military Weaknesses:
The process of stripping a ships life support can be, given bad circumstance, a very long process, taking a few hours to complete if a ship is sufficiently large. This would, naturally, give their plenty of time to destroy the Wisps’ ships before they even really had to be scared of losing their own. Furthermore, the Wisps methods would be rather predictable, since they only really have two specializations.
Wisps have an extremely difficult time understanding the psyche of biological beings. Although they have somewhat gotten the hang of dealing with them, there are some actions that they would find impossible to predict due to this difference.
Wisps do not have any concept of building defensive bases on planets. They have no ground forces to speak of, and only some of their vessels are capable of entering atmospheres for short periods of time.

Major Industries:
Wisps have only very recently been exposed to the concept of trading anything aside from information, and only a few of the segments of their hub have been equipped with methods of transporting goods to and from. They only really have two trade-goods to speak of. The first aren’t really useful, merely souvenirs and objects of interest to those who pass by; Metal objects, beautiful to behold, fractal down to the arrangement of the atoms. These are sometimes traded for information. Some have mistakenly called them the currency.
Their other industry, way more important, is an asteroid-mining industry. In order to rejuvenate the fluid, create new ships, and repair old ones, they need a constant intake of minerals and metals. They will not offer to trade these unless asked to specifically, and will often not accept if they think they can get the materials on their own.

Foreign Policy:
Wisps are far more interested in observing other species than actually making contact and speaking to them. Unfortunately for them, they aren’t very good at achieving this; Their actual method of “seeing” things outside of the fluid revolves around using something akin to radar, easily detectable by fairly basic technology. Beyond this, they will usually just drop observer ships in and look at what’s happening without making any real efforts to disguise themselves.
Because of the biological beings annoying tendency to make contact with them as soon as they drop in, or start looking at them, they have started to alter their policy to actually making an effort to talking to them. Strangely, this has been to their benefit, as they can provide a unique perspective on their own lives.




Additional Information:
Technological Bases:
Inspired by Star Trek and Babylon 5

NS Activity:
On and Off; When I am participating in a thread, it is daily.

RP Experience:
A Message to the Universe

Map Claim(s):
((Question on this, should I be accepted: Would I be able to put a separate, small marker on the map dictating where the ambassadorial hub is located? I would like it to be quite far away from the actual territory controlled by the Wisps, but still present as it is their most important location for now.))
Map Colour:
Bright Green (Not super important; If any other color would be better, I'm open for it.)

0192

Species Name:
Numatic Wisps

Physical Description:
They do not have physical form, but can only be seen by their effect on the environment around them. When a Wisp drifts through the fluid, the fluid (truly a mass of microscopic organisms) cavitates around it, producing a vacuum. Furthermore, the sides of the organism touching the vacuum begin to reflect enormous amounts of light from an unknown source. This light, combined with the vacuum that apparently produces it, is called the Numatic Wisp.
To say that it has no form is not to say that it cannot be killed. Numatic Wisps cannot exist outside of the fluid. If the fluid is destroyed, the Wisps cease to exist.
It is theorized that the force that gives a Wisp form stems from extra-dimensional waves, which give it both energy and intelligence.

Average Lifetime:
No Wisp has ever come to the end of its natural life cycle, and such it is unknown, but a Wisp can end its own life. Such an event is a regular occurrence; Most Wisps choose to do so between every 200 and 300 years.

Respiratory Gas:
The Wisps do not breathe. The closest thing they have to a respiratory gas is the Fluid, which they cannot leave.

Reproductive Cycle:
Wisps are capable of (seemingly) spontaneously appearing in the fluid when the conditions are ideal.
They may also choose to reproduce. When a number of Wisps make the decision, they will intersect with one another at the exact same time. This combination of will produce an extremely bright flash of energy, and a new Wisp will be formed from the . After some time, the original Wisps will appear randomly throughout the fluid, similarly to the first method of reproduction. For reasons unknown, they will retain their experiences and memories.
Wisps will not simply churn out more Wisps in this manner, though; The huge burst of energy required to create another Wisp damages the fluid. If the fluid is saturated in too much energy, then it will be irreparably destroyed

Natural Abilities:
The Wisps first natural ability is their ability to communicate with one another. They are able to create bursts of detectable energy to send messages throughout the collective. Because these messages are propagated at the speed of light, ideas are passed around the collective at extremely high rates.
A side effect of this ability is that emotions are not entirely separated from the concepts being spread; When a Wisp feels a message, it feels the emotion behind the message. The emotion behind the message will also feed on itself and compound as more emotions build up around it. This means that, as the number of Wisps in a given fluid rises, each Wisp becomes less individualized.
Their second and perhaps most important ability the Wisps possess is the ability to manipulate the chemical nature of the Fluid. This ability is essential to their prowess as a space-faring race, as it is the sole thing that allows them to construct ships and weapons. Any object that falls within the Fluid can be dissolved, added to the Organisms, then manipulated into any form the Wisps desire.
This does not imply that they are alchemists; They cannot turn iron into plutonium. They can only alter the compositions of such items once they have the raw materials.

Diet:
The Wisps do not eat, but the fluid must be sustained. The organisms that compose the fluid are numosynthetic; They live off of the energy that the Wisps produce in a sort of symbiosis. Due to the high volume of living creatures in the fluid, any toxins that they produce must be regularly cleaned by the Wisps through means of simple chemical conversions.
The organisms within the fluid must also be repaired. Most of the time, this can be done internally by converting the waste into usable materials, but occasionally raw minerals must be brought from space to accelerate the process.

Possible Genetic Defects:
All “defects” within the Wisp collective have to do with their ability to read the emotions of other wisps, herein dubbed as “frequency”. Millennia ago, there was a more healthy balance of frequencies between the Wisps, with numerous collectives forming and spreading. Eventually, all of the collectives were eliminated, leaving a single one. Sometimes, new Wisps appear in the fluid with a different frequencies than the other Wisps. These wisps are usually isolated immediately, the fluid around them destroyed so they cannot exist (One of the few acceptable times to destroy the fluid). A very rare occasion happens, since spacefaring, where entire new collectives form on Numatic vessels, destroying the old before they can be demolished. These ships tend to go rogue, either fleeing very far away from the homeworld or terrorizing the Numatic ships.

0193
Last edited by FarHalon on Mon Jul 21, 2014 4:42 pm, edited 1 time in total.
Otherwise known as Novacro.

User avatar
Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Fri Jul 18, 2014 4:51 am

Miyager wrote:Trans, you never put me on the list of accepted nations. :(

Can I have a link to the app?

Vancon wrote:
Miyager wrote:Trans, you never put me on the list of accepted nations. :(


Me too.

Same goes for you.

Farhalon, I'll get to your app tonight.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

User avatar
Miyager
Minister
 
Posts: 2245
Founded: Feb 27, 2008
Left-wing Utopia

Postby Miyager » Fri Jul 18, 2014 4:55 am

Transoxthraxia wrote:Can I have a link to the app?


Here's the one with the changes you requested.

Miyager wrote:I made the corrections you requested, plus a few minor spelling mistakes were fixed.

Nation Name: The Systems Alliance of Miyager
Government Type: A triumvirate composed of the the leaders of Aureloth and her solar system, Nanindor and her solar system, and the representative of the Outer Worlds. Government is reasonably democratic, although the executives are all appointed by the elected legislature.
Government Description: Confederal Union with elements of social democracy and parliamentarianism.
National Leader(s): High Lord Andreas Thome (Aureloth [AUR-rel-oth]), High Lord Nabeel Karimi (Nanindor [NAN-in-door]), Representative Hercul Zave (Outer Worlds)
Nation Capital: Miyager Station, in orbit of Aureloth.
Nation Age: Foundations began approximately 630 years ago. The current Systems is only 238 years old, however.
Nation History: The Systems Alliance itself began 238 years ago, with the signing of the treaty of Solunaris on the space station Miyager, which resides in orbit of Aureloth, the primary economic, social, and political hub of the Systems Alliance. The Systems Alliance was a union between two worlds, initially: Aureloth, the larger and more populous partner, and Custant, the junior partner. Both were former human garden worlds left within' close proximity of each other when the Ancient Galaxy fell apart, only 34 light years apart. Both planets were devastated by the collapse of the Ancient Civilization, and after thousands of years of languishing, developed their own civilizations and new languages, customs, and traditions based upon their ancestors.

All dates given as according to the Aurelothian Calendar.

Around -3500 BAC, the first civilizations arose on Aureloth, developing agriculture and farming and then advancing onwards. Though growing slowly at first, modern Aureloth can be traced back a millennium to 1808 AAC when the first musings of planetary government were made. Following a slew of devastating wars and conflicts which were unlike any wars Aureloth had seen before, the Alliance of Nations was founded in 1868 AAC and with the development of nuclear weapons as a deterrent, the number of major wars sharply dropped off. Aureloth's major 3rd millennium issues were climate change and space exploration, with the issue of climate change largely solved by the development of fusion power and Aureloth's second -green- industrial revolution during the 1970's and 1980's AAC, though the issue of whether Aureloth was alone in the universe remained unsolved. Aureloth established manned research posts and eventually colonies throughout the system, but the question continued to elude astronomers. In 2039 AAC, however, Aurelothian probes picked up on Nanindori radio signals and the origination was triangulated. Contact was established when the Aurelothians sent a ship equipped with their first primitive form of FTL, capable of traversing 1 light year every week.

But while Aurelothian civilization had begun its development, the Nanindori were still rather primitive. It would not be until -3,300 BAC that they developed their own civilizations. Despite this, the Nanindori as a whole advanced at roughly the same rate as the Aurelothians. Despite their more collective-orientated cultural attitudes, the Nanindori had yet to form any sort of world-spanning organization by the time the Aurelothians made first contact, having only just exited their own great war but they had entered the information age. The Nanindori were just as surprised to be visited by other humans as the Aurelothians were to encounter them, and though initial suspicions were there, crossing boundaries was vastly easier because both planets were inhabited by humans. Aurelothians aided the Nanindori in advancing to the Interplanetary Age, and ties between the two planets were solidified. However, it would not be until 2104 AAC that the first official trade treaties and a mutual defense pact were established. For the next four hundred years, ties remained close but never close enough for a union to even be on the table.

In 2673 AAC, however, the old king of Zoromuhd, one of the most powerful nations on Nanindor, died. Through dynastic power-playing and struggles, however, his heir ended up being the Chairman of the Alliance of Nations on Aureloth. Now holding a voice in the Nanindori League, two decades of power-playing and corruption brought the idea of union into the public light. Though not as widely received on either Aureloth or Nanindor as was hoped, it was forced through nonetheless, and Aureloth and Nanindor were joined as a confederation of equals in 2696 AAC. However, many Nanindori saw the union as a betrayal by their own trusted representatives, and the wild frontiers of the Outer Worlds seemed the perfect place for many of the most discontented ones to go. To this day, the Outer Worlds population surge was mostly attributed to Nanindori, with a few exceptions such as the Aurelothian haven of Feronia. Tensions between the Triumvirs is readily apparent even today especially since the Outer Worlds were give their own representative in the executory positions 60 years ago. The Outer Worlds representative and Nanindori High Lord typically agree more often than not, and the Aurelothian High Lord is usually blocked when attempting to solidify Aureloth's already premier position within' the union. Despite this, matters of great important usually see unanimous agreement between all three leaders, such as the Xeron Crisis.




Population: 22.7 billion (11.4 billion Aureloth, 7.4 billion Nanindor, 3.9 billion throughout the Outer Worlds)
Major Species: Humans
Minor Species: If one counts generic homo sapiens with a few minor physical tweaks from genetic engineering as separate species, then there are a few.
Cultural Information: There are a number of common cultural traits that are shared between Aurelothians and Nanindori, though few would like to admit it. Amongst these is a preference for orderly, just society, and the tendency towards urbanization. However, as one investigates further, they will see that even within' Aurelothians and Nanindori, there are hundreds if not thousands of separate cultures and traditions as lived and observed by the billions of people on each planet. As a whole, however, modern Aurelothian culture tends towards secular humanism while Nanindori culture tends to be more open about religion and the worth of one as part of a group.
Society Information: Miyagerian society is highly divided between both Aurelothian humans and Nanindori humans. Aurelothian culture is, broadly speaking, individualistic, liberal, and humanist. Group-work and identity is important to a large extent, but individual worth is valued more. Nanindori culture, contrary to popular belief, is not completely opposite that of Aureloth. Nanindori also value the worth of the individual and tend towards a liberal society. However, they also emphasize the important of the group in the grand scheme of things, and as such have a much more group-orientated society.
Language(s): Aurelothian Common has become a sort of lingua franca amongst the entirety of the Systems Alliance, since most Aurelothian languages derive from a single language family (Indo-European OOCly, but no one IC has any idea what the ancient link is.); Nevertheless, it is a matter of pride for the denizens and descendants of Nanindor to speak their own Common dialect whenever possible (derived from OOCly once again Semitic, but no one has any idea what that is.) (This is largely to keep names somewhat familiar and because of the theme. Aureloth is a archetypal European themed planet with European names, while Nanindor is a more Arabic/Indian themed planet with Arabic themes.) There are thousands of more minor languages spoken or Aureloth and Nanindor, but more importantly, a small number of traders and others who have frequent contact with the outside galaxy speak the Galactic Standard.
Notable Locations:
- Solunaris: 1. Versin; 2. Oros; 3. Aureloth and her moons; 4. Enervos; 5. Marrik; 6. Titanus; 7. Godari; 8. Farron; 9. Corussy; 10. Hitides
- Mamus: 1. Imos; 2. Nanindor and her moons; 3. Jureth; 4. Urum; 5. Semitus; 6. Malush





Military Information:

Military Doctrine: On the ground, infantry typically fights with great support from mechanized and motorized infantry components, as well as armor, artillery, and other support vehicles. Air support is also considered crucial to mission success, and a lack of aerial control is typically enough to halt a campaign. For the spatial forces, it's all about maneuverability, agility, and speed. Dreadnaughts and carriers tend to be exceptions to this, but they are usually used in support of the destroyers and cruisers which actually engage in the majority of the combat. Battlecruisers and Battleships tend to be used either way, and frigates are scouting and screening vessels.
Military Strengths: The Systems Alliance has a well-equipped, well-trained, and disciplined military force that serves to safeguard its territory.
Military Weaknesses: Though there is a joint command, the military is just as decentralized as the union itself; the Systems Alliance military, as a whole, is composed of the individual commands of Aureloth, Nanindor and the Frontier Forces. Leadership is a confusing mess, and co-operation between the three different components is hard to achieve.
Major Industries: Services (retail, entertainment, finances, and IT primarily), consumer goods production, mining, communications and electronics
Foreign Policy: Open to tradesmen of all races and factions, isolationist in regards to most international affairs however.




Additional Information:
Technological Bases: Deus Ex, Mass Effect, Orion's Arm, and Halo
NS Activity: Average
RP Experience: A couple of minor FT RP's. I've had more activity in smaller PTM games, however.
Map Claim(s): - Leave this blank for now, until we have completed the map. -
Map Colour:


Also, Roerak made a wiki for the Universe Project. Everyone go check it out and use it.
Last edited by Miyager on Fri Jul 18, 2014 8:37 am, edited 1 time in total.
I'm back I think.

User avatar
Roerak
Lobbyist
 
Posts: 23
Founded: Jul 15, 2014
Ex-Nation

Postby Roerak » Fri Jul 18, 2014 8:55 am



I've already created a category and a page for the nations in the OP's list, but feel free to create your own if yours is missing. You should create a subcategory for your nation under the category 'Nations'
For more info on my nation click HERE.

Member of TUP and admin of the TUP Wiki.

User avatar
Northwest Slobovia
Postmaster-General
 
Posts: 12531
Founded: Sep 16, 2006
Anarchy

Postby Northwest Slobovia » Fri Jul 18, 2014 2:02 pm

Transoxthraxia wrote:Northwest Slobovia

[list]
[*] You need to finish your industries and technological bases.


Fixed. Also, I claim map hex J10 in the name of the League! :)
Gollum died for your sins.
Power is an equal-opportunity corrupter.

User avatar
Pavlostani
Senator
 
Posts: 4705
Founded: Jun 09, 2012
Democratic Socialists

Postby Pavlostani » Fri Jul 18, 2014 2:41 pm

Miyager wrote:
Transoxthraxia wrote:Can I have a link to the app?


Here's the one with the changes you requested.

Miyager wrote:I made the corrections you requested, plus a few minor spelling mistakes were fixed.

Nation Name: The Systems Alliance of Miyager
Government Type: A triumvirate composed of the the leaders of Aureloth and her solar system, Nanindor and her solar system, and the representative of the Outer Worlds. Government is reasonably democratic, although the executives are all appointed by the elected legislature.
Government Description: Confederal Union with elements of social democracy and parliamentarianism.
National Leader(s): High Lord Andreas Thome (Aureloth [AUR-rel-oth]), High Lord Nabeel Karimi (Nanindor [NAN-in-door]), Representative Hercul Zave (Outer Worlds)
Nation Capital: Miyager Station, in orbit of Aureloth.
Nation Age: Foundations began approximately 630 years ago. The current Systems is only 238 years old, however.
Nation History: The Systems Alliance itself began 238 years ago, with the signing of the treaty of Solunaris on the space station Miyager, which resides in orbit of Aureloth, the primary economic, social, and political hub of the Systems Alliance. The Systems Alliance was a union between two worlds, initially: Aureloth, the larger and more populous partner, and Custant, the junior partner. Both were former human garden worlds left within' close proximity of each other when the Ancient Galaxy fell apart, only 34 light years apart. Both planets were devastated by the collapse of the Ancient Civilization, and after thousands of years of languishing, developed their own civilizations and new languages, customs, and traditions based upon their ancestors.

All dates given as according to the Aurelothian Calendar.

Around -3500 BAC, the first civilizations arose on Aureloth, developing agriculture and farming and then advancing onwards. Though growing slowly at first, modern Aureloth can be traced back a millennium to 1808 AAC when the first musings of planetary government were made. Following a slew of devastating wars and conflicts which were unlike any wars Aureloth had seen before, the Alliance of Nations was founded in 1868 AAC and with the development of nuclear weapons as a deterrent, the number of major wars sharply dropped off. Aureloth's major 3rd millennium issues were climate change and space exploration, with the issue of climate change largely solved by the development of fusion power and Aureloth's second -green- industrial revolution during the 1970's and 1980's AAC, though the issue of whether Aureloth was alone in the universe remained unsolved. Aureloth established manned research posts and eventually colonies throughout the system, but the question continued to elude astronomers. In 2039 AAC, however, Aurelothian probes picked up on Nanindori radio signals and the origination was triangulated. Contact was established when the Aurelothians sent a ship equipped with their first primitive form of FTL, capable of traversing 1 light year every week.

But while Aurelothian civilization had begun its development, the Nanindori were still rather primitive. It would not be until -3,300 BAC that they developed their own civilizations. Despite this, the Nanindori as a whole advanced at roughly the same rate as the Aurelothians. Despite their more collective-orientated cultural attitudes, the Nanindori had yet to form any sort of world-spanning organization by the time the Aurelothians made first contact, having only just exited their own great war but they had entered the information age. The Nanindori were just as surprised to be visited by other humans as the Aurelothians were to encounter them, and though initial suspicions were there, crossing boundaries was vastly easier because both planets were inhabited by humans. Aurelothians aided the Nanindori in advancing to the Interplanetary Age, and ties between the two planets were solidified. However, it would not be until 2104 AAC that the first official trade treaties and a mutual defense pact were established. For the next four hundred years, ties remained close but never close enough for a union to even be on the table.

In 2673 AAC, however, the old king of Zoromuhd, one of the most powerful nations on Nanindor, died. Through dynastic power-playing and struggles, however, his heir ended up being the Chairman of the Alliance of Nations on Aureloth. Now holding a voice in the Nanindori League, two decades of power-playing and corruption brought the idea of union into the public light. Though not as widely received on either Aureloth or Nanindor as was hoped, it was forced through nonetheless, and Aureloth and Nanindor were joined as a confederation of equals in 2696 AAC. However, many Nanindori saw the union as a betrayal by their own trusted representatives, and the wild frontiers of the Outer Worlds seemed the perfect place for many of the most discontented ones to go. To this day, the Outer Worlds population surge was mostly attributed to Nanindori, with a few exceptions such as the Aurelothian haven of Feronia. Tensions between the Triumvirs is readily apparent even today especially since the Outer Worlds were give their own representative in the executory positions 60 years ago. The Outer Worlds representative and Nanindori High Lord typically agree more often than not, and the Aurelothian High Lord is usually blocked when attempting to solidify Aureloth's already premier position within' the union. Despite this, matters of great important usually see unanimous agreement between all three leaders, such as the Xeron Crisis.




Population: 22.7 billion (11.4 billion Aureloth, 7.4 billion Nanindor, 3.9 billion throughout the Outer Worlds)
Major Species: Humans
Minor Species: If one counts generic homo sapiens with a few minor physical tweaks from genetic engineering as separate species, then there are a few.
Cultural Information: There are a number of common cultural traits that are shared between Aurelothians and Nanindori, though few would like to admit it. Amongst these is a preference for orderly, just society, and the tendency towards urbanization. However, as one investigates further, they will see that even within' Aurelothians and Nanindori, there are hundreds if not thousands of separate cultures and traditions as lived and observed by the billions of people on each planet. As a whole, however, modern Aurelothian culture tends towards secular humanism while Nanindori culture tends to be more open about religion and the worth of one as part of a group.
Society Information: Miyagerian society is highly divided between both Aurelothian humans and Nanindori humans. Aurelothian culture is, broadly speaking, individualistic, liberal, and humanist. Group-work and identity is important to a large extent, but individual worth is valued more. Nanindori culture, contrary to popular belief, is not completely opposite that of Aureloth. Nanindori also value the worth of the individual and tend towards a liberal society. However, they also emphasize the important of the group in the grand scheme of things, and as such have a much more group-orientated society.
Language(s): Aurelothian Common has become a sort of lingua franca amongst the entirety of the Systems Alliance, since most Aurelothian languages derive from a single language family (Indo-European OOCly, but no one IC has any idea what the ancient link is.); Nevertheless, it is a matter of pride for the denizens and descendants of Nanindor to speak their own Common dialect whenever possible (derived from OOCly once again Semitic, but no one has any idea what that is.) (This is largely to keep names somewhat familiar and because of the theme. Aureloth is a archetypal European themed planet with European names, while Nanindor is a more Arabic/Indian themed planet with Arabic themes.) There are thousands of more minor languages spoken or Aureloth and Nanindor, but more importantly, a small number of traders and others who have frequent contact with the outside galaxy speak the Galactic Standard.
Notable Locations:
- Solunaris: 1. Versin; 2. Oros; 3. Aureloth and her moons; 4. Enervos; 5. Marrik; 6. Titanus; 7. Godari; 8. Farron; 9. Corussy; 10. Hitides
- Mamus: 1. Imos; 2. Nanindor and her moons; 3. Jureth; 4. Urum; 5. Semitus; 6. Malush





Military Information:

Military Doctrine: On the ground, infantry typically fights with great support from mechanized and motorized infantry components, as well as armor, artillery, and other support vehicles. Air support is also considered crucial to mission success, and a lack of aerial control is typically enough to halt a campaign. For the spatial forces, it's all about maneuverability, agility, and speed. Dreadnaughts and carriers tend to be exceptions to this, but they are usually used in support of the destroyers and cruisers which actually engage in the majority of the combat. Battlecruisers and Battleships tend to be used either way, and frigates are scouting and screening vessels.
Military Strengths: The Systems Alliance has a well-equipped, well-trained, and disciplined military force that serves to safeguard its territory.
Military Weaknesses: Though there is a joint command, the military is just as decentralized as the union itself; the Systems Alliance military, as a whole, is composed of the individual commands of Aureloth, Nanindor and the Frontier Forces. Leadership is a confusing mess, and co-operation between the three different components is hard to achieve.
Major Industries: Services (retail, entertainment, finances, and IT primarily), consumer goods production, mining, communications and electronics
Foreign Policy: Open to tradesmen of all races and factions, isolationist in regards to most international affairs however.




Additional Information:
Technological Bases: Deus Ex, Mass Effect, Orion's Arm, and Halo
NS Activity: Average
RP Experience: A couple of minor FT RP's. I've had more activity in smaller PTM games, however.
Map Claim(s): - Leave this blank for now, until we have completed the map. -
Map Colour:


Also, Roerak made a wiki for the Universe Project. Everyone go check it out and use it.


I take it Encyclopedia Galactica wasn't enough?
Last edited by Pavlostani on Wed Feb 14, 2018 8:21 am, edited 2,742,950,128,932 times in total

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Finium
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Posts: 3849
Founded: Nov 17, 2010
Iron Fist Consumerists

Postby Finium » Fri Jul 18, 2014 3:36 pm

We could always name the Wiki Encylopedia Galactica.
big chungus, small among us

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The Orson Empire
Post Czar
 
Posts: 31411
Founded: Mar 20, 2012
Left-wing Utopia

Postby The Orson Empire » Fri Jul 18, 2014 4:12 pm

Transoxthraxia wrote:
Miyager wrote:Trans, you never put me on the list of accepted nations. :(

Can I have a link to the app?

Vancon wrote:
Me too.

Same goes for you.

Farhalon, I'll get to your app tonight.

What about my app?

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Arcerion
Senator
 
Posts: 3937
Founded: Jan 16, 2012
Inoffensive Centrist Democracy

Postby Arcerion » Fri Jul 18, 2014 4:43 pm

Work has been beating the hell out of me. Salus and Achesia, I'll have something written up over the weekend. Basically had to teach 2 first aid classes over 2 weeks with no prep due to the instructor being out with a bad sickness, some infection I heard. So I am exhausted and sunburned. I'll let you guys know.

@Trans & Miyager Anything you need me to do?

Also, any of the RPs I wanted to participate in up yet?
Last edited by Arcerion on Fri Jul 18, 2014 4:44 pm, edited 1 time in total.
The Republic of Lanos wrote:I went to a fight once but then a hockey game broke out.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby Ralnis » Fri Jul 18, 2014 4:47 pm

Arcerion wrote:Work has been beating the hell out of me. Salus and Achesia, I'll have something written up over the weekend. Basically had to teach 2 first aid classes over 2 weeks with no prep due to the instructor being out with a bad sickness, some infection I heard. So I am exhausted and sunburned. I'll let you guys know.

@Trans & Miyager Anything you need me to do?

Also, any of the RPs I wanted to participate in up yet?

I forgot to set ours up with a Ral'vice migrant fleet trying to settle in one of the worlds and the Sons and Ral'vice will fight over it.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Arcerion
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Posts: 3937
Founded: Jan 16, 2012
Inoffensive Centrist Democracy

Postby Arcerion » Fri Jul 18, 2014 5:23 pm

Ralnis wrote:
Arcerion wrote:Work has been beating the hell out of me. Salus and Achesia, I'll have something written up over the weekend. Basically had to teach 2 first aid classes over 2 weeks with no prep due to the instructor being out with a bad sickness, some infection I heard. So I am exhausted and sunburned. I'll let you guys know.

@Trans & Miyager Anything you need me to do?

Also, any of the RPs I wanted to participate in up yet?

I forgot to set ours up with a Ral'vice migrant fleet trying to settle in one of the worlds and the Sons and Ral'vice will fight over it.


Do that, then I'll post ASAP so I have it tagged.
The Republic of Lanos wrote:I went to a fight once but then a hockey game broke out.

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Northwest Slobovia
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Posts: 12531
Founded: Sep 16, 2006
Anarchy

Postby Northwest Slobovia » Fri Jul 18, 2014 5:28 pm

I'm now ready to join TUP RPs. Would anybody like to be contacted by my nice, friendly civilization? :)
Gollum died for your sins.
Power is an equal-opportunity corrupter.

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Drakmah
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Posts: 1371
Founded: Mar 14, 2014
Civil Rights Lovefest

Postby Drakmah » Fri Jul 18, 2014 6:30 pm

Northwest Slobovia wrote:I'm now ready to join TUP RPs. Would anybody like to be contacted by my nice, friendly civilization? :)

i would love to
Quazin the Great wrote:Rules
9. Title stuff so Drakmah doesn't burst into flame. This rule may not matter because Drakmah
has grown old and tired and no longer trifles with such inflammatory conduct.

☠ Just your friendly neighborhood Necromancer

R.I.P. Tony the Possum - May 29th, 2017

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Northwest Slobovia
Postmaster-General
 
Posts: 12531
Founded: Sep 16, 2006
Anarchy

Postby Northwest Slobovia » Fri Jul 18, 2014 6:42 pm

Drakmah wrote:
Northwest Slobovia wrote:I'm now ready to join TUP RPs. Would anybody like to be contacted by my nice, friendly civilization? :)

i would love to

Having looked over your application, I'm sure you would. ;) But I imagine it would do my civ good to meet up (again) with the cold, brutal nature of the galaxy. Any place you'd like a handful of my explorers to arrive?

According to The Rules, I need Transox's blessing to start an RP, so lemee TG him. I should have the OP text to him sometime tomorrow.

Edit: Oh, and if anybody else wants to be contacted, I don't have a problem handling several RP's (or one big one) at once.
Last edited by Northwest Slobovia on Fri Jul 18, 2014 6:43 pm, edited 1 time in total.
Gollum died for your sins.
Power is an equal-opportunity corrupter.

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The Orson Empire
Post Czar
 
Posts: 31411
Founded: Mar 20, 2012
Left-wing Utopia

Postby The Orson Empire » Fri Jul 18, 2014 6:57 pm

Northwest Slobovia wrote:I'm now ready to join TUP RPs. Would anybody like to be contacted by my nice, friendly civilization? :)

Sure, but first, the OP has to accept me.

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Northwest Slobovia
Postmaster-General
 
Posts: 12531
Founded: Sep 16, 2006
Anarchy

Postby Northwest Slobovia » Fri Jul 18, 2014 7:01 pm

The Orson Empire wrote:
Northwest Slobovia wrote:I'm now ready to join TUP RPs. Would anybody like to be contacted by my nice, friendly civilization? :)

Sure, but first, the OP has to accept me.

Okay. Assuming he does, would like like a separate contact scenario, or one with Drakmah (if he's willing)?
Gollum died for your sins.
Power is an equal-opportunity corrupter.

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Roerak
Lobbyist
 
Posts: 23
Founded: Jul 15, 2014
Ex-Nation

Postby Roerak » Fri Jul 18, 2014 7:04 pm

Pavlostani wrote:I take it Encyclopedia Galactica wasn't enough?


No, it isn't that, I just feel a wiki is both easier to manage and to read. You aren't forced to use it, of course, you can go for the Encyclopedia if you prefer it.
For more info on my nation click HERE.

Member of TUP and admin of the TUP Wiki.

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Salus Maior
Postmaster of the Fleet
 
Posts: 27813
Founded: Jun 16, 2014
Ex-Nation

Postby Salus Maior » Fri Jul 18, 2014 7:21 pm

Arcerion wrote:Work has been beating the hell out of me. Salus and Achesia, I'll have something written up over the weekend. Basically had to teach 2 first aid classes over 2 weeks with no prep due to the instructor being out with a bad sickness, some infection I heard. So I am exhausted and sunburned. I'll let you guys know.

@Trans & Miyager Anything you need me to do?

Also, any of the RPs I wanted to participate in up yet?


Its all good. Whenever you get the time.

I've actually been busy organizing my military anyway :P
Traditionalist Catholic, Constitutional Monarchist, Habsburg Nostalgic, Distributist, Disillusioned Millennial.

"In any case we clearly see....That some opportune remedy must be found quickly for the misery and wretchedness pressing so unjustly on the majority of the working class...it has come to pass that working men have been surrendered, isolated and helpless, to the hardheartedness of employers and the greed of unchecked competition." -Pope Leo XIII, Rerum Novarum

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SF n F
Ambassador
 
Posts: 1044
Founded: Jan 16, 2011
Ex-Nation

Postby SF n F » Fri Jul 18, 2014 7:49 pm

Northwest Slobovia wrote:I'm now ready to join TUP RPs. Would anybody like to be contacted by my nice, friendly civilization? :)


Perhaps representatives of the Foundation could negotiate to set up an Academy on one of your worlds. :) :) :)

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SF n F
Ambassador
 
Posts: 1044
Founded: Jan 16, 2011
Ex-Nation

Postby SF n F » Fri Jul 18, 2014 8:00 pm

Vancon wrote:
Miyager wrote:Trans, you never put me on the list of accepted nations. :(


Me too.


Me three. :roll:

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Northwest Slobovia
Postmaster-General
 
Posts: 12531
Founded: Sep 16, 2006
Anarchy

Postby Northwest Slobovia » Fri Jul 18, 2014 8:01 pm

SF n F wrote:
Northwest Slobovia wrote:I'm now ready to join TUP RPs. Would anybody like to be contacted by my nice, friendly civilization? :)


Perhaps representatives of the Foundation could negotiate to set up an Academy on one of your worlds. :) :) :)

That could be interesting. It would cause a certain amount of dissention in my nation, but some people would be very much in favor of it.
Gollum died for your sins.
Power is an equal-opportunity corrupter.

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Pavlostani
Senator
 
Posts: 4705
Founded: Jun 09, 2012
Democratic Socialists

Postby Pavlostani » Fri Jul 18, 2014 8:36 pm

I learned a valuable lesson today, trying to work with the wiki. If you are trying to mess with code and it's not working, maybe try the method of adding a picture that was designed to be idiot-proof.

On that note, the page for the Pavlostani Federation on the wiki looks great and I've barely started on any of the actual content.
Last edited by Pavlostani on Wed Feb 14, 2018 8:21 am, edited 2,742,950,128,932 times in total

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Nationalist Tantalus
Diplomat
 
Posts: 967
Founded: Jul 14, 2011
Ex-Nation

Postby Nationalist Tantalus » Fri Jul 18, 2014 8:50 pm

Sorry for the late post, Pavlostani!

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The Holy Dominion of Inesea
Postmaster-General
 
Posts: 14667
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Sat Jul 19, 2014 9:20 am

I'm back from a week camping with a sprained ankle. Any open RPs, and was the map updated/?
I'm really tired

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Drakmah
Ambassador
 
Posts: 1371
Founded: Mar 14, 2014
Civil Rights Lovefest

Postby Drakmah » Sat Jul 19, 2014 12:12 pm

Northwest Slobovia wrote:
The Orson Empire wrote:Sure, but first, the OP has to accept me.

Okay. Assuming he does, would like like a separate contact scenario, or one with Drakmah (if he's willing)?

Sounds like fun on the bun, let me know when your accepted and such and we can start it up
Quazin the Great wrote:Rules
9. Title stuff so Drakmah doesn't burst into flame. This rule may not matter because Drakmah
has grown old and tired and no longer trifles with such inflammatory conduct.

☠ Just your friendly neighborhood Necromancer

R.I.P. Tony the Possum - May 29th, 2017

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