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The Batavia
Senator
 
Posts: 3624
Founded: May 08, 2017
Inoffensive Centrist Democracy

Postby The Batavia » Mon Oct 01, 2018 7:11 am

Ihury wrote:
The Batavia wrote:I'm still writing the app, so consider this a tag.

(also, I'm still Co-op, right?)


Hello, there.

You can be Co-OP if you like; I plan to have two, seeing as I'm unsure of my schedule in three months' time, but for now, I'll put your name under the Co-OP section.

Alright, thanks :)
Ditched my old signature. Will be making a pretty looking one when I find the time.
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Higher Japan
Senator
 
Posts: 4975
Founded: Oct 06, 2016
Ex-Nation

Postby Higher Japan » Mon Oct 01, 2018 7:17 am

Name of State: The Royal Confederation of Cantarella

Name of State (common) The Confederation/Cantarella

Population:
4.5 million

Dominant race: Humans - As a primarily war based society boasting a large military, the Confederate humans are usually more human centered in their views, with most policies revolving around humans over other minority races from housing to trade. Humans also hold a sort of 'higher' status among the other minority races, and receive privileges in terms of trading and housing along with education. It is said that 9 in 10 civil servants at all levels are human, with the 1 in 10 being a separate minority species. 'Northerner's', humans that live in the north with trees and forests are generally similar to average humans in terms of physical appearance, 'Southerner's' are tougher. Living in the frigid south, it is said that a woman from the south as a soldier can outclass a male soldier from the north. This is because of a difference in ideals.

The north is a generally cushier place with more luxuries, which means there isn't much of a need to fight or train unless they had to for a living or as a sport which was usually quite expensive unless they were of the aristocratic class. In the south, it was cold and bitter. Men and women alike worked equally as hard, all for the sake of living and protecting their families. This meant that from young they were trained to kill animals such as bears and were taught how to survive in the extreme weather conditions. Despite this, a condition known as 'Alison's syndrome' meant that southerners had to stay in the south all the time as their bodies were not adapted to the hotter north and as such couldn't as easily serve in the main army. The syndrome was named after a ship of southerners almost completely died off when entering the northern heat. They were fit and strong, so their deaths were so sudden it was classified as unnatural and given the name 'Alison's syndrome' after the ship. Eventually with advancements in technology southerners could some extent move up north, although the central government recommends that they spend short periods of time in northern weather before returning to cooler temperatures to adapt to the heat.

Southern occupations mainly include hunters, lumberjacks and more recently mining after rare minerals were found down south. Northern occupations were more comfortable, mostly being administrative, aristocratic or merchant based in nature. However, for some more willing and patriotic northerners they served in the military full time. Southerners in the military are outnumbered 1:4 by northerners.

Out of 4.5 million, Humans make up roughly 4.4 million. The north and south have an even distribution.

Size of military
Total: 350,000
Army:
-90,000 total, only 10,000 active as patrol.
Navy:
-150,000, almost all of it is active as it includes the ground crew, logistical staff and defense corps.
Air force:
-60,000 total, so far 5,000 are active (mainly ground crew, patrols and defense stations)
Others:
-25,000 to the secret police aka the Confederate Security Bureau including administrative manpower.
-5,000 to the medics corps.
-The remaining 20,000 are part of a separate force known as the 'Confederate Defense Corps' which mans a large portion of the stationary emplacements across the Confederacy, including AA emplacements and a string of forts along the Imperial border. The difference between this and the naval defense corps is that the navy only defends their own emplacements and territories, while the defense corps is extended out over major regions of interests and the northern border.

Leader
-Emperor Athos von Xanthius: The reigning monarch and emperor of the entire Confederation, Emperor Athos is the 5th emperor of the Xanthius dynasty to ascend to the throne. Ascending after his father passed the scepter and crown onto him. Emperor Athos has made many reforms of the country. From southern mineral expeditions to reformation of the reigning monarch system, he was also the first king to authorize the establishment of the Confederate Security Bureau to secure and stabilize his rule. Despite this he is not very popular in certain places, as his industrial reforms have destroyed the lives of many, polluted the areas and has caused poverty to him an all time high. Despite this, and the fact that he lives in Schwarzburgh, albeit in a much nicer sector, he still continues ahead with his plans to reform and make the Confederation a superpower in it's own right to stand up against the Empire.

Other prominent leaders
-Crown Princess Valerie Edania: The crown princess of the house of Edania, Valerie is the 3rd matriarch of the house to rule following her senile father's death. She serves as one of the reigning monarchs and has an additional duty assigned to her by the emperor to cleanse the state of all it's enemies. This includes revolutionaries, dissenters, anarchists and cultists. Her age remains undisclosed under the rule of the house. So far her political career began before her rise to position of Matriarch, as she served previously as the political cleaning house to assure the Confederate government's stability against all internal threats. To date, beyond serving as Matriarch of Edania she is also Director of the Confederate Security Bureau. Her home and base is located closer to the frozen regions.

-Prince Maximilian Asvia: The prince of the house of Asvia, Maximilian represents the house in the grand council of reigning monarchs after succeeding his father who had retired from old age. His duty from the emperor is to serve in a sense as the brains of the entire Confederation. His role covers economic planning, military and civilian production monitoring along with the charting and relocation of trade routes that connect the Confederation and other nations together. Thus, making him in a sense the Minister of Finance although his role covers more than that. Despite this, his standing among the grand council is almost equal to that of Valerie as he has a direct say in the economic policies of the entire nation and almost controls the entire financial sector.

-Crown Prince Hanford Von Nethia: The Crown Prince of house Nethia, Hanford is not a representative of the house but rather serves as one of the Confederation's most important aristocrats. His main role covers the research and development of new military technology, from improved weapons to possibly mounting either cannons or bombs onto airships to give them the edge to surpass steamships. As the Director of Research and Development his place in the council is nearly non-existent but in the military almost no one can interfere with his executive decisions. Rather than being based on the ground, Hanford is based off the fleet's flagship airship, the Elysion, and has made it his moving fortress/home where most equipment is tested. He does however have a research ship out at sea, the Alison which was the namesake of the syndrome, and on the ground in the south has a base that is shared with Valerie.

-Crown Princess Yuria Palladium: The Crown Princess of the house Palladium, Amelia is a special representative in the sense that rather than an actual diplomat she is in fact Head of the general staff and is the backbone of maintaining Cantarella's massive defense network. From the navy to army and special police, Yuria has eyes nearly everywhere in order to ensure maximum efficiency. She had succeeded the position of general staff after the previous one died off and as deputy she stepped up and took over. This resulted in a massive wave of anti-corruption sweeps, purging out any corrupt officials to ensure maximum efficiency of the entire system.

Location on map: Somewhere along the Southern forests, bordering directly to the coast, extending towards down towards the direct south in snow. From the imperial border down is a good estimate.

Capital city
-Schwarzburgh: An industrial heart of the Confederation, Schwarzburgh falls under the governance of the Scharnal sector, the largest sector of the Confederation. At it's core, Schwarzburgh is the capital city of the Confederation, hosting multiple factories and corporations which produces the majority of the confederate's armada of airships and weaponry. At it's peak Schwarzburgh held 10% of the population. It is however, heavily defended by multiple fleets of airships and a complex air defense network that surpasses that of the network covering the nation.

Largest city
-Schwarzburgh

State religion
-None, the entire Confederation maintains a policy of Secularism.

History


So far still a work in progress but hopefully I haven't expanded too much.
We don't use NS stats
A -0 civilization, according to this index.
Mod warning counter:
Unofficial: 1
NOTICE: As of 14/10, the empress has officially been granted greater control of the government, including military and financial sectors. That is all, have a good day.

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Ihury
Chargé d'Affaires
 
Posts: 446
Founded: Aug 29, 2018
Ex-Nation

Postby Ihury » Mon Oct 01, 2018 7:54 am

Higher Japan wrote:-


Looks interesting thus far; it seems like we have a future contender for the hegemony of the Eastern Continent ;)

Just one thing, though; I'll have to limit the amount of land you can claim for now, seeing as we still don't have that many players at the moment.

Around this size (blue):
Image

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The Valyria Empire
Negotiator
 
Posts: 5071
Founded: May 26, 2016
Ex-Nation

Postby The Valyria Empire » Mon Oct 01, 2018 9:24 am

Tag. Seems really cool, been wanting to get back into RP. Though it looks like a lot of land is being gobbled up.

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The Batavia
Senator
 
Posts: 3624
Founded: May 08, 2017
Inoffensive Centrist Democracy

Postby The Batavia » Mon Oct 01, 2018 12:00 pm

Name of State (official):
The Draconic Kingdom of Braxious

Name of State (common):
Braxia

Population:
Approximately 5 Million

Dominant race:
Dragonborn (90%): Dragonborn are a humanoid species with lizard-like characteristics, similiar to that of Dragons. They have tough and scale-like skin that can range from a variety of colours, claw-like hands and feet, colourful lizard eyes, a big and thick tail, two horns growing out of the back of their head and big, musculair bodies. Their height is about the same although often slightly higher than High Elves, with some males even reaching the 8 foot mark. They have small Wings on their back which are weak and unable to fly.

Dragonborn themselves are physically strong and by nature resistant to both martial weapons, firearms and magic, but not completely invulnerable, since a few solid hits can do the trick. This makes them ideal soldiers and solid workers. One of the Dragonborn's drawbacks, however, is that their nature is rather primitive, as in that they still tend to listen to their insticts rather than their commonsense. Due to this they can be very violent when angered. Once reaching adulthood Dragonborn will physically age slower and can live for more than a few hunderd years.

A Dragonborn's mother tongue is often Draconic, the same language that Dragons speak, although the Dragonborn's version of the language is a diffrent dialect. Draconic is often describes by other humanoids as rough sounding and difficult to pronounce.

Size of military:
10% (500,000)

Leader:
King Rhodan Dramaxes.

Other prominent leaders:
-Queen Saryn Dramaxes
-Prince Vaeros Dramaxes
-Minister-Chancellor Nabal Nyilren
-Grand-General Darrath Dramaxes
-Grand-Admiral Bane Emres
-Grand-Commander Ixu Aaxosh

Location on map:
See map

Capital city:
Ixendenyc

Largest city:
Ixendenyc

State religion: Draganism: An very ancient religion that has been around since the beginning of Braxian culture. Followers of Draganism believe that Dragons are living Gods (just like the ancient Egyptians believed that the Farao was a living God) and that the Dragonborn are the sons and daughters of said Gods. The religion itself doesn't really affect society itself and isn't very strict.

History:
-WIP-

Before the Johrid Empire even existed Dragonborn have been living in small tribes in the north eastern part of the eastern continent. Altough there was some fighting between the tribes, it didn't take long before the tribes were united with eachother and a somewhat feudal tribal kingdom was established. This area would later be referred to as "Braxious". In the early years of the Johrid Empire, colonialists who had originally tought the Braxious area was empty were some of the first humans to come in contact with the Dragonborn. They described them as "Tall and musculair lizard primitives" to the emperor. It was difficult for both species to communicate with eachother and thus Braxia and the Johrid Empire mostly avoided contact with eacher.

That was, atleast, untill NE386 when Johrid Imperial Army invaded Braxian lands for the iron mines they were discovered by the hills. The Dragonborn population, however, was having none of it and resisted hard. A Braxian "barbarian" could easily overpower a Johrid soldier in a one-on-fight due to their superior strenght and tough skin, so the Johrid Always needed to have superior numbers. Both sides suffered heavy losses untill eventually Johrua won the war due to superior manpower and technology, and thus Braxia was made into a vassal kingdom to the Empire.

Under Johrid rule, Braxia quickly caught up with the current technology and the population grew to make up for all the lives lost in the war. 20 years after the war the cities were well developed and almost every Dragonborn spoke Johrid as their second language. The Johrid quickly found out that the Dragonborn make good soldiers and labourers, and on top of, they breed and come of age quickly and thus many Dragonborn were recruited into the military or hired to do difficult work in the rest of the Empire. Braxian mercenaries were widely hired and deployed across all of the Eastern Continent and were infamous for their ruthless violence (and the same could be said about the soldiers that fought for the empire). Overal, life was going well for the Braxians, although they had a rising suspicion that their races being used to the dirty work of humans, but they kept their mouth shut.

However, the discontent among the dragonfolk became a louder and louder voice among them after the death of after the death of Nihei the Great and Braxia was dragged into the Empire's chaotic succession conflict. King Endor of the Dramaxes dynasty, which had ruled Braxious since it came under the authority of the Johrid Empire had died in a Skirmish leading his men against loyalists against the house of Anamuna and his son Ballax inherited the throne. Ballax was rather vocal about his opinion of Johrua and the death of his father reinforced that opinion.

When Emperor Arlesti took up the Imperial throne and corruption kept growing within the empire the dragonborn began to be used to do more and more dirty work for the humans and in some cases could be compared to slaves. A strong sense of Nationalism and Racial Supremacy arose among the Braxian Dragonborn as they began to disire independence. Humans began to have a negative image and were labeled as "Greedy", "Selfish" and "Cowardly", racial slurs such as "Soft skin" became commonly used and in some cases Dragonborn would commit violence human Braxians who lived in the cities or owned a farm. "Why should we obey to them when we are superior?" was the thought many Dragonborn shared. Eventually, in NE 881, they had enough of being abused and King Ballax sent an official letter to the Emperor telling him to stop using his people as slaves. Instead of responding with another letter, Emperor Arlesti sent a "Peacekeeping" Regiment to the state in a desperate attempt to keep Braxia. This was a bad idea. a very, very bad idea.

This was the last straw for the Dragonborn; they attacked and killed almost the entire regiment and King Ballax declared Braxia and her people independent and sent one of the soldier's head back to the emperor with an official declaration of war: "We are sick and tired of your vile tyranny and abuse. Come and get us, if you can." This marked the beginning of the bloody Braxian War of Independence which lasted for 2 years. Unlike the previous war hunderds of years ago, the Braxians had access to similiar technology the Johrid: The soldiers carried heavier weapons specifically made for Dragonborn that could easily outclass their human counterparts such as large muskets that could shoot farther and dealt an heavier blow on impact. And on top of their natural tough skin, the Braxians wore heavy armor that in some cases even caused Johrid ammunition to straight up bounce off it when hit at the time and of course, most one-on-one fights in close range ended the same way they did 495 years ago. The airforce couldn't much either, since the Braxians possessed effective anti-air equipment. The only field where the Braxians didn't have clear superiority was in the naval battles. In NE883, after Johrua had lost much of her manpower and resources to the Braxians, the Emperor surrendered to their terms and Braxia was finally freed.

After gaining it's independence, Braxia prospered now that it could decide for itself where to put it's budget with corrupt imperial bureaucracy sticking it's nose into everything and the people, even the lower classes such as the farmers, were able to pay their taxes while still having enough money to make a proper living for themselves. Braxian society never wanted to ruled by another race ever again and thus became very militaristic. On top of all that, the population growth has been the highest it has ever been and the economy is doing extremely well.

At the age of 210, king Ballax died peacefully in his sleep and his first and oldest son Rhodan inherited the throne.

So far, the future is looking very bright for Braxia and her people. But, if it wants to survive and keep its indepence for the next hundred years, it needs to become stronger, and that means she has to expand her borders...

Other
Technology wise, Braxia is one the most technological advanced of the Eastern Continent. However, this does mean their not very efficient when it come to magic.
Last edited by The Batavia on Sat Oct 06, 2018 2:46 pm, edited 5 times in total.
Ditched my old signature. Will be making a pretty looking one when I find the time.
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Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Mon Oct 01, 2018 1:50 pm

Tag

Name of State (official)
The Grand Duchy of Hudwel

Name of State (common)
The Duchy, or Hud

Population
Total: 1,000,000

By area:

Sturgeon (Largest city)
100,000 (10%)

Mahogopine (Capital)
80,000 (8%)

Khybon (Dwarf Mountain Hold)
30,000 Dwarves (3%)

Zapetur (Dwarf Mountain Hold)
30,000 Dwarves (3%)

Kaal (Dwarf Mountain Hold)
30,000 Dwarves (3%)

Skorblust (Dwarf Mountain Hold)
30,000 Dwarfs (3%)

Lemon (Provincial Capital)
40,000 (4%)

Ariak (Provincial Capital)
40,000 (4%)

Tangath (Provincial Capital)
60,000 (6%)

Markmine (Free Ducal City)
40,000 (4%)

Mipedim (Free Ducal City)
40,000 (4%)

Korbeck (Free Ducal City)
40,000 (4%)

Coast
100,000 (10%)

Grasslands
140,000 (14%)
- 7 Committees of 2000 (14,000)
- 28 Communities of 1,000 (28,000)
- 84 Communities of 500 (42,000)
- 224 Communities of 250 (56,000)

Forest
200,000 (20%)
- 120,000 Elves
- 60,000 Dwarves
- 20,000 Humans

By province

Province 1
Total: 530,000
Mahogopine (National Capital) 80,000
Sturgeon (Largest city) 100,000
Lemon (Provincial capital) 40,000
Fishing towns 50,000
Dwarven Mining towns 60,000
Towns and villages 200,000

Province 2
Total: 240,000
Ariak Provincial capital 40,000
Markmine (Free Ducal City) 40,000
Mipedim (Free Ducal City) 40,000
Korbeck (Free Ducal City) 40,000
Mining towns 60,000
Towns and villages 20,000

Province 3
Total: 230,000
Tangath (Provincial capital) 60,000
Fishing towns 50,000
Towns and villages 120,000

By area and race
Cities (Largest city, free cities, national capital, and provincial capitals) 440,000
- 335,000 humans
- 75,000 dwarves
- 30,000 elves

Mountains 120,000
- 120,000 dwarfs

Coast 100,000
- 45,000 humans
- 45,000 dwarfs
- 10,000 elves

Grasslands 140,000
- 100,000 humans
- 40,000 elves

Forest 240,000
- 120,000 elves
- 60,000 dwarves
- 20,000 humans

Dominant race
Human (50%) - 500,000
Image

Dwarves (20%) - 300,000
- 40% (120,000) of Dwarves are located in the mountains
- 20% (60,000) of Dwarves are located in the forest
- 25% (75,000) of Dwarves are located in the towns and cities
- 15% (45,000) of Dwarves are located in the coastal fishing towns

Elves (30%) - 200,000
- 60% (120,000) of Elves are located in the forest
- 20% (40,000) of Elves are located in the grasslands
- 15% (30,000) of Elves are located in the towns and cities
- 05% (10,000) of Elves are located in the coastal fishing towns

Demographics
50% Male, 50% female

Human Age (or equivalent)
0-6 10%
7-13 10%
14-20 10%
21-30 10%
31-40 10%
41-50 10%
51-60 10%
61-64 5%
65+ 25%

Size of military
No more than 10% of your nation’s population.

Military population taken from males between 21 and 50.
3% (30,000) active duty, 7(70,000)% reserve. This is also 20% of the serviceable population in active duty, and 46.7% of the serviceable population in the reserves.

Army
12,840
- Armoured regiment (2,340 people/ 469 tanks)
- Artillery Regiment (1,250)
- Engineering corps (750)
- Medical corps (1,000)
- Riflemen corps (6,000)
- Communications (1000)
- Administration/management (500)

Navy
6,500
- Administration 500
- Medical corps 500
- communication 120
- Supply Chain 600
- Maintenance 500
- Ports 460

- Ships
20 frigates (191 each/3820)
Image

Airforce
5,200
50 zepplins (900)
Engineers/mechanics (1,000)
Administration (500)
Supply chain (1000)
Research (500)
Airfields (600)
Medical (500)
Communication (200)

Coastguard
2,960
- Administration 200
- Coastguard vessels 222/vessel (7 vessels)
Image
- Ports 600
- 200 Supply chain management
- communication 106
- coastal base (2 north, 2 south) 50/ base
- 20 staff/fishing village
- 3 Riverboats 222/base (3)

Military intelligence 1500
Administration 350
Suppliers 350
Maintenance 300
Research and development 200
Agents 300

Military Police
1000
- Wizards (1000)

Size of Federal Public Service
Total: 7,179
Employed in the core public service: 5,457
Employed in outside agencies: 1,722

Departments:
Agriculture
200
Auditor generals office
10
Bank of Hudwel
100
Cabinet Office
10
Hudwel Mortgage and Housing Corporation
100
Hudwel Revenue Agency
250
Hudwel Heritage
50
Citizenship and Immigration Hudwel
100
Education
300
Energy Hudwel
60
Environment Hudwel
180
Finance Hudwel
Fisheries and Oceans
Health Hudwel
300
Infrastructure Hudwel
150
Intergovernmental affairs
20
Justice
70
Library and archives
30
Public works and government services Hudwel
Statistics Hudwel
60
Hudwel Transport
120
Treasury board of Hudwel
200
Hudwel Postal Service
300
Office of the leader of the House of Commons
8
Office of the leader of the House of Lords
8

Leader

Grand Duke

Other prominent leaders

Prime minister

Cabinet Secretary Casper

Premier of (Province 1 - From the eastern edge of the forest, west)

Mayor of Provincial Capital

Premier of (Province 2 - Bordered to the west by the forest, and the south by the rivers horizontal section)

Mayor of Provincial Capital

Premier of (Province 3 - From south of the river, south)

Mayor of Provincial Capital

Mayor of Mahogopine

Mayor of Sturgeon

Mayor of (Free Ducal City 1)

Mayor of (Free Ducal City 2)

Mayor of (Free Ducal City 3)

Location on map

Northern area bordered to the north by the mountains, west and south by the ocean, and east by the river.

Capital city
Mahogopine
- Located in the forest

Largest city (if different from capital)
Sturgeon
- Located on the coast

State religion

Economy
Agriculture (25%)
Fishing (10%)
Hunting (10%)
Forestry (15%)
Manufacturing (20%)
Mining (10%)
Services (10%)

Province 1, 39%
Fishing 5%
Hunting 5%
Forestry 12%
Manufacturing 8%
- 2% in mining towns, 2% in largest city, 1.5% in national capital, 1% in Provincial capital, 0.5% cottage industry
Mining 5%
- 2.5% per mining town
Services 4%
- 1.5% in largest city, 1.5% national capital, 0.5% provincial capital, 0.5% merchants

Province 2, 26%
Agriculture 5%
Hunting 2%
Manufacturing 10%
- 2% in mining towns, 2% in free ducal cities, 1.5% in Provincial capital, 0.5% cottage industry
Mining 5%
- 2.5% per mining town
Services 4%
- 3% in free ducal cities, 0.5% provincial capital, 0.5% merchants

Province 3, 35%
Agriculture 20%
Fishing 5%
Hunting 3%
- 1% woodland, 2% grassland
Forestry 3%
Manufacturing 2%
- 1.5% in Provincial capital, 0.5% cottage industry
Services 2%
- 1.5% Provincial capital, 0.5% merchants

History
Please provide at least 3 paragraphs of info.

Brainstorming

- Founding (NE 500)

- Provinces

- Capital Cities

- Ducal Cities

- Civil Service

- Education

- Coast

- River

- Mountains

- Forest

- Coliseum, Hippodrome

- Hanseatic league

- Knightly organizations

- Technology
- Ships, Zepplins, Musket rifles, armour, workshops, factories, assembly line, pulleys, printing press, mint, Aqueducts, public baths, sewers, running water, water fountains

- Magic
- Robots, Healing, Agriculture, math, writing, transformations

- Legal system

- Politics

- Culture (Opera, dance, music, theatre, etc))

- Neighbours
- NE 770 - Neighbour captured by the empire
_________________________________________________
- The Grand Duchy of Hudwel started its first days in NE 500. The settlers settled in the forest of mahogony and pine trees. The settlers started to clear the land, hunt animals, and start construction on a town. The first town hall was constructed 20 years later in NE 520 and the settlers chief started living in the towns main hall.

NE 114 - Neighbour founded

NE 300 - Duchy founded (Pop 500)

NE 320 - Town hall constructed (Pop 600)

NE 325 - Met the Elves

NE 340 - Pop 720

NE 350 - Founded Sturgeon

NE 360 - (Pop 864)

NE 375 - Met the Dwarves

NE 380 - (Pop 1,037)

NE 390 - Founded the Hudwel navy

NE 400 - Founded Imperial Free City (End of river near the mountain) (Pop 1,244)

NE 415 - Upgraded dirt Roads between Sturgeon and Imperial free city to cobblestone

NE 420 - (Pop 1,493)

NE 425 - Founded Provincial (1) Capital (western Forest between the national capital and sturgeon)

NE 432 - Fishing villages start to appear near Sturgeon

NE 440 - Aqueduct Constructed between the mountain and imperial free city 1 (Pop 1,792)

NE 445 - Eastern territory divided into the northern province and southern territory (Pop 2,150)

NE 450 - Founded Provincial (2) Capital (near the River)

NE 460 - (Pop 2,580)

NE 475 - Constructed aqueduct to capital

NE 480 - Constructed Sewer in the Capital (Pop 3,096)

NE 490 - (Pop 4,458)

NE 500 - Founded Imperial free City (Mid river dip) (Pop 3,715)

NE 515 - Upgraded Dirt roads to the provincial capitals to cobblestone

NE 520 - (Pop 4,458)

NE 525 - Constructed Irrigation channels along the river for farmers

NE 540 - (Pop 5,350)

NE 550 - Founded Imperial free City(3) (River outlet coast)
Image

NE 560 - (Pop 6,420)

NE 570 - Neighbour conquered by the southern empire

NE 575 - Founded Provincial Capital (3) (Grasslands)

NE 580 - Constitutional Monarchy (Pop 7,704)

NE 600 - founded the civil service academy (Pop 9,244)

NE 620 - (Pop 11,093)

NE 625 - Dirt road network between Imperial free city 1 and 3 and Provincial capital 3 upgraded to cobblestone.

NE 632 - Fishing villages start to appear along the coast near provincial capital 3, and imperial free city 3.

NE 640 - (Pop 13,312)

NE 650 - Northern fishing villages, Sturgeon, Imperial free city 3, and the southern fishing villages link trade routes and become the Hudwel maritime merchants league (HMML)

NE 660 - (Pop 15,974)

NE 1101 - modern day
_______________________________________________________________________________
NE 1 - Johrid Empire founded under the name of the eastern Empire

NE 100 - Johrid Empire begins being called the Johrid Empire

NE 114 - Pavles Pavlessuri and the Hajerus conquers Jun, founding the kingdom of Hajerus

NE 278 - Lord Elvenoril Dass of the Selevinids born

NE 289 - Resistence General Yhnigssi Mu Oyarsemig of the Yhrid born

NE 290 - Lharuzja founded

NE 320 - Village founded in a forest of Mohogany and Pine. The village would be called Mahogopine (Pop 500)

NE 336 - Gyylmatin taken over by the Selevinids tribe of Humans

NE 340 – Town hall constructed (Pop 600)

NE 345 - Met the Elves

NE 349 Resistence General Yhnigssi Mu Oyarsemig of the Selevinids passes away

NE 351 - Lord Elvenoril Dass of the Selevinids passes away

NE 360 – Constructed walls around the village (Pop 720)

NE 370 - Human-elf non-aggression pact

NE 380 – (Pop 864)

NE 386 - Braxia conquered by the Johrid Empire

NE 395 - Human-elf trade agreement

NE 400 - (Pop 1,037)

NE 420 - Human-elf friendship agreement (Pop 1,244)

NE 440 – (Pop 1,493),

NE 445 – Human-elf tribes become one state, forming the Barony of Human and Elf, shortened to Huel.

NE 460 – (Pop 1,792)

NE 470 - Expedition of 4 human families (100 settlers), and 1 elf family sent further into the forest to settle another area. The Area settled would become the village of Lemon. The Barony would become the Viscounty of Huel.

NE 480 – (Pop 2,150)

NE 490 - Lemon town hall built

NE 495 – Path between the village of Lemon and the town of Huel upgraded to cobblestone

NE 500 – Scouts sent into the forest, returning with knowledge of the sea and the southern nation. (Pop 2,580)

NE 505 – Contact established with Hajerus

NE 520 - Expedition sent to the coast. The area would become the village of Sturgeon. (Pop 3,096)

NE 540 – Sturgeon townhall built (Pop 3,715)

NE 545 – Path between Sturgeon and Lemon, and Sturgeon to Huel, upgraded to Cobblestone.

NE 550 – Sturgeon merchants begins trading fish, lumber, and meat with others.

NE 555 - Hajerus king Lawrenti IV born

NE 560 – Sturgeon merchants begin importing agricultural products (Pop 4,458)

NE 565 - Yhrid firebrand Yhra Ilmetigyhra Oyarsemig born

NE 570 - Founded the Huel Navy

NE 575 - Navy expanded, countering Hajerus.

NE 580 – Military academy founded (Pop 5,350)

NE 595 - Fishing villages start to appear near Sturgeon

NE 600 – Scouts sent east, making contact with the Dwarves. (Pop 6,420)

NE 601 - Gyylmatin conquered by Emperor Therengis V Eunomia of the Johrid Empire

NE 605 - Huel-Dwarf non-aggression pact signed

NE 609 - Hajerus king Lawrenti IV crowned, Hajerus navy begins construction

NE 610 - Huel-Dwarf trade agreement signed. Huel would start send timber and dried meats to the dwarfs, and in exchange the dwarfs would send minerals and alcohol.

NE 620 – Huel-Dwarf Friendship agreement made (Pop 7,704), Yhrid firebrand Yhra Ilmetigyhra Oyarsemig passes away

NE 640 – Huel-Dwarf Friendship agreement made (Pop 7,704)

NE 656 - Hajerus king Lawrenti IV passes away, Hajerus navy stops expanding.

NE 660 – Expedition sent to the river to found a village near the Dwarfs and the river, founding the village of Minemark. (Pop 9,244)

NE 665 - Dwarfs join the Viscouncy of Human and Elf, forming the Earldom of Human, Dwarf, and Elf, or Hudwel.

NE 680 – Minemark townhall built (Pop 11,093)

NE 700 – Path between Minemark and Mahogopine upgraded to cobblestone (Pop 13,312)

NE 720 – Aqueduct built between the mountains and Mohogopine (Pop 15,974)

NE 730 - Aqueduct built between the mountains and Lemon.

NE 740 – Aqueduct built between the mountains and Minemark (Pop 19,169)

NE 745 - Nihei II born

NE 750 - Constructed Sewer in Mahogopine

NE 760 – Constructed irrigation channels along the River (Pop 23,003)

NE 765- Goblin war of contracts

NE 766 - Nihei II is crowned Emperor of the Johrid Empire, and Goblins join the empire.

NE 767 - Johrid Empire reaches its current borders

NE 770 - Hajerus battles the Johrid empire

NE 771 - Hajerus conquered by the Johrid Empire

NE 780 – Founded the Wizarding Academy (Pop 27,603)

NE 790 - Expedition sent to the river to found a village downstream, founding the village of Narfall. Hudwel becomes an Earldom.

NE 800 – Founded the Hudwel Civil Service school (Pop 33,124)

NE 810 – Narfall townhall built

NE 820 – Expanded Irrigation channels (Pop 39,748)

NE 830 - Founded new Dwarf Mine

NE 836 - Nihei II passes away. Johrid Empire enters succession crises. Succession war begins.

NE 840 - Expedition sent to the river to found a village downstream, founding the village of Fort Mipedim. Hudwel becomes a Marquisate. (Pop 47,698)

NE 846 - Succession war ends. 15 of the 16 houses executed. Arlesti I Anamuna crowned Emperor of the Johrid Empire.

NE 850 - Founded new Dwarf mine

NE 860 – Narfall Townhall built (Pop 57,238)

NE 870 - Expanded Irrigation channels

NE 880 – founded the civil service academy (Pop 68,685)

NE883 - Braxia given independence

NE 890 - Expedition sent to the river to found a village downstream, founding the village of Tangauth. Hudwel becomes a Dukedom.

NE 900 – Constitutional Monarchy (Pop 82,422)

NE 901 - Selvids IX Anamuna of the Johrid Empire born

NE 910 – Tangauth Townhall built

NE 920 – founded Expanded Irrigation channels (Pop 98,907)

NE 940 – Expedition sent inland to found a village, founding the village of Korbeck. Hudwel becomes a Grand Duchy. (Pop 118,688)

NE 949 - Jiruma 1 of the Hajerus born

NE 950 - Founded new Dwarf mine, Selvids IX Anamuna of the Johrid Empire crowned, Emperor Nihei V Anamuna of the Johrid Empire born

NE 953 - Nihei V of the Johrid Empire born

NE 960 – Korbeck Townhall built (Pop 142,426)

NE 968 - Queen Jiruma 1 takes the throne of the protectorate Hajerus. General Jehu Yhlemarje Oyarsemig of the Yhrid born.

NE 969 - Selvids IX Anamuna of the Johrid Empire passes away, Nihei V of the Johrid Empire crowned

NE 970 - Dirt road network between Minemark and Narfall, Narfall and Tangauth and Tangauth and Korbeck upgraded to cobblestone.

NE 971 – Jiruma 1 passes away

NE 980 – Fishing villages start to appear near Korbeck (Pop 170,911)

NE 995 - Johrid Emperor Nihei V Anamuna conquers the Yhrid resistance from former Selvid territory

NE 999 - General Jehu Yhlemarje Oyarsemig of the Yhrid passes away

NE 1000 - Northern fishing villages, Sturgeon, Tangauth, and the southern fishing villages link trade routes and become the Hudwel maritime merchants league (Pop 205,093), Emperor Nihei V Anamuna passes away

NE 1016 - Nihei V passes away

NE 1020 - (Pop 246,112)

NE 1040 - (Pop 295,334)

NE 1060 - (Pop 354,401)

NE 1080 - (Pop 425,281)

NE 1100 - (Pop 510,337)

NE 1120 - (Pop 612,405)

NE 1126 - Chancellor Athel Nilessuri of the Hajerus born

NE 1132 - King Anastas II of the Hajerus born

NE 1137 - Lharuzja High Magister Horus Leponto born

NE 1140 – (Pop 734,886), Lharuzja Lady Adria Vulno born

NE 1145 - Lharuzja Magister Marcus Leponto born

NE 1148 - Lharuzja Magister Petros Jessanti born

NE 1158 - Lharuzja Lady Miranda Jessanti born

NE 1159 - Illuminatus Mikhael Ariel born

NE 1160 – (Pop 881,863), Lharuzja Lady Adria Vulno passes away

NE 1165 - Princess Palla Anastassuri of the Hajerus Born

NE 1171 - Prince Del Anastassuri of the Hajerus, King Anastas II of the Hajerus crowned

NE 1180 – (Pop 1,000,000)

NE 1188 - Illuminatus Mikhael Ariel crowned

NE 1190 - modern day, Nihei VIII Anamuna crowned Emperor of the Johrid Empire

NE 1200 – Predicted Population (1,269,883)
Last edited by Cainesland on Fri Oct 05, 2018 5:56 pm, edited 74 times in total.

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Ihury
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Postby Ihury » Mon Oct 01, 2018 3:17 pm

The Valyria Empire wrote:Tag. Seems really cool, been wanting to get back into RP. Though it looks like a lot of land is being gobbled up.


Welcome!

Land is granted on a first come first serve basis (within reasonable limits). I didn’t expect reception to be so good, though, so yea, it does seem like land is being snatched up pretty quickly. Me and Utceforp are planning to add a few extra landmasses to the map, so stay tuned.

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Kaledoria
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Postby Kaledoria » Mon Oct 01, 2018 3:18 pm

Name of State (official) Orderlands of the Illuminated Ones

Name of State (common) Illuminated Orderlands, Subartu-Eshnunna (Named after the two largest regions within the Orderlands. The other are: Akkadia, Orgash, Yorghan and North-Samsat)

Population Close to 3 million

Dominant race Cosmopolitan hub with human leadership (Human 48%, Orcs 14%, Dragonborn 8%, Minotaurs 7%, Halflings 6%, Catpeople 5%, Goatfolk 5%, Centaurs 3%, Dwarfs 2%, Others 4%)

Size of military (78300 men; 2.7%)

Military organization

The military is organized into four field armies and the fleet. The four armies are stationed on in western Subartu (also patrolling Orgash), on in Eastern Subartu (also paroling Akkadia), one in Eshnunna and one in Yorghan and North-Samsat) every 3 years, the "frontier army" assigned to the Yorghan-N.S. border is switched with a different army every three years, also resulting in a gradual rotation of the other armies and their assigned areas (Every army is stationed in an area for nine years, then spends 3 years in Yorghan and North-Samsat, then again nine years in a different area then they used to, this combines the advantages that no single army has to carry the more stressful task of keeping the border secure against the unruly Braxians while at the same time making sure, that the military do not get to close with the various people they are supposed to watch over.

Every army has 6 infantry regiments and different numbers of artillery batteries and cavalry squadrons (but always close to 1/4 of the total). The Gryphon Riders and Warmages of the Illuminated Order enjoy even more liberty and while they are usually assigned to one army, the assignment can change as needed.

Finally, there is the Navy, tasked with patrolling the eastern sea and keeping the Orderland's (private) merchant ships save.

24 Infantry regiments (1000 men)
90 Artillery batteries (110 men (6 heavy cannons) or 120 men (8 lighter cannons))
100 Cavalry squadrons (150 cavalrymen plus 50 support soldiers)
40 Galleass Warships (260 men (Sea-Soldiers, Gunners, Oarsmen))
15 Galleon Warships (400 men)
1 Ironclad Warship (350 men) (maiden voyage pending)
25 Airwings (50 Gryphon Riders, 20 support soldiers)
180 Battlemage Detachments (10 mages, 20 bodyguards)
1 Military command company (100 men)

Leader Illuminatus Mikhael Ariel
Politics in Subartu-Eshnunna is mostly dictated by just 8 families, sometimes regarded as the "Primary Houses", usually holding round about 2/3rds of all influential positions in administration, academia and military high command, while the other third is in the hands of about 17 minor houses. The exact numbers are fluid and change on what you consider an "influential position". One that should be considered important was the squire to the last Illuminatus and chief negotiator of inner feuds of the Orderlands, held by young Mikhael. As a member of one of the minor houses, it was unlikely for him to get much higher in his career, as he had reached with just age 23, thanks to his strong magic capabilities and his groundbreaking thesis on Alchemy that has revolutionized the production of magic sources of light as well as advancing the theory on the universal solvent and the extraction, restoration or manipulation of Thaum. While practical applications are still at an early stage, the possible impact on manipulating existing enchantments (and thereby repurposing magic items) could be considerable. But Mikhael was not content with just being known as a prodigy in the arts, he went to become a skilled diplomat and early on laid the foundation to become Illuminatus. The critical detail of his plan was to not try to gain influence by creating discord between the major houses (as they tried with their respective rivals), Mikhael actively tried to unite the big houses - in certain constellations at least. Seeing that the three critical positions (Grand Thaumaturg, Grand Diviner and Grand Alchemist) to the election of the next Illuminus were held by three young members from primary houses, while the Illuminus himself was old, Mikhael did his best to mend old feuds and align the primary houses to the point, where three solid blocks had emerged among the great houses. By aligning each great houses that had none of the big positions with one that had one he created a situation, where no possible candidate had the mutual distrust of all the others, no candidate that was not opposed strongly by two thirds of the upper echelon of the Illuminated ones and thus the choice had to fall on a member of one of the lesser houses, who was able to remain between the fronts of the political game and the choice fell, indeed on Mikhael.

This was two years ago and despite his young ago of just 31 now, he is known to be a conservative leader who values the freedom of the academia from mundane interference above all else. He is a strong supporter of racial equality and, while not having done any mayor policy change for the matter, has spoken out as a supporter for the common class. He seams to lean slightly to mercantilism but has left economic policies mostly to the local administrations so far.


Other prominent leaders
Grand Thaumaturge Avidan Alon
Grand Diviner Yisrael Dikla
Grand Alchemist Hayim Ehud
Field Marshall Yarden Menachem

Location on map
Image
I don't need those exact borders, if someone has a good plan with some of those lands he can have it as long as I have: 1. Some spot in the north east at the border 2. Two reasonably sized enclaves with access to the eastern sea.


Capital city Eridu (110,000 people)

State religion None, Arnihism is the only mayor organized religion but divergent people enjoy more liberty then in many other parts of the empire (as long as they are quite about it). Especially among the Orc nobility of Orgash, there is a growing trend of Atheism (The gods are merely acknowledged, not worshiped)

History
800 years ago: Arcane society "The Illuminated Ones" founded
750 years ago: Knightly Order "Dawnguard" founded
NE386: The Dawnguard follows the Imperial call to conquer Braxia for the Empire. The Knight-Commanders Ilanit and Livnat are granted the countries Yorghan and North-Samsat, their Lieutenants become barons, several dozen Knight-brothers are granted fiefs in the region to pacify and tax it efficiently. From the start, these titles are passed on not primogenital but rather any member of the lord's dynasty (that does not hold a title of same rank) can inherit and is chosen by election among their fellow (landed) knight brothers.
600 years ago: The two are growing together as the scholastic/arcane and military arm of one society
550 years ago: The native magic of the Iskai and the Dragonborn population of the eastern counties create a hype in the debating chambers of the Illuminated Ones. As a result, the counts of Yorghan and North-Samsat who themselves are members of both the Dawnguard and the Illuminated Ones pander to the nonhumans and grand them similar rights to humans. While the Iskai eagerly spread their unique take on Thaumaturgy, the Dragonborn are skeptical at first, as they do not regard witches and worlocks to be good representatives of their communities. Yet, the Dragonborn that join the Illuminated ones use what little influence they have to improve the situation of their mundane kin, which in return both improves the relations between the Order and the Dragonborn and sets in motion the drift towards a Dragonborn subculture divergent from the Braxian norm that would become of great significance during the Braxian War of Independence about 300 years later.
350 years ago: The Camillian Order is founded as a third branch, building and maintaining hospitals, veterinary clinics and soup kitchens in the Empire and providing a primitive, early health-insurance system.
300 years ago: Thanks to an emperor with sympathy to the Order, the Dukes of Subartu and Eshnunna are able to change their succession laws, so their realms will no longer be passed to members of their family. Instead two Reach-Masters will henceforth be assigned by the Order. This marks the official foundation of the Orderlands.
250 years ago: Turmoil in the country of Orgash. After the ruling family died out and no clear heir can be found, the local barons and lords are at arms, trying to press their various obscure claims based on marriage ties multiple generations ago. At that point, the racial tensions based on the fact, that a small human nobility ruled over a mostly non-human population erupted and many nobles lost their lives. The Emperor had to step in and deciding his various options, he was convinced by the Order of the Iluminated Ones, that the Camillian Order was the last remanent of structure and order in the rural area and the Orderlands had many supported among the freemen population of the country. The Emperor agreed and allowed the Order to assume control of the country, as long as they would be able to reestablish proper taxation soon.
Not much later, an Order-member of the Illuminated Ones and the Dawnguard, Baron Itamar pressed his claim on the island of Akkadia (his grandfather had been Count of the Isle but the title was abolished during a revolt by the other Barons of Akkadia 50 years earlier). With the help of the Dawnguard he crushed his opposition, reclaimed the Isle and added it, too, to the Orderlands. While technically this kind of was in accordance with Johrid traditions and laws, this power move by the Order met much opposition by the nobility of the Empire and the Emperor was convinced to put harder restrictions to the land-accumulation of the Order. The Illuminated Ones humbly obeyed their Emperor.
100 years ago: Military reforms. The Grandmaster of the Dawnguard assumes the title of Field Marshall and the military structure of the Knightly Order is replaced by that of a professional modern army as the military force of the Orderlands. This has positive effects, not only in regards to the changing demands of logistics, but also allows the Dawnguard to once again assume a more Empire-wide role, allowing the Knights to invite and initiate noblemen of other sub-realms to their ranks without implying any service to the Orderlands as a political entity. Among the conservative elements in the Orderlands, this was not entirely well received, as it marks the End of the Dawnguard as an actual fighting force and turned it into a mostly ceremonial association of noblemen.

All year numbers approximate. ;)

Misc:
Nonhuman Races:
Orcs: Mostly found in the country of Orgash and westen Subartu but also pose a significant minority in Eshnunna and Yorghan
Dragonborn: Naturally, the Dragonborn are mostly found in Yorghan and North-Samsat but there are small numbers of them in Akkadia and eastern Subartu, too. Dragonborn are held in high regard in the Order and are even slightly over-represented. They see themselves as counterbalance to the Humans and often speak in the name of all the non-humans.
Minotaurs: The Minotaurs are found in southern Orgash as well as central and southern Subartu but usually avoid the coast. They are the least academically capable of the races under the Illuminated Order, but their great physical strength makes them useful in many jobs such as miners of farmhands, thus giving them a place in society, too.
Halflings: The small people are said to be indigenous to the Isle of Akkadia but there are small groups of them in Subartu and Eshnunna, too.
Catpeople: Properly called the Iskai (though this only refers to this people of Catfolk), they are mostly found in North-Samsat but individuals often catch Wanderlust and can be found throughout the Orderlands. Iskai are tactile empaths but usually only with one another. While Iskai had a unique culture alongside a (for the time) advanced take on the magic arts 500 years ago, this has mostly been lost today and they have been assimilated into human culture.
Goatfolk: The Beastmen (homo sapiens animus) calling themselves Faun (Male: Faunus, Female: Fauna, often jokingly Fawn) are mostly found in Subartu. Both gender have hooved legs and horns though there is a strong dimorphism in the shape of the horns. While men develop thick horns that curve with age and shape like a Ram, females have finer horns that grow into multiple ends, kind of like a Fawn, though some of them find that comparison strangely offensive (not the men of their race, those find it hilarious) and prefer comparison to the branches of trees, calling their horns "twigs". Surprisingly, this is not the only gender-specific difference; the women are also quite magically talented while the men often show some potential but an inability to really use it. This clashes with the slightly misogynist tendencies found in the Order of the Illuminated Ones. Fauna are greatly over-represented among the female Illuminated Ones but as those make up only about 10% of the total members of the Order (much less in positions of power), this matters little.
Centaurs: Centaurs are a significant minority in Orgash but rarely found anywhere else. They do not usually join the Illuminated Ones but those rare cases that do often show great ability and intellect.
Dwarfs: The Dwarfs mostly keep to themselves in their small communities in western Eshnunna and the Dwarven District in the capital and only rarely individuals are ever found somewhere else
Others: Given the liberal nature there are minorities of Elves and (whatever races you come up with, that fit), too. Most of those came or decedent from some that came over the last centuries and more often then not, these refugees were not on good terms with "their kind" and thereby rarely brought their native culture along with them. None of them make up more then 1% of the population though.
Of special importance are Lycanthropes and Trolls, even if they make up less then 0.1% of the population. Often these monsters (that hardly ever have the status of citizen) are captured and tranquilized with powerful magic, put into a sleep and force-fed a nutritious goo and water and cut open to produce large quantities of blood used in some rituals that the Illuminated ones are more secret about then average, kept alive by their healing powers.

Magic:
The use of magic is limited to members of the illuminated ones but for those with the ability, membership is free of cost (yet members do have to follow some duties, that make up for that).
The study of magic is often performed in the University of the arcane arts in Eridu or in one of several smaller schools but the traditional model of a personal mentor and an apprentice is also still valid and widely in use.
The five branches of magic (or "Kabbalahs") are Thaumaturgy, Divination, Alchemy, Enchanting and Practical magic (Spellcasting). These five are not in equal standing, the former three are called the arcane arts (or even "sciences"), while the later two are called "the crafts" - obviously practical and useful but also kind of blunt and simple. The relation between an Alchemist and an Enchanter or between a Thaumaturge and a Warlock can best be compared between that of an architect and a construction worker.
One worrying invention in the field of Thaumaturgy is the blood magic. It's not a craft taught at the University and people don't often speak about it (the average peasant is usually unaware that it exists). However among the right circles it's know that some Mages of the Illuminated ones use blood to increase the power of their spells or enchantments. They may use their own or that of other donors, luckily, rumors about human (or humanoid) sacrifices are just rumors with no evidence to support them.
Last edited by Kaledoria on Tue Oct 09, 2018 11:30 am, edited 8 times in total.

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Ihury
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Postby Ihury » Mon Oct 01, 2018 3:18 pm

The Batavia wrote:
Name of State (official):
The Draconic Kingdom of Braxious

Name of State (common):
Braxia

Population:
Approximately 5 Million

Dominant race:
Dragonborn (90%): Dragonborn are a humanoid species with lizard-like characteristics, similiar to that of Dragons. They have tough and scale-like skin that can range from a variety of colours, claw-like hands and feet, colourful lizard eyes, a big and thick tail, two horns growing out of the back of their head and big, musculair bodies. Their height is about the same although often slightly higher than High Elves, with some males even reaching the 8 foot mark. They have small Wings on their back which are weak and unable to fly.

Dragonborn themselves are physically strong and by nature resistant to both martial weapons, firearms and magic, but not completely invulnerable, since a few solid hits can do the trick. This makes them ideal soldiers and solid workers. One of the Dragonborn's drawbacks, however, is that their nature is rather primitive, as in that they still tend to listen to their insticts rather than their commonsense. Due to this they can be very violent when angered. Once reaching adulthood Dragonborn will physically age slower and can live for more than a few hunderd years.

A Dragonborn's mother tongue is often Draconic, the same language that Dragons speak, although the Dragonborn's version of the language is a diffrent dialect. Draconic is often describes by other humanoids as rough sounding and difficult to pronounce.

Size of military:
10% (500,000)

Leader:
His Majesty the Dragon King Rhodan Dramaxes.

Other prominent leaders:
-Her Majesty the Dragon Queen Saryn Dramaxes
(More coming soon)

Location on map:
Borders are marked with the Orange line. The Red dot is the capital

Capital city:
Ixendenyc

Largest city:
Ixendenyc

State religion: Draganism: An very ancient religion that has been around since the beginning of Braxian culture. Followers of Draganism believe that Dragons are living Gods (just like the ancient Egyptians believed that the Farao was a living God) and that the Dragonborn are the sons and daughters of said Gods. The religion itself doesn't really affect society itself and isn't very strict.

History:
-WIP-

Before the Johrid Empire even existed Dragonborn have been living in small tribes in the north western (south to the mountains) part of the eastern continent. Altough there was some fighting between the tribes, it didn't take long before the tribes were united with eachother and a somewhat feudal tribal kingdom was established. This area would later be referred to as "Braxious". In the early years of the Johrid Empire, colonialists who had originally tought the Braxious area was empty were some of the first humans to come in contact with the Dragonborn. They described them as "Tall and musculair lizard primitives" to the emperor. It was difficult for both species to communicate with eachother and thus Braxia and the Johrid Empire mostly avoided contact with eacher.

That was, atleast, untill NE386 when Johrid Imperial Army invaded Braxian lands. The Dragonborn population, however, was having none of it and resisted hard. A Braxian "barbarian" could easily overpower a Johrid soldier in a one-on-fight due to their superior strenght and tough skin, so the Johrid Always needed to have superior numbers. Both sides suffered heavy losses untill eventually Johrua won the war due to superior manpower and technology, and thus Braxia was made into a vassal kingdom to the Empire
(To be clear: Braxia isn't part of the Empire anymore and is an independent kingdom)
--To be continued--



Here's my app thus far. I will add more content to it (hopefully) tomorrow. If I have to change anything, please let me know.


Looks pretty good so far. Only thing is that that segment of the map is the Kingdom of Hajerus, so I’m going to have to shift you from the western to the eastern side.

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Higher Japan
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Postby Higher Japan » Mon Oct 01, 2018 3:19 pm

So what are airplanes like here? I'm going to assume a sort of ww1 style zeppelin
We don't use NS stats
A -0 civilization, according to this index.
Mod warning counter:
Unofficial: 1
NOTICE: As of 14/10, the empress has officially been granted greater control of the government, including military and financial sectors. That is all, have a good day.

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Danceria
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Postby Danceria » Mon Oct 01, 2018 3:19 pm

tag
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

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Ihury
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Postby Ihury » Mon Oct 01, 2018 3:21 pm

Kaledoria wrote:
Name of State (official) Orderlands of the Illuminated Ones

Name of State (common) Illuminated Orderlands, Subartu-Eshnunna (Named after the two largest regions within the Orderlands. The other are: Akkadia, Orgash, Yorghan and North-Samsat)

Population Close to 3 million

Dominant race Cosmopolitical hub with human leadership (Human 48%, Orcs 14%, Minotaurs 7%, Halflings 6%, Catpeople 6%, Goatfolk 5%, Wolfpeople 4%, Centaurs 3%, Dwarfs 2%, Others 7%?)

Size of military
13,880

4 Infantry regiments (1000 men)
16 Artillery batteries (110 men (6 heavy cannons) or 120 men (8 lighter cannons))
16 Cavalry squadrons (150 cavalrymen plus 50 support soldiers)
9 Galleass Warships (260 men (Sea-Soldiers, Gunners, Oarsmen))
3 Galleon Warships (400 men)
4 Airwings (50 Gryphon Riders, 20 support soldiers)
30 Battlemage Detachments (10 mages, 20 bodyguards)
1 Military command company (100 men)

Leader Illuminatus Mikhael Ariel

Other prominent leaders
Grand Thaumaturg Avidan Alon
Grand Diviner Yisrael Dikla
Grand Alchemist Hayim Ehud
Field Marshall Yarden Menachem

Location on map

Capital city Eridu

State religion

History
Please provide at least 3 paragraphs of info.


Now that’s a multiracial state if I’ve ever seen one ;)

Eagerly awaiting the final app.

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Ihury
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Postby Ihury » Mon Oct 01, 2018 3:26 pm

Higher Japan wrote:So what are airplanes like here? I'm going to assume a sort of ww1 style zeppelin


Yep. Think of something along the lines of a primitive steampunk zeppelin; far from reliable, but still groundbreaking given the preexisting tech, by all definitions.

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Ihury
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Postby Ihury » Mon Oct 01, 2018 3:26 pm

Danceria wrote:tag


Zdrastvuyte.

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Ihury
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REGARDING THE MAP

Postby Ihury » Mon Oct 01, 2018 3:32 pm

Image


Here is the updated map based on current claims.

Kaledoria: I wasn't able to draw your claims in, because your nation is too tiny.

Batavia: My deepest apologies that I wasn't able to give you your desired piece of land. I've shifted you over to the purple chunk on the eastern side, seeing as Cainesland's Duchy is (as I read it, at least) a better fit based on the current claims in that area.

Utceforp should be working on an updated version of the map, so stay tuned. Also, given that reception is better than I had hoped, we are currently considering adding another landmass to accommodate more nations. The map generator seems to be down at the moment, so I do seek your patience.
Last edited by Ihury on Mon Oct 01, 2018 3:32 pm, edited 1 time in total.

User avatar
Nations United for Conquest
Negotiator
 
Posts: 5389
Founded: May 06, 2016
Inoffensive Centrist Democracy

Postby Nations United for Conquest » Mon Oct 01, 2018 4:06 pm

Name of State (official) The Grand Kingdom of Osjio [ah-s-gee-O]

Name of State (common) Osjio

Population 4.2 Million

Dominant race
82% Human
14% other shit I don't have time to explain atm

Size of military 7.5%

Leader King Alaro Kahl

Other prominent leaders
  • Grand Knight Johann Alter - Commander of the National Forces
  • Knight of the Realm Theon Alter - Commander of the Northern Army
  • Knight of the Realm Rainier Fletcher - Commander of the Eastern Army
  • Knight of the Realm Rowen Juron - Commander of the Western Army
  • Knight of the Realm Erika Kiron - Commander of the Southern Army
  • Lady Evelyn Kahl - Crown Princess of Osjio

Location on mapImage

Capital city Gesno

Largest city (if different from capital) Ditto

State religion Mainly Secular, unless you count St. Koen, The First Grand Knight of Osjio, a folk hero in Osjio who was responsible for the nations founding

History
WIP


EDIT: Might change claim upon seeing the new map...Had ideas for a strong Militant State, and some "Rule the Seas" Shenanigans
Last edited by Nations United for Conquest on Mon Oct 01, 2018 4:07 pm, edited 1 time in total.
National Information
Leader - Prime Minister Alaro Kuhn
Capital - Gesno
Population - 325,581,223
Currency - Krot ($)
Roleplay Information
OP Gatelord - [OOC]
The Coming Storm - PLANNED
TBA FE RP - PLANNED

THE DEMOCRATIC SOCIALIST REPUBLIC OF OSKANO
COBALT NETWORK MEMBER
Est. 1663

User avatar
Ihury
Chargé d'Affaires
 
Posts: 446
Founded: Aug 29, 2018
Ex-Nation

Postby Ihury » Mon Oct 01, 2018 4:10 pm

Nations United for Conquest wrote:
Name of State (official) The Grand Kingdom of Osjio [ah-s-gee-O]

Name of State (common) Osjio

Population 4.2 Million

Dominant race
82% Human
14% other shit I don't have time to explain atm

Size of military 7.5%

Leader King Alaro Kahl

Other prominent leaders
  • Grand Knight Johann Alter - Commander of the National Forces
  • Knight of the Realm Theon Alter - Commander of the Northern Army
  • Knight of the Realm Rainier Fletcher - Commander of the Eastern Army
  • Knight of the Realm Rowen Juron - Commander of the Western Army
  • Knight of the Realm Erika Kiron - Commander of the Southern Army
  • Lady Evelyn Kahl - Crown Princess of Osjio

Location on map([url=http://i.imgur.com/1iSYZG8m.jpg]Image)[/url]

Capital city Gesno

Largest city (if different from capital) Ditto

State religion Mainly Secular, unless you count St. Koen, The First Grand Knight of Osjio, a folk hero in Osjio who was responsible for the nations founding

History
WIP


EDIT: Might change claim upon seeing the new map...Had ideas for a strong Militant State, and some "Rule the Seas" Shenanigans


Looks pretty okay so far. I’d suggest a slight reduction in the territory (i.e. to roughly the size of Higher Japan’s confederacy), but other than that, it seems fine. Eagerly awaiting the finished history.
Last edited by Ihury on Mon Oct 01, 2018 4:12 pm, edited 1 time in total.

User avatar
The V O I D
Post Marshal
 
Posts: 16386
Founded: Apr 13, 2014
Iron Fist Consumerists

Postby The V O I D » Mon Oct 01, 2018 4:15 pm

Finished my app. If anything needs adding/editing, let me know.

The V O I D wrote:Ohohoho, yeah.

Name of State (official)

The Kingdom of Vedra

Name of State (common)

Vedros

Population

Approx. 4.2 million.

Dominant race

Tau Elves (self-proclaimed 'High Elves') form up approximately 87% or more of the population within Vedros. The Tau have silky skin that is touched by the sun without being dark. Their eyes have a tendency to be various shades of a vibrant purple/magenta color, with an extremely rare gold among few of them. A Tau often has a hair color that is sunkissed blonde, often turning black with age. The Tau are also rather tall compared to an average human - with their females being around six feet and four inches in height on average by adulthood, and their males being close to seven feet and six inches by adulthood on average.

Despite their height, they have an unnatural level of dexterity, flexibility, and agility - more than any being ought to have. They are undoubtedly also one of the fairest and appealing races of the realm, quite often the 'ugliest' of their wretches being compared to the most beautiful and fair women of humans. The Tau claim to be descended from a being they call the Magus, who they worship as a god. They use this as an explanation for their extremely potent magical capabilities that come very naturally to them.

The Tau also are rather long-lived, with the average member of their race being able to live for over a century easily - untouched and unmarred by disease.

But perhaps the most attractive thing about them to other species is that they can breed with every other humanoid species - usually, their Elven traits are the ones to carry over to some degree, but these half-breeds always have a shorter lifespan and are much weaker than an average Tau in magic. Still, that doesn't stop them from living longer and being more potent with magic compared to others of their species are naturally.

Size of military

5% (approx. 210,000 or so).

Leader

Her Grand and Royal Majesty, Ophelia Thu'tan, the Queen of the Tau and Archduchess of the Lesser Elves.

Other prominent leaders

His Grand and Royal Highness, Voss Thu'tan, the Prince of the Tau and Duke of the Lesser Elves.

His Noble Righteousness, Artin Khuvi'rah, the Archmage of the Magi Order and Warmaster of the Kingdom.

Her Noble Righteousness, Jevra Ortis'mai, the Queen's High Counselor and Voice of the Tau.

His Excellency, Khari De'tato, the Royal Court Representative of the Lesser Elves.

Location on map

Vedros Island (the island to the west, off the continent's coast).

Capital city

Tau'Vedra.

Largest city (if different from capital)

Tau'Vedra.

State religion

The Magi Order acts as the Kingdom's religion, as they prescribe the teachings of magic as well as oversee all religious matters in relation to the Magus, the singular 'magic god' that all Tau are expected to worship.

History

The Kingdom of Vedra finds its roots in the rise of the Tau Elves on the island of Vedros. Specifically, the Tau Elves came from a city that their ancestors had built into Mount Astarte (an Elvish word for 'Starborne' or 'Sky-Reaching'); this city became known as Tau'Vedra ("Vedros of the Tau", as an approximate but somewhat inaccurate translation). These Tau Elves came to quickly dominate the island of Vedros, simply by virtue of their strength in magic.

The Tau, themselves, call themselves High Elves and claim to be descendants of the Magus - an all-powerful magic god. Their capital city was built atop a Magical Nexus, an epicenter of magical activity and general magic capability. This, along with Mount Astarte's general magical ores and properties, allowed the Tau to become washed with magical energies to the point wherein magic was far more common than technology.

The Tau see no need for it, and in fact, any technology that does exist has been developed under the premise of using Magic to fuel it. This magitech is regulated by the Magi Order, who act as the religious and magical leaders of the Kingdom that became founded as the Tau united under Tau'Vedra's guidance. The Magitech that the Tau use became so advanced and strong that they could safely create artificial Nexus Points, to increase the strength/power of their mages and cities across the island.

The Kingdom of Vedra made contact with the Johrid Empire shortly after taking most of Vedros for itself. The Tau quickly became fascinated by the humans, as their island was mostly populated by Tau Elves and other, lesser elvish races. The Kingdom became a strong ally of the Empire, but maintained its independence by virtue of the fact that it had numerous magical protections and barriers that, quite frankly, left many human mages dumbfounded.

This, along with their Magitech-powered navies and armies allowed for the Kingdom to be a very strong magical ally for the Empire.

The Kingdom of Vedra often allowed its lesser nobilities and cities to wed with some humans, forging powerful bonds between some of the Minor Houses with the humans of Johrua - along with creating some rather powerful human-elf hybrid bloodlines.

The Kingdom of Vedra eventually came to create the Royal Court to help run all matters of the Kingdom, including ensuring that the Magi Order worked even closer with the Royalty than they had before - making the Archmage of the Order have the dualistic responsibility of Archmage and Warmaster for the Kingdom, due to the Royal Armies and Navies being dependant upon Magic and Magitech.

One of the positions here was the Representative, the only elected position in the Court: Lesser Elves and other non-Tau could vote one of their own to represent them in Royal Court proceedings, as well as to make requests of the ruling King or Queen.

The Kingdom of Vedra has predominantly been at peace for most of its history, although there is some racial tension between the Tau and the Lesser Elves.

Some political alliances are being forged among the varied Major and Minor Houses in the Nobility - the two most major of which are the “Purists” that see Lesser Elves and hybrids, as well as other non-Tau races, as unworthy of Vedros and its magical glory. They also believe the Magus would not want that 'taint' upon His soil. The second faction, the “Equalists,” see all as equal, but that this must be taken further by sharing the glory of Vedros and freedom for fall - by any means necessary.

Regardless, the reigning Queen Ophelia Thu'tan was once friends with Emperor Kanuri V and was saddened to hear of his passing. She intends to either visit the Empire, or send someone on her behalf, to offer her condolences as well as support to the new Emperor...


Tell me what you think so far! I'll try to get the history done tomorrow.

As for why no pictures, I prefer to describe things whenever possible. If you need pictures, I can grab them. And if my map location is unacceptable, I can change that as well.

User avatar
Ihury
Chargé d'Affaires
 
Posts: 446
Founded: Aug 29, 2018
Ex-Nation

Postby Ihury » Mon Oct 01, 2018 4:19 pm

The V O I D wrote:Finished my app. If anything needs adding/editing, let me know.

The V O I D wrote:Ohohoho, yeah.

Name of State (official)

The Kingdom of Vedra

Name of State (common)

Vedros

Population

Approx. 4.2 million.

Dominant race

Tau Elves (self-proclaimed 'High Elves') form up approximately 87% or more of the population within Vedros. The Tau have silky skin that is touched by the sun without being dark. Their eyes have a tendency to be various shades of a vibrant purple/magenta color, with an extremely rare gold among few of them. A Tau often has a hair color that is sunkissed blonde, often turning black with age. The Tau are also rather tall compared to an average human - with their females being around six feet and four inches in height on average by adulthood, and their males being close to seven feet and six inches by adulthood on average.

Despite their height, they have an unnatural level of dexterity, flexibility, and agility - more than any being ought to have. They are undoubtedly also one of the fairest and appealing races of the realm, quite often the 'ugliest' of their wretches being compared to the most beautiful and fair women of humans. The Tau claim to be descended from a being they call the Magus, who they worship as a god. They use this as an explanation for their extremely potent magical capabilities that come very naturally to them.

The Tau also are rather long-lived, with the average member of their race being able to live for over a century easily - untouched and unmarred by disease.

But perhaps the most attractive thing about them to other species is that they can breed with every other humanoid species - usually, their Elven traits are the ones to carry over to some degree, but these half-breeds always have a shorter lifespan and are much weaker than an average Tau in magic. Still, that doesn't stop them from living longer and being more potent with magic compared to others of their species are naturally.

Size of military

5% (approx. 210,000 or so).

Leader

Her Grand and Royal Majesty, Ophelia Thu'tan, the Queen of the Tau and Archduchess of the Lesser Elves.

Other prominent leaders

His Grand and Royal Highness, Voss Thu'tan, the Prince of the Tau and Duke of the Lesser Elves.

His Noble Righteousness, Artin Khuvi'rah, the Archmage of the Magi Order and Warmaster of the Kingdom.

Her Noble Righteousness, Jevra Ortis'mai, the Queen's High Counselor and Voice of the Tau.

His Excellency, Khari De'tato, the Royal Court Representative of the Lesser Elves.

Location on map

Vedros Island (the island to the west, off the continent's coast).

Capital city

Tau'Vedra.

Largest city (if different from capital)

Tau'Vedra.

State religion

The Magi Order acts as the Kingdom's religion, as they prescribe the teachings of magic as well as oversee all religious matters in relation to the Magus, the singular 'magic god' that all Tau are expected to worship.

History

The Kingdom of Vedra finds its roots in the rise of the Tau Elves on the island of Vedros. Specifically, the Tau Elves came from a city that their ancestors had built into Mount Astarte (an Elvish word for 'Starborne' or 'Sky-Reaching'); this city became known as Tau'Vedra ("Vedros of the Tau", as an approximate but somewhat inaccurate translation). These Tau Elves came to quickly dominate the island of Vedros, simply by virtue of their strength in magic.

The Tau, themselves, call themselves High Elves and claim to be descendants of the Magus - an all-powerful magic god. Their capital city was built atop a Magical Nexus, an epicenter of magical activity and general magic capability. This, along with Mount Astarte's general magical ores and properties, allowed the Tau to become washed with magical energies to the point wherein magic was far more common than technology.

The Tau see no need for it, and in fact, any technology that does exist has been developed under the premise of using Magic to fuel it. This magitech is regulated by the Magi Order, who act as the religious and magical leaders of the Kingdom that became founded as the Tau united under Tau'Vedra's guidance. The Magitech that the Tau use became so advanced and strong that they could safely create artificial Nexus Points, to increase the strength/power of their mages and cities across the island.

The Kingdom of Vedra made contact with the Johrid Empire shortly after taking most of Vedros for itself. The Tau quickly became fascinated by the humans, as their island was mostly populated by Tau Elves and other, lesser elvish races. The Kingdom became a strong ally of the Empire, but maintained its independence by virtue of the fact that it had numerous magical protections and barriers that, quite frankly, left many human mages dumbfounded.

This, along with their Magitech-powered navies and armies allowed for the Kingdom to be a very strong magical ally for the Empire.

The Kingdom of Vedra often allowed its lesser nobilities and cities to wed with some humans, forging powerful bonds between some of the Minor Houses with the humans of Johrua - along with creating some rather powerful human-elf hybrid bloodlines.

The Kingdom of Vedra eventually came to create the Royal Court to help run all matters of the Kingdom, including ensuring that the Magi Order worked even closer with the Royalty than they had before - making the Archmage of the Order have the dualistic responsibility of Archmage and Warmaster for the Kingdom, due to the Royal Armies and Navies being dependant upon Magic and Magitech.

One of the positions here was the Representative, the only elected position in the Court: Lesser Elves and other non-Tau could vote one of their own to represent them in Royal Court proceedings, as well as to make requests of the ruling King or Queen.

The Kingdom of Vedra has predominantly been at peace for most of its history, although there is some racial tension between the Tau and the Lesser Elves.

Some political alliances are being forged among the varied Major and Minor Houses in the Nobility - the two most major of which are the “Purists” that see Lesser Elves and hybrids, as well as other non-Tau races, as unworthy of Vedros and its magical glory. They also believe the Magus would not want that 'taint' upon His soil. The second faction, the “Equalists,” see all as equal, but that this must be taken further by sharing the glory of Vedros and freedom for fall - by any means necessary.

Regardless, the reigning Queen Ophelia Thu'tan was once friends with Emperor Kanuri V and was saddened to hear of his passing. She intends to either visit the Empire, or send someone on her behalf, to offer her condolences as well as support to the new Emperor...


Tell me what you think so far! I'll try to get the history done tomorrow.

As for why no pictures, I prefer to describe things whenever possible. If you need pictures, I can grab them. And if my map location is unacceptable, I can change that as well.


Nope, it’s fine. Vedros is accepted.

User avatar
The V O I D
Post Marshal
 
Posts: 16386
Founded: Apr 13, 2014
Iron Fist Consumerists

Postby The V O I D » Mon Oct 01, 2018 4:23 pm

Ihury wrote:
The V O I D wrote:Finished my app. If anything needs adding/editing, let me know.



Nope, it’s fine. Vedros is accepted.


Now we just need a player to make a Dwarven nation (or maybe rebel against the primitivist norm and go Orc/Goblin nation) that is to technology as the Tau are to magic.

User avatar
Ihury
Chargé d'Affaires
 
Posts: 446
Founded: Aug 29, 2018
Ex-Nation

Postby Ihury » Mon Oct 01, 2018 4:38 pm

The V O I D wrote:
Ihury wrote:
Nope, it’s fine. Vedros is accepted.


Now we just need a player to make a Dwarven nation (or maybe rebel against the primitivist norm and go Orc/Goblin nation) that is to technology as the Tau are to magic.


If nobody else does, I will. ;)

User avatar
Nations United for Conquest
Negotiator
 
Posts: 5389
Founded: May 06, 2016
Inoffensive Centrist Democracy

Postby Nations United for Conquest » Mon Oct 01, 2018 4:50 pm

Ihury wrote:
Nations United for Conquest wrote:
Name of State (official) The Grand Kingdom of Osjio [ah-s-gee-O]

Name of State (common) Osjio

Population 4.2 Million

Dominant race
82% Human
14% other shit I don't have time to explain atm

Size of military 7.5%

Leader King Alaro Kahl

Other prominent leaders
  • Grand Knight Johann Alter - Commander of the National Forces
  • Knight of the Realm Theon Alter - Commander of the Northern Army
  • Knight of the Realm Rainier Fletcher - Commander of the Eastern Army
  • Knight of the Realm Rowen Juron - Commander of the Western Army
  • Knight of the Realm Erika Kiron - Commander of the Southern Army
  • Lady Evelyn Kahl - Crown Princess of Osjio

Location on map([url=http://i.imgur.com/1iSYZG8m.jpg]Image)[/url]

Capital city Gesno

Largest city (if different from capital) Ditto

State religion Mainly Secular, unless you count St. Koen, The First Grand Knight of Osjio, a folk hero in Osjio who was responsible for the nations founding

History
WIP


EDIT: Might change claim upon seeing the new map...Had ideas for a strong Militant State, and some "Rule the Seas" Shenanigans


Looks pretty okay so far. I’d suggest a slight reduction in the territory (i.e. to roughly the size of Higher Japan’s confederacy), but other than that, it seems fine. Eagerly awaiting the finished history.



Alright. Though I might hold off until I get a look at the new landmass, since it might be better for what I'm planning
National Information
Leader - Prime Minister Alaro Kuhn
Capital - Gesno
Population - 325,581,223
Currency - Krot ($)
Roleplay Information
OP Gatelord - [OOC]
The Coming Storm - PLANNED
TBA FE RP - PLANNED

THE DEMOCRATIC SOCIALIST REPUBLIC OF OSKANO
COBALT NETWORK MEMBER
Est. 1663

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Oct 01, 2018 5:38 pm

Can I make a sentient tree as a leader with some mutants that live in a forest kingdom?
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

User avatar
Ihury
Chargé d'Affaires
 
Posts: 446
Founded: Aug 29, 2018
Ex-Nation

Postby Ihury » Mon Oct 01, 2018 5:43 pm

Ralnis wrote:Can I make a sentient tree as a leader with some mutants that live in a forest kingdom?


Feel free. I welcome creative nation ideas :)

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Oct 01, 2018 6:25 pm

Damn, all the forest are taken.
So much for my ancient tree idea.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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