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[color=#4f4e4e]Placement Application[/color]
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by Soleanna » Sat Feb 02, 2019 8:39 pm
[color=#4f4e4e]Placement Application[/color]
by Azdov Mobius » Sun Feb 03, 2019 8:37 am
Soleanna wrote:Add this ' [ ' before | color=#4f4e4e]Placement Application[/color] to get
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[color=#4f4e4e]Placement Application[/color]
by The Mobian Emissary » Tue Feb 05, 2019 3:16 pm
Azdov Mobius wrote:-snip-
by Polish Prussian Commonwealth » Wed Feb 27, 2019 12:48 pm
National Information
Nation Name: Dessuar-Elsass
Government Classification: Military governorship/Monarchy(Margraviate)
Official Language(s): German
National Language(s): French, English
Starting Population: 20 million
Military Power: 100,000/50,000
(Note-the figure includes private militas.)
Nation Description:
Dessuar-Elsass' founding can be traced to a small fort and town, on the eastern fringe of a long-gone Empire. The Empire grew in power, and with it, Elsass. In time, it became a bustling town that hosted a large garrison, and it grew from a small Barony to a large County. Eventually, it came into a personal union with it's southern neighbor, the County of Dessuar, forming Dessuar-Elsass.
Centuries passed, and the County of Dessuar-Elsass grew larger and larger. The Golden age of the Empire came and went, during which prosperity reached it's height.
But all good things must end. With increasing barbarian attacks near the end of the Empire, the County of Dessuar-Elsass was promoted to a Margraviate-a military province that was responsible for the defense of vast stretches of land. It's area of responsibility was roughly it's modern-day borders.
Years passed. Slowly the Empire began to collapse-but Elsass held, like a firm rock in the storm. But unlike all other rocks, this one refused to be worn down.
More years passed. The Empire collapsed. New states rose in it's place. Some claimed to be successors, others simply shrugged. The continent descended into darkness, and still Elsass held.
Over a thousand years later, and Dessuar-Elsass still stands. It is now a relatively large country, with 20 million men, women, and children living under it's borders. It is a land of pleasent countryside and
deciduous forests, with a few scattered iron deposits. The Margraviate shies away from contact with other nations, preferring to maintain a stance of armed neutrality in war and peace.
Sociopolitical Goal: To maintain it's borders, protect Elsassian independence and sovereignty, and to, in the far future, restore the Empire that birthed it.
Race Creation
Species: Human
Climate Preference: Continental
Nation Type: Main
Is this a Colony?: No.
Map Claim:
Territorial Color: #004080
by Metenheim » Tue Mar 05, 2019 1:28 pm
National Information
Nation Name: Mettenheim
Government Classification: Unitary Parliamentary Constitutional Monarchy
Official Language(s): German, Quenya
National Language(s): German, Quenya
Starting Population: 27,231,038
Military Power: 62,500 Active/11,250 Reserve
Nation Description: With their mysterious Elvish origins stated to be from a volcano far from Cyrus lands, Mettenheim, the land of the Hithaeglir mountain range and and one of the most important features of central Cyrus, is home to among the most redoubtable warriors of all the Humanoid Peoples. Their foot units don the heavy and almost impregnable plate armor they produce. Their greatswords can tear through even the heaviest plate armors like butter. The Mettenheimers do not ride horses, and rumors claim that the horses' faces jokingly remind the Mettenheimer men too much of their wives although in reality, it is due to the fact that the terrain in Mettenheim is unsuitable to raise and maintain a cavalry force, and thus are primarily used for transportation.
Mettenheim also possesses two knighthood orders, the first being the Forlorn Hope. Joined by older men who have less to live for, they wield Greatswords and Zweihanders to great effect, despite their declining strength. They don the heavy and powerful Forlorn Hope Plate armor to protect them from ranged fire until they can get up close to their foes. Upon reaching their enemies, they can easily cleave through infantry and horses alike with their mighty swords.
The other mentioned knighthood order is of the Ebony Gauntlet. While they may lack the steeds most other Orders use heavily, they are not to be underestimated. Wielding siege crossbows with unmatched accuracy, they can easily take down foes at a distance that many longbowmen have difficulty trying to even hit and thanks to these heavy-duty crossbows their bolts can hit harder than most bows do; this allows these knights to take down or cripple foes at a greater distance than many bowmen and just about anyone else with a crossbow to their name. While they may not fire volleys as quickly as archers, they hit their target more accurately and unlike their typically more numerous ranged allies, they rely far more on marksmanship to take down their targets instead of massed volley fire.
Despite their effectiveness against cavalry, the order regularly recruits foot soldiers from commoners to act as a deterrent against cavalry. Wielding polehammers and Blunt Steel Polehammers, the aptly-termed Ebony Gauntlet Hammers are heavy infantry that can effectively fight off both men and horsemen. While they are not as well-trained as the Ebony Gauntlet Knights, their effectiveness is still acknowledged and appreciated by the Knights.
Mettenheimers are thus known to be great miners, metalworkers, smiths and stoneworkers. Their fabulous metalwork includes weapons, armour, tools, jewelry and toys. Their more-specialized skills include the making of boots, lamps, maps, plate armour and magic doors; in other words, the nation's economy thrives on mining, metallurgy, blacksmithing and jewellery. Due to their Elven heritage, Mettenheimers like to sing, and play musical instruments.
Although the Mettenheimer genetic heritage has been tainted by human presence, it nonetheless shares strong physical traits with that of a pure Elven one. This includes the fact that Mettenheimers are near immortal, in that their bodies do not age once they have reached maturity, so that they do not seem to become elderly or die of old age for a very long time. They can be killed by physical injury however, or they may come to death from wasting away if after long eons of life they lose the will to live. Like their pure blooded brethren, Mettenheimers come of age and marry at a lager stage compared to regular humans. They are, generally, unusually beautiful of face and body, have far better vision and hearing than standard Men, possess skills and abilities beyond what is possible for Men, can craft seemingly magical objects and possessing ethereal grace and various powers, although not as perfected as their pure Elven brethren. Mettenheimers are light of foot, can travel long distances without leaving tracks, and often can walk lightly across snow where the boots of Men would sink. They do require sleep, but are able to enter a waking meditative state to regain their strength when sleep is not possible. On the negative side of the spectrum, particularly among others, they are seen as narcissistic, prideful, arrogant, uptight, stubborn, self-centered, overly sarcastic and sometimes underestimate other races.
Sociopolitical Goal: To continue maintaining Mettenheim's borders, independence and sovereignty. Supplying the rest of the World with Mettenheims famous metal and engineering products. Keep up with the diplomatics by getting to know new nations and such.
Race Creation
Species: Half-Elf, Half-Human
Climate Preference: Mountain (or at least similar to Southern Germany/Switzerland/Austria)
Miscellaneous Information
Nation Type: Main
Is this a Colony?: No
Map Claim: If possible; beside or close to Dessuar-Elsass and no access to the sea (e.g landlocked)
Territorial Color: #f4f442
by The Mobian Emissary » Tue Mar 05, 2019 2:04 pm
by Kitsuneki » Wed Mar 13, 2019 7:20 pm
National Information
Nation Name: Kitsuneki
Government Classification: Constitutional Monarchy
Official Language(s): Nihon
National Language(s): Nihon, tieng Viet and Hangugeo
Starting Population: 7,490,776
Military Power: Active Personnel: 36,496 || Reserved Personnel: 13,531
Nation Description:
Kitsuneki was originally a non-existent nation, with many agrarian tribes and few nomadic tribes, the species within the land are Kitsunemimi's, ookamimi's, nekomimi's, etc. and this divide of species created tensions between the tribes and caused minor battles to occur within the land. Though this divide made the tribes join confederacy's with the tribes that have the same species which made battles develop to bigger battles, and once these confederacy's gave way for kingdoms representing the species. Which made the battles develop into a war between the kingdoms, these wars were known as the "Kitsuneki Civil War", or for the people living in Kitsuneki, the "Imperial Kitsuneki War". The war lasted for 30 years as the fronts barely moved, though kingdoms one by one fell to the Kitsuneki Kingdom. This is the reason why the majority of the population is Kitsunemimi's.
With the Kitsuneki Kingdom capitulating all the kingdoms. The nations population was not happy with having a monarch that only supported one species and not the others. So the nation went through major revolts until the monarchs had to do something. A government reformation where Monarchy of Kitsuneki will not make national legislations or pass and veto laws. The bicameral government shall have power over the nation, called the Kitsuneki National Assembly, this is made of an upper house where members are called Councillors, and a lower house where members are called Representatives. Parties are often elected by their goals and ideologies of the people, usually representing the species the nation has. The monarchy also has boosted civil rights and had started to be less authoritative and more democratic within the "Age of Sentiments", where political reformations were taking place.
The nations leader is now ruled by a Prime Minister and their party with their power limited by the Kitsuneki National Assembly with the Monarchy being a symbol of pride of the people. The leaders strongly encourage Shinto practices to emphasize the Monarchs as divine beings. Nationalising their religion.
Sociopolitical Goal: Preserve the Monarchy and Republic of Kitsuneki, maintain friendly diplomatic relations with countries and other nations. Thou will stay out of war unless the nations existence is threatened or it's ideals.
Race Creation
Species:
Majority of the population are Kitsunemimi (64%)
Minority are other species of Kemonomimi's (36%)
Climate Preference: Subtropical
Miscellaneous Information
Nation Type: Puppet nation || Main Nation: Kemonomica
Is this a Colony?: no
Map Claim: https://cdn.discordapp.com/attachments/ ... .50_PM.png
Territorial Color: #0000cd
by The Mobian Emissary » Wed Mar 13, 2019 7:36 pm
by Luchtenveld » Sun Mar 24, 2019 7:04 am
National Information
Nation Name: Luchtenveld
Government Classification:Federal Absolute Monarchy
Official Language(s):Luchtenvelder(Dutch)
National Language(s):
Starting Population: 30 million
Military Power:
Nation Description: The Grand Duchy of Luchtenveld is a small nation ruled by the van Nijevelt dynasty since its foundation 200 years ago famous for its trade ship the Fluyt which has been modified to allow entry into the narrow canals that make up the Grand duchy thus bringing trade and prosperity to the nation. The Nation was founded by Count Willem van Nijevelt who unified the other duchies through conquest or treaty under the reign of the current duke Hendricus van Nijevelt has moved the Duchy away from peace towards a more militant approach in the hopes of establishing an empire that will make Luchtenveld the pinnacle of civilization.
Sociopolitical Goal: Secure Naval Dominance for the Grand Duchy at any cost as to secure the flow of "spice"
Race Creation
Species: Human
Climate Preference:Marine
Miscellaneous Information
Nation Type: main
Is this a Colony?: no
Map Claim:https://i.imgur.com/bSJjy7L.png
Territorial Color:Orange (#FFA500)
by Danceria » Sun Mar 24, 2019 7:13 am
by The Mobian Emissary » Sun Mar 24, 2019 6:11 pm
Luchtenveld wrote:--Snip--
by Vanquaria » Mon Mar 25, 2019 2:27 am
National Information
Nation Name: Wulfengard
Government Classification: Totalitarian Democracy
Official Language(s): Fardic
National Language(s): Fardic, Old Gardic
Starting Population: 5.3 million
Military Power: 15,500 Active Personnel / 105,000 Reserve Personnel
Nation Description:
The island Wulfengard is built upon is cold and unforgiving, snowstorms ravage the landscape and whatever flora and fauna reside there have adapted to be just as tough as the soil they tread upon. That is why the Lycans of Wulfengard are the most feared specimens of the land they call home. Wulfengard was founded after the unification of its warring packs by its first leader and has remained a unified nation-state since though it has had to contend with internal and external strife throughout its history. Its government is a totalitarian democracy, its leaders being elected on the virtue of their achievements in the field of battle with narrow elections being decided by single combat between candidates. Resources are scarce on the island and this has forced the Lycans to repeatedly launch daring raids across the tumultuous seas against the vast, neighboring realm Acalas and sometimes, their major raids even reach as far as Elashia. Lycan hunting packs strike terror into the hearts of many for their raids are always fast and brutal, everything in their path is pillaged with even the females of other races being taken back to Wulfengard as slaves. Due to their warlike culture and selective military process, the Lycans are highly valued mercenaries and thus one of Wulfengard's best economic assets. Another key resource Wulfengard possesses are its large, natural deposits of coal. The limited but valuable resources of the nation are often traded for essential commodities such as food and luxuries.
Sociopolitical Goal: To claim the fertile lands of Acalus
Race Creation
Species: Lycans : A male's average height is 6 foot and a female's average height is 5'10". Both genders of the species are naturally strong and fast but males are usually more muscular and durable than females. Lycans adhere to a seasonal clock that invokes a strong urge to mate with a partner.
Climate Preference: Arctic Tundra
Miscellaneous Information
Nation Type: Main
Is this a Colony?: No
Map Claim:
Territorial Color: Purple
by New Pharaonic Egypt » Mon Mar 25, 2019 2:13 pm
Note: this is the application for Qhamat.
National Information
Nation Name: Qhamat (pronounced Keh-mat)
Government Classification: Semi-Constitutional Monarchy
Official Language(s): Modern Qhamatian
National Language(s): Upper Qhamatian, Lower Qhamatian, Nubian
Starting Population: 30 million
Military Power: Active: 90,000 (not including conscripts)
Reserve: 100,000
Nation Description:
For over five millennia—from its legendary unification to the modern day—Qhamat has stood as one of mankind's most resilient nations.Named by the Qhamatians themselves as the 'Black Land' so named for the rich, dark soil along the Great River where its first settlements began, Qhamat is concentrated along the lower reaches of this Great River which flows from the mountains and forests of central Arayah. Qhamat has long entranced visitors with those whom have traveled there telling tales of fantastical monuments and temples, the land's vast wealth and abundance, and of strange magics and an even stranger pantheon of gods. Indeed, the magics of this land acts as much of as the nation's life blood as the Great River's waters. Magic is the foundation of Qhamat's society and is utilized everywhere, filling in the roles others would leave to technology, ranging from the fields of medicine to engineering.
With its tremendous wealth in both the material and spiritual is unsurprising then that Qhamat has historically remained target for invaders seeking to control the land's resources and assert their authority over northern Arayah. In such times Qhamat looks to their king, the Pharaoh, the divinely ordained protector and intermediary of the gods, to ward off threats and preserve Ma'at, or the divine order. Despite the prowess of its mages, warriors, and the pharaoh himself, Qhamat is not invincible and has been conquered several times throughout history by those who have managed to exploit the nation in a time of weakness. Conquering Qhamat, however, is no simple task. Records concerning past invaders, human or otherwise, have revealed that occupiers find themselves gradually converted from Qhamat's newest conqueror to its newest protector, causing many to suspect that the land is bound by spells that ensure that Ma'at, and by extension Qhamat, always stays safeguarded.
Qhamat's history has been characterized by five "kingdoms" separated by intermediate periods of instability; the Old, Middle, New, Classical, and Modern. Each of these kingdoms oversaw a period of economic, political, and cultural development. These periods demonstrates a time of widespread success and prosperity. This success is sourced from Qhamat's ability to adapt to the conditions of the Great River valley for agriculture, with its predictable flooding, controlled irrigation, and magical blessings of the valley producing surplus crops, which supports a dense population, and social development and culture. Resources are plentiful in Qhamat, allowing the administration to sponsor mineral exploitation of the valley and surrounding desert regions, the creation of great works of literature and architecture, trade with surrounding regions, and a military expansions intended to assert Qhamatian dominance of northern Arayah. Motivating and organizing these activities exists a bureaucracy of elite scribes, religious leaders, and administrators under the control of the pharaoh, who ensure the cooperation and unity of the Qhamatian people.
Qhamat today remains in a similar state as it has for much of its history. The head of state and government is pharaoh Horemheb III who presides over a High Council comprising of nobles and other officials who carry out legislative duties. Qhamat is highly conservative and protective over its sovereignty, though it has been in a state of neutrality through most of recent history. Qhamatians are hesitant to go far from their homeland, as the magics that protect and aid them weaken as the farther they travel. What trade and commerce Qhamat conducts with the rest of the world is centered through the floating city of Rakedet off of the north coast, which is the home of many merchant guilds and companies though strict oversight of their activities is maintained.
Sociopolitical Goal: Protect Egypt's borders. Maintain and preserve Ma'at.
Race Creation
Species: Human
Climate Preference: Desert, Steppe (since it's on the coast)
Miscellaneous Information
Nation Type: Main
Is this a Colony?: No
Map Claim: https://i.imgur.com/n5ZMtO5.jpg
Territorial Color: #F2B639
by The Mobian Emissary » Mon Mar 25, 2019 4:08 pm
Vanquaria wrote:--Snip--
by Torumekhia » Mon Mar 25, 2019 4:27 pm
by The Mobian Emissary » Mon Mar 25, 2019 5:01 pm
New Pharaonic Egypt wrote:--Snip--
by The Mobian Emissary » Mon Mar 25, 2019 5:03 pm
by Maxentia » Wed Mar 27, 2019 4:07 pm
National Information
Nation Name: Maxentia
Government Classification: Absolute Monarchy
Official Language(s): Maxentian
National Language(s): Maxentian
Starting Population: 18,732,291
Military Power: 91,623 Active Personnel / 135,700 Reserve Personnel
Nation Description:
Maxentia; the term for the Land of Maxentius. Avitus Aemiliana Maxentius (The Mage King of Maxentia) founded Maxentia after unifying several warring city-states during the Ancient Era. He and his children, the 7 Mages of Maxentia, were among the most famous mages of their day. Each of them were masters in their chosen field of magic. Tragedy, however, struck when Lucia Aemiliana Maxentius (the eldest of Maxentius’ children) became immersed in the Dark Arts and tried to use her magic to immerse Maxentia in darkness. The ensuing war claimed the lives of Lucia, her father, and most of her siblings. Octavia Laelia Maxentius, the youngest and last surviving member of the original Mages, founded the Maxentius dynasty in the twilight of her life.
Maxentia is a proud nation with an ancient culture and history. It is among the oldest nations on the planet. The Maxentian Trading Fleet imports and experts goods from and to many nations across the continent. The bloodline of Octavia Laelia Maxentius continues to rule the land to this day, though throughout history various pretenders have tried to take power. Maxentia has also utilized magitech engines for its navy, making it a fearsome foe for other nations. They’ve begun using their knowledge of Magitechnology to enhance their military and increase their influence of their territory. While humans and other races have a presence in Maxentia, the main race are the Mekhians. Mekhian Architecture is quite advanced and many settlements and citizens have public baths for both private and public citizens.
Sociopolitical Goal: To expand their influence and Territory within Rolancia
Race Creation
Species: Mekhians are descended from a humanoid omnivore that lived on Rolancia. The feline predator, Homo Mekhanicus, and the human genetic ancestors must have shared some sort of common link, as Mekhians resemble Humans in a surprising amount of ways. The only real difference is their heightened sense of hearing and their ears. Mekhian's ears are extremely sensitive to temperatures when deprived of fur, so Mekhian ears are commonly covered in fur. Mekhians are physically average and mostly focus on ranged weaponry to make up for their inferior physique. However, Mekhians can be quite stealthy in forest conditions and are quite intellectual, with an ability to create mana-powered engines. A Male Mekhian's average height is 5'9" and a female's average height is 5'2".
Climate Preference: Marine
Miscellaneous Information
Nation Type: Main Nation.
Is this a Colony?: No.
Map Claim: Claim
Territorial Color: #C54646
by Antonia » Fri May 24, 2019 6:59 am
National Information
Nation Name: Antonia
Government Classification: Semi-Constitutional Monarchy
Official Language(s): Common Tongue (English)
National Language(s): Common Tongue (English) - Old Tongue (Russian, used if there is magic involved. Magic isn't used by the majority of the population either.)
Starting Population: 56 million citizens
Military Power: A professional, standing army of 100,000 / There isn't a reserve but poorly trained conscripts can be levied, this number is around 150,000.
Nation Description: The Kingdom of Antonia has only become a unified, single nation five generations ago when Nikolai the Great unified the squabbling petty kingdoms and dukedoms in the face of certain assimilation. Since, Antonia has become a fairly prosperous nation in regards to the fact that it can finally support the nutritional needs of all of its people. With the internal stability of the nation slowly stabilizing, Antonia will look to make contact with neighbors and others on the continent. Antonians are known for being abrasive so what this contact will be is concerning for some. As for religion, worship of Saints is the de facto the national religion. One can become a saint if they were a prodigiously pious person or they were responsible for some miraculous feat.
Sociopolitical Goal: Expansionism (Basically, if you're smaller than Antonia, they'll more than likely at least try to bully you. If you allow that, then they'll push more and more until they invade you. If you're bigger than them, or they find it more costly to be your enemy than you ally then they will attempt trade with you.
Race Creation
Species: Human
Miscellaneous Information
Nation Type: Main
Is this a Colony?: No
Map Claim: Not really sure yet, some where with the opportunity to roleplay with some tension with npc nations along with other player nations as well.
Territorial Color: N/A
by The Mobian Emissary » Fri May 24, 2019 1:14 pm
Antonia wrote:--snip--
by Novus Germanea » Mon May 27, 2019 12:49 pm
National Information
Nation Name: Novus Germanea
Government Classification: Colonial Government
Official Language(s): Common Tounge
National Language(s): Common Tounge and Old Common Tounge
Starting Population: 140 million
Military Power: 50k/250k doesn’t include citizen militias formed in times of strife
Nation Description: Explorers were blown off course into a huge storm and when they came to they’d landed on a beach. Conveniently with enough materials to make a settlement. After a few years of trying to survive on the coast, the settlers went inland. They saw huge mountains and many valleys, wide forests and many beavers. They saw eagles rising from its nests in hunt of prey, and wolves stalking in the undergrowth before pouncing on its prey. They saw many wonders and many more will be discovered. They formed a Governate and it was lead by a strong man who lead many explorations into the hinterland personally and many looked up to him. Times are good and many believe a time of peace and prosperity is ahead.
color=#4f4e4e]Sociopolitical Goal[/color] Survive in the harsh land
Race Creation White
Species: Human
Miscellaneous Information something interesting
Nation Type: main
Is this a Colony? Main Country
[color=#4f4e4e]Map Claim: (Optional, Refer here: https://i.imgur.com/hF9aVTw.jpg)
Territorial Color Prussian Blue
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