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Mobius [FanT RP/Worldbuilding] [Sign-Up]

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]

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Soleanna
Diplomat
 
Posts: 815
Founded: May 09, 2017
Inoffensive Centrist Democracy

Postby Soleanna » Sat Feb 02, 2019 8:39 pm

Add this ' [ ' before | color=#4f4e4e]Placement Application[/color] to get
Code: Select all
[color=#4f4e4e]Placement Application[/color]
  • NS Stats are not used
  • Soleanna's name was derived from Sonic the Hedgehog 2006, although not much else is relative to the game, besides symbolic tributes.
  • All graphics were designed by myself, if not modified to my liking. Using my graphics requires prior consent.
  • The World Assembly is the actual tyrant here, stripping nations of their sovereign rights | ( ͝° ͜ʖ͡°)つ[WA = Tyranny]

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Azdov Mobius
Bureaucrat
 
Posts: 51
Founded: Feb 02, 2019
Ex-Nation

Postby Azdov Mobius » Sun Feb 03, 2019 8:37 am

Soleanna wrote:Add this ' [ ' before | color=#4f4e4e]Placement Application[/color] to get
Code: Select all
[color=#4f4e4e]Placement Application[/color]


Done

User avatar
The Mobian Emissary
Secretary
 
Posts: 27
Founded: Dec 27, 2018
Ex-Nation

Postby The Mobian Emissary » Tue Feb 05, 2019 3:16 pm

Azdov Mobius wrote:-snip-


Declined


Note to Player
  • Your nation does not fit the lore of the region
  • the description of your nation is vague and ultimately contributes to the first note

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Polish Prussian Commonwealth
Senator
 
Posts: 4918
Founded: Oct 30, 2018
Democratic Socialists

Postby Polish Prussian Commonwealth » Wed Feb 27, 2019 12:48 pm

Image



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: Image

Territorial Color: #004080

"Furthermore, I submit that Carthage NSG must be destroyed." t. Marcus Porcius Cato

IC name is "Blauveldt-Ryszana".

A traumatized, but recovering, MT-Early PMT/FanT constitutional monarchy consisting of a personal and constitutional union of two Realms. Features: near-universal gun ownership, governmental dysfunction, terrified Christinaslander Air National Guard personnel counting down the days until they rotate back home, and an eternal standoff with the last of it's former oppressors.


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The Mobian Emissary
Secretary
 
Posts: 27
Founded: Dec 27, 2018
Ex-Nation

Postby The Mobian Emissary » Wed Feb 27, 2019 5:27 pm

Accepted


Note to Player
  • None at time of approval

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Metenheim
Political Columnist
 
Posts: 5
Founded: Mar 05, 2019
Ex-Nation

Postby Metenheim » Tue Mar 05, 2019 1:28 pm

Image



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

Last edited by Metenheim on Tue Mar 05, 2019 1:39 pm, edited 1 time in total.

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The Mobian Emissary
Secretary
 
Posts: 27
Founded: Dec 27, 2018
Ex-Nation

Postby The Mobian Emissary » Tue Mar 05, 2019 2:04 pm

Accepted


Note to Player
  • Map claim will be resolved via discord
Last edited by The Mobian Emissary on Tue Mar 05, 2019 2:05 pm, edited 1 time in total.

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Kitsuneki
Lobbyist
 
Posts: 18
Founded: Mar 13, 2019
Ex-Nation

Postby Kitsuneki » Wed Mar 13, 2019 7:20 pm

Image



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

Factbook
may the divine protect our lands - Katsuko Kitsune

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The Mobian Emissary
Secretary
 
Posts: 27
Founded: Dec 27, 2018
Ex-Nation

Postby The Mobian Emissary » Wed Mar 13, 2019 7:36 pm

Accepted


Note to Player
  • Nation Type regards to whether this nation is your main for the 'region' not NS in general
  • Map claim will be resolved via discord
Last edited by The Mobian Emissary on Wed Mar 13, 2019 7:36 pm, edited 1 time in total.

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Luchtenveld
Political Columnist
 
Posts: 2
Founded: Mar 24, 2019
Ex-Nation

Postby Luchtenveld » Sun Mar 24, 2019 7:04 am

Image



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)


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Danceria
Postmaster-General
 
Posts: 10715
Founded: Aug 13, 2015
Ex-Nation

Postby Danceria » Sun Mar 24, 2019 7:13 am

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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The Mobian Emissary
Secretary
 
Posts: 27
Founded: Dec 27, 2018
Ex-Nation

Postby The Mobian Emissary » Sun Mar 24, 2019 6:11 pm

Luchtenveld wrote:--Snip--

Accepted


Note to Player
  • Other than your national language being unfilled, It'll be presumed as Luchtenvelder per say to your Official Language.
  • Map claim will be updated within 24 hours
  • It is encoruaged to join the Discord, if you have not.
Last edited by The Mobian Emissary on Sun Mar 24, 2019 6:12 pm, edited 1 time in total.

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Vanquaria
Senator
 
Posts: 4809
Founded: May 09, 2014
Ex-Nation

Postby Vanquaria » Mon Mar 25, 2019 2:27 am

Image



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: Image

Territorial Color: Purple

Last edited by Vanquaria on Mon Mar 25, 2019 5:01 am, edited 7 times in total.
Vanq commands a quiet respect that carries its own authority. He is the Hitler of NS.


"I took away Vanq's YB for deliberatly ignoring me"
"I know Vanq is a very good writer and this is how he treats someone of lesser skill?"
"I would love to have a writer of your caliber along for the ride"
"neo and vanq do a dbz fusion to form 1 big shitposter then get erased from NS by kyrusia"
"Which is the level of memeing I expect from Vanq"
"brigadier general comes on, pulls a vanq and calls us all autistic"

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New Pharaonic Egypt
Lobbyist
 
Posts: 21
Founded: Jun 04, 2015
Ex-Nation

Postby New Pharaonic Egypt » Mon Mar 25, 2019 2:13 pm

Image



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

Last edited by New Pharaonic Egypt on Wed Mar 27, 2019 6:00 pm, edited 1 time in total.

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The Mobian Emissary
Secretary
 
Posts: 27
Founded: Dec 27, 2018
Ex-Nation

Postby The Mobian Emissary » Mon Mar 25, 2019 4:08 pm

Vanquaria wrote:--Snip--

Accepted


Note to Player
  • None at time of approval (Inquries addressed via discord)

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Torumekhia
Political Columnist
 
Posts: 2
Founded: Mar 22, 2019
Ex-Nation

Postby Torumekhia » Mon Mar 25, 2019 4:27 pm

Removed
Last edited by Torumekhia on Wed Mar 27, 2019 4:02 pm, edited 2 times in total.

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The Mobian Emissary
Secretary
 
Posts: 27
Founded: Dec 27, 2018
Ex-Nation

Postby The Mobian Emissary » Mon Mar 25, 2019 5:01 pm

New Pharaonic Egypt wrote:--Snip--

Accepted


Note to Player
  • Application info is outdated, please fix with adjusted data.
  • We encourage you to join the Regional Discord
Last edited by The Mobian Emissary on Wed Mar 27, 2019 3:43 pm, edited 1 time in total.

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The Mobian Emissary
Secretary
 
Posts: 27
Founded: Dec 27, 2018
Ex-Nation

Postby The Mobian Emissary » Mon Mar 25, 2019 5:03 pm

Torumekhia wrote:--Snip--

Removed -


Removal Noticed
  • User had requested to withdraw their application
Last edited by The Mobian Emissary on Wed Mar 27, 2019 4:28 pm, edited 2 times in total.

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Maxentia
Civilian
 
Posts: 1
Founded: Mar 27, 2019
Ex-Nation

Postby Maxentia » Wed Mar 27, 2019 4:07 pm

Image



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

Last edited by Maxentia on Thu Mar 28, 2019 1:01 am, edited 1 time in total.

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Duhon
Senator
 
Posts: 4421
Founded: Nov 21, 2018
Ex-Nation

Postby Duhon » Wed Mar 27, 2019 5:51 pm

Tagging.

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Antonia
Lobbyist
 
Posts: 21
Founded: Oct 16, 2011
Ex-Nation

Postby Antonia » Wed May 22, 2019 3:47 pm

is this region still active?
Daenerys & Aegon Targaryen deserved a better ending. Do not argue with me on this.

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Chun Nan
Spokesperson
 
Posts: 107
Founded: Oct 12, 2016
Ex-Nation

Postby Chun Nan » Thu May 23, 2019 3:59 pm

Yes, we mainly discuss via discord

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Antonia
Lobbyist
 
Posts: 21
Founded: Oct 16, 2011
Ex-Nation

Application

Postby Antonia » Fri May 24, 2019 6:59 am

Image



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

Daenerys & Aegon Targaryen deserved a better ending. Do not argue with me on this.

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The Mobian Emissary
Secretary
 
Posts: 27
Founded: Dec 27, 2018
Ex-Nation

Postby The Mobian Emissary » Fri May 24, 2019 1:14 pm

Antonia wrote:--snip--

Accepted


Note to Player
  • We encourage you to join the regional discord, to further get yourself accustumed.

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Novus Germanea
Political Columnist
 
Posts: 3
Founded: Apr 23, 2019
Ex-Nation

Postby Novus Germanea » Mon May 27, 2019 12:49 pm

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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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Last edited by Novus Germanea on Mon May 27, 2019 5:03 pm, edited 5 times in total.

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