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Might and Magic [EPIC - JOIN - OOC]

For all of your non-Nationstates related roleplaying needs!
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Skaldia
Minister
 
Posts: 2770
Founded: Jun 30, 2013
Ex-Nation

Might and Magic [EPIC - JOIN - OOC]

Postby Skaldia » Wed Aug 20, 2014 8:01 am

Welcome to the Worlds of Might and Magic
And now the page before us blurs.
An age is done. The book must close.
We are abandoned to history.
Raise high one more time the tattered standard
Of the Fallen. See through the drifting smoke
To the dark stains upon the fabric.
This is the blood of our lives, this is the
Payment of our deeds, all soon to be
Forgotten.
We were never what people could be.
We were only what we were.
Remember us

Image
Theme
MAP
IC
"All keeps hold a Gate, all castles Gates."
Lord Pain of Shigeinama


In ages past the reckoning of man or beast, a mighty Empire of Magic existed. This Imperium spread across to many worlds, not by the might of science, but of the arcane. To fuel their conquest of other worlds and creatures, they built gargantuan Gates that allowed for the instantaneous travel of men and supplies to any world with a Gate. As time passed, the Imperium colonized and subjugated hundreds of worlds and different cultures, their power seeming to have no bounds. Unfortunately, drawing on too much energy from the Winds of Magic caused the Gates to malfunction and cease to work, effectively ending the Imperium's iron grip on the World Tree and sending dozens of worlds into dark ages as some worlds' population had grown far too great for them to rely on their own exports. Billions all over, died.

And so, time has passed the creatures that came after the Imperium look now only at the Gates as a relic of an unknown age, a sign of their deities, or what have you, most having forgotten just exactly what those Gates were made for. Attempts to turn them back on failed. Attempts to destroy them failed as the Gates were made of an unknown silver alloy that could not be harmed by any weapon or magic. Likewise, attempts to move them proved fruitless, for the Gates were embedded deep within the earth and resisted all attempts.

However, as the myriad species of the World Tree go about their lives, they forget the Gates and Magic, once the bounding force for all races, was forgotten by some and replaced by Science. But, there is coming a time when the Gates will once more activate, opening the worlds back up to each other.

And a new Imperium shall rise.


SO! Basically the story is this: You each play as a world or nation that was once ruled by the Imperium in MANY ages past. You decide what will happen when the Gates, for seemingly random reasons, reactivate and reconnect each one of your world's to each other, whether you go a'conquering or if you form a mighty trade cartel.

RULES:
1) No Godmodding or Meta-Gaming
2) While this is a fantasy rp and I expect some pretty amazing stuff, please keep it based in reality. For instance, if your character starts walking to point A to point B and point B is a thousand miles away, it should take a while.
3) No steamrolling other races or other players just because you can.
4) No massively powerful races like Gods and what not. Dragons are allowed, but please sparingly.
5) While some worlds explored science instead of magic, the technology level is reminiscent of steampunk, around early 20th Century.
6) While there are weapons of mass destruction in real life, I will not allow their use in this RP. They defeat the purpose of this RP.
7 ) This is an alternate world and has no connection whatsoever with our world. So, for that reason, there will be no mention of a Roman Empire, Leonardo Da Vinci, or what have you. They never existed.
8 ) The uninhabited world appears as our world for familiarity.
9) ONE GATE FOR EACH WORLD APP UNLESS THAT WORLD HAS MORE THAN ONE PLAYER NATION!!!
10) On the uninhabited world, each Gate must be at least fifty miles from another.
11) There are allowed to be more than one nation on your world, and is preferred, but only ONE nation has a Gate in it. That nation with a Gate is the player nation.
12) There are no doomsday weapons laying around on the unknown world. Only ruins, rubble, and what not.
13)If you wish to play as a Nation on another player's world, you are allowed to do so. Just fill out the Nation App and ignore the World App except for the location of where you are.
14) It is possible to have magic and science in your app.

Co-Ops:
Alleniana


Co-Op Rules
1) Co-Ops are allowed to accept Apps as long as BOTH Co-Ops accept the app. After accepting, they will TG me the APP to be added to the list.
2) There shall be TWO Co-Ops
3) Co-Ops are allowed to make a natural phenomenon occur or a sickness break out.
4) Co-Ops are NOT allowed to be Biased towards a player just because said player is attacking Co-Ops world, nation, or what have you.

HOW GATES WORK AND THEIR SIZE AND PROPORTIONS:

A Gate stands at a mile high and run a mile deep into the ground and a mile wide. They are about fifty feet thick and made of a mysterious silver alloy found nowhere else on your world with millions of strange stylistic glyph covering their entire surface. When activated, lightning will play across their surface and then a light will start to shine in the center until a shape begins to appear. You can see into the other world and the step through is painless and without discomfort, although the environment on the other side might be radically different from the one you just stepped from.

Each GATE leads to the same uninhabited (by sentient life) world. What your nations will not know is that this world was once the home world of the Imperium. This uninhabited world is inhabited by millions of ruins, rubble, and what not of a once civilized world, but for whatever reason is no empty of sentient life.

A NOTE ON HEROES:

Heroes are the champions of your world or nation. They have a sizable impact on battles between players and add a level of depth to the RP that would otherwise be missing.

Code: Select all
[b][u]NS Name:[/u][/b]
[b][u]World Name:[/u][/b]
[b][u]Number of Nations:[/u][/b] (Is it ruled by one mighty Empire or split among a hundred states?
[b][u]World Population:[/u][/b] (Be realistic)
[b][u]Location of Gate:[/u][/b] (Which nation, if there is more than one)
[b][u]World Climate:[/u][/b] (Is it a hot, cold, warm, or cool world? Is it covered in a desert or ice, or is it all the above?)
[b][u]Dominant Species:[/u][/b]
[b][u]Other Species:[/u][/b]
[b][u]World History:[/u][/b] (What went down after the Gate on your homeworld fell apart?)

[b][u]Nation Name:[/u][/b]
[b][u]Capital City:[/u][/b]
[b][u]Government Type:[/u][/b]
[b][u]Head of State:[/u][/b]
[b][u]Claimed Territory:[/u][/b]
[b][u]State/National Religion:[/u][/b]
[b][u]Dominant Religion:[/u][/b]
[b][u]Minority Religion(s):[/u][/b]
[b][u]Population:[/u][/b] (Please be realistic...)
[b][u]Military Organization:[/u][/b]
[b][u]Army Size:[/u][/b]
[Blocktext][u][b]Army Units:[/b][/u][/Blocktext]
[b][u]Fleet Size:[/u][/b]
[Blocktext][u][b]Naval Units:[/b][/u][/Blocktext]

[b][u]General Terrain:[/u][/b]
[b][u]Noteworthy Fauna:[/u][/b]
[b][u]Magic or Science?:[/u][/b]
[b][u]Primary Import(s):[/u][/b]
[b][u]Primary Export(s):[/u][/b]
[b][u]Primary Species:[/u][/b] (Primary culture/linguistic group)
[b][u]Accepted Species:[/u][/b]

[b][u]Brief Description of your nation's History:[/u][/b]
[b][u]Brief Description of your nation's economy:[/u][/b]
[b][u]Brief Description of your nation's government:[/u][/b]
[b][u]Brief Description of your nation's populace:[/u][/b]

[b][u]RP Example:[/u][/b]


HERO APP TG APP TO ME AFTER APP IS ACCEPTED BY ME!!!
Code: Select all
Name:
Age:
Gender:
Race:
Appearance:
Personality:
Background:


You get thirty five points:

Code: Select all
Strength: 0/10
Speed: 0/10
Power: 0/10 (Magic)
Stamina: 0/10
Agility: 0/10
Luck: 0/10
Last edited by Skaldia on Sat Sep 20, 2014 5:26 am, edited 12 times in total.
||“The lesson of history is that no one learns.”
||Empty of Life||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”

User avatar
Skaldia
Minister
 
Posts: 2770
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Wed Aug 20, 2014 8:01 am

CHARACTERS


Worlds:


Vellond-Hexter |-| Bersia
New Strausberg |-| Nexos Prime
Skaldia |-| Eldanar
Adin |-| Eartherous
Shaggai |-| Vetorys
Deutsch-Brittannia |-| Sheratan
Alleniana |-| Busserrach
Nuridia |-| Xiuwe
The New Lowlands |-| Arkona


Nations:


Vellond-Hexter |-| The Empire of Vellond-Hexter
New Strausberg |-| Nexon Hive
Skaldia |-| Empire of Doriath
Adin |-| Asher Light Empire
Shaggai |-| Lerethka Empire
Deutsch-Brittannia |-| Arcium
Alleniana |-| Kochreiter
Nuridia |-| Vanland
The New Lowlands |-| Republic of Kygal


Heroes:


New Strausberg |-| Queen Rashka
Skaldia |-| Azazel Maelchanar
Adin |-| Seeth Mjila
Shaggai |-| Aritavar
Alleniana |-| Gecher Vollerg
Nuridia |-| Lizbeth Zilda Monrose
The New Lowlands |-| Istar Duurya
Last edited by Skaldia on Wed Sep 03, 2014 5:21 am, edited 18 times in total.
||“The lesson of history is that no one learns.”
||Empty of Life||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”

User avatar
Skaldia
Minister
 
Posts: 2770
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Wed Aug 20, 2014 8:02 am

IC RULES AND HOW TO POST!!!


For the sake of this RP, each post will constitute two weeks for your world (that's fourteen days). When the Gates open, each player will receive one province on the Map. In order to take another province is six turns (that's 12 weeks ICly). Rules for traveling with an army to other Provinces for the sake of realism will take a turn each to move to one province to another. However, just because you move an army into another province does not mean you have control of said province. For smaller parties, you can move two Provinces each Turn. The obvious exceptions to the two-week per rule are Battles, Diplomacy, and Character Interactions. For the sake of this RP, the RP will begin on Week 1-2. A year will constitute 52 weeks so 26 turns will see a year end.

DIPLOMACY and CHARACTER INTERACTIONS:

While there is no limit on how much diplomacy or character interactions you can have going on, be sure to date them so everyone knows exactly what is going on. However, if the DIP or CI have any wider effect on the world, I suggest you TG the player you're interacting with and compose a summary of decisions between each player.
Last edited by Skaldia on Thu Sep 18, 2014 8:49 am, edited 1 time in total.
||“The lesson of history is that no one learns.”
||Empty of Life||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”

User avatar
The Five Galaxies
Ambassador
 
Posts: 1742
Founded: Mar 22, 2014
Ex-Nation

Postby The Five Galaxies » Wed Aug 20, 2014 8:39 am

Excellent - putting a tag on here for an application later.

User avatar
Skaldia
Minister
 
Posts: 2770
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Wed Aug 20, 2014 8:44 am

The Five Galaxies wrote:Excellent - putting a tag on here for an application later.


Glad to have you aboard Five!
||“The lesson of history is that no one learns.”
||Empty of Life||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”

User avatar
Reatra
Post Marshal
 
Posts: 16246
Founded: Sep 02, 2011
Liberal Democratic Socialists

Postby Reatra » Wed Aug 20, 2014 8:53 am

MUAHAHAHAHAHAHAHAHAHAH

I am here m'lord!

Im going to school for next six hours though. So save me a spot in the theater XD
yee haw it's time for mass line

User avatar
Skaldia
Minister
 
Posts: 2770
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Wed Aug 20, 2014 8:56 am

Reatra wrote:MUAHAHAHAHAHAHAHAHAHAH

I am here m'lord!

Im going to school for next six hours though. So save me a spot in the theater XD


Your place shall certainly be saved!
||“The lesson of history is that no one learns.”
||Empty of Life||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”

User avatar
Garwall
Minister
 
Posts: 3412
Founded: Aug 08, 2011
Ex-Nation

Postby Garwall » Wed Aug 20, 2014 9:27 am

Tag. I present my draft for the grand world of Ethoss, home to the mighty Empire of Telaria!

NS Name: Garwall
World Name: Ethoss
Number of Nations: 30-50, w/ 6 primary nations
  • 1. Empire of Telaria: Dominant world power.
  • 2. Kingdom of Cerulea: Powerful human-Elvish state, pays tribute to the Telarian empire.
  • 3. Jarldom of Surldar: Nominally independent Kingdom, pays tribute to the Telarian empire.
  • 4. League of the Eastern Isles: Loose federation of human city-states. Reliant on trade; completely autonomous of the Telarian empire.
  • 5. Mithril Alliance: Coalition of Orcish city-states for mutual military aid. Also sets prices on Lyrium exports.
  • 6. The Silver Horde: Federation of seafaring Orcish tribes and Trolls located on various Islands.
World Population: 600,000,000-800,000,000
Location of Gate: Outside the city of Tel Ardor
World Climate: Temperate, with ice caps on both north and south poles, some deserts located in the south of the primary continent.
Dominant Species: Sarians (ruling species), Humans (most common)
Other Species: Dwarves, Orcs, Trolls, Elves (to some extent), Naga (to some extent).
World History:
Originally settled by clans of Orcs, trolls and Naga, the planet of Ethoss was home to an ongoing conflict between the clans of Orcs that roamed the continents and the serpentine Naga, who waged war from cities built beneath the waves. The arrival of the Gates and the all-conquering beings that emerged from them changed this dynamic radically. The great Naga cities were destroyed in their entirety, sent beneath the waves, driving the Naga into hiding deep in the oceans of Ethoss. The Orc clans resisted the invaders for quite some time, before being driven into hiding on the isles that once housed great Naga empires.

Ethoss was targeted for settlement for its great deposits of calcified mana, known as Lyrium. Dwarves were the first beings to move in great numbers into Ethoss, settling in the mountains and carving deep channels into the world, seeking this resource--vital to any Mage wishing to expand his power. However, the deposits of Lyrium drew others as well. Wraiths, Daemons, spirits of all kinds were attracted to its aura. Dwarven cities began digging too deep, and the beasts within Ethoss began to awaken from their deep slumber. Entire cities were decimated when the beats began to pour forth, and in desperation the Dwarves destroyed many of their great cities, burying them in their entirety. The Dwarven presence in Ethoss fell into obscurity, as Humans and Elves came in great numbers to extract the resource. The Elven population, featuring a high concentration of Magi, began to use the Lyrium as a weapon to exert their own dominion on Ethoss. Although the increased use of magic and Lyrium began warping the fauna of the planet, and terrible beasts and monsters began to rise. This was kept at bay through the use of the Imperium's magic, but the fall of the Gates changed everything.

Beasts ran wild in the country, and no individual was safe outside of the walls of the city. The population of the world began to shrink, as farms were no longer safe from wild monsters. To combat this, the Human kingdoms that were free from Elvish tyranny began conducting dark experiments with Lyrium. Kidnapping elves and taking human orphans, they began using highly concentrated Lyrium to warp the bodies of humans and elves, attempting to take the magical affinity of the elves and turn it into a weapon the humans may use against the beasts of the night. Through this terrible experimentation, the Sarians were born. They resembled humans outwardly, but were on average four to five inches taller and often had yellow eyes, and possessed a great affinity for magic. They were created in large numbers, and were sent into the wild as monster hunters and beast slayers. They represented a genetically different race, and resented the humans for what they had done to them. This resentment soon led to conflict, and the Sarians banded together and fled the northern portions of the continent where they were created. They moved south, and settled in the ruins of the old Gate.

For centuries, the humans and Elves warred over land while the Sarians were spread abroad, hunting monsters and keeping the realms safe for habitation. This continued until an extraordinarily powerful Sarian rose from the darkness--Tevintus. He was the last of the Sarians created in a human laboratory, long after the practice was outlawed. A Northern human King, under the duress of a fierce clan of Ogres that threatened to bring his entire Kingdom to ruins, kidnapped the daughter of an Elvish noble family; she was of particular magical affinity. Ordering his court mage to create a Sarian from his son and the kidnapped Elf in a bout of madness, he was to be the kingdom's salvation. Instead, Tevintus slayed his father and the court Mage who created him and fled south. Reaching the Sarians, he rose the Sarian clans to war and marched northward, putting the Northern kingdoms to the torch. Tevintus became a god among the Sarians, and would found the city of Tel Ardor, the capital of the empire he would soon create--the Empire of Telaria.

Telaria became unmatched in its power, and soon conquered much of Ethoss. The Dwarven cities and enclaves in the mountains were the only force that could resist the Sarian might, and would enter into an alliance with the remaining Northern human Kingdoms that would halt the Telarian expansion under Tevintus. The great Silver Accord, as it would be known, established peace among the three races forever. The northern Kingdoms would enter a state of tribute to the Telarian empire, while maintaining their nominal independence and self-governance. The Dwarven cities and enclaves would be recognized as independent and fully self-governing, but their lands above-ground would be surrendered to the Empire. With peace in the north, the Telarians were free to pursue the Elvish empires in the south. Viewing the elves as an inferior race, the Telarian empire sought to exterminate Elves on Ethoss. For the most part, it worked--most Elves today live either in open rebellion deep in the wilderness, or in ghettos in human cities.

The current status of Ethoss is tense--the Telarian empire is in the midst of a period of stagnation, lasting over a century so far. The Mithril Alliance of Dwarven cities has reduced Telarian influence in the Lyrium trade, and the dependency on Dwarven exports of Lyrium has significantly weakened Telaria's economy. The Kingdom of Cerulea has solidified its autonomy and influence in the Western Isles, making trading pacts with the Silver Horde that ended centuries of conflict between the two nations. Such actions have drawn Cerulea farther from Telarian influence. In the south, increasing reports of apostate Magi and Elven fugitives have increased Telarian military activity in the region, prompting some provinces towards armed rebellion. In the north, the nominally-independent Jarldom of Surldar has solidified its position through conquering several neighboring Kingdoms. Since the Jarldom is also under Telarian protection, they were allowed to expand their territorial boundaries without rebuttal. The Jarl of Surldar, Thorrnar "the Red" II has refused to send his two recently-due tributes to Telaria, and word is the Jarl and other northern Lords have been amassing armies. The Imperial cities of Barrathor and Rogue's Landing have both received larger garrisons, but nothing is certain. And finally, in the East within the trading imperium of the Eastern Isles, rumors of a new Circle of Magi have arisen, free of Telarian jurisdiction. Word of a powerful cohort of Magi has begun striking fear in Telarian magisters, and rumors of war are flying faster than ever.

Nation Name: Empire of Telaria
Capital City: Tel Ardor
Government Type: Imperial Magocracy
Head of State: Emperor Tevintus XVII
Claimed Territory: Northern portions of the Danish peninsula
State/National Religion: Faith of Tevintus
Dominant Religion: Faith of the Six
Minority Religion(s): Orcish Shamanism
Population: 300,000,000
Military Organization:
The Imperial Telarian Guard is divided into three primary sub-units operating in three different regions of the empire. Each unit is known as an Auxiliae and is composed of 100,000 men, led by an imperial Consul appointed by the Emperor. Each Consul was advised by a High Magistrate assigned by the Imperial Circle of Magi. Each Auxiliae is broken into ten legions of 10,000 men, each led by an Imperial Legate assigned by the Consul. Each Legion is further broken into ten Cohorts of 1,000 men each commanded by a Tribune, each made up of ten 100-man Centuries, commanded by a Centurion. While the Auxiliae act as formal organizational units, they typically only exist to organize Legions in terms of which regions they are assigned to. Intermediate units known as Corps composed of 30,000 to 50,000 men typically supplant Auxiliae as the primary means of commanding large numbers of troops, with each Corps being commanded by a Legate-Commander. Three to five Corps are typically organized into Imperial Armies, which are commanded by the Legate-General. All Imperial armies fall under the full command of the Imperial Prefect, the high commander of all Telarian armed forces--appointed by the Emperor in times of war.
Army Size: 350,000 (300,000 active Legion troops, 40,000 active border guard units, 10,000 Imperial Guard units in/around Tel Ardor)
Army Units:
DESCRIPTION: Telarian Lancer: Infantry unit equipped with a spear, shortsword and several throwing lances. Lightly armored with leather, mail and shield. Light levy unit of the Imperial Army.
TRAINING: 2
OFFENSIVE: 4
DEFENSIVE: 4


DESCRIPTION: Imperial Telarian Legionnaire: Primary unit of the Telarian Imperial Army. Equipped with plate, shield, sword and lance these units are well-trained and form the primary assault force in a Telarian legion.
TRAINING: 3
OFFENSIVE: 4
DEFENSIVE: 3

DESCRIPTION: Free March Archers: Archers drawn from the border provinces of the Empire. Used to strike from a distance and as support for the Imperial Legionnaire units.
TRAINING: 2
OFFENSIVE: 2
DEFENSIVE: 6

DESCRIPTION:
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit)
OFFENSIVE:
DEFENSIVE:

DESCRIPTION:
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit)
OFFENSIVE:
DEFENSIVE:

Fleet Size:
Naval Units:
DESCRIPTION:
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit)
OFFENSIVE:
DEFENSIVE:


General Terrain: Temperate, with large rolling grasslands. Floodplain areas close to major river and tributary networks are densely covered with farms, with larger towns crowding the coastal and major river areas. Mountainous regions in the north and south are sparsely populated with the only notable settlements being the mining towns situated on the outskirts of the ranges, and Dwarven cities located inside/underneath the mountains. The northern portion is considerably more forested, with harsher winters.
Noteworthy Fauna: Trolls, Ogres, Werewolves, Basilisks, other terrifying monsters
Magic or Science?: Magic
Primary Import(s): Slaves, Lyrium, silver, marble
Primary Export(s): Grain, cloth, timber, motes of power (magically-enchanted items)
Primary Species: Sarian
Accepted Species: Human

Brief Description of your nation's History: The Empire of Telaria was founded officially in Year 0 of the Telarian calendar, which coincided with the foundation of the new calendar system introduced by emperor Tevintus I. He also founded a new religion based on his person, claiming his ascension into the realm of the Gods. At this point, Tel Ardor was officially declared a city and capital of the new Empire, which was concentrated around the central portions of Ethoss' largest continent. In what became known as the Sarian Wars, Tevintus conquered three neighboring Kingdoms simultaneously while driving the Elves from their city of Lywood in 3 T.C. (Telarian Calendar) , demolishing the city and executing nearly 100,000 Elves within the city. All Elven Magi were put to the sword, while any individuals suspected of having magical capabilities were also killed. While many took refuge in the city's sewers and underground tunnel networks, the Sarians systematically collapsed any entrances and released many captured beasts into the tunnels. The Lywood ruins continue to house a frighteningly high amount of dark creatures.

The apex of the Sarian wars was in 14 T.C. with the Siege of Khal Bordan, where the Telarian army attempted to breach the Dwarven city and capture its supply of Lyrium. During the siege, the Telarians began tunneling underground in hopes of breaching the city's tunnel networks. Instead, they hit tunnels sealed by the Dwarves due to the dark creatures they contained within. The creatures destroyed a significant portion of the Telarian army, forcing them to retreat. However, before retreating, the Telarians destroyed the surface of Khal Bordan, forcing the Dwarves to sign a treaty allowing the Telarians unlimited access to the Lyrium deposits. After the Sarian wars drew to a close, the Telarian wars officially began in 20 T.C. with the "Corwic incident", where Telarian ambassadors to the human city of Corwic slaughtered thirteen Elvish nationals in the streets over a negotiation dispute about Sarians being held in Elvish territory. The Telarian ambassadors were arrested, and Tevintus threatened war if they were not returned immediately. The heads of the ambassadors were returned to Tevintus, and three months later Corwic was attacked by Telaria. The King of Ferden, of which Corwic was within, called for Elvish support and the Elves agreed. The Telarian wars would last for the remainder of Tevintus' life, lasting until 132 T.C. with the final defeat and exodus of the Elves. Tevintus would later die that year of an unknown cause.

Brief Description of your nation's economy:
Brief Description of your nation's government:
Brief Description of your nation's populace:

RP Example:
Last edited by Garwall on Fri Aug 22, 2014 8:22 am, edited 5 times in total.
1 Student
Nationality: Yankee
Religion: Atheist
Ideology: Socialist
Issues: State Capitalism/Full Citizenship
Cash Reserves: ~1$
Revoltrisk: 85%
Militancy: 9
Counsciousness: 12
"For Home and Countrymen!"

-Battle-cry used by Garwall Revolutionaries as they storm the Capitol Building, raising the Rebel Flag.
http://forum.nationstates.net/viewtopic.php?f=23&t=132814#p6655830
Above: The Treaty of Belgratz, the Document ratifying the Socialist Party's rise to power in Garwall.

[15:43] <Parhe> For some reason
[15:43] <Parhe> I feel safe whenever Gar is here
[15:43] <Parhe> Not sure why, Garwall always made me feel safe

User avatar
Skaldia
Minister
 
Posts: 2770
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Wed Aug 20, 2014 9:42 am

Garwall wrote:Tag. I present my draft for the grand world of Ethoss, home to the mighty Empire of Telaria!

NS Name: Garwall
World Name: Ethoss
Number of Nations: 30-50
World Population: 600,000,000-800,000,000
Location of Gate: Outside the city of Tel Ardor
World Climate: Temperate, with ice caps on both north and south poles, some deserts located in the south of the primary continent.
Dominant Species: Sarians (ruling species), Humans (most common)
Other Species: Dwarves, Orcs, Trolls, Elves (to some extent), Naga (to some extent).
World History:
Originally settled by clans of Orcs, trolls and Naga, the planet of Ethoss was home to an ongoing conflict between the clans of Orcs that roamed the continents and the serpentine Naga, who waged war from cities built beneath the waves. The arrival of the Gates and the all-conquering beings that emerged from them changed this dynamic radically. The great Naga cities were destroyed in their entirety, sent beneath the waves, driving the Naga into hiding deep in the oceans of Ethoss. The Orc clans resisted the invaders for quite some time, before being driven into hiding on the isles that once housed great Naga empires.

Ethoss was targeted for settlement for its great deposits of calcified mana, known as Lyrium.

Nation Name: Empire of Telaria
Capital City: Tel Ardor
Government Type:
Head of State:
Claimed Territory:
State/National Religion:
Dominant Religion:
Minority Religion(s):
Population: (Please be realistic...)
Military Organization:
Army Size:
Army Units:
DESCRIPTION:
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit)
OFFENSIVE:
DEFENSIVE:

Fleet Size:
Naval Units:
DESCRIPTION:
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit)
OFFENSIVE:
DEFENSIVE:


General Terrain: Temperate, with large rolling grasslands. Floodplain areas close to major river and tributary networks are densely covered with farms, with larger towns crowding the coastal and major river areas. Mountainous regions in the north and south are sparsely populated with the only notable settlements being the mining towns situated on the outskirts of the ranges, and Dwarven cities located inside/underneath the mountains. The northern portion is considerably more forested, with harsher winters.
Noteworthy Fauna:
Magic or Science?:
Primary Import(s):
Primary Export(s):
Primary Species: Sarian
Accepted Species: Human

Brief Description of your nation's History:
Brief Description of your nation's economy:
Brief Description of your nation's government:
Brief Description of your nation's populace:

RP Example:


So far, so good amigo
||“The lesson of history is that no one learns.”
||Empty of Life||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”

User avatar
New Strausberg
Powerbroker
 
Posts: 8242
Founded: Feb 19, 2014
Ex-Nation

Postby New Strausberg » Wed Aug 20, 2014 10:13 am

NS Name: New_strausberg
World Name: Nexos Prime
Number of Nations: (Is it ruled by one mighty Empire or split among a hundred states? 1
World Population: (Be realistic) 10.5 billion
Location of Gate: (Which nation, if there is more than one) (can't see them right now blocked Internet) The Great Basin (beneath a mountain high tree)
World Climate: (Is it a hot, cold, warm, or cool world? Is it covered in a desert or ice, or is it all the above?) it is a very warm planet with many lush forests.
Dominant Species: Nexons (human sized or bigger bug creatures)
Other Species: no other sentient but plenty of animal life to sustain the hive and ecosystem
World History: (What went down after the Gate on your homeworld fell apart?)
The Nexons where a science experiment of the late imperium. Forced evolution in there species allowed them to develop a hive mind and gain sentiency. Once the get feel chaos ensured and the hive mind quickly took its opportunity. The already massive number of these insects inside the many labs and all over the regions of there world overwhelmed the forces after many years. Many died due to there short lifespans. Only being a few years there thick skin and ability to coordinate via the queen, allowed them to take over the planet. The many experiments allowed them to understand the need for other life forms to ensure there was food to eat and the hive didn't starve. This also lead to the creation of the hives Nuerax worm a device of manipulation as well as communication. The queen goes thought 3 year mood swing cycles which will determine how aggressive or passive the hive is. Unlike most species like these they are not instantly aggressive and will attempt to ignore you if you aren't perceived as a threat or attempting to steal there food.
Insect lifespan and incubation time.

Worker drones- fast agile but weak only able to defend self in large packs
lifespan: 4 years if not killed by an outside force.
Incubation time: 3 weeks

Warriors: heavy armour skin and claws with sharp teeth for eating prey, these make up the backbone of the army. Lifespan 3 years incubation time 10-15 weeks depending on size.

Nuerax worm- in order for the queen to communicate these small bug,will slide inside the head of a host and live there. then when it is big enough to break the blood/brain barrier where,then the bug takes full control of the host it will gain the hosts knowledge. This process takes about a good 6 months to fully mature inside the hosts head. Ride on the backs of warriors when not attached to a host and can lay up to thousands of eggs inside a hosts brain. The only other part of the hive besides the queen who can lay eggs.
Lifespan- varies depending on the host.
Incubation time: (due to there small size) about 2 weeks and there only used for communication.

Insect guard: these are the queens guard flying insectoids who protect the queen at all times having the thickest skin and useing weapons adapted from other civilizations.
Lifespan: 10 years
Incubation time: 1 year (there will only be a total of 5 ever present of active)

Floaters: massive insect boats mainly used as living transports mostly for bording actions can submerge and be underwater for up to 5 hours
Incubation time 2 years
Lifespan: 20 years if not killed.

Queen: the mother of the hive and one of the biggest of all the insects she is a collasal creature about 24 feet tall and 18 feet wide 32 if you count her egg sack. The queen is subject to moods wings which affect the rate she lays eggs and how she will react to visitors to the hive.
Lifespan: 50 years
Incubation time 1 year from a weak host and up to about 4 months with a very strong one. (Talking muscle mass or how smart they are)

Nation Name:Nexon Hive
Capital City:The Hive Citadel
Government Type:Hivemind
Head of State:The Queen
Claimed Territory: Rome (where it would be on the map)
State/National Religion:Queen worship
Dominant Religion:Queen worship
Minority Religion(s):None
Population: (Please be realistic..) 10.5 billion
Military Organization:The Hive
Army Size: 1.1 billion (queen counted)
Army Units:500 warriors make one unit
DESCRIPTION: mostly scavengers looking for food for the hive they will bring back animals and plants to help with the growth of the hive. Thick skin deflects most weaponry but the face and eyes are vulnerably if not covered.
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit) 3
OFFENSIVE: 4
DEFENSIVE:
3
Fleet Size:None on the homeworld and yet to be adapted due to the planet being a Pangea
Naval Units:Floaters
DESCRIPTION: floaters are large Nexons who have adapted to the water and carrying troops across water for the hive mind.
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit) 5
OFFENSIVE: 3
DEFENSIVE:
2

General Terrain:Thick rain forests and tropical climants
Noteworthy Fauna:the Nexonian fly trap: these towering plants can grow as tall as 30 feet and swallow massive amounts of bug life these tend to thin out some of the Nexon population but without any other real predators they are more than a nuisance
Magic or Science?: the Nexons unable to use magic and being science experiments themselves focus on science only the queen and honor guards being the only ones truly able to understand them further mutations needed. They gather treasure troves of technology and the queen studies them being the only one besides the worms who can speak.
Primary Import(s): None
Primary Export(s): None
Primary Species: (Primary culture/linguistic group) Nexonian
Accepted Species: all who do not attempt to harm the hive.

Brief Description of your nation's History: the history of the nation is similar to the world history after the fall of the gates. The Nexons replaced the aggressive Imperium and other dominate species on the planet which fought them or presented a threat to the hive. They focus on building there planet from the inside and out creating massive tunnel complexes. Even near the center a massive citadel was created for the queen.
Brief Description of your nation's economy: they don't use money
Brief Description of your nation's government: Hivemind the government is completely controlled by one entity the queen although some are allowe dot think of themselfs such as warrior group leaders and the worms but ultimately all decision are made by the queen.
Brief Description of your nation's populace: mostly workers or slaves who haven't been eaten yet. All are mostly drive to there one job in the hive which they do to the best of there ability. Only insect guards, the queen, and Nuerax worms can speak verbally the rest communicate mentally thought the hive mind. All pull there own weight and contribute to the betterment and defense of the hive

RP Example: viewtopic.php?f=31&t=295016 http://forum.nationstates.net/viewtopic ... 1&t=308439

Still need to make my claims.

I've changed it to just 1 billion because I'm trying to account for the entire planet being controlled by one power and only thined out by a few preditors and fauna. I will thing this out to just a queens eggs the 5 guards 20,000 workers and 500 warriors for the colony. Any other objections I will gladly fix just bring them up I want to make this as fair as possible.
Last edited by New Strausberg on Wed Aug 20, 2014 1:16 pm, edited 9 times in total.

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Garwall
Minister
 
Posts: 3412
Founded: Aug 08, 2011
Ex-Nation

Postby Garwall » Wed Aug 20, 2014 11:11 am

Five and a half billion soldiers?
1 Student
Nationality: Yankee
Religion: Atheist
Ideology: Socialist
Issues: State Capitalism/Full Citizenship
Cash Reserves: ~1$
Revoltrisk: 85%
Militancy: 9
Counsciousness: 12
"For Home and Countrymen!"

-Battle-cry used by Garwall Revolutionaries as they storm the Capitol Building, raising the Rebel Flag.
http://forum.nationstates.net/viewtopic.php?f=23&t=132814#p6655830
Above: The Treaty of Belgratz, the Document ratifying the Socialist Party's rise to power in Garwall.

[15:43] <Parhe> For some reason
[15:43] <Parhe> I feel safe whenever Gar is here
[15:43] <Parhe> Not sure why, Garwall always made me feel safe

User avatar
Skaldia
Minister
 
Posts: 2770
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Wed Aug 20, 2014 11:19 am

New Strausberg wrote:NS Name: New_strausberg
World Name: Nexos Prime
Number of Nations: (Is it ruled by one mighty Empire or split among a hundred states? 1
World Population: (Be realistic) 10.5 billion
Location of Gate: (Which nation, if there is more than one) (can't see them right now blocked Internet)
World Climate: (Is it a hot, cold, warm, or cool world? Is it covered in a desert or ice, or is it all the above?) it is a very warm planet with many lush forests.
Dominant Species: Nexons (human sized or bigger bug creatures)
Other Species: no other sentient but plenty of animal life to sustain the hive and ecosystem
World History: (What went down after the Gate on your homeworld fell apart?)
The Nexons where a science experiment of the late imperium. Forced evolution in there species allowed them to develop a hive mind and gain sentiency. Once the get feel chaos ensured and the hive mind quickly took its opportunity. The already massive number of these insects inside the many labs and all over the regions of there world overwhelmed the forces after many years. Many died due to there short lifespans. Only being a few years there thick skin and ability to coordinate via the queen, allowed them to take over the planet. The many experiments allowed them to understand the need for other life forms to ensure there was food to eat and the hive didn't starve. This also lead to the creation of the hives Nuerax worm a device of manipulation as well as communication. The queen goes thought 3 year mood swing cycles which will determine how aggressive or passive the hive is. Unlike most species like these they are not instantly aggressive and will attempt to ignore you if you aren't perceived as a threat or attempting to steal there food.
Insect lifespan and incubation time.

Worker drones- fast agile but weak only able to defend self in large packs
lifespan: 4 years if not killed by an outside force.
Incubation time: 3 weeks

Warriors: heavy armour skin and claws with sharp teeth for eating prey, these make up the backbone of the army. Lifespan 3 years incubation time 10-15 weeks depending on size.

Nuerax worm- in order for the queen to communicate these small bug,will slide inside the head of a host and live there. then when it is big enough to break the blood/brain barrier where,then the bug takes full control of the host it will gain the hosts knowledge. This process takes about a good 6 months to fully mature inside the hosts head. Ride on the backs of warriors when not attached to a host and can lay up to thousands of eggs inside a hosts brain. The only other part of the hive besides the queen who can lay eggs.
Lifespan- varies depending on the host.
Incubation time: (due to there small size) about 2 weeks and there only used for communication.

Insect guard: these are the queens guard flying insectoids who protect the queen at all times having the thickest skin and useing weapons adapted from other civilizations.
Lifespan: 10 years
Incubation time: 1 year (there will only be a total of 5 ever present of active)

Floaters: massive insect boats mainly used as living transports mostly for bording actions can submerge and be underwater for up to 5 hours
Incubation time 2 years
Lifespan: 20 years if not killed.

Queen: the mother of the hive and one of the biggest of all the insects she is a collasal creature about 24 feet tall and 18 feet wide 32 if you count her egg sack. The queen is subject to moods wings which affect the rate she lays eggs and how she will react to visitors to the hive.
Lifespan: 50 years
Incubation time 1 year from a weak host and up to about 4 months with a very strong one. (Talking muscle mass or how smart they are)

Nation Name:Nexon Hive
Capital City:The Hive Citadel
Government Type:Hivemind
Head of State:The Queen
Claimed Territory:
State/National Religion:Queen worship
Dominant Religion:Queen worship
Minority Religion(s):None
Population: (Please be realistic..) 10.5 billion
Military Organization:The Hive
Army Size: 5.5 billion (queen counted)
Army Units:500 warriors make one unit
DESCRIPTION: mostly scavengers looking for food for the hive they will bring back animals and plants to help with the growth of the hive. Thick skin deflects most weaponry but the face and eyes are vulnerably if not covered.
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit) 3
OFFENSIVE: 4
DEFENSIVE:
3
Fleet Size:None on the homeworld and yet to be adapted due to the planet being a Pangea
Naval Units:Floaters
DESCRIPTION: floaters are large Nexons who have adapted to the water and carrying troops across water for the hive mind.
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit) 5
OFFENSIVE: 3
DEFENSIVE:
2

General Terrain:Thick rain forests and tropical climants
Noteworthy Fauna:the Nexonian fly trap: these towering plants can grow as tall as 30 feet and swallow massive amounts of bug life these tend to thin out some of the Nexon population but without any other real predators they are more than a nuisance
Magic or Science?: the Nexons unable to use magic and being science experiments themselves focus on science only the queen and honor guards being the only ones truly able to understand them further mutations needed. They gather treasure troves of technology and the queen studies them being the only one besides the worms who can speak.
Primary Import(s): None
Primary Export(s): None
Primary Species: (Primary culture/linguistic group) Nexonian
Accepted Species: all who do not attempt to harm the hive.

Brief Description of your nation's History: the history of the nation is similar to the world history after the fall of the gates. The Nexons replaced the aggressive Imperium and other dominate species on the planet which fought them or presented a threat to the hive. They focus on building there planet from the inside and out creating massive tunnel complexes. Even near the center a massive citadel was created for the queen.
Brief Description of your nation's economy: they don't use money
Brief Description of your nation's government: Hivemind
Brief Description of your nation's populace: mostly workers or slaves who haven't been eaten yet. All are mostly drive to there one job in the hive which they do to the best of there ability. Only insect guards, the queen, and Nuerax worms can speak verbally the rest communicate mentally thought the hive mind. All pull there own weight and contribute to the betterment and defense of the hive

RP Example: https://forum.nationstates.net/viewtopi ... 1&t=295016 viewtopic.php?f=31&t=308439

Still need to make my claims.


I have to agree with Garwall on this. 5.5 BILLION soldiers will overwhelm everything in front of them.
||“The lesson of history is that no one learns.”
||Empty of Life||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”

User avatar
New Strausberg
Powerbroker
 
Posts: 8242
Founded: Feb 19, 2014
Ex-Nation

Postby New Strausberg » Wed Aug 20, 2014 11:20 am

Garwall wrote:Five and a half billion soldiers?


You have to see its an insect race most would be warriors also its a rough estamite with how many nutrients are on the planet. A starting coloney wouldn't be able to sustain such numbers. Besides the lifespan ensures most would be dieing or just born. Other majority are workers.

User avatar
New Strausberg
Powerbroker
 
Posts: 8242
Founded: Feb 19, 2014
Ex-Nation

Postby New Strausberg » Wed Aug 20, 2014 11:21 am

Skaldia wrote:
New Strausberg wrote:NS Name: New_strausberg
World Name: Nexos Prime
Number of Nations: (Is it ruled by one mighty Empire or split among a hundred states? 1
World Population: (Be realistic) 10.5 billion
Location of Gate: (Which nation, if there is more than one) (can't see them right now blocked Internet)
World Climate: (Is it a hot, cold, warm, or cool world? Is it covered in a desert or ice, or is it all the above?) it is a very warm planet with many lush forests.
Dominant Species: Nexons (human sized or bigger bug creatures)
Other Species: no other sentient but plenty of animal life to sustain the hive and ecosystem
World History: (What went down after the Gate on your homeworld fell apart?)
The Nexons where a science experiment of the late imperium. Forced evolution in there species allowed them to develop a hive mind and gain sentiency. Once the get feel chaos ensured and the hive mind quickly took its opportunity. The already massive number of these insects inside the many labs and all over the regions of there world overwhelmed the forces after many years. Many died due to there short lifespans. Only being a few years there thick skin and ability to coordinate via the queen, allowed them to take over the planet. The many experiments allowed them to understand the need for other life forms to ensure there was food to eat and the hive didn't starve. This also lead to the creation of the hives Nuerax worm a device of manipulation as well as communication. The queen goes thought 3 year mood swing cycles which will determine how aggressive or passive the hive is. Unlike most species like these they are not instantly aggressive and will attempt to ignore you if you aren't perceived as a threat or attempting to steal there food.
Insect lifespan and incubation time.

Worker drones- fast agile but weak only able to defend self in large packs
lifespan: 4 years if not killed by an outside force.
Incubation time: 3 weeks

Warriors: heavy armour skin and claws with sharp teeth for eating prey, these make up the backbone of the army. Lifespan 3 years incubation time 10-15 weeks depending on size.

Nuerax worm- in order for the queen to communicate these small bug,will slide inside the head of a host and live there. then when it is big enough to break the blood/brain barrier where,then the bug takes full control of the host it will gain the hosts knowledge. This process takes about a good 6 months to fully mature inside the hosts head. Ride on the backs of warriors when not attached to a host and can lay up to thousands of eggs inside a hosts brain. The only other part of the hive besides the queen who can lay eggs.
Lifespan- varies depending on the host.
Incubation time: (due to there small size) about 2 weeks and there only used for communication.

Insect guard: these are the queens guard flying insectoids who protect the queen at all times having the thickest skin and useing weapons adapted from other civilizations.
Lifespan: 10 years
Incubation time: 1 year (there will only be a total of 5 ever present of active)

Floaters: massive insect boats mainly used as living transports mostly for bording actions can submerge and be underwater for up to 5 hours
Incubation time 2 years
Lifespan: 20 years if not killed.

Queen: the mother of the hive and one of the biggest of all the insects she is a collasal creature about 24 feet tall and 18 feet wide 32 if you count her egg sack. The queen is subject to moods wings which affect the rate she lays eggs and how she will react to visitors to the hive.
Lifespan: 50 years
Incubation time 1 year from a weak host and up to about 4 months with a very strong one. (Talking muscle mass or how smart they are)

Nation Name:Nexon Hive
Capital City:The Hive Citadel
Government Type:Hivemind
Head of State:The Queen
Claimed Territory:
State/National Religion:Queen worship
Dominant Religion:Queen worship
Minority Religion(s):None
Population: (Please be realistic..) 10.5 billion
Military Organization:The Hive
Army Size: 5.5 billion (queen counted)
Army Units:500 warriors make one unit
DESCRIPTION: mostly scavengers looking for food for the hive they will bring back animals and plants to help with the growth of the hive. Thick skin deflects most weaponry but the face and eyes are vulnerably if not covered.
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit) 3
OFFENSIVE: 4
DEFENSIVE:
3
Fleet Size:None on the homeworld and yet to be adapted due to the planet being a Pangea
Naval Units:Floaters
DESCRIPTION: floaters are large Nexons who have adapted to the water and carrying troops across water for the hive mind.
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit) 5
OFFENSIVE: 3
DEFENSIVE:
2

General Terrain:Thick rain forests and tropical climants
Noteworthy Fauna:the Nexonian fly trap: these towering plants can grow as tall as 30 feet and swallow massive amounts of bug life these tend to thin out some of the Nexon population but without any other real predators they are more than a nuisance
Magic or Science?: the Nexons unable to use magic and being science experiments themselves focus on science only the queen and honor guards being the only ones truly able to understand them further mutations needed. They gather treasure troves of technology and the queen studies them being the only one besides the worms who can speak.
Primary Import(s): None
Primary Export(s): None
Primary Species: (Primary culture/linguistic group) Nexonian
Accepted Species: all who do not attempt to harm the hive.

Brief Description of your nation's History: the history of the nation is similar to the world history after the fall of the gates. The Nexons replaced the aggressive Imperium and other dominate species on the planet which fought them or presented a threat to the hive. They focus on building there planet from the inside and out creating massive tunnel complexes. Even near the center a massive citadel was created for the queen.
Brief Description of your nation's economy: they don't use money
Brief Description of your nation's government: Hivemind
Brief Description of your nation's populace: mostly workers or slaves who haven't been eaten yet. All are mostly drive to there one job in the hive which they do to the best of there ability. Only insect guards, the queen, and Nuerax worms can speak verbally the rest communicate mentally thought the hive mind. All pull there own weight and contribute to the betterment and defense of the hive

RP Example: https://forum.nationstates.net/viewtopi ... 1&t=295016 viewtopic.php?f=31&t=308439

Still need to make my claims.


I have to agree with Garwall on this. 5.5 BILLION soldiers will overwhelm everything in front of them.


Ill lower it I assumed we where only sending a smaller forces to the planet and we where supposed to give to give a number back on the homeworld. My mistake ill fix it.

User avatar
The Five Galaxies
Ambassador
 
Posts: 1742
Founded: Mar 22, 2014
Ex-Nation

Postby The Five Galaxies » Wed Aug 20, 2014 11:22 am

I assume their numbers is a way of compensating for individual lack of strength?

User avatar
Skaldia
Minister
 
Posts: 2770
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Wed Aug 20, 2014 11:22 am

New Strausberg wrote:
Skaldia wrote:
I have to agree with Garwall on this. 5.5 BILLION soldiers will overwhelm everything in front of them.


Ill lower it I assumed we where only sending a smaller forces to the planet and we where supposed to give to give a number back on the homeworld. My mistake ill fix it.


You would be sending smaller forces to the planet but 5.5 billion is still way too big.
||“The lesson of history is that no one learns.”
||Empty of Life||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”

User avatar
New Strausberg
Powerbroker
 
Posts: 8242
Founded: Feb 19, 2014
Ex-Nation

Postby New Strausberg » Wed Aug 20, 2014 11:50 am

Skaldia wrote:
New Strausberg wrote:
Ill lower it I assumed we where only sending a smaller forces to the planet and we where supposed to give to give a number back on the homeworld. My mistake ill fix it.


You would be sending smaller forces to the planet but 5.5 billion is still way too big.


I understand will get it fixed.

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Skaldia
Minister
 
Posts: 2770
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Wed Aug 20, 2014 11:51 am

New Strausberg wrote:
Skaldia wrote:
You would be sending smaller forces to the planet but 5.5 billion is still way too big.


I understand will get it fixed.


Thanks for understanding.
||“The lesson of history is that no one learns.”
||Empty of Life||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”

User avatar
Vellond-Hexter
Lobbyist
 
Posts: 16
Founded: Aug 13, 2014
Ex-Nation

Postby Vellond-Hexter » Wed Aug 20, 2014 12:01 pm

When it says claimed territory, does it mean on Earth?

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Skaldia
Minister
 
Posts: 2770
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Wed Aug 20, 2014 12:02 pm

Vellond-Hexter wrote:When it says claimed territory, does it mean on Earth?


Yes.
||“The lesson of history is that no one learns.”
||Empty of Life||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”

User avatar
Vellond-Hexter
Lobbyist
 
Posts: 16
Founded: Aug 13, 2014
Ex-Nation

Postby Vellond-Hexter » Wed Aug 20, 2014 12:40 pm

NS Name: Vellond-Hexter
World Name: Bersia
Number of Nations: 4
World Population: 4 Billion
Location of Gate: The Desert of Hexter
World Climate: Multiple Climate Types
Dominant Species:
Vampire- Vampires are characterized by extremely pale skin, eye color ranging from blood red to bright violet, a mouth full of razor-sharp fangs, incredible speed and agility, superhuman strength, regenerative abilities, nigh-immortality, and physical beauty. Vampires exist in Bersia, however most of them are Half Vampires. Half Vampires are not harmed by sun or water, unlike their true brethren, but are by and large not even half as strong. True Vampires are much rarer, with only two known to exist at the moment. The vampires share a cultural belief that they have the right to rule by the appointment of their God, Angbal, and that they are by far the most superior race, just as their allies the Dark Elves do. This is why the two share a rather sharp dislike for each other.

Dark Elf- Dark Elves, or Vellon, are characterized by their dark purplish skin pigment, white hair, physical beauty, height, speed, agility, long lives, and brilliant magical ability. They are rejuvenated by being around trees and share a special, deep bond with the land that allows them to make almost any landscape lush and verdant. The Dark Elves are highly susceptible to fire and intense HEAT. They believe that their Goddess, Coralis, named them as the rightful inheritors of the earth, and as such view all other races as lowly pests upon their birthright.

Ogre/Orc- Orcs and Ogres are characterized by their thick, green skin, bulky bodies, short legs, tusks, muscly arms, swine-like facial features, incredible strength and low intelligence. Ogres are slightly taller and smarter than orcs, meaning that they usually lead the tribes and speak for their people. They are largely used as grunts or labor by the more powerful and unified Dark Elves and Vampires, and serve as front line infantry in most conflicts.

World History:
After the fall of the Imperium, the world of Bersia fell into a state of anarchy and lawlessness, and it took many years for the species of that world to form any semblance of a government.

A lich of unknown origin appeared in Hexter, east of Bersia continent. Slowly, but with tenacity, he encroached on the territory. With his powerful magic, he enslaved Orcs and Ogres. The local rulers welcomed him, as his presence brought peace to the violent borders between Hironeiden and Hexter. On the other hand, rumors of a enormous edifice in the Great Desert of Hexter was spread. A gigantic base structure, which made the size at completion unimaginable, had been discovered. It was to be called by the posterity “Altar of Destruction.” But nobody knew what kind of destruction it would bring, or if really was going to cause destruction. However, no one dared to ask the question nor seek answers, for the confirmation of its name will mean that no one will ever see the smile of Amos – Sun. At the same time, mysterious creatures (or monsters) were reported from all over the continent. The testimonies varied from one witness to another, but they all agreed that the creatures flew with wings and sometimes turned invisible. They were not particularly hostile toward human or interested in treasures, but they slaughtered and plundered without mercy. Messengers of God, Devil’s children, resurrected mass murderer, polymorphing witches… All kinds of rumors were spread, but somehow it felt like they were searching for something. The people of Bersia were surrounded by the ill omens and unfounded rumors, nobody wanted to admit that the continued peace is about to be terminated. It happened… The Elf Forest was attacked by Orcs and Ogres. It was the “Ancient Heart” that they were seeking. Nobody knows exactly what the artifact is, but the elders agreed on that it was somehow connected to Ancient Dragon and source of a great power. It has been safeguarded by Elves for generations, but had faded out of people’s memories and interests. But Khilliani, the lich who lead this invasion, defeated and slaughtered the Elves. Only a few were able to escape the ruined Elf town, including Karl who was to become one of “Xok Knights,” guardians of the “Ancient Heart.” Following an Elf elder’s dying wish, he moved to the west of Revent Mountains to carry the “Ancient Heart” to a safer place…

Everyone who heard this tragic news trembled from fear, but nobody wanted to be any part of it. A peaceful stability was too valuable for them. Karl and his compatriots arrived at Hironeiden, Khilliani and Hironeiden had already signed a pact. Khilliani’s messenger claimed that Elf Forest was originally their property and they only cleared the land of “illegal occupiers.” After much heated discussion, Hironeiden court recognized the current status and decided to sign a mutual nonaggression treaty. It was when Karl and Celin was about to be deported from Hironeiden as the result of this treaty, an urgent news arrived. While Khilliani’s messenger and Hironeiden ministers were in negotiation, Orcs and Ogres had punched through the weakened borderline of Hironeiden in search of Ancient Heart. When Hironeiden realized that the treaty was only a decoy, they had already advanced deep into the heart of Hironeiden. Encouraged by their continued victory, Orcs and Ogres of Hexter did not hesitate to clash with the Knights of Hironeiden. The Knights were Hironeiden’s last hope, and everyone prayed for God’s blessing upon them. As if Amos had heard the prayer, Keither led the Knights to annihilate Black Omen Clan, the vanguard of Hexter forces.

Thus began the First Great War…

To dismay of Hironeiden, Black Omen Clan was only the tip of an iceberg. The outnumbering main forces had slowly advanced and occupied surrounding provinces. Hironeiden alone could not overcome this crisis. The rest is history, well known even among three-year old children. An envoy, led by Keither, was sent out to the “Stone Kingdom” of Dwarves. Knight General Keither, his close friend and fearless Knight Rick Miner, Royal Magician Moonlight the “Son of Elementals,” Karl and Celin – the guardians of Ancient Heart – are joined by the quiet and trustworthy Dwarf Gunther, and a Sorceress only known as “Ludiana.” A long and dangerous journey, they find out that Khilliani needs Ancient Heart to be used for the mysterious structure. Although they were not sure of the purpose of the structure, they were certain of the fact that it had to be stopped no matter what.

On the other hand, Khillani had secured the Altar of Destruction, but was missing its key part – the Ancient Heart. His minions searched the entire continent looking for the artifact. The adventurers of Hironeiden concluded that a guerilla attack could be more effective than a major frontal assault, and ambushed Khilliani. But Khilliani had anticipated this and already set a trap for them. Tragically, the brave Rick Miner is killed by Khilliani himself. Desperate and hopeless, the adventurers listens to Moonlight’s proposal and decided to resurrect Rick Miner against Karl’s warning. The power of the Ancient Heart was beyond everyone’s imagination. Rick Miner, who couldn’t be resurrected by even the clerics of Hironeiden, rose again with even stronger body and power. The adventurer penetrated Khilliani’s defense again, with the help of Rick Miner’s newly found power, and destroyed the lich along with his Altar of Destruction. This marked the end of the First War of Heroes, and the surviving members were remembered as “Xok Knights.”

The Empire of Vellond-Hexter was founded in the year 1674 A.C., roughly 1,500 years after the First Great War, when the first True Vampire in living memory, Lord Valdemar Dhampir, led a combined force of Half-Vampires and Dark Elves to unite the warring Vellon tribes. Over the course of a mere decade, barely a blink in the lives of either the Elves or the Vampires, all of the Vellon were under one banner for the first time in history. Once he had united the land of Vellond, he turned his attention south and swiftly toppled and conquered the disparate Orc tribes of the Hexter Badlands. This conquest was largely ignored by the human nations at this time due to a period of civil unrest in many of their nations caused by a horrible famine, which some say was the machination of the Vampire Lord to allow his grab for power to go unhindered.

By the time that the HUMANS took notice of what was happening, the Vellon, Orcs, and Vampires had gone from a scattered, disparate nuiscance to a world-class military power that no one nation could hope to stand against. The Empire annexed many of the smaller human kingdoms by force, enslaving their men and women and forcing the three largest human nations, Ecclassia, Azilla, and Hironiden, to unite under one banner and force the now incredibly powerful Empire of Vellond-Hexter to a standstill. A bitter war of attrition was begun between the two groups, as the physically superior forces of Vellond-Hexteria fought with the seemingly inexhaustable manpower of the Humans for nearly three centuries. After one battle became so horrific that a large area of land between the east and west transformed from a fertile valley into a smouldering wasteland, a truce was struck between the four nations stating that they would never again engage in such a horrific conflict.

Tensions remain high between the nations over a mellenia later, and even the smallest spark could ignite a Third Great War. Unknown to the human kingdoms, he has discovered the Ancient Heart, the key to activating the Altar of Destruction, which is actually the gate created by the Imperium. He has begun sending scouts through the gateway to discover what kind of land lies on the other side of the gateway, and if it can be used to expand the influence of the Vellond-Hexterian Empire.

Nation Name: The Empire of Vellond-Hexter
Capital City: Arien
Government Type: Absolute Monarchy
Head of State: Emperor Valdemar Dhampir
Claimed Territory: Berlin, Germany (Not sure which province that is, but whichever one it is in.)
State/National Religion: None
Dominant Religion: Polytheism
Minority Religion(s): Numerous
Population: 420,567,345
Military Organization:
The armies of Vellond-Hexter are broken up into numbered legions, which consist of 4,200 soldiers each with different unit types in each legion. There are two kinds of standardized legions: Assault and Siege, with the rest formed based on the needs of any particular campaign. Each legion is further broken down into Cohorts of 200 soldiers, Divisions of 100 soldiers, Platoons of 50, and Squadrons of 5. A Legion is led by a General, a Cohort by a Commander, a Division by a Lieutenant Commander, a Platoon by a Major, and a Squadron by a Captain.

Assault Legion:
10 Cohorts of Infantry (15 Divisions Light Infantry, 5 Divisions Heavy Infantry)
5 Cohorts of Cavalry (6 Divisions Lancer, 4 Divisions Archer)
3 Cohorts of Archers
2 Cohorts of Artillery (2 Divisions Scorpions, 2 Divisions Ballista)
1 Cohort of Airborne (1 Divisions Mounted Rocs, 1 Division Airship)

Siege Legion:
5 Cohorts of Infantry (8 Divisions Heavy Infantry, 2 Divisions Light Infantry)
10 Cohorts of Archers
5 Cohorts of Artillery (5 Divisions Scorpion, 5 Divisions Ballista)
1 Cohort of Cavalry (1 Division Lancer, 1 Division Archer)
4 Cohort of Airborne (8 Divisions Mounted Rocs)

Army Size: 6.7 Million in Peacetime, 24.6 Million in Total War
Army Units:
DESCRIPTION:
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit)
OFFENSIVE:
DEFENSIVE:

Fleet Size:
Naval Units:
DESCRIPTION:
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit)
OFFENSIVE:
DEFENSIVE:


General Terrain: The northern half of the empire is a verdant paradise, with many hills and fertile valleys to the east and lush grasslands to the west. The southern half of the empire transitions into harsher, more barren conditions the further south one reaches, until eventually they reach the great Desert of Hexter.

Noteworthy Fauna:
Giant Scorpions, which are a tamable species of Scorpion and live primarily in the harsh conditions of the Great Desert of Hexter. They average 35 feet from pincer to tail and 15 feet in height and weigh in at a whopping 7 tons.

Giant Rocs, which are a tamable species of eagle that lives in the verdant forests of Vellond. They grow large enough to ride and can pick up horses in their massive claws. They average a wingspan of 20 feet and weigh in at roughly 500 lbs. Their feathers are magical in nature and possess a great capability for healing even the most grievous of wounds.

Magic or Science?: Primarily magic, though they have invented gunpowder, the steam engine, and railroads.
Primary Import(s): Luxury items such as silks, spices, and jewels
Primary Export(s): Raw Materials such as iron, lumber, and stone.
Primary Species: Dark Elves
Accepted Species: Vampires, Half Vampires, Orcs and Ogres.

Brief Description of your nation's History:
The Empire of Vellond-Hexter was founded in the year 1674 A.C., roughly 1,500 years ago, when the first True Vampire in living memory, Lord Valdemar Dhampir, led a combined force of Half-Vampires and Dark Elves to unite the warring Vellon tribes. Over the course of a mere decade, barely a blink in the lives of either the Elves or the Vampires, all of the Vellon were under one banner for the first time in history. Once he had united the land of Vellond, he turned his attention south and swiftly toppled and conquered the disparate Orc tribes of the Hexter Badlands. This conquest was largely ignored by the human nations at this time due to a period of civil unrest in many of their nations caused by a horrible famine, which some say was the machination of the Vampire Lord to allow his grab for power to go unhindered.

By the time that the HUMANS took notice of what was happening, the Vellon, Orcs, and Vampires had gone from a scattered, disparate nuiscance to a world-class military power that no one nation could hope to stand against. The Empire annexed many of the smaller human kingdoms by force, enslaving their men and women and forcing the three largest human nations, Ecclassia, Azilla, and Hironiden, to unite under one banner and force the now incredibly powerful Empire of Vellond-Hexter to a standstill. A bitter war of attrition was begun between the two groups, as the physically superior forces of Vellond-Hexteria fought with the seemingly inexhaustable manpower of the Humans for nearly three centuries. After one battle became so horrific that a large area of land between the east and west transformed from a fertile valley into a smouldering wasteland, a truce was struck between the four nations stating that they would never again engage in such a horrific conflict.

Tensions remain high between the nations over a mellenia later, and even the smallest spark could ignite a Third Great War...

Brief Description of your nation's economy: Vellond-Hexter has an extremely strong economy based in the export of raw ore and stone mined in the steppes of northern Hexter and lumber from the vast forests of Vellond.

Brief Description of your nation's government: Vellond-Hexter is ruled as an absolute monarchy by the Emperor, with a small council of lords who have distinguished themselves in some notable way advising him on matters of the state when he calls on them. Nobles are, for the most part, noble in name only and have no say in the day-to-day running of the government.

RP Example: viewtopic.php?f=31&t=307529
Last edited by Vellond-Hexter on Wed Aug 20, 2014 1:00 pm, edited 2 times in total.

User avatar
Reatra
Post Marshal
 
Posts: 16246
Founded: Sep 02, 2011
Liberal Democratic Socialists

Postby Reatra » Wed Aug 20, 2014 12:42 pm

NS Name: The Impirrenship of Reatra
World Name: Dunaron
Number of Nations: 213 independent countries. Although 174 of them are in the region known as "The Shattered Land". Really no one can conquer the shattered land, but they constantly squabble over the local salt mine of farmland. The other 39 are spread throughout the world, and six of them are "world powers"
I. Mikaeli Kingdom
II. Mandellonian Queendom
III. Hanolian Empire
IV. Jakobik Republic
V. Republic of Danili
VI. Impirrenship of Rynatoo
World Population: 795 million
Location of Gate: One smack dab in the middle of the Shattered Lands, and a few more scattered around the Great Powers (which is why they became great powers in the first place)
World Climate: It's like earth. But a little tiny bit hotter, like ten degrees hotter.
Dominant Species: Dozens, but the most powerful nation is led by Ryraptors
Other Species: Danolians, Arthuropians, Darions, Jakobiks, and many more.
World History: WIP

Nation Name: The Impirrenship of Rynatoo
Capital City: Rynatoo
Government Type: Impirrenship, like an absolute theocratic monarchy
Head of State: Impirren RyRy XI
Claimed Territory: Liguria (technically two tiny provinces)
State/National Religion: Reatrism
Dominant Religion: Reatrism
Minority Religion(s): Danilite Pantheon, Admin worship
Population: 66 million
Military Organization:
Tulou- 11 soldiers. 10 auxiu (foot soldier) and one quaci (commands 10 soldiers)

Tapleou- 11 Tulou, one Hauki (commands 121 troops)

Legonnias- 11 Tapleou, one Legonnu (commands 1331 troops)

Armiqn- 11 Legonnias, one Gurnil (commands 14641 troops)

Impirreniiol Armiqn- all Armiqn in Impirrenship, Impirren as supreme commander.

Army Size: 1.1 million total in the military
Army Units:
DESCRIPTION:
TRAINING: 4
OFFENSIVE: 4
DEFENSIVE: 2

Fleet Size:
Naval Units:
DESCRIPTION:
TRAINING: 4
OFFENSIVE: 5
DEFENSIVE: 1


General Terrain: Plains and hills, with limited forests and deserts. A massive mountain sits right outside of Rynatoo.
Noteworthy Fauna: Rheat, like wheat, but with an R.
Magic or Science?: SCIENCE! But a few have magic, but nobody believes it.
Primary Import(s): Danilite farts, (harvested from the fart fields in the northern tundra) coal and various currencies.
Primary Export(s): Fruit, steel, wool, timber
Primary Species: Ryraptors of the Rylonian culture group.
Accepted Species: Danilites, Jakobiks, Hanolians, Darions

Brief Description of your nation's History:
Brief Description of your nation's economy:
Brief Description of your nation's government:
Brief Description of your nation's populace:

RP Example: -_- fo' reelz?


Pretty WIP
Last edited by Reatra on Wed Aug 20, 2014 1:00 pm, edited 1 time in total.
yee haw it's time for mass line

User avatar
New Romanis
Diplomat
 
Posts: 559
Founded: Jul 07, 2014
Ex-Nation

Postby New Romanis » Wed Aug 20, 2014 12:49 pm

WIP

NS Name: New Romanis
World Name: Dalluton Nova
Number of Nations: 3
World Population: 697,000,000
Location of Gate: Near the capital of Korria
World Climate: Is going through the opposite of an ice age. The temperature has hit a record high this summer at the equator, about 161°F where it's highest. Like Earth, it's coldest at the northern pole, but the lowest temperature there is still 81 degrees. Most places are a desert, hardly any water except underground where most species live. With the advanced technology in the planet, the population can make underground biomes including forests, lakes, and swamps.
Dominant Species: The Corrus
Other Species: Fross, Bords, Veers
World History:

Nation Name:
Capital City:
Government Type:
Head of State:
Claimed Territory:
State/National Religion:
Dominant Religion:
Minority Religion(s):
Population: (Please be realistic...)
Military Organization:
Army Size:
Army Units:
DESCRIPTION:
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit)
OFFENSIVE:
DEFENSIVE:

Fleet Size:
Naval Units:
DESCRIPTION:
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit)
OFFENSIVE:
DEFENSIVE:


General Terrain:
Noteworthy Fauna:
Magic or Science?:
Primary Import(s):
Primary Export(s):
Primary Species: (Primary culture/linguistic group)
Accepted Species:

Brief Description of your nation's History:
Brief Description of your nation's economy:
Brief Description of your nation's government:
Brief Description of your nation's populace:

RP Example:
Proud Member of the Roman Alliance! SPQR

User avatar
Skaldia
Minister
 
Posts: 2770
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Wed Aug 20, 2014 12:51 pm

Vellond-Hexter wrote:NS Name: Vellond-Hexter
World Name: Bersia
Number of Nations: 4
World Population: 4 Billion
Location of Gate: The Desert of Hexter
World Climate: Multiple Climate Types
Dominant Species:
Vampire- Vampires are characterized by extremely pale skin, eye color ranging from blood red to bright violet, a mouth full of razor-sharp fangs, incredible speed and agility, superhuman strength, regenerative abilities, nigh-immortality, and physical beauty. Vampires exist in Bersia, however most of them are Half Vampires. Half Vampires are not harmed by sun or water, unlike their true brethren, but are by and large not even half as strong. True Vampires are much rarer, with only two known to exist at the moment. The vampires share a cultural belief that they have the right to rule by the appointment of their God, Angbal, and that they are by far the most superior race, just as their allies the Dark Elves do. This is why the two share a rather sharp dislike for each other.

Dark Elf- Dark Elves, or Vellon, are characterized by their dark purplish skin pigment, white hair, physical beauty, height, speed, agility, long lives, and brilliant magical ability. They are rejuvenated by being around trees and share a special, deep bond with the land that allows them to make almost any landscape lush and verdant. The Dark Elves are highly susceptible to fire and intense HEAT. They believe that their Goddess, Coralis, named them as the rightful inheritors of the earth, and as such view all other races as lowly pests upon their birthright.

Ogre/Orc- Orcs and Ogres are characterized by their thick, green skin, bulky bodies, short legs, tusks, muscly arms, swine-like facial features, incredible strength and low intelligence. Ogres are slightly taller and smarter than orcs, meaning that they usually lead the tribes and speak for their people. They are largely used as grunts or labor by the more powerful and unified Dark Elves and Vampires, and serve as front line infantry in most conflicts.

World History:
After the fall of the Imperium, the world of Bersia fell into a state of anarchy and lawlessness, and it took many years for the species of that world to form any semblance of a government.

A lich of unknown origin appeared in Hexter, east of Bersia continent. Slowly, but with tenacity, he encroached on the territory. With his powerful magic, he enslaved Orcs and Ogres. The local rulers welcomed him, as his presence brought peace to the violent borders between Hironeiden and Hexter. On the other hand, rumors of a enormous edifice in the Great Desert of Hexter was spread. A gigantic base structure, which made the size at completion unimaginable, had been discovered. It was to be called by the posterity “Altar of Destruction.” But nobody knew what kind of destruction it would bring, or if really was going to cause destruction. However, no one dared to ask the question nor seek answers, for the confirmation of its name will mean that no one will ever see the smile of Amos – Sun. At the same time, mysterious creatures (or monsters) were reported from all over the continent. The testimonies varied from one witness to another, but they all agreed that the creatures flew with wings and sometimes turned invisible. They were not particularly hostile toward human or interested in treasures, but they slaughtered and plundered without mercy. Messengers of God, Devil’s children, resurrected mass murderer, polymorphing witches… All kinds of rumors were spread, but somehow it felt like they were searching for something. The people of Bersia were surrounded by the ill omens and unfounded rumors, nobody wanted to admit that the continued peace is about to be terminated. It happened… The Elf Forest was attacked by Orcs and Ogres. It was the “Ancient Heart” that they were seeking. Nobody knows exactly what the artifact is, but the elders agreed on that it was somehow connected to Ancient Dragon and source of a great power. It has been safeguarded by Elves for generations, but had faded out of people’s memories and interests. But Khilliani, the lich who lead this invasion, defeated and slaughtered the Elves. Only a few were able to escape the ruined Elf town, including Karl who was to become one of “Xok Knights,” guardians of the “Ancient Heart.” Following an Elf elder’s dying wish, he moved to the west of Revent Mountains to carry the “Ancient Heart” to a safer place…

Everyone who heard this tragic news trembled from fear, but nobody wanted to be any part of it. A peaceful stability was too valuable for them. Karl and his compatriots arrived at Hironeiden, Khilliani and Hironeiden had already signed a pact. Khilliani’s messenger claimed that Elf Forest was originally their property and they only cleared the land of “illegal occupiers.” After much heated discussion, Hironeiden court recognized the current status and decided to sign a mutual nonaggression treaty. It was when Karl and Celin was about to be deported from Hironeiden as the result of this treaty, an urgent news arrived. While Khilliani’s messenger and Hironeiden ministers were in negotiation, Orcs and Ogres had punched through the weakened borderline of Hironeiden in search of Ancient Heart. When Hironeiden realized that the treaty was only a decoy, they had already advanced deep into the heart of Hironeiden. Encouraged by their continued victory, Orcs and Ogres of Hexter did not hesitate to clash with the Knights of Hironeiden. The Knights were Hironeiden’s last hope, and everyone prayed for God’s blessing upon them. As if Amos had heard the prayer, Keither led the Knights to annihilate Black Omen Clan, the vanguard of Hexter forces.

Thus began the First Great War…

To dismay of Hironeiden, Black Omen Clan was only the tip of an iceberg. The outnumbering main forces had slowly advanced and occupied surrounding provinces. Hironeiden alone could not overcome this crisis. The rest is history, well known even among three-year old children. An envoy, led by Keither, was sent out to the “Stone Kingdom” of Dwarves. Knight General Keither, his close friend and fearless Knight Rick Miner, Royal Magician Moonlight the “Son of Elementals,” Karl and Celin – the guardians of Ancient Heart – are joined by the quiet and trustworthy Dwarf Gunther, and a Sorceress only known as “Ludiana.” A long and dangerous journey, they find out that Khilliani needs Ancient Heart to be used for the mysterious structure. Although they were not sure of the purpose of the structure, they were certain of the fact that it had to be stopped no matter what.

On the other hand, Khillani had secured the Altar of Destruction, but was missing its key part – the Ancient Heart. His minions searched the entire continent looking for the artifact. The adventurers of Hironeiden concluded that a guerilla attack could be more effective than a major frontal assault, and ambushed Khilliani. But Khilliani had anticipated this and already set a trap for them. Tragically, the brave Rick Miner is killed by Khilliani himself. Desperate and hopeless, the adventurers listens to Moonlight’s proposal and decided to resurrect Rick Miner against Karl’s warning. The power of the Ancient Heart was beyond everyone’s imagination. Rick Miner, who couldn’t be resurrected by even the clerics of Hironeiden, rose again with even stronger body and power. The adventurer penetrated Khilliani’s defense again, with the help of Rick Miner’s newly found power, and destroyed the lich along with his Altar of Destruction. This marked the end of the First War of Heroes, and the surviving members were remembered as “Xok Knights.”

The Empire of Vellond-Hexter was founded in the year 1674 A.C., roughly 1,500 years after the First Great War, when the first True Vampire in living memory, Lord Valdemar Dhampir, led a combined force of Half-Vampires and Dark Elves to unite the warring Vellon tribes. Over the course of a mere decade, barely a blink in the lives of either the Elves or the Vampires, all of the Vellon were under one banner for the first time in history. Once he had united the land of Vellond, he turned his attention south and swiftly toppled and conquered the disparate Orc tribes of the Hexter Badlands. This conquest was largely ignored by the human nations at this time due to a period of civil unrest in many of their nations caused by a horrible famine, which some say was the machination of the Vampire Lord to allow his grab for power to go unhindered.

By the time that the HUMANS took notice of what was happening, the Vellon, Orcs, and Vampires had gone from a scattered, disparate nuiscance to a world-class military power that no one nation could hope to stand against. The Empire annexed many of the smaller human kingdoms by force, enslaving their men and women and forcing the three largest human nations, Ecclassia, Azilla, and Hironiden, to unite under one banner and force the now incredibly powerful Empire of Vellond-Hexter to a standstill. A bitter war of attrition was begun between the two groups, as the physically superior forces of Vellond-Hexteria fought with the seemingly inexhaustable manpower of the Humans for nearly three centuries. After one battle became so horrific that a large area of land between the east and west transformed from a fertile valley into a smouldering wasteland, a truce was struck between the four nations stating that they would never again engage in such a horrific conflict.

Tensions remain high between the nations over a mellenia later, and even the smallest spark could ignite a Third Great War. Unknown to the human kingdoms, he has discovered the Ancient Heart, the key to activating the Altar of Destruction, which is actually the gate created by the Imperium. He has begun sending scouts through the gateway to discover what kind of land lies on the other side of the gateway, and if it can be used to expand the influence of the Vellond-Hexterian Empire.

Nation Name: The Empire of Vellond-Hexter
Capital City: Arien
Government Type: Absolute Monarchy
Head of State: Emperor Valdemar Dhampir
Claimed Territory: Siam, the Angkor Region (Look up the Khmer Empire)
State/National Religion: None
Dominant Religion: Polytheism
Minority Religion(s): Numerous
Population: 420,567,345
Military Organization:
The armies of Vellond-Hexter are broken up into numbered legions, which consist of 4,200 soldiers each with different unit types in each legion. There are two kinds of standardized legions: Assault and Siege, with the rest formed based on the needs of any particular campaign. Each legion is further broken down into Cohorts of 200 soldiers, Divisions of 100 soldiers, Platoons of 50, and Squadrons of 5. A Legion is led by a General, a Cohort by a Commander, a Division by a Lieutenant Commander, a Platoon by a Major, and a Squadron by a Captain.

Assault Legion:
10 Cohorts of Infantry (15 Divisions Light Infantry, 5 Divisions Heavy Infantry)
5 Cohorts of Cavalry (6 Divisions Lancer, 4 Divisions Archer)
3 Cohorts of Archers
2 Cohorts of Artillery (2 Divisions Scorpions, 2 Divisions Ballista)
1 Cohort of Airborne (1 Divisions Mounted Rocs, 1 Division Airship)

Siege Legion:
5 Cohorts of Infantry (8 Divisions Heavy Infantry, 2 Divisions Light Infantry)
10 Cohorts of Archers
5 Cohorts of Artillery (5 Divisions Scorpion, 5 Divisions Ballista)
1 Cohort of Cavalry (1 Division Lancer, 1 Division Archer)
4 Cohort of Airborne (8 Divisions Mounted Rocs)

Army Size: 6.7 Million in Peacetime, 24.6 Million in Total War
Army Units:
DESCRIPTION:
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit)
OFFENSIVE:
DEFENSIVE:

Fleet Size:
Naval Units:
DESCRIPTION:
TRAINING: (You get 10 points to spread to TRA, OFF, and DEF for EACH Unit)
OFFENSIVE:
DEFENSIVE:


General Terrain: The northern half of the empire is a verdant paradise, with many hills and fertile valleys to the east and lush grasslands to the west. The southern half of the empire transitions into harsher, more barren conditions the further south one reaches, until eventually they reach the great Desert of Hexter.

Noteworthy Fauna:
Giant Scorpions, which are a tamable species of Scorpion and live primarily in the harsh conditions of the Great Desert of Hexter. They average 35 feet from pincer to tail and 15 feet in height and weigh in at a whopping 7 tons.

Giant Rocs, which are a tamable species of eagle that lives in the verdant forests of Vellond. They grow large enough to ride and can pick up horses in their massive claws. They average a wingspan of 20 feet and weigh in at roughly 500 lbs. Their feathers are magical in nature and possess a great capability for healing even the most grievous of wounds.

Magic or Science?: Primarily magic, though they have invented gunpowder, the steam engine, and railroads.
Primary Import(s): Luxury items such as silks, spices, and jewels
Primary Export(s): Raw Materials such as iron, lumber, and stone.
Primary Species: Dark Elves
Accepted Species: Vampires, Half Vampires, Orcs and Ogres.

Brief Description of your nation's History:
The Empire of Vellond-Hexter was founded in the year 1674 A.C., roughly 1,500 years ago, when the first True Vampire in living memory, Lord Valdemar Dhampir, led a combined force of Half-Vampires and Dark Elves to unite the warring Vellon tribes. Over the course of a mere decade, barely a blink in the lives of either the Elves or the Vampires, all of the Vellon were under one banner for the first time in history. Once he had united the land of Vellond, he turned his attention south and swiftly toppled and conquered the disparate Orc tribes of the Hexter Badlands. This conquest was largely ignored by the human nations at this time due to a period of civil unrest in many of their nations caused by a horrible famine, which some say was the machination of the Vampire Lord to allow his grab for power to go unhindered.

By the time that the HUMANS took notice of what was happening, the Vellon, Orcs, and Vampires had gone from a scattered, disparate nuiscance to a world-class military power that no one nation could hope to stand against. The Empire annexed many of the smaller human kingdoms by force, enslaving their men and women and forcing the three largest human nations, Ecclassia, Azilla, and Hironiden, to unite under one banner and force the now incredibly powerful Empire of Vellond-Hexter to a standstill. A bitter war of attrition was begun between the two groups, as the physically superior forces of Vellond-Hexteria fought with the seemingly inexhaustable manpower of the Humans for nearly three centuries. After one battle became so horrific that a large area of land between the east and west transformed from a fertile valley into a smouldering wasteland, a truce was struck between the four nations stating that they would never again engage in such a horrific conflict.

Tensions remain high between the nations over a mellenia later, and even the smallest spark could ignite a Third Great War...

Brief Description of your nation's economy: Vellond-Hexter has an extremely strong economy based in the export of raw ore and stone mined in the steppes of northern Hexter and lumber from the vast forests of Vellond.

Brief Description of your nation's government: Vellond-Hexter is ruled as an absolute monarchy by the Emperor, with a small council of lords who have distinguished themselves in some notable way advising him on matters of the state when he calls on them. Nobles are, for the most part, noble in name only and have no say in the day-to-day running of the government.

RP Example: viewtopic.php?f=31&t=307529


One province each and for the sake of the RP, it's limited to Europe at the moment. As more people join, other areas will become open.

Reatra wrote:NS Name: The Impirrenship of Reatra
World Name: Dunaron
Number of Nations: 213 independent countries. Although 174 of them are in the region known as "The Shattered Land". Really no one can conquer the shattered land, but they constantly squabble over the local salt mine of farmland. The other 39 are spread throughout the world, and six of them are "world powers"
I. Mikaeli Kingdom
II. Mandellonian Queendom
III. Hanolian Empire
IV. Jakobik Republic
V. Republic of Danili
VI. Impirrenship of Rynatoo
World Population: 795 million
Location of Gate: One smack dab in the middle of the Shattered Lands, and a few more scattered around the Great Powers (which is why they became great powers in the first place)
World Climate: It's like earth. But a little tiny bit hotter, like ten degrees hotter.
Dominant Species: Dozens, but the most powerful nation is led by Ryraptors
Other Species: Danolians, Arthuropians, Darions, Jakobiks, and many more.
World History: WIP

Nation Name: The Impirrenship of Rynatoo
Capital City: Rynatoo
Government Type: Impirrenship, like an absolute theocratic monarchy
Head of State: Impirren RyRy XI
Claimed Territory: On the map of earth?!?! What?! Okay I guess... Currently California
State/National Religion: Reatrism
Dominant Religion: Reatrism
Minority Religion(s): Danilite Pantheon, Admin worship
Population: 66 million
Military Organization:
Tulou- 11 soldiers. 10 auxiu (foot soldier) and one quaci (commands 10 soldiers)

Tapleou- 11 Tulou, one Hauki (commands 121 troops)

Legonnias- 11 Tapleou, one Legonnu (commands 1331 troops)

Armiqn- 11 Legonnias, one Gurnil (commands 14641 troops)

Impirreniiol Armiqn- all Armiqn in Impirrenship, Impirren as supreme commander.

Army Size: 1.1 million total in the military
Army Units:
DESCRIPTION:
TRAINING: 4
OFFENSIVE: 4
DEFENSIVE: 2

Fleet Size:
Naval Units:
DESCRIPTION:
TRAINING: 4
OFFENSIVE: 5
DEFENSIVE: 1


General Terrain: Plains and hills, with limited forests and deserts. A massive mountain sits right outside of Rynatoo.
Noteworthy Fauna: Rheat, like wheat, but with an R.
Magic or Science?: SCIENCE! But a few have magic, but nobody believes it.
Primary Import(s): Danilite farts, (harvested from the fart fields in the northern tundra) coal and various currencies.
Primary Export(s): Fruit, steel, wool, timber
Primary Species: Ryraptors of the Rylonian culture group.
Accepted Species: Danilites, Jakobiks, Hanolians, Darions

Brief Description of your nation's History:
Brief Description of your nation's economy:
Brief Description of your nation's government:
Brief Description of your nation's populace:

RP Example: -_- fo' reelz?


Pretty WIP


Same goes for you. Only Europe is open at the moment.
||“The lesson of history is that no one learns.”
||Empty of Life||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”

User avatar
Reatra
Post Marshal
 
Posts: 16246
Founded: Sep 02, 2011
Liberal Democratic Socialists

Postby Reatra » Wed Aug 20, 2014 1:02 pm

Fixed. Liguria is tiny I hope two privies is okay in that case.
yee haw it's time for mass line

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